three-zoo 0.4.2 → 0.4.4

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package/dist/index.js.map CHANGED
@@ -1 +1 @@
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- {"version":3,"file":"index.js","sources":["../src/BiFovCamera.ts","../src/Bounds.ts","../src/GeometryHasher.ts","../src/SceneTraversal.ts","../src/InstanceAssembler.ts","../src/SceneProcessor.ts","../src/SkinnedMeshBaker.ts","../src/Sun.ts"],"sourcesContent":["import { MathUtils, PerspectiveCamera } from \"three\";\n\n/**\n * Default camera settings\n */\nconst DEFAULT_HORIZONTAL_FOV = 90;\nconst DEFAULT_VERTICAL_FOV = 90;\nconst DEFAULT_ASPECT = 1;\nconst DEFAULT_NEAR = 1;\nconst DEFAULT_FAR = 1000;\n\n/**\n * BiFovCamera - A specialized PerspectiveCamera that supports independent horizontal and vertical FOV settings\n *\n * This camera extends Three.js PerspectiveCamera to provide better control over the field of view,\n * allowing separate horizontal and vertical FOV values. The camera automatically adjusts its projection\n * matrix based on the aspect ratio to maintain proper perspective.\n *\n * @extends PerspectiveCamera\n */\nexport class BiFovCamera extends PerspectiveCamera {\n private horizontalFovInternal: number;\n private verticalFovInternal: number;\n\n /**\n * Creates a new BiFovCamera instance\n *\n * @param horizontalFov - Horizontal field of view in degrees (default: 90)\n * @param verticalFov - Vertical field of view in degrees (default: 90)\n * @param aspect - Aspect ratio (width/height) of the viewport (default: 1)\n * @param near - Near clipping plane distance (default: 1)\n * @param far - Far clipping plane distance (default: 1000)\n */\n constructor(\n horizontalFov = DEFAULT_HORIZONTAL_FOV,\n verticalFov = DEFAULT_VERTICAL_FOV,\n aspect = DEFAULT_ASPECT,\n near = DEFAULT_NEAR,\n far = DEFAULT_FAR,\n ) {\n super(verticalFov, aspect, near, far);\n this.horizontalFovInternal = horizontalFov;\n this.verticalFovInternal = verticalFov;\n this.updateProjectionMatrix();\n }\n\n /**\n * Gets the horizontal field of view in degrees\n */\n public get horizontalFov(): number {\n return this.horizontalFovInternal;\n }\n\n /**\n * Gets the vertical field of view in degrees\n */\n public get verticalFov(): number {\n return this.verticalFovInternal;\n }\n\n /**\n * Sets the horizontal field of view in degrees\n * @param value - The new horizontal FOV value\n */\n public set horizontalFov(value: number) {\n this.horizontalFovInternal = MathUtils.clamp(value, 1, 179);\n this.updateProjectionMatrix();\n }\n\n /**\n * Sets the vertical field of view in degrees\n * @param value - The new vertical FOV value\n */\n public set verticalFov(value: number) {\n this.verticalFovInternal = MathUtils.clamp(value, 1, 179);\n this.updateProjectionMatrix();\n }\n\n /**\n * Updates both horizontal and vertical FOV simultaneously\n * @param horizontal - New horizontal FOV in degrees\n * @param vertical - New vertical FOV in degrees\n */\n public setFov(horizontal: number, vertical: number): void {\n this.horizontalFovInternal = MathUtils.clamp(horizontal, 1, 179);\n this.verticalFovInternal = MathUtils.clamp(vertical, 1, 179);\n this.updateProjectionMatrix();\n }\n\n /**\n * Copies FOV settings from another BiFovCamera\n * @param source - The camera to copy settings from\n */\n public copyFovSettings(source: BiFovCamera): void {\n this.horizontalFovInternal = source.horizontalFov;\n this.verticalFovInternal = source.verticalFov;\n this.updateProjectionMatrix();\n }\n\n /**\n * Updates the projection matrix based on current FOV settings and aspect ratio\n * For aspect ratios >= 1 (landscape), horizontal FOV is preserved\n * For aspect ratios < 1 (portrait), vertical FOV is preserved\n */\n public override updateProjectionMatrix(): void {\n if (this.aspect >= 1) {\n // Landscape orientation: preserve horizontal FOV\n const radians = MathUtils.degToRad(this.horizontalFovInternal);\n this.fov = MathUtils.radToDeg(\n Math.atan(Math.tan(radians / 2) / this.aspect) * 2,\n );\n } else {\n // Portrait orientation: preserve vertical FOV\n this.fov = this.verticalFovInternal;\n }\n\n super.updateProjectionMatrix();\n }\n\n /**\n * Returns the actual horizontal FOV after aspect ratio adjustments\n */\n public getEffectiveHorizontalFov(): number {\n if (this.aspect >= 1) {\n return this.horizontalFovInternal;\n }\n const verticalRadians = MathUtils.degToRad(this.verticalFovInternal);\n return MathUtils.radToDeg(\n Math.atan(Math.tan(verticalRadians / 2) * this.aspect) * 2,\n );\n }\n\n /**\n * Returns the actual vertical FOV after aspect ratio adjustments\n */\n public getEffectiveVerticalFov(): number {\n if (this.aspect < 1) {\n return this.verticalFovInternal;\n }\n const horizontalRadians = MathUtils.degToRad(this.horizontalFovInternal);\n return MathUtils.radToDeg(\n Math.atan(Math.tan(horizontalRadians / 2) / this.aspect) * 2,\n );\n }\n\n /**\n * Creates a clone of this camera with the same properties\n */\n public override clone(): this {\n const camera = new BiFovCamera(\n this.horizontalFovInternal,\n this.verticalFovInternal,\n this.aspect,\n this.near,\n this.far,\n ) as this;\n\n camera.copy(this, true);\n return camera;\n }\n}\n","import { Box3, Vector3 } from \"three\";\n\nexport class Bounds extends Box3 {\n private readonly tempVector3A: Vector3 = new Vector3();\n\n /**\n * Gets the width (x-axis length) of the bounding box\n */\n public get width(): number {\n return this.max.x - this.min.x;\n }\n\n /**\n * Gets the height (y-axis length) of the bounding box\n */\n public get height(): number {\n return this.max.y - this.min.y;\n }\n\n /**\n * Gets the depth (z-axis length) of the bounding box\n */\n public get depth(): number {\n return this.max.z - this.min.z;\n }\n\n /**\n * Gets the length of the box's diagonal\n */\n public get diagonal(): number {\n return this.tempVector3A.subVectors(this.max, this.min).length();\n }\n\n /**\n * Gets the volume of the bounding box\n */\n public getVolume(): number {\n return this.width * this.height * this.depth;\n }\n\n /**\n * Gets the surface area of the bounding box\n */\n public getSurfaceArea(): number {\n const w = this.width;\n const h = this.height;\n const d = this.depth;\n return 2 * (w * h + h * d + d * w);\n }\n}\n","import type {\n BufferAttribute,\n BufferGeometry,\n InterleavedBufferAttribute,\n} from \"three\";\n\ntype AnySuitableAttribute = BufferAttribute | InterleavedBufferAttribute;\n\n/**\n * Utility class for comparing and hashing BufferGeometry instances with tolerance support.\n */\nexport class GeometryHasher {\n /**\n * Generates a consistent hash for a BufferGeometry based on its contents and tolerance.\n *\n * @param geometry - The geometry to hash\n * @param tolerance - Precision level for number comparison (values within tolerance are considered equal)\n * @returns A string hash that will be identical for geometrically equivalent geometries\n */\n public static getGeometryHash(\n geometry: BufferGeometry,\n tolerance = 1e-6,\n ): string {\n const hashParts: string[] = [];\n\n // Process attributes\n const attributes = geometry.attributes;\n const attributeNames = Object.keys(attributes).sort(); // Sort for consistent order\n\n for (const name of attributeNames) {\n const attribute = attributes[name] as AnySuitableAttribute;\n hashParts.push(\n `${name}:${attribute.itemSize}:${this.getAttributeHash(attribute, tolerance)}`,\n );\n }\n\n // Process index if present\n if (geometry.index) {\n hashParts.push(\n `index:${this.getAttributeHash(geometry.index, tolerance)}`,\n );\n }\n\n return hashParts.join(\"|\");\n }\n\n /**\n * Compares two BufferGeometry instances for approximate equality.