three-stdlib 2.35.5 → 2.35.7
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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 +211 -206
- package/objects/Lensflare.cjs.map +1 -1
- package/objects/Lensflare.js +212 -207
- 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":"ConvexObjectBreaker.cjs","sources":["../../src/misc/ConvexObjectBreaker.js"],"sourcesContent":["import { Line3, Mesh, Plane, Vector3 } from 'three'\nimport { ConvexGeometry } from '../geometries/ConvexGeometry'\n\n/**\n * @fileoverview This class can be used to subdivide a convex Geometry object into pieces.\n *\n * Usage:\n *\n * Use the function prepareBreakableObject to prepare a Mesh object to be broken.\n *\n * Then, call the various functions to subdivide the object (subdivideByImpact, cutByPlane)\n *\n * Sub-objects that are product of subdivision don't need prepareBreakableObject to be called on them.\n *\n * Requisites for the object:\n *\n * - Mesh object must have a buffer geometry and a material\n *\n * - Vertex normals must be planar (not smoothed)\n *\n * - The geometry must be convex (this is not checked in the library). You can create convex\n * geometries with ConvexGeometry. The BoxGeometry, SphereGeometry and other convex primitives\n * can also be used.\n *\n * Note: This lib adds member variables to object's userData member (see prepareBreakableObject function)\n * Use with caution and read the code when using with other libs.\n *\n * @param {double} minSizeForBreak Min size a debris can have to break.\n * @param {double} smallDelta Max distance to consider that a point belongs to a plane.\n *\n */\n\nconst _v1 = new Vector3()\n\nclass ConvexObjectBreaker {\n constructor(minSizeForBreak = 1.4, smallDelta = 0.0001) {\n this.minSizeForBreak = minSizeForBreak\n this.smallDelta = smallDelta\n\n this.tempLine1 = new Line3()\n this.tempPlane1 = new Plane()\n this.tempPlane2 = new Plane()\n this.tempPlane_Cut = new Plane()\n this.tempCM1 = new Vector3()\n this.tempCM2 = new Vector3()\n this.tempVector3 = new Vector3()\n this.tempVector3_2 = new Vector3()\n this.tempVector3_3 = new Vector3()\n this.tempVector3_P0 = new Vector3()\n this.tempVector3_P1 = new Vector3()\n this.tempVector3_P2 = new Vector3()\n this.tempVector3_N0 = new Vector3()\n this.tempVector3_N1 = new Vector3()\n this.tempVector3_AB = new Vector3()\n this.tempVector3_CB = new Vector3()\n this.tempResultObjects = { object1: null, object2: null }\n\n this.segments = []\n const n = 30 * 30\n for (let i = 0; i < n; i++) this.segments[i] = false\n }\n\n prepareBreakableObject(object, mass, velocity, angularVelocity, breakable) {\n // object is a Object3d (normally a Mesh), must have a buffer geometry, and it must be convex.\n // Its material property is propagated to its children (sub-pieces)\n // mass must be > 0\n\n const userData = object.userData\n userData.mass = mass\n userData.velocity = velocity.clone()\n userData.angularVelocity = angularVelocity.clone()\n userData.breakable = breakable\n }\n\n /*\n * @param {int} maxRadialIterations Iterations for radial cuts.