three-stdlib 2.35.5 → 2.35.7

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Files changed (514) hide show
  1. package/_polyfill/CapsuleGeometry.cjs +20 -17
  2. package/_polyfill/CapsuleGeometry.cjs.map +1 -1
  3. package/_polyfill/CapsuleGeometry.js +20 -17
  4. package/_polyfill/CapsuleGeometry.js.map +1 -1
  5. package/_polyfill/constants.cjs +1 -1
  6. package/_polyfill/constants.cjs.map +1 -1
  7. package/_polyfill/constants.js +1 -1
  8. package/_polyfill/constants.js.map +1 -1
  9. package/animation/AnimationClipCreator.cjs +13 -13
  10. package/animation/AnimationClipCreator.cjs.map +1 -1
  11. package/animation/AnimationClipCreator.js +13 -13
  12. package/animation/AnimationClipCreator.js.map +1 -1
  13. package/animation/CCDIKSolver.cjs +11 -11
  14. package/animation/CCDIKSolver.cjs.map +1 -1
  15. package/animation/CCDIKSolver.js +12 -12
  16. package/animation/CCDIKSolver.js.map +1 -1
  17. package/animation/MMDAnimationHelper.cjs +1 -1
  18. package/animation/MMDAnimationHelper.cjs.map +1 -1
  19. package/animation/MMDAnimationHelper.js +1 -1
  20. package/animation/MMDAnimationHelper.js.map +1 -1
  21. package/animation/MMDPhysics.cjs +4 -4
  22. package/animation/MMDPhysics.cjs.map +1 -1
  23. package/animation/MMDPhysics.js +4 -4
  24. package/animation/MMDPhysics.js.map +1 -1
  25. package/controls/ArcballControls.cjs +2 -2
  26. package/controls/ArcballControls.cjs.map +1 -1
  27. package/controls/ArcballControls.js +3 -3
  28. package/controls/ArcballControls.js.map +1 -1
  29. package/controls/FirstPersonControls.cjs +1 -1
  30. package/controls/FirstPersonControls.cjs.map +1 -1
  31. package/controls/FirstPersonControls.js +1 -1
  32. package/controls/FirstPersonControls.js.map +1 -1
  33. package/controls/OrbitControls.cjs +2 -2
  34. package/controls/OrbitControls.cjs.map +1 -1
  35. package/controls/OrbitControls.js +3 -3
  36. package/controls/OrbitControls.js.map +1 -1
  37. package/controls/PointerLockControls.cjs +2 -2
  38. package/controls/PointerLockControls.cjs.map +1 -1
  39. package/controls/PointerLockControls.js +3 -3
  40. package/controls/PointerLockControls.js.map +1 -1
  41. package/csm/CSM.cjs +4 -4
  42. package/csm/CSM.cjs.map +1 -1
  43. package/csm/CSM.js +5 -5
  44. package/csm/CSM.js.map +1 -1
  45. package/csm/CSMFrustum.cjs +1 -1
  46. package/csm/CSMFrustum.cjs.map +1 -1
  47. package/csm/CSMFrustum.js +2 -2
  48. package/csm/CSMFrustum.js.map +1 -1
  49. package/deprecated/Geometry.cjs +722 -715
  50. package/deprecated/Geometry.cjs.map +1 -1
  51. package/deprecated/Geometry.js +723 -716
  52. package/deprecated/Geometry.js.map +1 -1
  53. package/effects/AnaglyphEffect.cjs +2 -1
  54. package/effects/AnaglyphEffect.cjs.map +1 -1
  55. package/effects/AnaglyphEffect.js +3 -2
  56. package/effects/AnaglyphEffect.js.map +1 -1
  57. package/effects/OutlineEffect.cjs +2 -1
  58. package/effects/OutlineEffect.cjs.map +1 -1
  59. package/effects/OutlineEffect.js +3 -2
  60. package/effects/OutlineEffect.js.map +1 -1
  61. package/effects/ParallaxBarrierEffect.cjs +2 -1
  62. package/effects/ParallaxBarrierEffect.cjs.map +1 -1
  63. package/effects/ParallaxBarrierEffect.js +3 -2
  64. package/effects/ParallaxBarrierEffect.js.map +1 -1
  65. package/exporters/DRACOExporter.cjs +133 -122
  66. package/exporters/DRACOExporter.cjs.map +1 -1
  67. package/exporters/DRACOExporter.d.ts +34 -21
  68. package/exporters/DRACOExporter.js +133 -122
  69. package/exporters/DRACOExporter.js.map +1 -1
  70. package/exporters/GLTFExporter.cjs +170 -167
  71. package/exporters/GLTFExporter.cjs.map +1 -1
  72. package/exporters/GLTFExporter.js +170 -167
  73. package/exporters/GLTFExporter.js.map +1 -1
  74. package/geometries/LightningStrike.cjs +524 -515
  75. package/geometries/LightningStrike.cjs.map +1 -1
  76. package/geometries/LightningStrike.js +524 -515
  77. package/geometries/LightningStrike.js.map +1 -1
  78. package/geometries/RoundedBoxGeometry.cjs +1 -1
  79. package/geometries/RoundedBoxGeometry.cjs.map +1 -1
  80. package/geometries/RoundedBoxGeometry.js +2 -2
  81. package/geometries/RoundedBoxGeometry.js.map +1 -1
  82. package/helpers/RaycasterHelper.cjs +2 -2
  83. package/helpers/RaycasterHelper.cjs.map +1 -1
  84. package/helpers/RaycasterHelper.js +3 -3
  85. package/helpers/RaycasterHelper.js.map +1 -1
  86. package/helpers/VertexNormalsHelper.cjs +3 -3
  87. package/helpers/VertexNormalsHelper.cjs.map +1 -1
  88. package/helpers/VertexNormalsHelper.js +4 -4
  89. package/helpers/VertexNormalsHelper.js.map +1 -1
  90. package/helpers/VertexTangentsHelper.cjs +2 -2
  91. package/helpers/VertexTangentsHelper.cjs.map +1 -1
  92. package/helpers/VertexTangentsHelper.js +3 -3
  93. package/helpers/VertexTangentsHelper.js.map +1 -1
  94. package/interactive/InteractiveGroup.cjs +1 -1
  95. package/interactive/InteractiveGroup.cjs.map +1 -1
  96. package/interactive/InteractiveGroup.js +2 -2
  97. package/interactive/InteractiveGroup.js.map +1 -1
  98. package/interactive/SelectionBox.cjs +15 -15
  99. package/interactive/SelectionBox.cjs.map +1 -1
  100. package/interactive/SelectionBox.js +16 -16
  101. package/interactive/SelectionBox.js.map +1 -1
  102. package/libs/chevrotain.cjs +1 -1
  103. package/libs/chevrotain.cjs.map +1 -1
  104. package/libs/chevrotain.js +1 -1
  105. package/libs/chevrotain.js.map +1 -1
  106. package/libs/lottie.cjs +1 -1
  107. package/libs/lottie.cjs.map +1 -1
  108. package/libs/lottie.js +1 -1
  109. package/libs/lottie.js.map +1 -1
  110. package/libs/opentype.cjs +1 -1
  111. package/libs/opentype.cjs.map +1 -1
  112. package/libs/opentype.js +1 -1
  113. package/libs/opentype.js.map +1 -1
  114. package/lights/LightProbeGenerator.cjs +5 -5
  115. package/lights/LightProbeGenerator.cjs.map +1 -1
  116. package/lights/LightProbeGenerator.js +5 -5
  117. package/lights/LightProbeGenerator.js.map +1 -1
  118. package/lights/RectAreaLightUniformsLib.cjs +3 -3
  119. package/lights/RectAreaLightUniformsLib.cjs.map +1 -1
  120. package/lights/RectAreaLightUniformsLib.js +3 -3
  121. package/lights/RectAreaLightUniformsLib.js.map +1 -1
  122. package/lines/LineMaterial.cjs +2 -1
  123. package/lines/LineMaterial.cjs.map +1 -1
  124. package/lines/LineMaterial.js +3 -2
  125. package/lines/LineMaterial.js.map +1 -1
  126. package/lines/LineSegments2.cjs +13 -13
  127. package/lines/LineSegments2.cjs.map +1 -1
  128. package/lines/LineSegments2.js +14 -14
  129. package/lines/LineSegments2.js.map +1 -1
  130. package/lines/LineSegmentsGeometry.cjs +2 -2
  131. package/lines/LineSegmentsGeometry.cjs.map +1 -1
  132. package/lines/LineSegmentsGeometry.js +3 -3
  133. package/lines/LineSegmentsGeometry.js.map +1 -1
  134. package/lines/Wireframe.cjs +3 -3
  135. package/lines/Wireframe.cjs.map +1 -1
  136. package/lines/Wireframe.js +4 -4
  137. package/lines/Wireframe.js.map +1 -1
  138. package/loaders/BasisTextureLoader.cjs +441 -435
  139. package/loaders/BasisTextureLoader.cjs.map +1 -1
  140. package/loaders/BasisTextureLoader.js +441 -435
  141. package/loaders/BasisTextureLoader.js.map +1 -1
  142. package/loaders/EXRLoader.cjs +2 -1
  143. package/loaders/EXRLoader.cjs.map +1 -1
  144. package/loaders/EXRLoader.js +3 -2
  145. package/loaders/EXRLoader.js.map +1 -1
  146. package/loaders/FBXLoader.cjs +2 -2
  147. package/loaders/FBXLoader.cjs.map +1 -1
  148. package/loaders/FBXLoader.js +2 -2
  149. package/loaders/FBXLoader.js.map +1 -1
  150. package/loaders/FontLoader.cjs +2 -2
  151. package/loaders/FontLoader.cjs.map +1 -1
  152. package/loaders/FontLoader.d.ts +2 -2
  153. package/loaders/FontLoader.js +2 -2
  154. package/loaders/FontLoader.js.map +1 -1
  155. package/loaders/GLTFLoader.cjs +2 -2
  156. package/loaders/GLTFLoader.cjs.map +1 -1
  157. package/loaders/GLTFLoader.js +2 -2
  158. package/loaders/GLTFLoader.js.map +1 -1
  159. package/loaders/KTX2Loader.cjs +377 -374
  160. package/loaders/KTX2Loader.cjs.map +1 -1
  161. package/loaders/KTX2Loader.js +377 -374
  162. package/loaders/KTX2Loader.js.map +1 -1
  163. package/loaders/LDrawLoader.cjs +5 -4
  164. package/loaders/LDrawLoader.cjs.map +1 -1
  165. package/loaders/LDrawLoader.js +6 -5
  166. package/loaders/LDrawLoader.js.map +1 -1
  167. package/loaders/OBJLoader.cjs +5 -5
  168. package/loaders/OBJLoader.cjs.map +1 -1
  169. package/loaders/OBJLoader.js +6 -6
  170. package/loaders/OBJLoader.js.map +1 -1
  171. package/loaders/PRWMLoader.cjs +46 -43
  172. package/loaders/PRWMLoader.cjs.map +1 -1
  173. package/loaders/PRWMLoader.js +46 -43
  174. package/loaders/PRWMLoader.js.map +1 -1
  175. package/loaders/SVGLoader.cjs +1694 -1688