\n * Early exit if UUIDs match (same object or cloned geometry).\n */\n public static compare(\n firstGeometry: BufferGeometry,\n secondGeometry: BufferGeometry,\n tolerance = 1e-6,\n ): boolean {\n if (firstGeometry.uuid === secondGeometry.uuid) {\n return true;\n }\n\n // Use hash comparison for consistent results\n return (\n this.getGeometryHash(firstGeometry, tolerance) ===\n this.getGeometryHash(secondGeometry, tolerance)\n );\n }\n\n /**\n * Generates a hash for a buffer attribute with tolerance.\n */\n private static getAttributeHash(\n attribute: AnySuitableAttribute,\n tolerance: number,\n ): string {\n const array = attribute.array;\n const itemSize = \"itemSize\" in attribute ? attribute.itemSize : 1;\n const hashParts: string[] = [];\n\n // Group values by their \"tolerance buckets\"\n for (let i = 0; i < array.length; i += itemSize) {\n const itemValues = [];\n for (let j = 0; j < itemSize; j++) {\n const val = array[i + j];\n // Round to nearest tolerance multiple to group similar values\n itemValues.push(Math.round(val / tolerance) * tolerance);\n }\n hashParts.push(itemValues.join(\",\"));\n }\n\n return hashParts.join(\";\");\n }\n\n /**\n * Compares two buffer attributes with tolerance.\n */\n private static compareBufferAttributes(\n firstAttribute: AnySuitableAttribute,\n secondAttribute: AnySuitableAttribute,\n tolerance: number,\n ): boolean {\n return (\n this.getAttributeHash(firstAttribute, tolerance) ===\n this.getAttributeHash(secondAttribute, tolerance)\n );\n }\n}\n","import type { Material, Object3D } from \"three\";\nimport { Mesh } from \"three\";\n\ntype Constructor<T> = abstract new (...args: never[]) => T;\n\nexport class SceneTraversal {\n public static getObjectByName(\n object: Object3D,\n name: string,\n ): Object3D | null {\n if (object.name === name) {\n return object;\n }\n\n for (const child of object.children) {\n const result = SceneTraversal.getObjectByName(child, name);\n if (result) {\n return result;\n }\n }\n\n return null;\n }\n\n public static getMaterialByName(\n object: Object3D,\n name: string,\n ): Material | null {\n if (object instanceof Mesh) {\n if (Array.isArray(object.material)) {\n for (const material of object.material) {\n if (material.name === name) {\n return material;\n }\n }\n } else if (object.material.name === name) {\n return object.material;\n }\n }\n\n for (const child of object.children) {\n const material = SceneTraversal.getMaterialByName(child, name);\n if (material) {\n return material;\n }\n }\n\n return null;\n }\n\n public static enumerateObjectsByType<T>(\n object: Object3D,\n type: Constructor<T>,\n callback: (instance: T) => void,\n ): void {\n if (object instanceof type) {\n callback(object);\n }\n\n for (const child of object.children) {\n SceneTraversal.enumerateObjectsByType(child, type, callback);\n }\n }\n\n public static enumerateMaterials(\n object: Object3D,\n callback: (material: Material) => void,\n ): void {\n if (object instanceof Mesh) {\n if (Array.isArray(object.material)) {\n for (const material of object.material) {\n callback(material);\n }\n } else {\n callback(object.material);\n }\n }\n\n for (const child of object.children) {\n SceneTraversal.enumerateMaterials(child, callback);\n }\n }\n\n public static filterObjects(object: Object3D, name: RegExp): Object3D[] {\n let result: Object3D[] = [];\n\n if (object.name && name.test(object.name)) {\n result.push(object);\n }\n\n for (const child of object.children) {\n result = result.concat(SceneTraversal.filterObjects(child, name));\n }\n\n return result;\n }\n\n public static filterMaterials(object: Object3D, name: RegExp): Material[] {\n let result: Material[] = [];\n\n if (object instanceof Mesh) {\n if (Array.isArray(object.material)) {\n for (const material of object.material) {\n if (material.name && name.test(material.name)) {\n result.push(material);\n }\n }\n } else {\n if (object.material.name && name.test(object.material.name)) {\n result.push(object.material);\n }\n }\n }\n\n for (const child of object.children) {\n result = result.concat(SceneTraversal.filterMaterials(child, name));\n }\n\n return result;\n }\n\n public static setShadowRecursive(\n object: Object3D,\n castShadow = true,\n receiveShadow = true,\n ): void {\n if (object instanceof Mesh || \"isMesh\" in object) {\n (object as Mesh).castShadow = castShadow;\n (object as Mesh).receiveShadow = receiveShadow;\n }\n\n for (const child of object.children) {\n SceneTraversal.setShadowRecursive(child, castShadow, receiveShadow);\n }\n }\n}\n","import type { Material, Object3D } from \"three\";\nimport { InstancedMesh, Mesh } from \"three\";\nimport { GeometryHasher } from \"./GeometryHasher\";\nimport { SceneTraversal } from \"./SceneTraversal\";\n\ninterface IMeshDescriptor {\n meshes: Mesh[];\n materials: Material[];\n castShadow: boolean;\n receiveShadow: boolean;\n}\n\ninterface IOptions {\n container: Object3D;\n filter?: (child: Mesh) => boolean;\n geometryTolerance?: number;\n}\n\nexport class InstanceAssembler {\n public static assemble(options: IOptions): void {\n const dictionary = new Map<string, IMeshDescriptor>();\n const instancedMeshes: InstancedMesh[] = [];\n const tolerance = options.geometryTolerance ?? 1e-6;\n const geometryHashCache = new Map<string, string>();\n\n SceneTraversal.enumerateObjectsByType(\n options.container,\n Mesh,\n (child: Mesh) => {\n if (\n child.children.length === 0 &&\n (!options.filter || options.filter(child))\n ) {\n const materials = Array.isArray(child.material)\n ? child.material\n : [child.material];\n\n let geometryHash = geometryHashCache.get(child.geometry.uuid);\n if (!geometryHash) {\n geometryHash = GeometryHasher.getGeometryHash(\n child.geometry,\n tolerance,\n );\n geometryHashCache.set(child.geometry.uuid, geometryHash);\n }\n\n const materialKey = materials.map((m) => m.uuid).join(\",\");\n const compositeKey = `${geometryHash}|${materialKey}`;\n\n const entry = dictionary.get(compositeKey) ?? {\n meshes: [],\n materials: materials,\n castShadow: false,\n receiveShadow: false,\n };\n\n if (child.castShadow) {\n entry.castShadow = true;\n }\n if (child.receiveShadow) {\n entry.receiveShadow = true;\n }\n\n entry.meshes.push(child);\n dictionary.set(compositeKey, entry);\n }\n },\n );\n\n for (const descriptor of dictionary.values()) {\n if (descriptor.meshes.length < 2) {\n continue;\n }\n const { meshes, materials, castShadow, receiveShadow } = descriptor;\n\n const sortedMeshes = meshes.sort((a, b) => a.name.localeCompare(b.name));\n const defaultMesh = sortedMeshes[0];\n\n const instancedMesh = new InstancedMesh(\n defaultMesh.geometry,\n materials.length === 1 ? materials[0] : materials,\n sortedMeshes.length,\n );\n\n instancedMesh.name = defaultMesh.name;\n instancedMesh.castShadow = castShadow;\n instancedMesh.receiveShadow = receiveShadow;\n\n for (let i = 0; i < sortedMeshes.length; i++) {\n const mesh = sortedMeshes[i];\n mesh.updateWorldMatrix(true, false);\n instancedMesh.setMatrixAt(i, mesh.matrixWorld);\n instancedMesh.userData[mesh.uuid] = mesh.userData;\n }\n\n instancedMesh.instanceMatrix.needsUpdate = true;\n instancedMeshes.push(instancedMesh);\n\n for (const mesh of sortedMeshes) {\n mesh.parent?.remove(mesh);\n }\n }\n\n if (instancedMeshes.length > 0) {\n options.container.add(...instancedMeshes);\n }\n }\n}\n","import type { Material, Object3D } from \"three\";\nimport { FrontSide, Mesh } from \"three\";\nimport { InstanceAssembler } from \"./InstanceAssembler\";\nimport { SceneTraversal } from \"./SceneTraversal\";\n\ntype IPattern = string | RegExp;\n\ninterface IOptions {\n asset: Object3D;\n castShadowMeshNames?: IPattern[];\n receiveShadowMeshNames?: IPattern[];\n transparentMaterialNames?: IPattern[];\n noDepthWriteMaterialNames?: IPattern[];\n}\n\nexport class SceneProcessor {\n public static process(options: IOptions): Object3D[] {\n const container = options.asset.clone();\n InstanceAssembler.assemble({ container: container });\n\n SceneTraversal.enumerateMaterials(container, (material: Material) => {\n material.transparent = SceneProcessor.matchesAny(\n material.name,\n options.transparentMaterialNames,\n );\n material.depthWrite = !SceneProcessor.matchesAny(\n material.name,\n options.noDepthWriteMaterialNames,\n );\n material.side = FrontSide;\n material.forceSinglePass = true;\n material.depthTest = true;\n });\n\n SceneTraversal.enumerateObjectsByType(container, Mesh, (child: Mesh) => {\n child.castShadow = SceneProcessor.matchesAny(\n child.name,\n options.castShadowMeshNames,\n );\n child.receiveShadow = SceneProcessor.matchesAny(\n child.name,\n options.receiveShadowMeshNames,\n );\n });\n\n return container.children;\n }\n\n private static matchesAny(value: string, patterns: IPattern[] = []): boolean {\n return patterns.some((p) =>\n typeof p === \"string\" ? value === p : p.test(value),\n );\n }\n}\n","import type { AnimationClip, Object3D, SkinnedMesh } from \"three\";\nimport { AnimationMixer, BufferAttribute, Mesh, Vector3 } from \"three\";\n\n/**\n * Utilities for baking poses and animations from SkinnedMesh into a regular static Mesh.\n */\nexport class SkinnedMeshBaker {\n /**\n * Bakes the current pose of a SkinnedMesh into a regular geometry.\n * Transforms all vertices according to the current skeleton state.\n *\n * @param skinnedMesh - SkinnedMesh from which to bake the geometry\n * @returns A new Mesh with positions corresponding to the current bone positions\n */\n public static bakePose(skinnedMesh: SkinnedMesh): Mesh {\n const bakedGeometry = skinnedMesh.geometry.clone();\n const position = bakedGeometry.attributes[\"position\"] as BufferAttribute;\n const newPositions = new Float32Array(position.count * 3);\n const target = new Vector3();\n\n for (let i = 0; i < position.count; i++) {\n target.fromBufferAttribute(position, i);\n skinnedMesh.applyBoneTransform(i, target);\n newPositions[i * 3 + 0] = target.x;\n newPositions[i * 3 + 1] = target.y;\n newPositions[i * 3 + 2] = target.z;\n }\n\n bakedGeometry.setAttribute(\n \"position\",\n new BufferAttribute(newPositions, 3),\n );\n bakedGeometry.computeVertexNormals();\n bakedGeometry.deleteAttribute(\"skinIndex\");\n bakedGeometry.deleteAttribute(\"skinWeight\");\n\n const mesh = new Mesh(bakedGeometry, skinnedMesh.material);\n mesh.name = skinnedMesh.name;\n return mesh;\n }\n\n /**\n * Bakes a SkinnedMesh in a specific pose derived from an AnimationClip at the given timestamp.\n *\n * @param armature - The parent object (typically an armature from GLTF) containing the bones\n * @param skinnedMesh - The SkinnedMesh to be baked\n * @param timeOffset - The animation time in seconds to set\n * @param clip - The animation clip\n * @returns A new Mesh with geometry matching the specified animation frame\n */\n public static bakeAnimationFrame(\n armature: Object3D,\n skinnedMesh: SkinnedMesh,\n timeOffset: number,\n clip: AnimationClip,\n ): Mesh {\n const mixer = new AnimationMixer(armature);\n const action = mixer.clipAction(clip);\n action.play();\n mixer.setTime(timeOffset);\n\n armature.updateWorldMatrix(true, true);\n skinnedMesh.skeleton.update();\n\n return this.bakePose(skinnedMesh);\n }\n}\n","import type { Texture } from \"three\";\nimport { Box3, DirectionalLight, RGBAFormat, Spherical, Vector3 } from \"three\";\n\n/**\n * Sun extends Three.js DirectionalLight to provide a specialized light source that simulates\n * sunlight with advanced positioning and shadow controls.\n * \n * Features:\n * - Spherical coordinate control (distance, elevation, azimuth)\n * - Automatic shadow map configuration based on bounding boxes\n * - HDR environment map-based positioning\n * - Efficient temporary vector management for calculations\n * \n * @extends DirectionalLight\n */\nexport class Sun extends DirectionalLight {\n // Temporary vectors for calculations to avoid garbage collection\n private readonly tempVector3D0 = new Vector3();\n private readonly tempVector3D1 = new Vector3();\n private readonly tempVector3D2 = new Vector3();\n private readonly tempVector3D3 = new Vector3();\n private readonly tempVector3D4 = new Vector3();\n private readonly tempVector3D5 = new Vector3();\n private readonly tempVector3D6 = new Vector3();\n private readonly tempVector3D7 = new Vector3();\n\n private readonly tempBox3 = new Box3();\n private readonly tempSpherical = new Spherical();\n\n /**\n * Gets the distance of the sun from its target (radius in spherical coordinates)\n * @returns The distance in world units\n */\n public get distance(): number {\n return this.position.length();\n }\n\n /**\n * Gets the elevation angle of the sun (phi in spherical coordinates)\n * @returns The elevation in radians\n */\n public get elevation(): number {\n return this.tempSpherical.setFromVector3(this.position).phi;\n }\n\n /**\n * Gets the azimuth angle of the sun (theta in spherical coordinates)\n * @returns The azimuth in radians\n */\n public get azimuth(): number {\n return this.tempSpherical.setFromVector3(this.position).theta;\n }\n\n /**\n * Sets the distance of the sun from its target while maintaining current angles\n * @param value - The new distance in world units\n */\n public set distance(value: number) {\n this.tempSpherical.setFromVector3(this.position);\n this.position.setFromSphericalCoords(\n value,\n this.tempSpherical.phi,\n this.tempSpherical.theta,\n );\n }\n\n /**\n * Sets the elevation angle of the sun while maintaining current distance and azimuth\n * @param value - The new elevation in radians\n */\n public set elevation(value: number) {\n this.tempSpherical.setFromVector3(this.position);\n this.position.setFromSphericalCoords(\n this.tempSpherical.radius,\n value,\n this.tempSpherical.theta,\n );\n }\n\n /**\n * Sets the azimuth angle of the sun while maintaining current distance and elevation\n * @param value - The new azimuth in radians\n */\n public set azimuth(value: number) {\n this.tempSpherical.setFromVector3(this.position);\n this.position.setFromSphericalCoords(\n this.tempSpherical.radius,\n this.tempSpherical.phi,\n value,\n );\n }\n\n /**\n * Configures the shadow camera's frustum to encompass the given bounding box\n * This ensures that shadows are cast correctly for objects within the box\n * \n * @param box3 - The bounding box to configure shadows for\n */\n public setShadowMapFromBox3(box3: Box3): void {\n const camera = this.shadow.camera;\n\n this.target.updateWorldMatrix(true, false);\n this.lookAt(this.target.getWorldPosition(this.tempVector3D0));\n\n this.updateWorldMatrix(true, false);\n\n const points: Vector3[] = [\n this.tempVector3D0.set(box3.min.x, box3.min.y, box3.min.z),\n this.tempVector3D1.set(box3.min.x, box3.min.y, box3.max.z),\n this.tempVector3D2.set(box3.min.x, box3.max.y, box3.min.z),\n this.tempVector3D3.set(box3.min.x, box3.max.y, box3.max.z),\n this.tempVector3D4.set(box3.max.x, box3.min.y, box3.min.z),\n