\n * @param {int} maxRandomIterations Max random iterations for not-radial cuts\n *\n * Returns the array of pieces\n */\n subdivideByImpact(object, pointOfImpact, normal, maxRadialIterations, maxRandomIterations) {\n const debris = []\n\n const tempPlane1 = this.tempPlane1\n const tempPlane2 = this.tempPlane2\n\n this.tempVector3.addVectors(pointOfImpact, normal)\n tempPlane1.setFromCoplanarPoints(pointOfImpact, object.position, this.tempVector3)\n\n const maxTotalIterations = maxRandomIterations + maxRadialIterations\n\n const scope = this\n\n function subdivideRadial(subObject, startAngle, endAngle, numIterations) {\n if (Math.random() < numIterations * 0.05 || numIterations > maxTotalIterations) {\n debris.push(subObject)\n\n return\n }\n\n let angle = Math.PI\n\n if (numIterations === 0) {\n tempPlane2.normal.copy(tempPlane1.normal)\n tempPlane2.constant = tempPlane1.constant\n } else {\n if (numIterations <= maxRadialIterations) {\n angle = (endAngle - startAngle) * (0.2 + 0.6 * Math.random()) + startAngle\n\n // Rotate tempPlane2 at impact point around normal axis and the angle\n scope.tempVector3_2.copy(object.position).sub(pointOfImpact).applyAxisAngle(normal, angle).add(pointOfImpact)\n tempPlane2.setFromCoplanarPoints(pointOfImpact, scope.tempVector3, scope.tempVector3_2)\n } else {\n angle = (0.5 * (numIterations & 1) + 0.2 * (2 - Math.random())) * Math.PI\n\n // Rotate tempPlane2 at object position around normal axis and the angle\n scope.tempVector3_2\n .copy(pointOfImpact)\n .sub(subObject.position)\n .applyAxisAngle(normal, angle)\n .add(subObject.position)\n scope.tempVector3_3.copy(normal).add(subObject.position)\n tempPlane2.setFromCoplanarPoints(subObject.position, scope.tempVector3_3, scope.tempVector3_2)\n }\n }\n\n // Perform the cut\n scope.cutByPlane(subObject, tempPlane2, scope.tempResultObjects)\n\n const obj1 = scope.tempResultObjects.object1\n const obj2 = scope.tempResultObjects.object2\n\n if (obj1) {\n subdivideRadial(obj1, startAngle, angle, numIterations + 1)\n }\n\n if (obj2) {\n subdivideRadial(obj2, angle, endAngle, numIterations + 1)\n }\n }\n\n subdivideRadial(object, 0, 2 * Math.PI, 0)\n\n return debris\n }\n\n cutByPlane(object, plane, output) {\n // Returns breakable objects in output.object1 and output.object2 members, the resulting 2 pieces of the cut.\n // object2 can be null if the plane doesn't cut the object.\n // object1 can be null only in case of internal error\n // Returned value is number of pieces, 0 for error.\n\n const geometry = object.geometry\n const coords = geometry.attributes.position.array\n const normals = geometry.attributes.normal.array\n\n const numPoints = coords.length / 3\n let numFaces = numPoints / 3\n\n let indices = geometry.getIndex()\n\n if (indices) {\n indices = indices.array\n numFaces = indices.length / 3\n }\n\n function getVertexIndex(faceIdx, vert) {\n // vert = 0, 1 or 2.\n\n const idx = faceIdx * 3 + vert\n\n return indices ? indices[idx] : idx\n }\n\n const points1 = []\n const points2 = []\n\n const delta = this.smallDelta\n\n // Reset segments mark\n const numPointPairs = numPoints * numPoints\n for (let i = 0; i < numPointPairs; i++) this.segments[i] = false\n\n const p0 = this.tempVector3_P0\n const p1 = this.tempVector3_P1\n const n0 = this.tempVector3_N0\n const n1 = this.tempVector3_N1\n\n // Iterate through the faces to mark edges shared by coplanar faces\n for (let i = 0; i < numFaces - 1; i++) {\n const a1 = getVertexIndex(i, 0)\n