  176. package/loaders/SVGLoader.cjs.map +1 -1
  177. package/loaders/SVGLoader.js +1694 -1688
  178. package/loaders/SVGLoader.js.map +1 -1
  179. package/loaders/XLoader.cjs +1 -1
  180. package/loaders/XLoader.cjs.map +1 -1
  181. package/loaders/XLoader.js +1 -1
  182. package/loaders/XLoader.js.map +1 -1
  183. package/math/Capsule.cjs +3 -3
  184. package/math/Capsule.cjs.map +1 -1
  185. package/math/Capsule.js +3 -3
  186. package/math/Capsule.js.map +1 -1
  187. package/math/ColorConverter.cjs +9 -9
  188. package/math/ColorConverter.cjs.map +1 -1
  189. package/math/ColorConverter.js +9 -9
  190. package/math/ColorConverter.js.map +1 -1
  191. package/math/ConvexHull.cjs +53 -50
  192. package/math/ConvexHull.cjs.map +1 -1
  193. package/math/ConvexHull.js +53 -50
  194. package/math/ConvexHull.js.map +1 -1
  195. package/math/ImprovedNoise.cjs +1 -1
  196. package/math/ImprovedNoise.cjs.map +1 -1
  197. package/math/ImprovedNoise.js +1 -1
  198. package/math/ImprovedNoise.js.map +1 -1
  199. package/math/MeshSurfaceSampler.cjs +2 -2
  200. package/math/MeshSurfaceSampler.cjs.map +1 -1
  201. package/math/MeshSurfaceSampler.js +2 -2
  202. package/math/MeshSurfaceSampler.js.map +1 -1
  203. package/math/OBB.cjs +14 -14
  204. package/math/OBB.cjs.map +1 -1
  205. package/math/OBB.js +15 -15
  206. package/math/OBB.js.map +1 -1
  207. package/math/Octree.cjs +7 -7
  208. package/math/Octree.cjs.map +1 -1
  209. package/math/Octree.js +8 -8
  210. package/math/Octree.js.map +1 -1
  211. package/misc/ConvexObjectBreaker.cjs +271 -268
  212. package/misc/ConvexObjectBreaker.cjs.map +1 -1
  213. package/misc/ConvexObjectBreaker.js +272 -269
  214. package/misc/ConvexObjectBreaker.js.map +1 -1
  215. package/misc/Gyroscope.cjs +6 -6
  216. package/misc/Gyroscope.cjs.map +1 -1
  217. package/misc/Gyroscope.js +7 -7
  218. package/misc/Gyroscope.js.map +1 -1
  219. package/modifiers/CurveModifier.cjs +1 -1
  220. package/modifiers/CurveModifier.cjs.map +1 -1
  221. package/modifiers/CurveModifier.js +2 -2
  222. package/modifiers/CurveModifier.js.map +1 -1
  223. package/modifiers/SimplifyModifier.cjs +2 -2
  224. package/modifiers/SimplifyModifier.cjs.map +1 -1
  225. package/modifiers/SimplifyModifier.js +2 -2
  226. package/modifiers/SimplifyModifier.js.map +1 -1
  227. package/objects/BatchedMesh.cjs +2 -2
  228. package/objects/BatchedMesh.cjs.map +1 -1
  229. package/objects/BatchedMesh.js +3 -3
  230. package/objects/BatchedMesh.js.map +1 -1
  231. package/objects/GroundProjectedEnv.cjs +2 -1
  232. package/objects/GroundProjectedEnv.cjs.map +1 -1
  233. package/objects/GroundProjectedEnv.js +3 -2
  234. package/objects/GroundProjectedEnv.js.map +1 -1
  235. package/objects/Lensflare.cjs +211 -206
  236. package/objects/Lensflare.cjs.map +1 -1
  237. package/objects/Lensflare.js +212 -207
  238. package/objects/Lensflare.js.map +1 -1
  239. package/objects/Reflector.cjs +154 -146
  240. package/objects/Reflector.cjs.map +1 -1
  241. package/objects/Reflector.js +154 -146
  242. package/objects/Reflector.js.map +1 -1
  243. package/objects/ReflectorForSSRPass.cjs +183 -180
  244. package/objects/ReflectorForSSRPass.cjs.map +1 -1
  245. package/objects/ReflectorForSSRPass.js +183 -180
  246. package/objects/ReflectorForSSRPass.js.map +1 -1
  247. package/objects/Refractor.cjs +164 -161
  248. package/objects/Refractor.cjs.map +1 -1
  249. package/objects/Refractor.js +164 -161
  250. package/objects/Refractor.js.map +1 -1
  251. package/objects/ShadowMesh.cjs +1 -1
  252. package/objects/ShadowMesh.cjs.map +1 -1
  253. package/objects/ShadowMesh.js +2 -2
  254. package/objects/ShadowMesh.js.map +1 -1
  255. package/objects/Sky.cjs +35 -32
  256. package/objects/Sky.cjs.map +1 -1
  257. package/objects/Sky.d.ts +17 -42
  258. package/objects/Sky.js +35 -32
  259. package/objects/Sky.js.map +1 -1
  260. package/objects/Water.cjs +2 -1
  261. package/objects/Water.cjs.map +1 -1
  262. package/objects/Water.js +3 -2
  263. package/objects/Water.js.map +1 -1
  264. package/objects/Water2.cjs +143 -140
  265. package/objects/Water2.cjs.map +1 -1
  266. package/objects/Water2.js +143 -140
  267. package/objects/Water2.js.map +1 -1
  268. package/package.json +1 -1
  269. package/postprocessing/SAOPass.cjs +267 -264
  270. package/postprocessing/SAOPass.cjs.map +1 -1
  271. package/postprocessing/SAOPass.js +267 -264
  272. package/postprocessing/SAOPass.js.map +1 -1
  273. package/postprocessing/SSAOPass.cjs +253 -250
  274. package/postprocessing/SSAOPass.cjs.map +1 -1
  275. package/postprocessing/SSAOPass.js +253 -250
  276. package/postprocessing/SSAOPass.js.map +1 -1
  277. package/postprocessing/SSRPass.cjs +379 -376
  278. package/postprocessing/SSRPass.cjs.map +1 -1
  279. package/postprocessing/SSRPass.js +379 -376
  280. package/postprocessing/SSRPass.js.map +1 -1
  281. package/postprocessing/UnrealBloomPass.cjs +205 -202
  282. package/postprocessing/UnrealBloomPass.cjs.map +1 -1
  283. package/postprocessing/UnrealBloomPass.js +205 -202
  284. package/postprocessing/UnrealBloomPass.js.map +1 -1
  285. package/renderers/CSS2DRenderer.cjs +5 -5
  286. package/renderers/CSS2DRenderer.cjs.map +1 -1
  287. package/renderers/CSS2DRenderer.js +5 -5
  288. package/renderers/CSS2DRenderer.js.map +1 -1
  289. package/renderers/CSS3DRenderer.cjs +5 -5
  290. package/renderers/CSS3DRenderer.cjs.map +1 -1
  291. package/renderers/CSS3DRenderer.js +6 -6
  292. package/renderers/CSS3DRenderer.js.map +1 -1
  293. package/shaders/ACESFilmicToneMappingShader.cjs +71 -46
  294. package/shaders/ACESFilmicToneMappingShader.cjs.map +1 -1
  295. package/shaders/ACESFilmicToneMappingShader.js +71 -46
  296. package/shaders/ACESFilmicToneMappingShader.js.map +1 -1
  297. package/shaders/AfterimageShader.cjs +41 -22
  298. package/shaders/AfterimageShader.cjs.map +1 -1
  299. package/shaders/AfterimageShader.js +41 -22
  300. package/shaders/AfterimageShader.js.map +1 -1
  301. package/shaders/BasicShader.cjs +20 -6
  302. package/shaders/BasicShader.cjs.map +1 -1
  303. package/shaders/BasicShader.js +20 -6
  304. package/shaders/BasicShader.js.map +1 -1
  305. package/shaders/BleachBypassShader.cjs +46 -26
  306. package/shaders/BleachBypassShader.cjs.map +1 -1
  307. package/shaders/BleachBypassShader.js +46 -26
  308. package/shaders/BleachBypassShader.js.map +1 -1
  309. package/shaders/BlendShader.cjs +33 -19
  310. package/shaders/BlendShader.cjs.map +1 -1
  311. package/shaders/BlendShader.js +33 -19
  312. package/shaders/BlendShader.js.map +1 -1
  313. package/shaders/BokehShader.cjs +117 -90
  314. package/shaders/BokehShader.cjs.map +1 -1
  315. package/shaders/BokehShader.js +117 -90
  316. package/shaders/BokehShader.js.map +1 -1
  317. package/shaders/BokehShader2.cjs +333 -232
  318. package/shaders/BokehShader2.cjs.map +1 -1
  319. package/shaders/BokehShader2.js +333 -232
  320. package/shaders/BokehShader2.js.map +1 -1
  321. package/shaders/BrightnessContrastShader.cjs +38 -22
  322. package/shaders/BrightnessContrastShader.cjs.map +1 -1
  323. package/shaders/BrightnessContrastShader.js +38 -22
  324. package/shaders/BrightnessContrastShader.js.map +1 -1
  325. package/shaders/ColorCorrectionShader.cjs +35 -21
  326. package/shaders/ColorCorrectionShader.cjs.map +1 -1
  327. package/shaders/ColorCorrectionShader.js +35 -21
  328. package/shaders/ColorCorrectionShader.js.map +1 -1
  329. package/shaders/ColorifyShader.cjs +34 -19
  330. package/shaders/ColorifyShader.cjs.map +1 -1
  331. package/shaders/ColorifyShader.js +34 -19
  332. package/shaders/ColorifyShader.js.map +1 -1
  333. package/shaders/ConvolutionShader.cjs +43 -24
  334. package/shaders/ConvolutionShader.cjs.map +1 -1
  335. package/shaders/ConvolutionShader.js +43 -24
  336. package/shaders/ConvolutionShader.js.map +1 -1
  337. package/shaders/CopyShader.cjs +30 -16
  338. package/shaders/CopyShader.cjs.map +1 -1
  339. package/shaders/CopyShader.js +30 -16
  340. package/shaders/CopyShader.js.map +1 -1
  341. package/shaders/DOFMipMapShader.cjs +38 -21
  342. package/shaders/DOFMipMapShader.cjs.map +1 -1
  343. package/shaders/DOFMipMapShader.js +38 -21
  344. package/shaders/DOFMipMapShader.js.map +1 -1
  345. package/shaders/DepthLimitedBlurShader.cjs +98 -69
  346. package/shaders/DepthLimitedBlurShader.cjs.map +1 -1
  347. package/shaders/DepthLimitedBlurShader.js +98 -69
  348. package/shaders/DepthLimitedBlurShader.js.map +1 -1
  349. package/shaders/DigitalGlitch.cjs +70 -59
  350. package/shaders/DigitalGlitch.cjs.map +1 -1
  351. package/shaders/DigitalGlitch.js +70 -59
  352. package/shaders/DigitalGlitch.js.map +1 -1