this.tempVector3D5.set(box3.max.x, box3.min.y, box3.max.z),\n this.tempVector3D6.set(box3.max.x, box3.max.y, box3.min.z),\n this.tempVector3D7.set(box3.max.x, box3.max.y, box3.max.z),\n ];\n\n const inverseMatrix = this.matrixWorld.clone().invert();\n\n for (const point of points) {\n point.applyMatrix4(inverseMatrix);\n }\n\n const newBox3 = this.tempBox3.setFromPoints(points);\n\n camera.left = newBox3.min.x;\n camera.bottom = newBox3.min.y;\n camera.near = -newBox3.max.z;\n\n camera.right = newBox3.max.x;\n camera.top = newBox3.max.y;\n camera.far = -newBox3.min.z;\n\n camera.updateWorldMatrix(true, false);\n camera.updateProjectionMatrix();\n }\n\n /**\n * Sets the sun's direction based on the brightest point in an HDR texture\n * This is useful for matching the sun's position to an environment map\n * \n * @param texture - The HDR texture to analyze (must be loaded and have valid image data)\n * @param distance - Optional distance to position the sun from its target (default: 1)\n */\n public setDirectionFromHDR(texture: Texture, distance = 1): void {\n const data = texture.image.data;\n const width = texture.image.width;\n const height = texture.image.height;\n\n let maxLuminance = 0;\n let maxIndex = 0;\n\n // Find the brightest pixel in the HDR texture\n const step = texture.format === RGBAFormat ? 4 : 3;\n for (let i = 0; i < data.length; i += step) {\n const r = data[i];\n const g = data[i + 1];\n const b = data[i + 2];\n // Calculate luminance using the Rec. 709 coefficients\n const luminance = 0.2126 * r + 0.7152 * g + 0.0722 * b;\n if (luminance > maxLuminance) {\n maxLuminance = luminance;\n maxIndex = i;\n }\n }\n\n // Convert pixel coordinates to spherical coordinates\n const pixelIndex = maxIndex / step;\n const x = pixelIndex % width;\n const y = Math.floor(pixelIndex / width);\n\n const u = x / width;\n const v = y / height;\n\n const elevation = v * Math.PI;\n const azimuth = u * -Math.PI * 2 - Math.PI / 2;\n\n this.position.setFromSphericalCoords(distance, elevation, azimuth);\n 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+ {"version":3,"file":"index.js","sources":["../src/BiFovCamera.ts","../src/Bounds.ts","../src/GeometryHasher.ts","../src/SceneTraversal.ts","../src/InstanceAssembler.ts","../src/SceneProcessor.ts","../src/SkinnedMeshBaker.ts","../src/Sun.ts"],"sourcesContent":["import type { Box3, BufferAttribute, SkinnedMesh } from \"three\";\nimport { MathUtils, PerspectiveCamera, Vector3 } from \"three\";\n\nconst DEFAULT_HORIZONTAL_FOV = 90;\nconst DEFAULT_VERTICAL_FOV = 90;\nconst DEFAULT_ASPECT = 1;\nconst DEFAULT_NEAR = 1;\nconst DEFAULT_FAR = 1000;\n\nconst MIN_FOV = 1;\nconst MAX_FOV = 179;\n\n/**\n * A camera that supports independent horizontal and vertical FOV settings.\n * Extends Three.js PerspectiveCamera to allow separate control over horizontal\n * and vertical fields of view.\n */\nexport class BiFovCamera extends PerspectiveCamera {\n private horizontalFovInternal: number;\n private verticalFovInternal: number;\n\n /**\n * @param horizontalFov - Horizontal FOV in degrees (90° default)\n * @param verticalFov - Vertical FOV in degrees (90° default)\n * @param aspect - Width/height ratio (1 default)\n * @param near - Near clipping plane (1 default)\n * @param far - Far clipping plane (1000 default)\n */\n constructor(\n horizontalFov = DEFAULT_HORIZONTAL_FOV,\n verticalFov = DEFAULT_VERTICAL_FOV,\n aspect = DEFAULT_ASPECT,\n near = DEFAULT_NEAR,\n far = DEFAULT_FAR,\n ) {\n super(verticalFov, aspect, near, far);\n this.horizontalFovInternal = horizontalFov;\n this.verticalFovInternal = verticalFov;\n this.updateProjectionMatrix();\n }\n\n /** Current horizontal FOV in degrees */\n public get horizontalFov(): number {\n return this.horizontalFovInternal;\n }\n\n /** Current vertical FOV in degrees */\n public get verticalFov(): number {\n return this.verticalFovInternal;\n }\n\n /** Set horizontal FOV in degrees (clamped between 1° and 179°) */\n public set horizontalFov(value: number) {\n this.horizontalFovInternal = MathUtils.clamp(value, MIN_FOV, MAX_FOV);\n this.updateProjectionMatrix();\n }\n\n /** Set vertical FOV in degrees (clamped between 1° and 179°) */\n public set verticalFov(value: number) {\n this.verticalFovInternal = MathUtils.clamp(value, MIN_FOV, MAX_FOV);\n this.updateProjectionMatrix();\n }\n\n /**\n * Update both horizontal and vertical FOV\n * @param horizontal - Horizontal FOV in degrees\n * @param vertical - Vertical FOV in degrees\n */\n public setFov(horizontal: number, vertical: number): void {\n this.horizontalFovInternal = MathUtils.clamp(horizontal, MIN_FOV, MAX_FOV);\n this.verticalFovInternal = MathUtils.clamp(vertical, MIN_FOV, MAX_FOV);\n this.updateProjectionMatrix();\n }\n\n /**\n * Copy FOV settings from another BiFovCamera\n * @param source - Camera to copy from\n */\n public copyFovSettings(source: BiFovCamera): void {\n this.horizontalFovInternal = source.horizontalFov;\n this.verticalFovInternal = source.verticalFov;\n this.updateProjectionMatrix();\n }\n\n /**\n * Updates the projection matrix based on FOV settings and aspect ratio.\n * In landscape: preserves horizontal FOV\n * In portrait: preserves vertical FOV\n */\n public override updateProjectionMatrix(): void {\n if (this.aspect > 1) {\n // Landscape orientation: preserve horizontal FOV\n const radians = MathUtils.degToRad(this.horizontalFovInternal);\n this.fov = MathUtils.radToDeg(\n Math.atan(Math.tan(radians / 2) / this.aspect) * 2,\n );\n } else {\n // Portrait orientation: preserve vertical FOV\n this.fov = this.verticalFovInternal;\n }\n\n super.updateProjectionMatrix();\n }\n\n /** Get actual horizontal FOV after aspect ratio adjustments */\n public getEffectiveHorizontalFov(): number {\n if (this.aspect >= 1) {\n return this.horizontalFovInternal;\n }\n const verticalRadians = MathUtils.degToRad(this.verticalFovInternal);\n return MathUtils.radToDeg(\n Math.atan(Math.tan(verticalRadians / 2) * this.aspect) * 2,\n );\n }\n\n /** Get actual vertical FOV after aspect ratio adjustments */\n public getEffectiveVerticalFov(): number {\n if (this.aspect < 1) {\n return this.verticalFovInternal;\n }\n const horizontalRadians = MathUtils.degToRad(this.horizontalFovInternal);\n return MathUtils.radToDeg(\n Math.atan(Math.tan(horizontalRadians / 2) / this.aspect) * 2,\n );\n }\n\n public fitPointsVerticalFov(vertices: Vector3[]): void {\n const up = new Vector3(0, 1, 0).applyQuaternion(this.quaternion);\n\n let maxVerticalAngle = 0;\n\n for (const vertex of vertices) {\n const vertexToCam = this.position.clone().sub(vertex);\n const vertexDirection = vertexToCam.normalize();\n\n const verticalAngle =\n Math.asin(Math.abs(vertexDirection.dot(up))) *\n Math.sign(vertexDirection.dot(up));\n\n if (Math.abs(verticalAngle) > maxVerticalAngle) {\n maxVerticalAngle = Math.abs(verticalAngle);\n }\n }\n\n const requiredFov = MathUtils.radToDeg(2 * maxVerticalAngle);\n\n this.verticalFovInternal = MathUtils.clamp(requiredFov, MIN_FOV, MAX_FOV);\n this.updateProjectionMatrix();\n }\n\n public fitBoxVerticalFov(box: Box3): void {\n this.fitPointsVerticalFov([\n new Vector3(box.min.x, box.min.y, box.min.z),\n new Vector3(box.min.x, box.min.y, box.max.z),\n new Vector3(box.min.x, box.max.y, box.min.z),\n new Vector3(box.min.x, box.max.y, box.max.z),\n new Vector3(box.max.x, box.min.y, box.min.z),\n new Vector3(box.max.x, box.min.y, box.max.z),\n new Vector3(box.max.x, box.max.y, box.min.z),\n new Vector3(box.max.x, box.max.y, box.max.z),\n ]);\n }\n\n public fitSkinnedMeshVerticalFov(skinnedMesh: SkinnedMesh): void {\n skinnedMesh.updateWorldMatrix(true, true);\n skinnedMesh.skeleton.update();\n\n const bakedGeometry = skinnedMesh.geometry;\n const position = bakedGeometry.attributes[\"position\"] as BufferAttribute;\n const target = new Vector3();\n\n const points = [];\n\n for (let i = 0; i < position.count; i++) {\n target.fromBufferAttribute(position, i);\n skinnedMesh.applyBoneTransform(i, target);\n points.push(target.clone());\n }\n\n this.fitPointsVerticalFov(points);\n }\n\n public lookAtCenterOfMass(skinnedMesh: SkinnedMesh): void {\n skinnedMesh.updateWorldMatrix(true, true);\n skinnedMesh.skeleton.update();\n\n const bakedGeometry = skinnedMesh.geometry;\n const position = bakedGeometry.attributes.position as BufferAttribute;\n const target = new Vector3();\n const points: Vector3[] = [];\n\n for (let i = 0; i < position.count; i++) {\n target.fromBufferAttribute(position, i);\n skinnedMesh.applyBoneTransform(i, target);\n points.push(target.clone());\n }\n\n const findMainCluster = (points: Vector3[], iterations = 3): Vector3 => {\n if (points.length === 0) {\n return new Vector3();\n }\n\n let center = points[Math.floor(points.length / 2)].clone();\n\n for (let i = 0; i < iterations; i++) {\n let total = new Vector3();\n let count = 0;\n\n for (const point of points) {\n if (\n point.distanceTo(center) < point.distanceTo(total) ||\n count === 0\n ) {\n total.add(point);\n count++;\n }\n }\n\n if (count > 0) {\n center = total.divideScalar(count);\n }\n }\n\n return center;\n };\n\n const centerOfMass = findMainCluster(points);\n this.lookAt(centerOfMass);\n }\n\n public override clone(): this {\n const camera = new BiFovCamera(\n this.horizontalFovInternal,\n this.verticalFovInternal,\n this.aspect,\n this.near,\n this.far,\n ) as this;\n\n camera.copy(this, true);\n return camera;\n }\n}\n","import type { BufferAttribute, Object3D, SkinnedMesh } from \"three\";\nimport { Box3, Vector3 } from \"three\";\n\n/**\n * Box3 with additional convenience methods for width, height, depth, etc.\n */\nexport class Bounds extends Box3 {\n /** Temporary vector for calculations */\n private readonly tempVector3A: Vector3 = new Vector3();\n\n constructor(object?: Object3D) {\n super();\n if (object) {\n this.setFromObject(object);\n }\n }\n\n /** Width (x-axis length) */\n public get width(): number {\n return this.max.x - this.min.x;\n }\n\n /** Height (y-axis length) */\n public get height(): number {\n return this.max.y - this.min.y;\n }\n\n /** Depth (z-axis length) */\n public get depth(): number {\n return this.max.z - this.min.z;\n }\n\n /** Length of the box's diagonal */\n public get diagonal(): number {\n return this.tempVector3A.subVectors(this.max, this.min).length();\n }\n\n public setFromSkinnedMesh(skinnedMesh: SkinnedMesh): Bounds {\n skinnedMesh.updateWorldMatrix(true, true);\n skinnedMesh.skeleton.update();\n\n const geometry = skinnedMesh.geometry;\n const position = geometry.attributes[\"position\"] as BufferAttribute;\n const target = new Vector3();\n\n const points = [];\n\n for (let i = 0; i < position.count; i++) {\n target.fromBufferAttribute(position, i);\n skinnedMesh.applyBoneTransform(i, target);\n points.push(target.clone());\n }\n\n this.setFromPoints(points);\n return this;\n }\n\n /** Volume (width * height * depth) */\n public getVolume(): number {\n return this.width * this.height * this.depth;\n }\n\n /** Surface area (sum of all six faces) */\n public getSurfaceArea(): number {\n const w = this.width;\n const h = this.height;\n const d = this.depth;\n return 2 * (w * h + h * d + d * w);\n }\n}\n","import type { BufferGeometry } from \"three\";\n\nconst POSITION_COMPONENT_COUNT = 3;\nconst NORMAL_COMPONENT_COUNT = 3;\n\n/**\n * Internal utility to identify identical geometries.\n * @internal\n */\nexport class GeometryHasher {\n /**\n * Creates a hash for a geometry based on its vertex data.\n * Vertices that differ by less than tolerance are considered the same.\n *\n * @param geometry - Geometry to hash\n * @param tolerance - How close vertices need to be to count as identical\n * @returns Hash string that's the same for matching geometries\n * @internal\n */\n public static getGeometryHash(\n geometry: BufferGeometry,\n tolerance: number,\n ): string {\n const position = geometry.attributes[\"position\"];\n\n const positionArray = position.array;\n const positionHashParts: string[] = [];\n\n // Sample vertex positions with tolerance\n for (let i = 0; i < positionArray.length; i += POSITION_COMPONENT_COUNT) {\n const x = Math.round(positionArray[i] / tolerance);\n const y = Math.round(positionArray[i + 1] / tolerance);\n const z = Math.round(positionArray[i + 2] / tolerance);\n positionHashParts.push(`${x},${y},${z}`);\n }\n\n // Hash normal data if available\n const normal = geometry.attributes[\"normal\"];\n const normalHashParts: string[] = [];\n\n const normalArray = normal.array;\n for (let i = 0; i < normalArray.length; i += NORMAL_COMPONENT_COUNT) {\n const x = Math.round(normalArray[i] / tolerance);\n const y = Math.round(normalArray[i + 1] / tolerance);\n const z = Math.round(normalArray[i + 2] / tolerance);\n normalHashParts.push(`${x},${y},${z}`);\n }\n\n // Combine position and normal hashes\n const positionHash = positionHashParts.join(\"|\");\n const normalHash = normalHashParts.join(\"|\");\n\n return `${positionHash}#${normalHash}`;\n }\n}\n","import type { Material, Object3D } from \"three\";\nimport { Mesh } from \"three\";\n\n/** Constructor type for type-safe scene traversal */\nexport type Constructor<T> = abstract new (...args: never[]) => T;\n\n/** Find and modify objects in a Three.js scene */\nexport class SceneTraversal {\n /** Find first object with exact name match */\n public static getObjectByName(\n object: Object3D,\n name: string,\n ): Object3D | null {\n if (object.name === name) {\n return object;\n }\n\n for (const child of object.children) {\n const result = SceneTraversal.getObjectByName(child, name);\n if (result) {\n return result;\n }\n }\n\n return null;\n }\n\n /** Find first material with exact name match */\n public static getMaterialByName(\n object: Object3D,\n name: string,\n ): Material | null {\n if (object instanceof Mesh) {\n if (Array.isArray(object.material)) {\n for (const material of object.material) {\n if (material.name === name) {\n return material;\n }\n }\n } else if (object.material.name === name) {\n return object.material;\n }\n }\n\n for (const child of object.children) {\n const material = SceneTraversal.getMaterialByName(child, name);\n if (material) {\n return material;\n }\n }\n\n return null;\n }\n\n /** Process all objects of a specific type */\n public static enumerateObjectsByType<T>(\n object: Object3D,\n type: Constructor<T>,\n callback: (instance: T) => void,\n ): void {\n if (object instanceof type) {\n callback(object);\n }\n\n for (const child of object.children) {\n SceneTraversal.enumerateObjectsByType(child, type, callback);\n }\n }\n\n /** Process all materials in meshes */\n public static enumerateMaterials(\n object: Object3D,\n callback: (material: Material) => void,\n ): void {\n if (object instanceof Mesh) {\n if (Array.isArray(object.material)) {\n for (const material of object.material) {\n callback(material);\n }\n } else {\n callback(object.material);\n }\n }\n\n for (const child of object.children) {\n SceneTraversal.enumerateMaterials(child, callback);\n }\n }\n\n /** Find all objects whose names match a pattern */\n public static filterObjects(\n object: Object3D,\n filter: RegExp | ((object: Object3D) => boolean),\n ): Object3D[] {\n let result: Object3D[] = [];\n\n if (typeof filter === \"function\") {\n if (filter(object)) {\n result.push(object);\n }\n } else {\n if (object.name && filter.test(object.name)) {\n result.push(object);\n }\n }\n\n for (const child of object.children) {\n result = result.concat(SceneTraversal.filterObjects(child, filter));\n }\n\n return result;\n }\n\n /** Find all materials whose names match a pattern */\n public static filterMaterials(object: Object3D, name: RegExp): Material[] {\n let result: Material[] = [];\n\n if (object instanceof Mesh) {\n if (Array.isArray(object.material)) {\n for (const material of object.material) {\n if (material.name && name.test(material.name)) {\n result.push(material);\n }\n }\n } else {\n if (object.material.name && name.test(object.material.name)) {\n result.push(object.material);\n }\n }\n }\n\n for (const child of object.children) {\n result = result.concat(SceneTraversal.filterMaterials(child, name));\n }\n\n return result;\n }\n\n /** Set shadow properties on meshes */\n public static setShadowRecursive(\n object: Object3D,\n castShadow = true,\n receiveShadow = true,\n filter?: (object: Object3D) => boolean,\n ): void {\n if (object instanceof Mesh || \"isMesh\" in object) {\n (object as Mesh).castShadow = castShadow;\n (object as Mesh).receiveShadow = receiveShadow;\n }\n\n for (const child of object.children) {\n SceneTraversal.setShadowRecursive(\n child,\n castShadow,\n receiveShadow,\n filter,\n );\n }\n }\n}\n","import type { Material, Object3D } from \"three\";\nimport { InstancedMesh, Mesh } from \"three\";\nimport { GeometryHasher } from \"./GeometryHasher\";\nimport { SceneTraversal } from \"./SceneTraversal\";\n\nconst MIN_INSTANCE_COUNT = 2;\nconst DEFAULT_TOLERANCE = 1e-6;\n\n/** A group of meshes that can be instanced together */\ninterface MeshDescription {\n /** List of meshes */\n meshes: Mesh[];\n /** Materials to use */\n materials: Material[];\n /** Should cast shadows */\n castShadow: boolean;\n /** Should receive shadows */\n receiveShadow: boolean;\n}\n\n/** Configuration for instance assembly */\nexport interface InstanceAssemblerOptions {\n /** Filter which meshes to include */\n filter: (child: Mesh) => boolean;\n\n /** How close vertices need to be to count as identical */\n geometryTolerance: number;\n}\n\n/**\n * Combines identical meshes into instanced versions for better performance.\n * Meshes are considered identical if they share the same geometry and materials.\n */\nexport class InstanceAssembler {\n /**\n * Find meshes that can be instanced and combine them.\n * Only processes meshes that:\n * - Have no children\n * - Pass the filter function (if any)\n * - Share geometry with at least one other mesh\n *\n * @param container - Object containing meshes to process\n * @param options - Optional settings\n */\n public static assemble(\n container: Object3D,\n options: Partial<InstanceAssemblerOptions> = {},\n ): void {\n const dictionary = new Map<string, MeshDescription>();\n const instances: InstancedMesh[] = [];\n\n const tolerance = options.geometryTolerance ?? DEFAULT_TOLERANCE;\n const geometryHashes = new Map<string, string>();\n\n SceneTraversal.enumerateObjectsByType(container, Mesh, (child: Mesh) => {\n if (\n child.children.length === 0 &&\n (!options.filter || options.filter(child))\n ) {\n const materials = Array.isArray(child.material)\n ? child.material\n : [child.material];\n\n let geometryHash = geometryHashes.get(child.geometry.uuid);\n if (!geometryHash) {\n geometryHash = GeometryHasher.getGeometryHash(\n child.geometry,\n tolerance,\n );\n geometryHashes.set(child.geometry.uuid, geometryHash);\n }\n\n const materialKey = materials.map((m) => m.uuid).join(\",\");\n const compositeKey = `${geometryHash}|${materialKey}`;\n\n const entry = dictionary.get(compositeKey) ?? {\n meshes: [],\n materials,\n castShadow: false,\n receiveShadow: false,\n };\n\n if (child.castShadow) {\n entry.castShadow = true;\n }\n\n if (child.receiveShadow) {\n entry.receiveShadow = true;\n }\n\n entry.meshes.push(child);\n dictionary.set(compositeKey, entry);\n }\n });\n\n for (const descriptor of dictionary.values()) {\n if (descriptor.meshes.length < MIN_INSTANCE_COUNT) {\n continue;\n }\n const { meshes, materials, castShadow, receiveShadow } = descriptor;\n\n const sortedMeshes = meshes.sort((a, b) => a.name.localeCompare(b.name));\n const defaultMesh = sortedMeshes[0];\n\n const instancedMesh = new InstancedMesh(\n defaultMesh.geometry,\n materials.length === 1 ? materials[0] : materials,\n sortedMeshes.length,\n );\n\n instancedMesh.name = defaultMesh.name;\n instancedMesh.castShadow = castShadow;\n instancedMesh.receiveShadow = receiveShadow;\n\n for (let i = 0; i < sortedMeshes.length; i++) {\n const mesh = sortedMeshes[i];\n mesh.updateWorldMatrix(true, false);\n instancedMesh.setMatrixAt(i, mesh.matrixWorld);\n instancedMesh.userData[mesh.uuid] = mesh.userData;\n }\n\n instancedMesh.instanceMatrix.needsUpdate = true;\n instances.push(instancedMesh);\n\n for (const mesh of sortedMeshes) {\n mesh.parent?.remove(mesh);\n }\n }\n\n if (instances.length > 0) {\n container.add(...instances);\n }\n }\n}\n","import type { Material, Object3D } from \"three\";\nimport { FrontSide, Mesh } from \"three\";\nimport { InstanceAssembler } from \"./InstanceAssembler\";\nimport { SceneTraversal } from \"./SceneTraversal\";\n\n/** Options for scene post-processing */\nexport interface SceneProcessorOptions {\n /** Clone the input asset before processing? */\n cloneAsset: boolean;\n\n /** Combine identical meshes into instances? */\n assembleInstances: boolean;\n\n /** Names matching these patterns will cast shadows */\n castShadowExpressions: RegExp[];\n\n /** Names matching these patterns will receive shadows */\n receiveShadwoExpressions: RegExp[];\n\n /** Names matching these patterns will be transparent */\n transparentMaterialExpressions: RegExp[];\n\n /** Names matching these patterns won't write to depth buffer */\n noDepthWriteMaterialExpressions: RegExp[];\n}\n\n/** Post-processes a scene based on name patterns */\nexport class SceneProcessor {\n /**\n * Process a scene to set up materials and shadows.\n * \n * @param asset - Scene to process\n * @param options - How to process the scene\n * @returns Processed scene root objects\n */\n public static process(\n asset: Object3D,\n options: Partial<SceneProcessorOptions>,\n ): Object3D[] {\n const container = options.cloneAsset !== false ? asset.clone() : asset;\n\n if (options.assembleInstances !== false) {\n InstanceAssembler.assemble(container);\n }\n\n SceneTraversal.enumerateMaterials(container, (material: Material) => {\n material.transparent = SceneProcessor.matchesAny(\n material.name,\n options.transparentMaterialExpressions,\n );\n material.depthWrite = !SceneProcessor.matchesAny(\n material.name,\n options.noDepthWriteMaterialExpressions,\n );\n material.side = FrontSide;\n material.forceSinglePass = true;\n material.depthTest = true;\n });\n\n SceneTraversal.enumerateObjectsByType(container, Mesh, (child: Mesh) => {\n child.castShadow = SceneProcessor.matchesAny(\n child.name,\n options.castShadowExpressions,\n );\n child.receiveShadow = SceneProcessor.matchesAny(\n child.name,\n options.receiveShadwoExpressions,\n );\n });\n\n return container.children;\n }\n\n /** Does the string match any of the patterns? */\n private static matchesAny(\n value: string,\n expressions: RegExp[] = [],\n ): boolean {\n return expressions.some((p) => p.test(value));\n }\n}","import type { AnimationClip, Object3D, SkinnedMesh } from \"three\";\nimport { AnimationMixer, BufferAttribute, Mesh, Vector3 } from \"three\";\n\n/** Number of components per vertex */\nconst COMPONENT_COUNT = 3;\n\n/** Convert skinned meshes to regular static meshes */\nexport class SkinnedMeshBaker {\n /**\n * Convert a skinned mesh to a regular mesh in its current pose.