const b1 = getVertexIndex(i, 1)\n const c1 = getVertexIndex(i, 2)\n\n // Assuming all 3 vertices have the same normal\n n0.set(normals[a1], normals[a1] + 1, normals[a1] + 2)\n\n for (let j = i + 1; j < numFaces; j++) {\n const a2 = getVertexIndex(j, 0)\n const b2 = getVertexIndex(j, 1)\n const c2 = getVertexIndex(j, 2)\n\n // Assuming all 3 vertices have the same normal\n n1.set(normals[a2], normals[a2] + 1, normals[a2] + 2)\n\n const coplanar = 1 - n0.dot(n1) < delta\n\n if (coplanar) {\n if (a1 === a2 || a1 === b2 || a1 === c2) {\n if (b1 === a2 || b1 === b2 || b1 === c2) {\n this.segments[a1 * numPoints + b1] = true\n this.segments[b1 * numPoints + a1] = true\n } else {\n this.segments[c1 * numPoints + a1] = true\n this.segments[a1 * numPoints + c1] = true\n }\n } else if (b1 === a2 || b1 === b2 || b1 === c2) {\n this.segments[c1 * numPoints + b1] = true\n this.segments[b1 * numPoints + c1] = true\n }\n }\n }\n }\n\n // Transform the plane to object local space\n const localPlane = this.tempPlane_Cut\n object.updateMatrix()\n ConvexObjectBreaker.transformPlaneToLocalSpace(plane, object.matrix, localPlane)\n\n // Iterate through the faces adding points to both pieces\n for (let i = 0; i < numFaces; i++) {\n const va = getVertexIndex(i, 0)\n const vb = getVertexIndex(i, 1)\n const vc = getVertexIndex(i, 2)\n\n for (let segment = 0; segment < 3; segment++) {\n const i0 = segment === 0 ? va : segment === 1 ? vb : vc\n const i1 = segment === 0 ? vb : segment === 1 ? vc : va\n\n const segmentState = this.segments[i0 * numPoints + i1]\n\n if (segmentState) continue // The segment already has been processed in another face\n\n // Mark segment as processed (also inverted segment)\n this.segments[i0 * numPoints + i1] = true\n this.segments[i1 * numPoints + i0] = true\n\n p0.set(coords[3 * i0], coords[3 * i0 + 1], coords[3 * i0 + 2])\n p1.set(coords[3 * i1], coords[3 * i1 + 1], coords[3 * i1 + 2])\n\n // mark: 1 for negative side, 2 for positive side, 3 for coplanar point\n let mark0 = 0\n\n let d = localPlane.distanceToPoint(p0)\n\n if (d > delta) {\n mark0 = 2\n points2.push(p0.clone())\n } else if (d < -delta) {\n mark0 = 1\n points1.push(p0.clone())\n } else {\n mark0 = 3\n points1.push(p0.clone())\n points2.push(p0.clone())\n }\n\n // mark: 1 for negative side, 2 for positive side, 3 for coplanar point\n let mark1 = 0\n\n d = localPlane.distanceToPoint(p1)\n\n if (d > delta) {\n mark1 = 2\n points2.push(p1.clone())\n } else if (d < -delta) {\n mark1 = 1\n points1.push(p1.clone())\n } else {\n mark1 = 3\n points1.push(p1.clone())\n points2.push(p1.clone())\n }\n\n if ((mark0 === 1 && mark1 === 2) || (mark0 === 2 && mark1 === 1)) {\n // Intersection of segment with the plane\n\n this.tempLine1.start.copy(p0)\n this.tempLine1.end.copy(p1)\n\n let intersection = new Vector3()\n intersection = localPlane.intersectLine(this.tempLine1, intersection)\n\n if (intersection === null) {\n // Shouldn't happen\n console.error('Internal error: segment does not intersect plane.')