  353. package/shaders/DotScreenShader.cjs +49 -28
  354. package/shaders/DotScreenShader.cjs.map +1 -1
  355. package/shaders/DotScreenShader.js +49 -28
  356. package/shaders/DotScreenShader.js.map +1 -1
  357. package/shaders/FXAAShader.cjs +1098 -1089
  358. package/shaders/FXAAShader.cjs.map +1 -1
  359. package/shaders/FXAAShader.js +1098 -1089
  360. package/shaders/FXAAShader.js.map +1 -1
  361. package/shaders/FilmShader.cjs +57 -29
  362. package/shaders/FilmShader.cjs.map +1 -1
  363. package/shaders/FilmShader.js +57 -29
  364. package/shaders/FilmShader.js.map +1 -1
  365. package/shaders/FocusShader.cjs +70 -43
  366. package/shaders/FocusShader.cjs.map +1 -1
  367. package/shaders/FocusShader.js +70 -43
  368. package/shaders/FocusShader.js.map +1 -1
  369. package/shaders/FreiChenShader.cjs +74 -53
  370. package/shaders/FreiChenShader.cjs.map +1 -1
  371. package/shaders/FreiChenShader.js +74 -53
  372. package/shaders/FreiChenShader.js.map +1 -1
  373. package/shaders/FresnelShader.cjs +55 -35
  374. package/shaders/FresnelShader.cjs.map +1 -1
  375. package/shaders/FresnelShader.js +55 -35
  376. package/shaders/FresnelShader.js.map +1 -1
  377. package/shaders/GammaCorrectionShader.cjs +33 -19
  378. package/shaders/GammaCorrectionShader.cjs.map +1 -1
  379. package/shaders/GammaCorrectionShader.js +33 -19
  380. package/shaders/GammaCorrectionShader.js.map +1 -1
  381. package/shaders/GodRaysShader.cjs +193 -116
  382. package/shaders/GodRaysShader.cjs.map +1 -1
  383. package/shaders/GodRaysShader.js +193 -116
  384. package/shaders/GodRaysShader.js.map +1 -1
  385. package/shaders/HalftoneShader.cjs +270 -192
  386. package/shaders/HalftoneShader.cjs.map +1 -1
  387. package/shaders/HalftoneShader.js +270 -192
  388. package/shaders/HalftoneShader.js.map +1 -1
  389. package/shaders/HorizontalTiltShiftShader.cjs +43 -27
  390. package/shaders/HorizontalTiltShiftShader.cjs.map +1 -1
  391. package/shaders/HorizontalTiltShiftShader.js +43 -27
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- {"version":3,"file":"BatchedMesh.cjs","sources":["../../src/objects/BatchedMesh.ts"],"sourcesContent":["import {\n Matrix4,\n BufferAttribute,\n InterleavedBufferAttribute,\n Mesh,\n BufferGeometry,\n Material,\n DataTexture,\n IUniform,\n MathUtils,\n RGBAFormat,\n FloatType,\n} from 'three'\n\nconst ID_ATTR_NAME = '_batch_id_'\nconst _identityMatrix = new Matrix4()\nconst _zeroScaleMatrix = new Matrix4().set(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1)\n\n// Custom shaders\nconst batchingParsVertex = /* glsl */ `\n#ifdef BATCHING\n\tattribute float ${ID_ATTR_NAME};\n\tuniform highp sampler2D batchingTexture;\n\tmat4 getBatchingMatrix( const in float i ) {\n\n\t\tint size = textureSize( batchingTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\n\n\t}\n#endif\n`\n\nconst batchingbaseVertex = /* glsl */ `\n#ifdef BATCHING\n\tmat4 batchingMatrix = getBatchingMatrix( ${ID_ATTR_NAME} );\n#endif\n`\n\nconst batchingnormalVertex = /* glsl */ `\n#ifdef BATCHING\n\tobjectNormal = vec4( batchingMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( batchingMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif\n`\n\nconst batchingVertex = /* glsl */ `\n#ifdef BATCHING\n\ttransformed = ( batchingMatrix * vec4( transformed, 1.0 ) ).xyz;\n#endif\n`\n\n// @TODO: SkinnedMesh support?\n// @TODO: Future work if needed. Move into the core. Can be optimized more with WEBGL_multi_draw.\n\n// copies data from attribute \"src\" into \"target\" starting at \"targetOffset\"\nfunction copyAttributeData(\n src: BufferAttribute | InterleavedBufferAttribute,\n target: BufferAttribute | InterleavedBufferAttribute,\n targetOffset = 0,\n): void {\n const itemSize = target.itemSize\n if (\n (src as InterleavedBufferAttribute).isInterleavedBufferAttribute ||\n src.array.constructor !== target.array.constructor\n ) {\n // use the component getters and setters if the array data cannot\n // be copied directly\n const vertexCount = src.count\n for (let i = 0; i < vertexCount; i++) {\n for (let c = 0; c < itemSize; c++) {\n // @ts-ignore\n target.setComponent(i + targetOffset, c, src.getComponent(i, c))\n }\n }\n } else {\n // faster copy approach using typed array set function\n // @ts-ignore\n target.array.set(src.array, targetOffset * itemSize)\n }\n\n target.needsUpdate = true\n}\n\nclass BatchedMesh extends Mesh<BufferGeometry, Material> {\n _vertexStarts: number[]\n _vertexCounts: number[]\n _indexStarts: number[]\n _indexCounts: number[]\n _reservedRanges: { vertexStart: number; vertexCount: number; indexStart: number; indexCount: number }[]\n _visible: boolean[]\n _active: boolean[]\n _maxGeometryCount: number\n _maxVertexCount: number\n _maxIndexCount: number\n _geometryInitialized: boolean\n _geometryCount: number\n _matrices: Matrix4[]\n _matricesTexture: DataTexture | null\n _customUniforms: Record<string, IUniform>\n\n constructor(\n maxGeometryCount: number,\n maxVertexCount: number,\n maxIndexCount = maxVertexCount * 2,\n material?: Material,\n ) {\n super(new BufferGeometry(), material)\n\n this._vertexStarts = []\n this._vertexCounts = []\n this._indexStarts = []\n this._indexCounts = []\n this._reservedRanges = []\n\n this._visible = []\n this._active = []\n\n this._maxGeometryCount = maxGeometryCount\n this._maxVertexCount = maxVertexCount\n this._maxIndexCount = maxIndexCount\n\n this._geometryInitialized = false\n this._geometryCount = 0\n\n // Local matrix per geometry by using data texture\n // @TODO: Support uniform parameter per geometry\n\n this._matrices = []\n this._matricesTexture = null!\n\n // @TODO: Calculate the entire binding box and make frustumCulled true\n this.frustumCulled = false\n\n this._customUniforms = {\n batchingTexture: { value: null },\n }\n\n this._initMatricesTexture()\n this._initShader()\n\n this.onBeforeRender = function () {\n if (this.material.defines) {\n this.material.defines.BATCHING = true\n }\n\n // @TODO: Implement frustum culling for each geometry\n }\n\n this.onAfterRender = function () {\n if (this.material.defines) {\n this.material.defines.BATCHING = false\n }\n }\n }\n\n _initMatricesTexture(): void {\n // layout (1 matrix = 4 pixels)\n // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)\n // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)\n // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)\n // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)\n\n let size = Math.sqrt(this._maxGeometryCount * 4) // 4 pixels needed for 1 matrix\n size = MathUtils.ceilPowerOfTwo(size)\n size = Math.max(size, 4)\n\n const matricesArray = new Float32Array(size * size * 4) // 4 floats per RGBA pixel\n const matricesTexture = new DataTexture(matricesArray, size, size, RGBAFormat, FloatType)\n\n this._matricesTexture = matricesTexture\n this._customUniforms.batchingTexture.value = this._matricesTexture\n }\n\n _initShader(): void {\n const material = this.material\n const currentOnBeforeCompile = material.onBeforeCompile\n const customUniforms = this._customUniforms\n\n material.onBeforeCompile = function onBeforeCompile(parameters, renderer) {\n // Is this replacement stable across any materials?\n parameters.vertexShader = parameters.vertexShader\n .replace('#include <skinning_pars_vertex>', '#include <skinning_pars_vertex>\\n' + batchingParsVertex)\n .replace('#include <uv_vertex>', '#include <uv_vertex>\\n' + batchingbaseVertex)\n .replace('#include <skinnormal_vertex>', '#include <skinnormal_vertex>\\n' + batchingnormalVertex)\n .replace('#include <skinning_vertex>', '#include <skinning_vertex>\\n' + batchingVertex)\n\n for (const uniformName in customUniforms) {\n parameters.uniforms[uniformName] = customUniforms[uniformName]\n }\n\n currentOnBeforeCompile.call(this, parameters, renderer)\n }\n\n material.defines = material.defines || {}\n material.defines.BATCHING = false\n }\n\n _initializeGeometry(reference: BufferGeometry): void {\n // @TODO: geometry.groups support?\n // @TODO: geometry.drawRange support?\n // @TODO: geometry.morphAttributes support?\n\n const geometry = this.geometry\n const maxVertexCount = this._maxVertexCount\n const maxGeometryCount = this._maxGeometryCount\n const maxIndexCount = this._maxIndexCount\n if (this._geometryInitialized === false) {\n for (const attributeName in reference.attributes) {\n const srcAttribute = reference.getAttribute(attributeName)\n const { array, itemSize, normalized } = srcAttribute\n\n const dstArray = new (array.constructor as Float32ArrayConstructor)(maxVertexCount * itemSize)\n const dstAttribute = new (srcAttribute.constructor as any)(dstArray, itemSize, normalized)\n\n // TODO: add usage in @types/three\n // @ts-ignore\n dstAttribute.setUsage(srcAttribute.usage)\n\n geometry.setAttribute(attributeName, dstAttribute)\n }\n\n if (reference.getIndex() !