\n * The resulting mesh will have no bones but look identical.\n * \n * @param skinnedMesh - Mesh to convert\n * @returns Static mesh with baked vertex positions\n */\n public static bakePose(skinnedMesh: SkinnedMesh): Mesh {\n const bakedGeometry = skinnedMesh.geometry.clone();\n const position = bakedGeometry.attributes[\"position\"] as BufferAttribute;\n const newPositions = new Float32Array(position.count * COMPONENT_COUNT);\n const target = new Vector3();\n\n for (let i = 0; i < position.count; i++) {\n target.fromBufferAttribute(position, i);\n skinnedMesh.applyBoneTransform(i, target);\n newPositions[i * COMPONENT_COUNT + 0] = target.x;\n newPositions[i * COMPONENT_COUNT + 1] = target.y;\n newPositions[i * COMPONENT_COUNT + 2] = target.z;\n }\n\n bakedGeometry.setAttribute(\n \"position\",\n new BufferAttribute(newPositions, COMPONENT_COUNT),\n );\n bakedGeometry.computeVertexNormals();\n bakedGeometry.deleteAttribute(\"skinIndex\");\n bakedGeometry.deleteAttribute(\"skinWeight\");\n\n const mesh = new Mesh(bakedGeometry, skinnedMesh.material);\n mesh.name = skinnedMesh.name;\n return mesh;\n }\n\n /**\n * Bake a single frame from an animation into a static mesh.\n * \n * @param armature - Root object with bones (usually from GLTF)\n * @param skinnedMesh - Mesh to convert\n * @param timeOffset - Time in seconds within the animation\n * @param clip - Animation to get the pose from\n * @returns Static mesh with baked vertex positions\n */\n public static bakeAnimationFrame(\n armature: Object3D,\n skinnedMesh: SkinnedMesh,\n timeOffset: number,\n clip: AnimationClip,\n ): Mesh {\n const mixer = new AnimationMixer(armature);\n const action = mixer.clipAction(clip);\n action.play();\n mixer.setTime(timeOffset);\n\n armature.updateWorldMatrix(true, true);\n skinnedMesh.skeleton.update();\n\n return this.bakePose(skinnedMesh);\n }\n}","import type { Texture } from \"three\";\nimport { Box3, DirectionalLight, RGBAFormat, Spherical, Vector3 } from \"three\";\n\nconst RGBA_CHANNEL_COUNT = 4;\nconst RGB_CHANNEL_COUNT = 3;\n\nconst LUMINANCE_R = 0.2126;\nconst LUMINANCE_G = 0.7152;\nconst LUMINANCE_B = 0.0722;\n\n/** A directional light with spherical positioning controls */\nexport class Sun extends DirectionalLight {\n /** Internal vectors to avoid garbage collection */\n private readonly tempVector3D0 = new Vector3();\n private readonly tempVector3D1 = new Vector3();\n private readonly tempVector3D2 = new Vector3();\n private readonly tempVector3D3 = new Vector3();\n private readonly tempVector3D4 = new Vector3();\n private readonly tempVector3D5 = new Vector3();\n private readonly tempVector3D6 = new Vector3();\n private readonly tempVector3D7 = new Vector3();\n private readonly tempBox3 = new Box3();\n private readonly tempSpherical = new Spherical();\n\n /** Distance from the light to its target */\n public get distance(): number {\n return this.position.length();\n }\n\n /** Vertical angle from the ground in radians */\n public get elevation(): number {\n return this.tempSpherical.setFromVector3(this.position).phi;\n }\n\n /** Horizontal angle around the target in radians */\n public get azimuth(): number {\n return this.tempSpherical.setFromVector3(this.position).theta;\n }\n\n /** Set distance while keeping current angles */\n public set distance(value: number) {\n this.tempSpherical.setFromVector3(this.position);\n this.position.setFromSphericalCoords(\n value,\n this.tempSpherical.phi,\n this.tempSpherical.theta,\n );\n }\n\n /** Set elevation while keeping current distance and azimuth */\n public set elevation(value: number) {\n this.tempSpherical.setFromVector3(this.position);\n this.position.setFromSphericalCoords(\n this.tempSpherical.radius,\n value,\n this.tempSpherical.theta,\n );\n }\n\n /** Set azimuth while keeping current distance and elevation */\n public set azimuth(value: number) {\n this.tempSpherical.setFromVector3(this.position);\n this.position.setFromSphericalCoords(\n this.tempSpherical.radius,\n this.tempSpherical.phi,\n value,\n );\n }\n\n /** Configure shadows to cover all corners of a bounding box */\n public setShadowMapFromBox3(box3: Box3): void {\n const camera = this.shadow.camera;\n\n this.target.updateWorldMatrix(true, false);\n this.lookAt(this.target.getWorldPosition(this.tempVector3D0));\n\n this.updateWorldMatrix(true, false);\n\n const points: Vector3[] = [\n this.tempVector3D0.set(box3.min.x, box3.min.y, box3.min.z),\n this.tempVector3D1.set(box3.min.x, box3.min.y, box3.max.z),\n this.tempVector3D2.set(box3.min.x, box3.max.y, box3.min.z),\n this.tempVector3D3.set(box3.min.x, box3.max.y, box3.max.z),\n this.tempVector3D4.set(box3.max.x, box3.min.y, box3.min.z),\n this.tempVector3D5.set(box3.max.x, box3.min.y, box3.max.z),\n this.tempVector3D6.set(box3.max.x, box3.max.y, box3.min.z),\n this.tempVector3D7.set(box3.max.x, box3.max.y, box3.max.z),\n ];\n\n const inverseMatrix = this.matrixWorld.clone().invert();\n\n for (const point of points) {\n point.applyMatrix4(inverseMatrix);\n }\n\n const newBox3 = this.tempBox3.setFromPoints(points);\n\n camera.left = newBox3.min.x;\n camera.bottom = newBox3.min.y;\n camera.near = -newBox3.max.z;\n\n camera.right = newBox3.max.x;\n camera.top = newBox3.max.y;\n camera.far = -newBox3.min.z;\n\n camera.updateWorldMatrix(true, false);\n camera.updateProjectionMatrix();\n }\n\n /** Set light direction based on brightest point in an HDR texture */\n public setDirectionFromHDR(texture: Texture, distance = 1): void {\n const data = texture.image.data;\n const width = texture.image.width;\n const height = texture.image.height;\n\n let maxLuminance = 0;\n let maxIndex = 0;\n\n // Find brightest pixel\n\n const step =\n texture.format === RGBAFormat ? RGBA_CHANNEL_COUNT : RGB_CHANNEL_COUNT;\n for (let i = 0; i < data.length; i += step) {\n const r = data[i];\n const g = data[i + 1];\n const b = data[i + 2];\n const luminance = LUMINANCE_R * r + LUMINANCE_G * g + LUMINANCE_B * b;\n if (luminance > maxLuminance) {\n maxLuminance = luminance;\n maxIndex = i;\n }\n }\n\n // Convert to spherical coordinates\n const pixelIndex = maxIndex / step;\n const x = pixelIndex % width;\n const y = Math.floor(pixelIndex / width);\n\n const u = x / width;\n const v = y / height;\n\n const elevation = v * Math.PI;\n const azimuth = u * -Math.PI * 2 - Math.PI / 2;\n\n this.position.setFromSphericalCoords(distance, elevation, azimuth);\n 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package/dist/index.min.js CHANGED
@@ -1,2 +1,2 @@
1