\n output.segmentedObject1 = null\n output.segmentedObject2 = null\n return 0\n }\n\n points1.push(intersection)\n points2.push(intersection.clone())\n }\n }\n }\n\n // Calculate debris mass (very fast and imprecise):\n const newMass = object.userData.mass * 0.5\n\n // Calculate debris Center of Mass (again fast and imprecise)\n this.tempCM1.set(0, 0, 0)\n let radius1 = 0\n const numPoints1 = points1.length\n\n if (numPoints1 > 0) {\n for (let i = 0; i < numPoints1; i++) this.tempCM1.add(points1[i])\n\n this.tempCM1.divideScalar(numPoints1)\n for (let i = 0; i < numPoints1; i++) {\n const p = points1[i]\n p.sub(this.tempCM1)\n radius1 = Math.max(radius1, p.x, p.y, p.z)\n }\n\n this.tempCM1.add(object.position)\n }\n\n this.tempCM2.set(0, 0, 0)\n let radius2 = 0\n const numPoints2 = points2.length\n if (numPoints2 > 0) {\n for (let i = 0; i < numPoints2; i++) this.tempCM2.add(points2[i])\n\n this.tempCM2.divideScalar(numPoints2)\n for (let i = 0; i < numPoints2; i++) {\n const p = points2[i]\n p.sub(this.tempCM2)\n radius2 = Math.max(radius2, p.x, p.y, p.z)\n }\n\n this.tempCM2.add(object.position)\n }\n\n let object1 = null\n let object2 = null\n\n let numObjects = 0\n\n if (numPoints1 > 4) {\n object1 = new Mesh(new ConvexGeometry(points1), object.material)\n object1.position.copy(this.tempCM1)\n object1.quaternion.copy(object.quaternion)\n\n this.prepareBreakableObject(\n object1,\n newMass,\n object.userData.velocity,\n object.userData.angularVelocity,\n 2 * radius1 > this.minSizeForBreak,\n )\n\n numObjects++\n }\n\n if (numPoints2 > 4) {\n object2 = new Mesh(new ConvexGeometry(points2), object.material)\n object2.position.copy(this.tempCM2)\n object2.quaternion.copy(object.quaternion)\n\n this.prepareBreakableObject(\n object2,\n newMass,\n object.userData.velocity,\n object.userData.angularVelocity,\n 2 * radius2 > this.minSizeForBreak,\n )\n\n numObjects++\n }\n\n output.object1 = object1\n output.object2 = object2\n\n return numObjects\n }\n\n static transformFreeVector(v, m) {\n // input:\n // vector interpreted as a free vector\n // THREE.Matrix4 orthogonal matrix (matrix without scale)\n\n const x = v.x,\n y = v.y,\n z = v.z\n const e = m.elements\n\n v.x = e[0] * x + e[4] * y + e[8] * z\n v.y = e[1] * x + e[5] * y + e[9] * z\n v.z = e[2] * x + e[6] * y + e[10] * z\n\n return v\n }\n\n static transformFreeVectorInverse(v, m) {\n // input:\n // vector interpreted as a free vector\n // THREE.Matrix4 orthogonal matrix (matrix without scale)\n\n const x = v.x,\n y = v.y,\n z = v.z\n const e = m.elements\n\n v.x = e[0] * x + e[1] * y + e[2] * z\n v.y = e[4] * x + e[5] * y + e[6] * z\n v.z = e[8] * x + e[9] * y + e[10] * z\n\n return v\n }\n\n static transformTiedVectorInverse(v, m) {\n // input:\n // vector interpreted as a tied (ordinary) vector\n // THREE.Matrix4 orthogonal matrix (matrix without scale)\n\n const x = v.x,\n y = v.y,\n z = v.z\n const e = m.elements\n\n v.x = e[0] * x + e[1] * y + e[2] * z - e[12]\n v.y = e[4] * x + e[5] * y + e[6] * z - e[13]\n v.z = e[8] * x + e[9] * y + e[10] * z - e[14]\n\n return v\n }\n\n static transformPlaneToLocalSpace(plane, m, resultPlane) {\n resultPlane.normal.copy(plane.normal)\n resultPlane.constant = plane.constant\n\n const referencePoint = ConvexObjectBreaker.transformTiedVectorInverse(plane.coplanarPoint(_v1), m)\n\n ConvexObjectBreaker.transformFreeVectorInverse(resultPlane.normal, m)\n\n // recalculate constant (like in setFromNormalAndCoplanarPoint)\n resultPlane.constant = -referencePoint.dot(resultPlane.normal)\n }\n}\n\nexport { ConvexObjectBreaker 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{"version":3,"file":"ConvexObjectBreaker.cjs","sources":["../../src/misc/ConvexObjectBreaker.js"],"sourcesContent":["import { Line3, Mesh, Plane, Vector3 } from 'three'\nimport { ConvexGeometry } from '../geometries/ConvexGeometry'\n\n/**\n * @fileoverview This class can be used to subdivide a convex Geometry object into pieces.