== null) {\n const indexArray = maxVertexCount > 65536 ? new Uint32Array(maxIndexCount) : new Uint16Array(maxIndexCount)\n\n geometry.setIndex(new BufferAttribute(indexArray, 1))\n }\n\n const idArray = maxGeometryCount > 65536 ? new Uint32Array(maxVertexCount) : new Uint16Array(maxVertexCount)\n geometry.setAttribute(ID_ATTR_NAME, new BufferAttribute(idArray, 1))\n\n this._geometryInitialized = true\n }\n }\n\n // Make sure the geometry is compatible with the existing combined geometry atributes\n _validateGeometry(geometry: BufferGeometry): void {\n // check that the geometry doesn't have a version of our reserved id attribute\n if (geometry.getAttribute(ID_ATTR_NAME)) {\n throw new Error(`BatchedMesh: Geometry cannot use attribute \"${ID_ATTR_NAME}\"`)\n }\n\n // check to ensure the geometries are using consistent attributes and indices\n const batchGeometry = this.geometry\n if (Boolean(geometry.getIndex()) !== Boolean(batchGeometry.getIndex())) {\n throw new Error('BatchedMesh: All geometries must consistently have \"index\".')\n }\n\n for (const attributeName in batchGeometry.attributes) {\n if (attributeName === ID_ATTR_NAME) {\n continue\n }\n\n if (!geometry.hasAttribute(attributeName)) {\n throw new Error(\n `BatchedMesh: Added geometry missing \"${attributeName}\". All geometries must have consistent attributes.`,\n )\n }\n\n const srcAttribute = geometry.getAttribute(attributeName)\n const dstAttribute = batchGeometry.getAttribute(attributeName)\n if (srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized) {\n throw new Error('BatchedMesh: All attributes must have a consistent itemSize and normalized value.')\n }\n }\n }\n\n getGeometryCount(): number {\n return this._geometryCount\n }\n\n getVertexCount(): number {\n const reservedRanges = this._reservedRanges\n if (reservedRanges.length === 0) {\n return 0\n } else {\n const finalRange = reservedRanges[reservedRanges.length - 1]\n return finalRange.vertexStart + finalRange.vertexCount\n }\n }\n\n getIndexCount(): number {\n const reservedRanges = this._reservedRanges\n const geometry = this.geometry\n if (geometry.getIndex() === null || reservedRanges.length === 0) {\n return 0\n } else {\n const finalRange = reservedRanges[reservedRanges.length - 1]\n return finalRange.indexStart + finalRange.indexCount\n }\n }\n\n addGeometry(geometry: BufferGeometry, vertexCount = -1, indexCount = -1): number {\n this._initializeGeometry(geometry)\n\n this._validateGeometry(geometry)\n\n // ensure we're not over geometry\n if (this._geometryCount >= this._maxGeometryCount) {\n throw new Error('BatchedMesh: Maximum geometry count reached.')\n }\n\n // get the necessary range fo the geometry\n const range = {\n vertexStart: -1,\n vertexCount: -1,\n indexStart: -1,\n indexCount: -1,\n }\n\n let lastRange = null\n const reservedRanges = this._reservedRanges\n if (this._geometryCount !== 0) {\n lastRange = reservedRanges[reservedRanges.length - 1]\n }\n\n if (vertexCount === -1) {\n range.vertexCount = geometry.getAttribute('position').count\n } else {\n range.vertexCount = vertexCount\n }\n\n if (lastRange === null) {\n range.vertexStart = 0\n } else {\n range.vertexStart = lastRange.vertexStart + lastRange.vertexCount\n }\n\n if (geometry.getIndex() !== null) {\n if (indexCount === -1) {\n range.indexCount = geometry.getIndex()!.count\n } else {\n range.indexCount = indexCount\n }\n\n if (lastRange === null) {\n range.indexStart = 0\n } else {\n range.indexStart = lastRange.indexStart + lastRange.indexCount\n }\n }\n\n if (\n (range.indexStart !== -1 && range.indexStart + range.indexCount > this._maxIndexCount) ||\n range.vertexStart + range.vertexCount > this._maxVertexCount\n ) {\n throw new Error('BatchedMesh: Reserved space request exceeds the maximum buffer size.')\n }\n\n const indexCounts = this._indexCounts\n const indexStarts = this._indexStarts\n const vertexCounts = this._vertexCounts\n const vertexStarts = this._vertexStarts\n\n const visible = this._visible\n const active = this._active\n const matricesTexture = this._matricesTexture\n const matrices = this._matrices\n const matricesArray = this._matricesTexture!.image.data\n\n // push new visibility states\n visible.push(true)\n active.push(true)\n\n // update id\n const geometryId = this._geometryCount\n this._geometryCount++\n\n // initialize matrix information\n matrices.push(new Matrix4())\n _identityMatrix.toArray(matricesArray, geometryId * 16)\n matricesTexture!.needsUpdate = true\n\n // add the reserved range\n reservedRanges.push(range)\n\n // push new geometry data range\n vertexStarts.push(range.vertexStart)\n vertexCounts.push(range.vertexCount)\n\n if (geometry.getIndex() !== null) {\n // push new index range\n indexStarts.push(range.indexCount)\n indexCounts.push(range.indexCount)\n }\n\n // set the id for the geometry\n const idAttribute = this.geometry.getAttribute(ID_ATTR_NAME)\n for (let i = 0; i < range.vertexCount; i++) {\n idAttribute.setX(range.vertexStart + i, geometryId)\n }\n\n idAttribute.needsUpdate = true\n\n // update the geometry\n this.setGeometryAt(geometryId, geometry)\n\n return geometryId\n }\n\n /**\n * @deprecated use `addGeometry` instead.\n */\n applyGeometry(geometry: BufferGeometry): number {\n return this.addGeometry(geometry)\n }\n\n setGeometryAt(id: number, geometry: BufferGeometry): number {\n if (id >= this._geometryCount) {\n throw new Error('BatchedMesh: Maximum geometry count reached.')\n }\n\n this._validateGeometry(geometry)\n\n const range = this._reservedRanges[id]\n if (\n (geometry.getIndex() !== null && geometry.getIndex()!.count > range.indexCount) ||\n geometry.attributes.position.count > range.vertexCount\n ) {\n throw new Error('BatchedMesh: Reserved space not large enough for provided geometry.')\n }\n\n // copy geometry over\n const batchGeometry = this.geometry\n const srcPositionAttribute = geometry.getAttribute('position')\n const hasIndex = batchGeometry.getIndex() !== null\n const dstIndex = batchGeometry.getIndex()!\n const srcIndex = geometry.getIndex()!\n\n // copy attribute data over\n const vertexStart = range.vertexStart\n const vertexCount = range.vertexCount\n for (const attributeName in batchGeometry.attributes) {\n if (attributeName === ID_ATTR_NAME) {\n continue\n }\n\n const srcAttribute = geometry.getAttribute(attributeName)\n const dstAttribute = batchGeometry.getAttribute(attributeName)\n copyAttributeData(srcAttribute, dstAttribute, vertexStart)\n\n // fill the rest in with zeroes\n const itemSize = srcAttribute.itemSize\n for (let i = srcAttribute.count, l = vertexCount; i < l; i++) {\n const index = vertexStart + i\n for (let c = 0; c < itemSize; c++) {\n // @ts-ignore\n dstAttribute.setComponent(index, c, 0)\n }\n }\n\n dstAttribute.needsUpdate = true\n }\n\n this._vertexCounts[id] = srcPositionAttribute.count\n\n if (hasIndex) {\n // fill the rest in with zeroes\n const indexStart = range.indexStart\n\n // copy index data over\n for (let i = 0; i < srcIndex.count; i++) {\n dstIndex.setX(indexStart + i, vertexStart + srcIndex.getX(i))\n }\n\n // fill the rest in with zeroes\n for (let i = srcIndex.count, l = range.indexCount; i < l; i++) {\n dstIndex.setX(indexStart + i, vertexStart)\n }\n\n dstIndex.needsUpdate = true\n this._indexCounts[id] = srcIndex.count\n }\n\n return id\n }\n\n deleteGeometry(geometryId: number): this {\n // Note: User needs to call optimize() afterward to pack the data.\n\n const active = this._active\n const matricesTexture = this._matricesTexture!\n const matricesArray = matricesTexture.image.data\n if (geometryId >= active.length || active[geometryId] === false) {\n return this\n }\n\n active[geometryId] = false\n _zeroScaleMatrix.toArray(matricesArray, geometryId * 16)\n matricesTexture!.needsUpdate = true\n\n return this\n }\n\n optimize(): never {\n throw new Error('BatchedMesh: Optimize function not implemented.')\n }\n\n setMatrixAt(geometryId: number, matrix: Matrix4): this {\n // @TODO: Map geometryId to index of the arrays because\n // optimize() can make geometryId mismatch the index\n\n const visible = this._visible\n const active = this._active\n const matricesTexture = this._matricesTexture!\n const matrices = this._matrices\n const matricesArray = matricesTexture.image.data\n if (geometryId >= matrices.length || active[geometryId] === false) {\n return this\n }\n\n if (visible[geometryId] === true) {\n matrix.toArray(matricesArray, geometryId * 16)\n matricesTexture.needsUpdate = true\n }\n\n matrices[geometryId].copy(matrix)\n\n return this\n }\n\n getMatrixAt(geometryId: number, matrix: Matrix4): Matrix4 {\n const matrices = this._matrices\n const active = this._active\n if (geometryId >= matrices.length || active[geometryId] === false) {\n return matrix\n }\n\n return matrix.copy(matrices[geometryId])\n }\n\n setVisibleAt(geometryId: number, value: boolean): this {\n const visible = this._visible\n const active = this._active\n const matricesTexture = this._matricesTexture!\n const matrices = this._matrices\n const matricesArray = matricesTexture.image.data\n\n // if the geometry is out of range, not active, or visibility state\n // does not change then return early\n if (geometryId >= visible.length || active[geometryId] === false || visible[geometryId] === value) {\n return this\n }\n\n // scale the matrix to zero if it's hidden\n if (value === true) {\n matrices[geometryId].toArray(matricesArray, geometryId * 16)\n } else {\n _zeroScaleMatrix.toArray(matricesArray, geometryId * 16)\n }\n\n matricesTexture.needsUpdate = true\n visible[geometryId] = value\n\n return this\n }\n\n getVisibleAt(geometryId: number): boolean {\n const visible = this._visible\n const active = this._active\n\n // return early if the geometry is out of range or not active\n if (geometryId >= visible.length || active[geometryId] === false) {\n return false\n }\n\n return visible[geometryId]\n }\n\n raycast(): void {\n console.warn('BatchedMesh: Raycast function not implemented.')\n }\n\n copy(): never {\n // super.copy( source );\n\n throw new Error('BatchedMesh: Copy function not implemented.')\n }\n\n toJSON(): never {\n throw new Error('BatchedMesh: toJSON function not implemented.')\n }\n\n dispose(): this {\n // Assuming the geometry is not shared with other meshes\n this.geometry.dispose()\n\n this._matricesTexture!.dispose()\n this._matricesTexture = null!\n\n return this\n }\n}\n\nexport { BatchedMesh 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Material> {\n _vertexStarts: number[]\n _vertexCounts: number[]\n _indexStarts: number[]\n _indexCounts: number[]\n _reservedRanges: { vertexStart: number; vertexCount: number; indexStart: number; indexCount: number }[]\n _visible: boolean[]\n _active: boolean[]\n _maxGeometryCount: number\n _maxVertexCount: number\n _maxIndexCount: number\n _geometryInitialized: boolean\n _geometryCount: number\n _matrices: Matrix4[]\n _matricesTexture: DataTexture | null\n _customUniforms: Record<string, IUniform>\n\n constructor(\n maxGeometryCount: number,\n maxVertexCount: number,\n maxIndexCount = maxVertexCount * 2,\n material?: Material,\n ) {\n super(new BufferGeometry(), material)\n\n this._vertexStarts = []\n this._vertexCounts = []\n this._indexStarts = []\n this._indexCounts = []\n this._reservedRanges = []\n\n this._visible = []\n this._active = []\n\n this._maxGeometryCount = maxGeometryCount\n this._maxVertexCount = maxVertexCount\n this._maxIndexCount = maxIndexCount\n\n 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(16 * 16)\n // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)\n // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)\n\n let size = Math.sqrt(this._maxGeometryCount * 4) // 4 pixels needed for 1 matrix\n size = MathUtils.ceilPowerOfTwo(size)\n size = Math.max(size, 4)\n\n const matricesArray = new Float32Array(size * size * 4) // 4 floats per RGBA pixel\n const matricesTexture = new DataTexture(matricesArray, size, size, RGBAFormat, FloatType)\n\n this._matricesTexture = matricesTexture\n this._customUniforms.batchingTexture.value = this._matricesTexture\n }\n\n _initShader(): void {\n const material = this.material\n const currentOnBeforeCompile = material.onBeforeCompile\n const customUniforms = this._customUniforms\n\n material.onBeforeCompile = function onBeforeCompile(parameters, renderer) {\n // Is this replacement stable across any materials?\n parameters.vertexShader = parameters.vertexShader\n .replace('#include <skinning_pars_vertex>', '#include <skinning_pars_vertex>\\n' + batchingParsVertex)\n .replace('#include <uv_vertex>', '#include <uv_vertex>\\n' + batchingbaseVertex)\n .replace('#include <skinnormal_vertex>', '#include <skinnormal_vertex>\\n' + batchingnormalVertex)\n .replace('#include <skinning_vertex>', '#include <skinning_vertex>\\n' + batchingVertex)\n\n for (const uniformName in customUniforms) {\n parameters.uniforms[uniformName] = customUniforms[uniformName]\n }\n\n currentOnBeforeCompile.call(this, parameters, renderer)\n }\n\n material.defines = material.defines || {}\n material.defines.BATCHING = false\n }\n\n _initializeGeometry(reference: BufferGeometry): void {\n // @TODO: geometry.groups support?\n // @TODO: geometry.drawRange support?\n // @TODO: geometry.morphAttributes support?\n\n const geometry = this.geometry\n const maxVertexCount = this._maxVertexCount\n const maxGeometryCount = this._maxGeometryCount\n const maxIndexCount = this._maxIndexCount\n if (this._geometryInitialized === false) {\n for (const attributeName in reference.attributes) {\n const srcAttribute = reference.getAttribute(attributeName)\n const { array, itemSize, normalized } = srcAttribute\n\n const dstArray = new (array.constructor as Float32ArrayConstructor)(maxVertexCount * itemSize)\n const dstAttribute = new (srcAttribute.constructor as any)(dstArray, itemSize, normalized)\n\n // TODO: add usage in @types/three\n // @ts-ignore\n dstAttribute.setUsage(srcAttribute.usage)\n\n geometry.setAttribute(attributeName, dstAttribute)\n }\n\n if (reference.getIndex() !== null) {\n const indexArray = maxVertexCount > 65536 ? new Uint32Array(maxIndexCount) : new Uint16Array(maxIndexCount)\n\n geometry.setIndex(new BufferAttribute(indexArray, 1))\n }\n\n const idArray = maxGeometryCount > 65536 ? new Uint32Array(maxVertexCount) : new Uint16Array(maxVertexCount)\n geometry.setAttribute(ID_ATTR_NAME, new BufferAttribute(idArray, 1))\n\n this._geometryInitialized = true\n }\n }\n\n // Make sure the geometry is compatible with the existing combined geometry atributes\n _validateGeometry(geometry: BufferGeometry): void {\n // check that the geometry doesn't have a version of our reserved id attribute\n if (geometry.getAttribute(ID_ATTR_NAME)) {\n throw new Error(`BatchedMesh: Geometry cannot use attribute \"${ID_ATTR_NAME}\"`)\n }\n\n // check to ensure the geometries are using consistent attributes and indices\n const batchGeometry = this.geometry\n if (Boolean(geometry.getIndex()) !== Boolean(batchGeometry.getIndex())) {\n throw new Error('BatchedMesh: All geometries must consistently have \"index\".')\n }\n\n for (const attributeName in batchGeometry.attributes) {\n if (attributeName === ID_ATTR_NAME) {\n continue\n }\n\n if (!geometry.hasAttribute(attributeName)) {\n throw new Error(\n `BatchedMesh: Added geometry missing \"${attributeName}\". All geometries must have consistent attributes.`,\n )\n }\n\n const srcAttribute = geometry.getAttribute(attributeName)\n const dstAttribute = batchGeometry.getAttribute(attributeName)\n if (srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized) {\n throw new Error('BatchedMesh: All attributes must have a consistent itemSize and normalized value.')\n }\n }\n }\n\n getGeometryCount(): number {\n return this._geometryCount\n }\n\n getVertexCount(): number {\n const reservedRanges = this._reservedRanges\n if (reservedRanges.length === 0) {\n return 0\n } else {\n const finalRange = reservedRanges[reservedRanges.length - 1]\n return finalRange.vertexStart + finalRange.vertexCount\n }\n }\n\n getIndexCount(): number {\n const reservedRanges = this._reservedRanges\n const geometry = this.geometry\n if (geometry.getIndex() === null || reservedRanges.length === 0) {\n return 0\n } else {\n const finalRange = reservedRanges[reservedRanges.length - 1]\n return finalRange.indexStart + finalRange.indexCount\n }\n }\n\n addGeometry(geometry: BufferGeometry, vertexCount = -1, indexCount = -1): number {\n this._initializeGeometry(geometry)\n\n this._validateGeometry(geometry)\n\n // ensure we're not over geometry\n if (this._geometryCount >= this._maxGeometryCount) {\n throw new Error('BatchedMesh: Maximum geometry count reached.')\n }\n\n // get the necessary range fo the geometry\n const range = {\n vertexStart: -1,\n vertexCount: -1,\n indexStart: -1,\n indexCount: -1,\n }\n\n let lastRange = null\n const reservedRanges = this._reservedRanges\n if (this._geometryCount !== 0) {\n lastRange = reservedRanges[reservedRanges.length - 1]\n }\n\n if (vertexCount === -1) {\n range.vertexCount = geometry.getAttribute('position').count\n } else {\n range.vertexCount = vertexCount\n }\n\n if (lastRange === null) {\n range.vertexStart = 0\n } else {\n range.vertexStart = lastRange.vertexStart + lastRange.vertexCount\n }\n\n if (geometry.getIndex() !