\n *\n * Usage:\n *\n * Use the function prepareBreakableObject to prepare a Mesh object to be broken.\n *\n * Then, call the various functions to subdivide the object (subdivideByImpact, cutByPlane)\n *\n * Sub-objects that are product of subdivision don't need prepareBreakableObject to be called on them.\n *\n * Requisites for the object:\n *\n * - Mesh object must have a buffer geometry and a material\n *\n * - Vertex normals must be planar (not smoothed)\n *\n * - The geometry must be convex (this is not checked in the library). You can create convex\n * geometries with ConvexGeometry. The BoxGeometry, SphereGeometry and other convex primitives\n * can also be used.\n *\n * Note: This lib adds member variables to object's userData member (see prepareBreakableObject function)\n * Use with caution and read the code when using with other libs.\n *\n * @param {double} minSizeForBreak Min size a debris can have to break.\n * @param {double} smallDelta Max distance to consider that a point belongs to a plane.\n *\n */\n\nconst _v1 = /* @__PURE__ */ new Vector3()\n\nconst ConvexObjectBreaker = /* @__PURE__ */ (() => {\n class ConvexObjectBreaker {\n constructor(minSizeForBreak = 1.4, smallDelta = 0.0001) {\n this.minSizeForBreak = minSizeForBreak\n this.smallDelta = smallDelta\n\n this.tempLine1 = new Line3()\n this.tempPlane1 = new Plane()\n this.tempPlane2 = new Plane()\n this.tempPlane_Cut = new Plane()\n this.tempCM1 = new Vector3()\n this.tempCM2 = new Vector3()\n this.tempVector3 = new Vector3()\n this.tempVector3_2 = new Vector3()\n this.tempVector3_3 = new Vector3()\n this.tempVector3_P0 = new Vector3()\n this.tempVector3_P1 = new Vector3()\n this.tempVector3_P2 = new Vector3()\n this.tempVector3_N0 = new Vector3()\n this.tempVector3_N1 = new Vector3()\n this.tempVector3_AB = new Vector3()\n this.tempVector3_CB = new Vector3()\n this.tempResultObjects = { object1: null, object2: null }\n\n this.segments = []\n const n = 30 * 30\n for (let i = 0; i < n; i++) this.segments[i] = false\n }\n\n prepareBreakableObject(object, mass, velocity, angularVelocity, breakable) {\n // object is a Object3d (normally a Mesh), must have a buffer geometry, and it must be convex.\n // Its material property is propagated to its children (sub-pieces)\n // mass must be > 0\n\n const userData = object.userData\n userData.mass = mass\n userData.velocity = velocity.clone()\n userData.angularVelocity = angularVelocity.clone()\n userData.breakable = breakable\n }\n\n /*\n * @param {int} maxRadialIterations Iterations for radial cuts.