== null) {\n if (indexCount === -1) {\n range.indexCount = geometry.getIndex()!.count\n } else {\n range.indexCount = indexCount\n }\n\n if (lastRange === null) {\n range.indexStart = 0\n } else {\n range.indexStart = lastRange.indexStart + lastRange.indexCount\n }\n }\n\n if (\n (range.indexStart !== -1 && range.indexStart + range.indexCount > this._maxIndexCount) ||\n range.vertexStart + range.vertexCount > this._maxVertexCount\n ) {\n throw new Error('BatchedMesh: Reserved space request exceeds the maximum buffer size.')\n }\n\n const indexCounts = this._indexCounts\n const indexStarts = this._indexStarts\n const vertexCounts = this._vertexCounts\n const vertexStarts = this._vertexStarts\n\n const visible = this._visible\n const active = this._active\n const matricesTexture = this._matricesTexture\n const matrices = this._matrices\n const matricesArray = this._matricesTexture!.image.data\n\n // push new visibility states\n visible.push(true)\n active.push(true)\n\n // update id\n const geometryId = this._geometryCount\n this._geometryCount++\n\n // initialize matrix information\n matrices.push(new Matrix4())\n _identityMatrix.toArray(matricesArray, geometryId * 16)\n matricesTexture!.needsUpdate = true\n\n // add the reserved range\n reservedRanges.push(range)\n\n // push new geometry data range\n vertexStarts.push(range.vertexStart)\n vertexCounts.push(range.vertexCount)\n\n if (geometry.getIndex() !== null) {\n // push new index range\n indexStarts.push(range.indexCount)\n indexCounts.push(range.indexCount)\n }\n\n // set the id for the geometry\n const idAttribute = this.geometry.getAttribute(ID_ATTR_NAME)\n for (let i = 0; i < range.vertexCount; i++) {\n idAttribute.setX(range.vertexStart + i, geometryId)\n }\n\n idAttribute.needsUpdate = true\n\n // update the geometry\n this.setGeometryAt(geometryId, geometry)\n\n return geometryId\n }\n\n /**\n * @deprecated use `addGeometry` instead.\n */\n applyGeometry(geometry: BufferGeometry): number {\n return this.addGeometry(geometry)\n }\n\n setGeometryAt(id: number, geometry: BufferGeometry): number {\n if (id >= this._geometryCount) {\n throw new Error('BatchedMesh: Maximum geometry count reached.')\n }\n\n this._validateGeometry(geometry)\n\n const range = this._reservedRanges[id]\n if (\n (geometry.getIndex() !== null && geometry.getIndex()!.count > range.indexCount) ||\n geometry.attributes.position.count > range.vertexCount\n ) {\n throw new Error('BatchedMesh: Reserved space not large enough for provided geometry.')\n }\n\n // copy geometry over\n const batchGeometry = this.geometry\n const srcPositionAttribute = geometry.getAttribute('position')\n const hasIndex = batchGeometry.getIndex() !== null\n const dstIndex = batchGeometry.getIndex()!\n const srcIndex = geometry.getIndex()!\n\n // copy attribute data over\n const vertexStart = range.vertexStart\n const vertexCount = range.vertexCount\n for (const attributeName in batchGeometry.attributes) {\n if (attributeName === ID_ATTR_NAME) {\n continue\n }\n\n const srcAttribute = geometry.getAttribute(attributeName)\n const dstAttribute = batchGeometry.getAttribute(attributeName)\n copyAttributeData(srcAttribute, dstAttribute, vertexStart)\n\n // fill the rest in with zeroes\n const itemSize = srcAttribute.itemSize\n for (let i = srcAttribute.count, l = vertexCount; i < l; i++) {\n const index = vertexStart + i\n for (let c = 0; c < itemSize; c++) {\n // @ts-ignore\n dstAttribute.setComponent(index, c, 0)\n }\n }\n\n dstAttribute.needsUpdate = true\n }\n\n this._vertexCounts[id] = srcPositionAttribute.count\n\n if (hasIndex) {\n // fill the rest in with zeroes\n const indexStart = range.indexStart\n\n // copy index data over\n for (let i = 0; i < srcIndex.count; i++) {\n dstIndex.setX(indexStart + i, vertexStart + srcIndex.getX(i))\n }\n\n // fill the rest in with zeroes\n for (let i = srcIndex.count, l = range.indexCount; i < l; i++) {\n dstIndex.setX(indexStart + i, vertexStart)\n }\n\n dstIndex.needsUpdate = true\n this._indexCounts[id] = srcIndex.count\n }\n\n return id\n }\n\n deleteGeometry(geometryId: number): this {\n // Note: User needs to call optimize() afterward to pack the data.\n\n const active = this._active\n const matricesTexture = this._matricesTexture!\n const matricesArray = matricesTexture.image.data\n if (geometryId >= active.length || active[geometryId] === false) {\n return this\n }\n\n active[geometryId] = false\n _zeroScaleMatrix.toArray(matricesArray, geometryId * 16)\n matricesTexture!.needsUpdate = true\n\n return this\n }\n\n optimize(): never {\n throw new Error('BatchedMesh: Optimize function not implemented.')\n }\n\n setMatrixAt(geometryId: number, matrix: Matrix4): this {\n // @TODO: Map geometryId to index of the arrays because\n // optimize() can make geometryId mismatch the index\n\n const visible = this._visible\n const active = this._active\n const matricesTexture = this._matricesTexture!\n const matrices = this._matrices\n const matricesArray = matricesTexture.image.data\n if (geometryId >= matrices.length || active[geometryId] === false) {\n return this\n }\n\n if (visible[geometryId] === true) {\n matrix.toArray(matricesArray, geometryId * 16)\n matricesTexture.needsUpdate = true\n }\n\n matrices[geometryId].copy(matrix)\n\n return this\n }\n\n getMatrixAt(geometryId: number, matrix: Matrix4): Matrix4 {\n const matrices = this._matrices\n const active = this._active\n if (geometryId >= matrices.length || active[geometryId] === false) {\n return matrix\n }\n\n return matrix.copy(matrices[geometryId])\n }\n\n setVisibleAt(geometryId: number, value: boolean): this {\n const visible = this._visible\n const active = this._active\n const matricesTexture = this._matricesTexture!\n const matrices = this._matrices\n const matricesArray = matricesTexture.image.data\n\n // if the geometry is out of range, not active, or visibility state\n // does not change then return early\n if (geometryId >= visible.length || active[geometryId] === false || visible[geometryId] === value) {\n return this\n }\n\n // scale the matrix to zero if it's hidden\n if (value === true) {\n matrices[geometryId].toArray(matricesArray, geometryId * 16)\n } else {\n _zeroScaleMatrix.toArray(matricesArray, geometryId * 16)\n }\n\n matricesTexture.needsUpdate = true\n visible[geometryId] = value\n\n return this\n }\n\n getVisibleAt(geometryId: number): boolean {\n const visible = this._visible\n const active = this._active\n\n // return early if the geometry is out of range or not active\n if (geometryId >= visible.length || active[geometryId] === false) {\n return false\n }\n\n return visible[geometryId]\n }\n\n raycast(): void {\n console.warn('BatchedMesh: Raycast function not implemented.')\n }\n\n copy(): never {\n // super.copy( source );\n\n throw new Error('BatchedMesh: Copy function not implemented.')\n }\n\n toJSON(): never {\n throw new Error('BatchedMesh: toJSON function not implemented.')\n 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@@ -4,10 +4,10 @@ var __publicField = (obj, key, value) => {
4
4
  __defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value);
5
5
  return value;
6
6
  };
7
- import { Matrix4, Mesh, BufferGeometry, MathUtils, DataTexture, RGBAFormat, FloatType, BufferAttribute } from "three";
7
+ import { Mesh, BufferGeometry, MathUtils, DataTexture, RGBAFormat, FloatType, BufferAttribute, Matrix4 } from "three";
8
8
  const ID_ATTR_NAME = "_batch_id_";
9
- const _identityMatrix = new Matrix4();
10
- const _zeroScaleMatrix = new Matrix4().set(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1);
9
+ const _identityMatrix = /* @__PURE__ */ new Matrix4();
10
+ const _zeroScaleMatrix = /* @__PURE__ */ (() => new Matrix4().set(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1))();
11
11
  const batchingParsVertex = (
12
12
  /* glsl */
13
13
  `
@@ -1 +1 @@
1
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Material> {\n _vertexStarts: number[]\n _vertexCounts: number[]\n _indexStarts: number[]\n _indexCounts: number[]\n _reservedRanges: { vertexStart: number; vertexCount: number; indexStart: number; indexCount: number }[]\n _visible: boolean[]\n _active: boolean[]\n _maxGeometryCount: number\n _maxVertexCount: number\n _maxIndexCount: number\n _geometryInitialized: boolean\n _geometryCount: number\n _matrices: Matrix4[]\n _matricesTexture: DataTexture | null\n _customUniforms: Record<string, IUniform>\n\n constructor(\n maxGeometryCount: number,\n maxVertexCount: number,\n maxIndexCount = maxVertexCount * 2,\n material?: Material,\n ) {\n super(new BufferGeometry(), material)\n\n this._vertexStarts = []\n this._vertexCounts = []\n this._indexStarts = []\n this._indexCounts = []\n this._reservedRanges = []\n\n this._visible = []\n this._active = []\n\n this._maxGeometryCount = maxGeometryCount\n this._maxVertexCount = maxVertexCount\n this._maxIndexCount = maxIndexCount\n\n this._geometryInitialized = false\n this._geometryCount = 0\n\n // Local matrix per geometry by using data texture\n // @TODO: Support uniform parameter per geometry\n\n this._matrices = []\n this._matricesTexture = null!\n\n // @TODO: Calculate the entire binding box and make frustumCulled true\n this.frustumCulled = false\n\n this._customUniforms = {\n batchingTexture: { value: null },\n }\n\n this._initMatricesTexture()\n this._initShader()\n\n this.onBeforeRender = function () {\n if (this.material.defines) {\n this.material.defines.BATCHING = true\n }\n\n // @TODO: Implement frustum culling for each geometry\n }\n\n this.onAfterRender = function () {\n if (this.material.defines) {\n this.material.defines.BATCHING = false\n }\n }\n }\n\n _initMatricesTexture(): void {\n // layout (1 matrix = 4 pixels)\n // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)\n // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)\n // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)\n // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)\n\n let size = Math.sqrt(this._maxGeometryCount * 4) // 4 pixels needed for 1 matrix\n size = MathUtils.ceilPowerOfTwo(size)\n size = Math.max(size, 4)\n\n const matricesArray = new Float32Array(size * size * 4) // 4 floats per RGBA pixel\n const matricesTexture = new DataTexture(matricesArray, size, size, RGBAFormat, FloatType)\n\n this._matricesTexture = matricesTexture\n this._customUniforms.batchingTexture.value = this._matricesTexture\n }\n\n _initShader(): void {\n const material = this.material\n const currentOnBeforeCompile = material.onBeforeCompile\n const customUniforms = this._customUniforms\n\n material.onBeforeCompile = function onBeforeCompile(parameters, renderer) {\n // Is this replacement stable across any materials?\n parameters.vertexShader = parameters.vertexShader\n .replace('#include <skinning_pars_vertex>', '#include <skinning_pars_vertex>\\n' + batchingParsVertex)\n .replace('#include <uv_vertex>', '#include <uv_vertex>\\n' + batchingbaseVertex)\n .replace('#include <skinnormal_vertex>', '#include <skinnormal_vertex>\\n' + batchingnormalVertex)\n .replace('#include <skinning_vertex>', '#include <skinning_vertex>\\n' + batchingVertex)\n\n for (const uniformName in customUniforms) {\n parameters.uniforms[uniformName] = customUniforms[uniformName]\n }\n\n currentOnBeforeCompile.call(this, parameters, renderer)\n }\n\n material.defines = material.defines || {}\n material.defines.BATCHING = false\n }\n\n _initializeGeometry(reference: BufferGeometry): void {\n // @TODO: geometry.groups support?\n // @TODO: geometry.drawRange support?\n // @TODO: geometry.morphAttributes support?\n\n const geometry = this.geometry\n const maxVertexCount = this._maxVertexCount\n const maxGeometryCount = this._maxGeometryCount\n const maxIndexCount = this._maxIndexCount\n if (this._geometryInitialized === false) {\n for 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with the existing combined geometry atributes\n _validateGeometry(geometry: BufferGeometry): void {\n // check that the geometry doesn't have a version of our reserved id attribute\n if (geometry.getAttribute(ID_ATTR_NAME)) {\n throw new Error(`BatchedMesh: Geometry cannot use attribute \"${ID_ATTR_NAME}\"`)\n }\n\n // check to ensure the geometries are using consistent attributes and indices\n const batchGeometry = this.geometry\n if (Boolean(geometry.getIndex()) !== Boolean(batchGeometry.getIndex())) {\n throw new Error('BatchedMesh: All geometries must consistently have \"index\".')\n }\n\n for (const attributeName in batchGeometry.attributes) {\n if (attributeName === ID_ATTR_NAME) {\n continue\n }\n\n if (!geometry.hasAttribute(attributeName)) {\n throw new Error(\n `BatchedMesh: Added geometry missing \"${attributeName}\". All geometries must have consistent attributes.`,\n )\n }\n\n const srcAttribute = geometry.getAttribute(attributeName)\n const dstAttribute = batchGeometry.getAttribute(attributeName)\n if (srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized) {\n throw new Error('BatchedMesh: All attributes must have a consistent itemSize and normalized value.')\n }\n }\n }\n\n getGeometryCount(): number {\n return this._geometryCount\n }\n\n getVertexCount(): number {\n const reservedRanges = this._reservedRanges\n if (reservedRanges.length === 0) {\n return 0\n } else {\n const finalRange = reservedRanges[reservedRanges.length - 1]\n return finalRange.vertexStart + finalRange.vertexCount\n }\n }\n\n getIndexCount(): number {\n const reservedRanges = this._reservedRanges\n const geometry = this.geometry\n if (geometry.getIndex() === null || reservedRanges.length === 0) {\n return 0\n } else {\n const finalRange = reservedRanges[reservedRanges.length - 1]\n return finalRange.indexStart + finalRange.indexCount\n }\n }\n\n addGeometry(geometry: BufferGeometry, vertexCount = -1, indexCount = -1): number {\n this._initializeGeometry(geometry)\n\n this._validateGeometry(geometry)\n\n // ensure we're not over geometry\n if (this._geometryCount >= this._maxGeometryCount) {\n throw new Error('BatchedMesh: Maximum geometry count reached.')\n }\n\n // get the necessary range fo the geometry\n const range = {\n vertexStart: -1,\n vertexCount: -1,\n indexStart: -1,\n indexCount: -1,\n }\n\n let lastRange = null\n const reservedRanges = this._reservedRanges\n if (this._geometryCount !== 0) {\n lastRange = reservedRanges[reservedRanges.length - 1]\n }\n\n if (vertexCount === -1) {\n range.vertexCount = geometry.getAttribute('position').count\n } else {\n range.vertexCount = vertexCount\n }\n\n if (lastRange === null) {\n range.vertexStart = 0\n } else {\n range.vertexStart = lastRange.vertexStart + lastRange.vertexCount\n }\n\n if (geometry.getIndex() !== null) {\n if (indexCount === -1) {\n range.indexCount = geometry.getIndex()!.count\n } else {\n range.indexCount = indexCount\n }\n\n if (lastRange === null) {\n range.indexStart = 0\n } else {\n range.indexStart = lastRange.indexStart + lastRange.indexCount\n }\n }\n\n if (\n (range.indexStart !== -1 && range.indexStart + range.indexCount > this._maxIndexCount) ||\n range.vertexStart + range.vertexCount > this._maxVertexCount\n ) {\n throw new Error('BatchedMesh: Reserved space request exceeds the maximum buffer size.')\n }\n\n const indexCounts = this._indexCounts\n const indexStarts = this._indexStarts\n const vertexCounts = this._vertexCounts\n const vertexStarts = this._vertexStarts\n\n const visible = this._visible\n const active = this._active\n const matricesTexture = this._matricesTexture\n const matrices = this._matrices\n const matricesArray = this._matricesTexture!.image.data\n\n // push new visibility states\n visible.push(true)\n active.push(true)\n\n // update id\n const geometryId = this._geometryCount\n this._geometryCount++\n\n // initialize matrix information\n matrices.push(new Matrix4())\n _identityMatrix.toArray(matricesArray, geometryId * 16)\n matricesTexture!.needsUpdate = true\n\n // add the reserved range\n reservedRanges.push(range)\n\n // push new geometry data range\n vertexStarts.push(range.vertexStart)\n vertexCounts.push(range.vertexCount)\n\n if (geometry.getIndex() !== null) {\n // push new index range\n indexStarts.push(range.indexCount)\n indexCounts.push(range.indexCount)\n }\n\n // set the id for the geometry\n const idAttribute = this.geometry.getAttribute(ID_ATTR_NAME)\n for (let i = 0; i < range.vertexCount; i++) {\n idAttribute.setX(range.vertexStart + i, geometryId)\n }\n\n idAttribute.needsUpdate = true\n\n // update the geometry\n this.setGeometryAt(geometryId, geometry)\n\n return geometryId\n }\n\n /**\n * @deprecated use `addGeometry` instead.\n */\n applyGeometry(geometry: 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{\n if (attributeName === ID_ATTR_NAME) {\n continue\n }\n\n const srcAttribute = geometry.getAttribute(attributeName)\n const dstAttribute = batchGeometry.getAttribute(attributeName)\n copyAttributeData(srcAttribute, dstAttribute, vertexStart)\n\n // fill the rest in with zeroes\n const itemSize = srcAttribute.itemSize\n for (let i = srcAttribute.count, l = vertexCount; i < l; i++) {\n const index = vertexStart + i\n for (let c = 0; c < itemSize; c++) {\n // @ts-ignore\n dstAttribute.setComponent(index, c, 0)\n }\n }\n\n dstAttribute.needsUpdate = true\n }\n\n this._vertexCounts[id] = srcPositionAttribute.count\n\n if (hasIndex) {\n // fill the rest in with zeroes\n const indexStart = range.indexStart\n\n // copy index data over\n for (let i = 0; i < srcIndex.count; i++) {\n dstIndex.setX(indexStart + i, vertexStart + srcIndex.getX(i))\n }\n\n // fill the rest in with zeroes\n for (let i = srcIndex.count, l = range.indexCount; i < l; i++) {\n dstIndex.setX(indexStart + i, vertexStart)\n }\n\n dstIndex.needsUpdate = true\n this._indexCounts[id] = srcIndex.count\n }\n\n return id\n }\n\n deleteGeometry(geometryId: number): this {\n // Note: User needs to call optimize() afterward to pack the data.