\n * @param {int} maxRandomIterations Max random iterations for not-radial cuts\n *\n * Returns the array of pieces\n */\n subdivideByImpact(object, pointOfImpact, normal, maxRadialIterations, maxRandomIterations) {\n const debris = []\n\n const tempPlane1 = this.tempPlane1\n const tempPlane2 = this.tempPlane2\n\n this.tempVector3.addVectors(pointOfImpact, normal)\n tempPlane1.setFromCoplanarPoints(pointOfImpact, object.position, this.tempVector3)\n\n const maxTotalIterations = maxRandomIterations + maxRadialIterations\n\n const scope = this\n\n function subdivideRadial(subObject, startAngle, endAngle, numIterations) {\n if (Math.random() < numIterations * 0.05 || numIterations > maxTotalIterations) {\n debris.push(subObject)\n\n return\n }\n\n let angle = Math.PI\n\n if (numIterations === 0) {\n tempPlane2.normal.copy(tempPlane1.normal)\n tempPlane2.constant = tempPlane1.constant\n } else {\n if (numIterations <= maxRadialIterations) {\n angle = (endAngle - startAngle) * (0.2 + 0.6 * Math.random()) + startAngle\n\n // Rotate tempPlane2 at impact point around normal axis and the angle\n scope.tempVector3_2\n .copy(object.position)\n .sub(pointOfImpact)\n .applyAxisAngle(normal, angle)\n .add(pointOfImpact)\n tempPlane2.setFromCoplanarPoints(pointOfImpact, scope.tempVector3, scope.tempVector3_2)\n } else {\n angle = (0.5 * (numIterations & 1) + 0.2 * (2 - Math.random())) * Math.PI\n\n // Rotate tempPlane2 at object position around normal axis and the angle\n scope.tempVector3_2\n .copy(pointOfImpact)\n .sub(subObject.position)\n .applyAxisAngle(normal, angle)\n .add(subObject.position)\n scope.tempVector3_3.copy(normal).add(subObject.position)\n tempPlane2.setFromCoplanarPoints(subObject.position, scope.tempVector3_3, scope.tempVector3_2)\n }\n }\n\n // Perform the cut\n scope.cutByPlane(subObject, tempPlane2, scope.tempResultObjects)\n\n const obj1 = scope.tempResultObjects.object1\n const obj2 = scope.tempResultObjects.object2\n\n if (obj1) {\n subdivideRadial(obj1, startAngle, angle, numIterations + 1)\n }\n\n if (obj2) {\n subdivideRadial(obj2, angle, endAngle, numIterations + 1)\n }\n }\n\n subdivideRadial(object, 0, 2 * Math.PI, 0)\n\n return debris\n }\n\n cutByPlane(object, plane, output) {\n // Returns breakable objects in output.object1 and output.object2 members, the resulting 2 pieces of the cut.\n // object2 can be null if the plane doesn't cut the object.\n // object1 can be null only in case of internal error\n // Returned value is number of pieces, 0 for error.\n\n const geometry = object.geometry\n const coords = geometry.attributes.position.array\n const normals = geometry.attributes.normal.array\n\n const numPoints = coords.length / 3\n let numFaces = numPoints / 3\n\n let indices = geometry.getIndex()\n\n if (indices) {\n indices = indices.array\n numFaces = indices.length / 3\n }\n\n function getVertexIndex(faceIdx, vert) {\n // vert = 0, 1 or 2.\n\n const idx = faceIdx * 3 + vert\n\n return indices ? indices[idx] : idx\n }\n\n const points1 = []\n const points2 = []\n\n const delta = this.smallDelta\n\n // Reset segments mark\n const numPointPairs = numPoints * numPoints\n for (let i = 0; i < numPointPairs; i++) this.segments[i] = false\n\n const p0 = this.tempVector3_P0\n const p1 = this.tempVector3_P1\n const n0 = this.tempVector3_N0\n const n1 = this.tempVector3_N1\n\n // Iterate through the faces to mark edges shared by coplanar faces\n for (let i = 0; i < numFaces - 1; i++) {\n const a1 = getVertexIndex(i, 0)\n const b1 = getVertexIndex(i, 1)\n const c1 = getVertexIndex(i, 2)\n\n // Assuming all 3 vertices have the same normal\n n0.set(normals[a1], normals[a1] + 1, normals[a1] + 2)\n\n for (let j = i + 1; j < numFaces; j++) {\n const a2 = getVertexIndex(j, 0)\n const b2 = getVertexIndex(j, 1)\n const c2 = getVertexIndex(j, 2)\n\n // Assuming all 3 vertices have the same normal\n n1.set(normals[a2], normals[a2] + 1, normals[a2] + 2)\n\n const coplanar = 1 - n0.dot(n1) < delta\n\n if (coplanar) {\n if (a1 === a2 || a1 === b2 || a1 === c2) {\n if (b1 === a2 || b1 === b2 || b1 === c2) {\n this.segments[a1 * numPoints + b1] = true\n this.segments[b1 * numPoints + a1] = true\n } else {\n this.segments[c1 * numPoints + a1] = true\n this.segments[a1 * numPoints + c1] = true\n }\n } else if (b1 === a2 || b1 === b2 || b1 === c2) {\n this.segments[c1 * numPoints + b1] = true\n this.segments[b1 * numPoints + c1] = true\n }\n }\n }\n }\n\n // Transform the plane to object local space\n const localPlane = this.tempPlane_Cut\n object.updateMatrix()\n ConvexObjectBreaker.transformPlaneToLocalSpace(plane, object.matrix, localPlane)\n\n // Iterate through the faces adding points to both pieces\n for (let i = 0; i < numFaces; i++) {\n const va = getVertexIndex(i, 0)\n const vb = getVertexIndex(i, 1)\n const vc = getVertexIndex(i, 2)\n\n for (let segment = 0; segment < 3; segment++) {\n const i0 = segment === 0 ? va : segment === 1 ? vb : vc\n const i1 = segment === 0 ? vb : segment === 1 ? vc : va\n\n const segmentState = this.segments[i0 * numPoints + i1]\n\n if (segmentState) continue // The segment already has been processed in another face\n\n // Mark segment as processed (also inverted segment)\n this.segments[i0 * numPoints + i1] = true\n this.segments[i1 * numPoints + i0] = true\n\n p0.set(coords[3 * i0], coords[3 * i0 + 1], coords[3 * i0 + 2])\n p1.set(coords[3 * i1], coords[3 * i1 + 1], coords[3 * i1 + 2])\n\n // mark: 1 for negative side, 2 for positive side, 3 for coplanar point\n let mark0 = 0\n\n let d = localPlane.distanceToPoint(p0)\n\n if (d > delta) {\n mark0 = 2\n points2.push(p0.clone())\n } else if (d < -delta) {\n mark0 = 1\n points1.push(p0.clone())\n } else {\n mark0 = 3\n points1.push(p0.clone())\n points2.push(p0.clone())\n }\n\n // mark: 1 for negative side, 2 for positive side, 3 for coplanar point\n let mark1 = 0\n\n d = localPlane.distanceToPoint(p1)\n\n if (d > delta) {\n mark1 = 2\n points2.push(p1.clone())\n } else if (d < -delta) {\n mark1 = 1\n points1.push(p1.clone())\n } else {\n mark1 = 3\n points1.push(p1.clone())\n points2.push(p1.clone())\n }\n\n if ((mark0 === 1 && mark1 === 2) || (mark0 === 2 && mark1 === 1)) {\n // Intersection of segment with the plane\n\n this.tempLine1.start.copy(p0)\n this.tempLine1.end.copy(p1)\n\n let intersection = new Vector3()\n intersection = localPlane.intersectLine(this.tempLine1, intersection)\n\n if (intersection === null) {\n // Shouldn't happen\n console.error('Internal error: segment does not intersect plane.')