\n\n const active = this._active\n const matricesTexture = this._matricesTexture!\n const matricesArray = matricesTexture.image.data\n if (geometryId >= active.length || active[geometryId] === false) {\n return this\n }\n\n active[geometryId] = false\n _zeroScaleMatrix.toArray(matricesArray, geometryId * 16)\n matricesTexture!.needsUpdate = true\n\n return this\n }\n\n optimize(): never {\n throw new Error('BatchedMesh: Optimize function not implemented.')\n }\n\n setMatrixAt(geometryId: number, matrix: Matrix4): this {\n // @TODO: Map geometryId to index of the arrays because\n // optimize() can make geometryId mismatch the index\n\n const visible = this._visible\n const active = this._active\n const matricesTexture = this._matricesTexture!\n const matrices = this._matrices\n const matricesArray = matricesTexture.image.data\n if (geometryId >= matrices.length || active[geometryId] === false) {\n return this\n }\n\n if (visible[geometryId] === true) {\n matrix.toArray(matricesArray, geometryId * 16)\n matricesTexture.needsUpdate = true\n }\n\n matrices[geometryId].copy(matrix)\n\n return this\n }\n\n getMatrixAt(geometryId: number, matrix: Matrix4): Matrix4 {\n const matrices = this._matrices\n const active = this._active\n if (geometryId >= matrices.length || active[geometryId] === false) {\n return matrix\n }\n\n return matrix.copy(matrices[geometryId])\n }\n\n setVisibleAt(geometryId: number, value: boolean): this {\n const visible = this._visible\n const active = this._active\n const matricesTexture = this._matricesTexture!\n const matrices = this._matrices\n const matricesArray = matricesTexture.image.data\n\n // if the geometry is out of range, not active, or visibility state\n // does not change then return early\n if (geometryId >= 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@@ -1,6 +1,7 @@
1
1
  "use strict";
2
2
  Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
3
  const THREE = require("three");
4
+ const constants = require("../_polyfill/constants.cjs");
4
5
  const isCubeTexture = (def) => def && def.isCubeTexture;
5
6
  class GroundProjectedEnv extends THREE.Mesh {
6
7
  constructor(texture, options) {
@@ -101,7 +102,7 @@ class GroundProjectedEnv extends THREE.Mesh {
101
102
  #endif
102
103
  gl_FragColor = vec4( outcolor, 1.0 );
103
104
  #include <tonemapping_fragment>
104
- #include <${parseInt(THREE.REVISION.replace(/\D+/g, "")) >= 154 ? "colorspace_fragment" : "encodings_fragment"}>
105
+ #include <${constants.version >= 154 ? "colorspace_fragment" : "encodings_fragment"}>
105
106
  }
106
107
  `;
107
108
  const uniforms = {
@@ -1 +1 @@
1
- {"version":3,"file":"GroundProjectedEnv.cjs","sources":["../../src/objects/GroundProjectedEnv.ts"],"sourcesContent":["import {\n Mesh,\n IcosahedronGeometry,\n ShaderMaterial,\n DoubleSide,\n Texture,\n CubeTexture,\n BufferGeometry,\n REVISION,\n} from 'three'\n\nexport interface GroundProjectedEnvParameters {\n height?: number\n radius?: number\n}\n\nconst isCubeTexture = (def: CubeTexture | Texture): def is CubeTexture => def && (def as CubeTexture).isCubeTexture\n\nexport class GroundProjectedEnv extends Mesh<BufferGeometry, ShaderMaterial> {\n constructor(texture: CubeTexture | Texture, options?: GroundProjectedEnvParameters) {\n const isCubeMap = isCubeTexture(texture)\n const w = (isCubeMap ? texture.image[0]?.width : texture.image.width) ?? 1024\n const cubeSize = w / 4\n const _lodMax = Math.floor(Math.log2(cubeSize))\n const _cubeSize = Math.pow(2, _lodMax)\n const width = 3 * Math.max(_cubeSize, 16 * 7)\n const height = 4 * _cubeSize\n\n const defines = [\n isCubeMap ? 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1
+ {"version":3,"file":"GroundProjectedEnv.cjs","sources":["../../src/objects/GroundProjectedEnv.ts"],"sourcesContent":["import { Mesh, IcosahedronGeometry, ShaderMaterial, DoubleSide, Texture, CubeTexture, BufferGeometry } from 'three'\nimport { version } from '../_polyfill/constants'\n\nexport interface GroundProjectedEnvParameters {\n height?: number\n radius?: number\n}\n\nconst isCubeTexture = (def: CubeTexture | Texture): def is CubeTexture => def && (def as CubeTexture).isCubeTexture\n\nexport class GroundProjectedEnv extends Mesh<BufferGeometry, ShaderMaterial> {\n constructor(texture: CubeTexture | Texture, options?: GroundProjectedEnvParameters) {\n const isCubeMap = isCubeTexture(texture)\n const w = (isCubeMap ? texture.image[0]?.width : texture.image.width) ?? 1024\n const cubeSize = w / 4\n const _lodMax = Math.floor(Math.log2(cubeSize))\n const _cubeSize = Math.pow(2, _lodMax)\n const width = 3 * Math.max(_cubeSize, 16 * 7)\n const height = 4 * _cubeSize\n\n const defines = [\n isCubeMap ? 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@@ -1,4 +1,5 @@
1
- import { Mesh, REVISION, IcosahedronGeometry, ShaderMaterial, DoubleSide } from "three";
1
+ import { Mesh, IcosahedronGeometry, ShaderMaterial, DoubleSide } from "three";
2
+ import { version } from "../_polyfill/constants.js";
2
3
  const isCubeTexture = (def) => def && def.isCubeTexture;
3
4
  class GroundProjectedEnv extends Mesh {
4
5
  constructor(texture, options) {
@@ -99,7 +100,7 @@ class GroundProjectedEnv extends Mesh {
99
100
  #endif
100
101
  gl_FragColor = vec4( outcolor, 1.0 );
101
102
  #include <tonemapping_fragment>
102
- #include <${parseInt(REVISION.replace(/\D+/g, "")) >= 154 ? "colorspace_fragment" : "encodings_fragment"}>
103
+ #include <${version >= 154 ? "colorspace_fragment" : "encodings_fragment"}>
103
104
  }
104
105
  `;
105
106
  const uniforms = {
@@ -1 +1 @@
1
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'#define ENVMAP_TYPE_CUBE' : '',\n `#define CUBEUV_TEXEL_WIDTH ${1.0 / width}`,\n `#define CUBEUV_TEXEL_HEIGHT ${1.0 / height}`,\n `#define CUBEUV_MAX_MIP ${_lodMax}.0`,\n ]\n\n const vertexShader = /* glsl */ `\n varying vec3 vWorldPosition;\n void main() \n {\n vec4 worldPosition = ( modelMatrix * vec4( position, 1.0 ) );\n vWorldPosition = worldPosition.xyz;\n \n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }\n `\n const fragmentShader =\n defines.join('\\n') +\n /* glsl */ `\n #define ENVMAP_TYPE_CUBE_UV\n varying vec3 vWorldPosition;\n uniform float radius;\n uniform float height;\n uniform float angle;\n #ifdef ENVMAP_TYPE_CUBE\n uniform samplerCube map;\n #else\n uniform sampler2D map;\n #endif\n // From: https://www.shadertoy.com/view/4tsBD7\n float diskIntersectWithBackFaceCulling( vec3 ro, vec3 rd, vec3 c, vec3 n, float r ) \n {\n float d = dot ( rd, n );\n \n if( d > 0.0 ) { return 1e6; }\n \n vec3 o = ro - c;\n float t = - dot( n, o ) / d;\n vec3 q = o + rd * t;\n \n return ( dot( q, q ) < r * r ) ? t : 1e6;\n }\n // From: https://www.iquilezles.org/www/articles/intersectors/intersectors.htm\n float sphereIntersect( vec3 ro, vec3 rd, vec3 ce, float ra ) \n {\n vec3 oc = ro - ce;\n float b = dot( oc, rd );\n float c = dot( oc, oc ) - ra * ra;\n float h = b * b - c;\n \n if( h < 0.0 ) { return -1.0; }\n \n h = sqrt( h );\n \n return - b + h;\n }\n vec3 project() \n {\n vec3 p = normalize( vWorldPosition );\n vec3 camPos = cameraPosition;\n camPos.y -= height;\n float intersection = sphereIntersect( camPos, p, vec3( 0.0 ), radius );\n if( intersection > 0.0 ) {\n \n vec3 h = vec3( 0.0, - height, 0.0 );\n float intersection2 = diskIntersectWithBackFaceCulling( camPos, p, h, vec3( 0.0, 1.0, 0.0 ), radius );\n p = ( camPos + min( intersection, intersection2 ) * p ) / radius;\n } else {\n p = vec3( 0.0, 1.0, 0.0 );\n }\n return p;\n }\n #include <common>\n #include <cube_uv_reflection_fragment>\n void main() \n {\n vec3 projectedWorldPosition = project();\n \n #ifdef ENVMAP_TYPE_CUBE\n vec3 outcolor = textureCube( map, projectedWorldPosition ).rgb;\n #else\n vec3 direction = normalize( projectedWorldPosition );\n vec2 uv = equirectUv( direction );\n vec3 outcolor = texture2D( map, uv ).rgb;\n #endif\n gl_FragColor = vec4( outcolor, 1.0 );\n #include <tonemapping_fragment>\n #include <${version >= 154 ? 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