\n output.segmentedObject1 = null\n output.segmentedObject2 = null\n return 0\n }\n\n points1.push(intersection)\n points2.push(intersection.clone())\n }\n }\n }\n\n // Calculate debris mass (very fast and imprecise):\n const newMass = object.userData.mass * 0.5\n\n // Calculate debris Center of Mass (again fast and imprecise)\n this.tempCM1.set(0, 0, 0)\n let radius1 = 0\n const numPoints1 = points1.length\n\n if (numPoints1 > 0) {\n for (let i = 0; i < numPoints1; i++) this.tempCM1.add(points1[i])\n\n this.tempCM1.divideScalar(numPoints1)\n for (let i = 0; i < numPoints1; i++) {\n const p = points1[i]\n p.sub(this.tempCM1)\n radius1 = Math.max(radius1, p.x, p.y, p.z)\n }\n\n this.tempCM1.add(object.position)\n }\n\n this.tempCM2.set(0, 0, 0)\n let radius2 = 0\n const numPoints2 = points2.length\n if (numPoints2 > 0) {\n for (let i = 0; i < numPoints2; i++) this.tempCM2.add(points2[i])\n\n this.tempCM2.divideScalar(numPoints2)\n for (let i = 0; i < numPoints2; i++) {\n const p = points2[i]\n p.sub(this.tempCM2)\n radius2 = Math.max(radius2, p.x, p.y, p.z)\n }\n\n this.tempCM2.add(object.position)\n }\n\n let object1 = null\n let object2 = null\n\n let numObjects = 0\n\n if (numPoints1 > 4) {\n object1 = new Mesh(new ConvexGeometry(points1), object.material)\n object1.position.copy(this.tempCM1)\n object1.quaternion.copy(object.quaternion)\n\n this.prepareBreakableObject(\n object1,\n newMass,\n object.userData.velocity,\n object.userData.angularVelocity,\n 2 * radius1 > this.minSizeForBreak,\n )\n\n numObjects++\n }\n\n if (numPoints2 > 4) {\n object2 = new Mesh(new ConvexGeometry(points2), object.material)\n object2.position.copy(this.tempCM2)\n object2.quaternion.copy(object.quaternion)\n\n this.prepareBreakableObject(\n object2,\n newMass,\n object.userData.velocity,\n object.userData.angularVelocity,\n 2 * radius2 > this.minSizeForBreak,\n )\n\n numObjects++\n }\n\n output.object1 = object1\n output.object2 = object2\n\n return numObjects\n }\n\n static transformFreeVector(v, m) {\n // input:\n // vector interpreted as a free vector\n // THREE.Matrix4 orthogonal matrix (matrix without scale)\n\n const x = v.x,\n y = v.y,\n z = v.z\n const e = m.elements\n\n v.x = e[0] * x + e[4] * y + e[8] * z\n v.y = e[1] * x + e[5] * y + e[9] * z\n v.z = e[2] * x + e[6] * y + e[10] * z\n\n return v\n }\n\n static transformFreeVectorInverse(v, m) {\n // input:\n // vector interpreted as a free vector\n // THREE.Matrix4 orthogonal matrix (matrix without scale)\n\n const x = v.x,\n y = v.y,\n z = v.z\n const e = m.elements\n\n v.x = e[0] * x + e[1] * y + e[2] * z\n v.y = e[4] * x + e[5] * y + e[6] * z\n v.z = e[8] * x + e[9] * y + e[10] * z\n\n return v\n }\n\n static transformTiedVectorInverse(v, m) {\n // input:\n // vector interpreted as a tied (ordinary) vector\n // THREE.Matrix4 orthogonal matrix (matrix without scale)\n\n const x = v.x,\n y = v.y,\n z = v.z\n const e = m.elements\n\n v.x = e[0] * x + e[1] * y + e[2] * z - e[12]\n v.y = e[4] * x + e[5] * y + e[6] * z - e[13]\n v.z = e[8] * x + e[9] * y + e[10] * z - e[14]\n\n return v\n }\n\n static transformPlaneToLocalSpace(plane, m, resultPlane) {\n resultPlane.normal.copy(plane.normal)\n resultPlane.constant = plane.constant\n\n const referencePoint = ConvexObjectBreaker.transformTiedVectorInverse(plane.coplanarPoint(_v1), m)\n\n ConvexObjectBreaker.transformFreeVectorInverse(resultPlane.normal, m)\n\n // recalculate constant (like in setFromNormalAndCoplanarPoint)\n resultPlane.constant = -referencePoint.dot(resultPlane.normal)\n }\n }\n\n return ConvexObjectBreaker\n})()\n\nexport { ConvexObjectBreaker 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