- import{PerspectiveCamera as t,MathUtils as s,Box3 as e,Vector3 as i,Mesh as r,InstancedMesh as n,FrontSide as h,BufferAttribute as o,AnimationMixer as c,DirectionalLight as a,Spherical as f,RGBAFormat as u}from"three";class l extends t{constructor(t=90,s=90,e=1,i=1,r=1e3){super(s,e,i,r),this.horizontalFovInternal=t,this.verticalFovInternal=s,this.updateProjectionMatrix()}get horizontalFov(){return this.horizontalFovInternal}get verticalFov(){return this.verticalFovInternal}set horizontalFov(t){this.horizontalFovInternal=s.clamp(t,1,179),this.updateProjectionMatrix()}set verticalFov(t){this.verticalFovInternal=s.clamp(t,1,179),this.updateProjectionMatrix()}setFov(t,e){this.horizontalFovInternal=s.clamp(t,1,179),this.verticalFovInternal=s.clamp(e,1,179),this.updateProjectionMatrix()}copyFovSettings(t){this.horizontalFovInternal=t.horizontalFov,this.verticalFovInternal=t.verticalFov,this.updateProjectionMatrix()}updateProjectionMatrix(){if(this.aspect>=1){const t=s.degToRad(this.horizontalFovInternal);this.fov=s.radToDeg(2*Math.atan(Math.tan(t/2)/this.aspect))}else this.fov=this.verticalFovInternal;super.updateProjectionMatrix()}getEffectiveHorizontalFov(){if(this.aspect>=1)return this.horizontalFovInternal;const t=s.degToRad(this.verticalFovInternal);return s.radToDeg(2*Math.atan(Math.tan(t/2)*this.aspect))}getEffectiveVerticalFov(){if(this.aspect<1)return this.verticalFovInternal;const t=s.degToRad(this.horizontalFovInternal);return s.radToDeg(2*Math.atan(Math.tan(t/2)/this.aspect))}clone(){const t=new l(this.horizontalFovInternal,this.verticalFovInternal,this.aspect,this.near,this.far);return t.copy(this,!0),t}}class w extends e{constructor(){super(...arguments),this.tempVector3A=new i}get width(){return this.max.x-this.min.x}get height(){return this.max.y-this.min.y}get depth(){return this.max.z-this.min.z}get diagonal(){return this.tempVector3A.subVectors(this.max,this.min).length()}getVolume(){return this.width*this.height*this.depth}getSurfaceArea(){const t=this.width,s=this.height,e=this.depth;return 2*(t*s+s*e+e*t)}}class m{static getGeometryHash(t,s=1e-6){const e=[],i=t.attributes,r=Object.keys(i).sort();for(const t of r){const r=i[t];e.push(`${t}:${r.itemSize}:${this.getAttributeHash(r,s)}`)}return t.index&&e.push("index:"+this.getAttributeHash(t.index,s)),e.join("|")}static compare(t,s,e=1e-6){return t.uuid===s.uuid||this.getGeometryHash(t,e)===this.getGeometryHash(s,e)}static getAttributeHash(t,s){const e=t.array,i="itemSize"in t?t.itemSize:1,r=[];for(let t=0;t<e.length;t+=i){const n=[];for(let r=0;r<i;r++)n.push(Math.round(e[t+r]/s)*s);r.push(n.join(","))}return r.join(";")}static compareBufferAttributes(t,s,e){return this.getAttributeHash(t,e)===this.getAttributeHash(s,e)}}class g{static getObjectByName(t,s){if(t.name===s)return t;for(const e of t.children){const t=g.getObjectByName(e,s);if(t)return t}return null}static getMaterialByName(t,s){if(t instanceof r)if(Array.isArray(t.material)){for(const e of t.material)if(e.name===s)return e}else if(t.material.name===s)return t.material;for(const e of t.children){const t=g.getMaterialByName(e,s);if(t)return t}return null}static enumerateObjectsByType(t,s,e){t instanceof s&&e(t);for(const i of t.children)g.enumerateObjectsByType(i,s,e)}static enumerateMaterials(t,s){if(t instanceof r)if(Array.isArray(t.material))for(const e of t.material)s(e);else s(t.material);for(const e of t.children)g.enumerateMaterials(e,s)}static filterObjects(t,s){let e=[];t.name&&s.test(t.name)&&e.push(t);for(const i of t.children)e=e.concat(g.filterObjects(i,s));return e}static filterMaterials(t,s){let e=[];if(t instanceof r)if(Array.isArray(t.material))for(const i of t.material)i.name&&s.test(i.name)&&e.push(i);else t.material.name&&s.test(t.material.name)&&e.push(t.material);for(const i of t.children)e=e.concat(g.filterMaterials(i,s));return e}static setShadowRecursive(t,s=!0,e=!0){(t instanceof r||"isMesh"in t)&&(t.castShadow=s,t.receiveShadow=e);for(const i of t.children)g.setShadowRecursive(i,s,e)}}class v{static assemble(t){var s,e;const i=new Map,h=[],o=null!==(s=t.geometryTolerance)&&void 0!==s?s:1e-6,c=new Map;g.enumerateObjectsByType(t.container,r,(s=>{var e;if(0===s.children.length&&(!t.filter||t.filter(s))){const t=Array.isArray(s.material)?s.material:[s.material];let r=c.get(s.geometry.uuid);r||(r=m.getGeometryHash(s.geometry,o),c.set(s.geometry.uuid,r));const n=`${r}|${t.map((t=>t.uuid)).join(",")}`,h=null!==(e=i.get(n))&&void 0!==e?e:{meshes:[],materials:t,castShadow:!1,receiveShadow:!1};s.castShadow&&(h.castShadow=!0),s.receiveShadow&&(h.receiveShadow=!0),h.meshes.push(s),i.set(n,h)}}));for(const t of i.values()){if(t.meshes.length<2)continue;const{meshes:s,materials:i,castShadow:r,receiveShadow:o}=t,c=s.sort(((t,s)=>t.name.localeCompare(s.name))),a=c[0],f=new n(a.geometry,1===i.length?i[0]:i,c.length);f.name=a.name,f.castShadow=r,f.receiveShadow=o;for(let t=0;t<c.length;t++){const s=c[t];s.updateWorldMatrix(!0,!1),f.setMatrixAt(t,s.matrixWorld),f.userData[s.uuid]=s.userData}f.instanceMatrix.needsUpdate=!0,h.push(f);for(const t of c)null===(e=t.parent)||void 0===e||e.remove(t)}h.length>0&&t.container.add(...h)}}class d{static process(t){const s=t.asset.clone();return v.assemble({container:s}),g.enumerateMaterials(s,(s=>{s.transparent=d.matchesAny(s.name,t.transparentMaterialNames),s.depthWrite=!d.matchesAny(s.name,t.noDepthWriteMaterialNames),s.side=h,s.forceSinglePass=!0,s.depthTest=!0})),g.enumerateObjectsByType(s,r,(s=>{s.castShadow=d.matchesAny(s.name,t.castShadowMeshNames),s.receiveShadow=d.matchesAny(s.name,t.receiveShadowMeshNames)})),s.children}static matchesAny(t,s=[]){return s.some((s=>"string"==typeof s?t===s:s.test(t)))}}class M{static bakePose(t){const s=t.geometry.clone(),e=s.attributes.position,n=new Float32Array(3*e.count),h=new i;for(let s=0;s<e.count;s++)h.fromBufferAttribute(e,s),t.applyBoneTransform(s,h),n[3*s+0]=h.x,n[3*s+1]=h.y,n[3*s+2]=h.z;s.setAttribute("position",new o(n,3)),s.computeVertexNormals(),s.deleteAttribute("skinIndex"),s.deleteAttribute("skinWeight");const c=new r(s,t.material);return c.name=t.name,c}static bakeAnimationFrame(t,s,e,i){const r=new c(t);return r.clipAction(i).play(),r.setTime(e),t.updateWorldMatrix(!0,!0),s.skeleton.update(),this.bakePose(s)}}class p extends a{constructor(){super(...arguments),this.tempVector3D0=new i,this.tempVector3D1=new i,this.tempVector3D2=new i,this.tempVector3D3=new i,this.tempVector3D4=new i,this.tempVector3D5=new i,this.tempVector3D6=new i,this.tempVector3D7=new i,this.tempBox3=new e,this.tempSpherical=new f}get distance(){return this.position.length()}get elevation(){return this.tempSpherical.setFromVector3(this.position).phi}get azimuth(){return this.tempSpherical.setFromVector3(this.position).theta}set distance(t){this.tempSpherical.setFromVector3(this.position),this.position.setFromSphericalCoords(t,this.tempSpherical.phi,this.tempSpherical.theta)}set elevation(t){this.tempSpherical.setFromVector3(this.position),this.position.setFromSphericalCoords(this.tempSpherical.radius,t,this.tempSpherical.theta)}set azimuth(t){this.tempSpherical.setFromVector3(this.position),this.position.setFromSphericalCoords(this.tempSpherical.radius,this.tempSpherical.phi,t)}setShadowMapFromBox3(t){const s=this.shadow.camera;this.target.updateWorldMatrix(!0,!1),this.lookAt(this.target.getWorldPosition(this.tempVector3D0)),this.updateWorldMatrix(!0,!1);const e=[this.tempVector3D0.set(t.min.x,t.min.y,t.min.z),this.tempVector3D1.set(t.min.x,t.min.y,t.max.z),this.tempVector3D2.set(t.min.x,t.max.y,t.min.z),this.tempVector3D3.set(t.min.x,t.max.y,t.max.z),this.tempVector3D4.set(t.max.x,t.min.y,t.min.z),this.tempVector3D5.set(t.max.x,t.min.y,t.max.z),this.tempVector3D6.set(t.max.x,t.max.y,t.min.z),this.tempVector3D7.set(t.max.x,t.max.y,t.max.z)],i=this.matrixWorld.clone().invert();for(const t of e)t.applyMatrix4(i);const r=this.tempBox3.setFromPoints(e);s.left=r.min.x,s.bottom=r.min.y,s.near=-r.max.z,s.right=r.max.x,s.top=r.max.y,s.far=-r.min.z,s.updateWorldMatrix(!0,!1),s.updateProjectionMatrix()}setDirectionFromHDR(t,s=1){const e=t.image.data,i=t.image.width,r=t.image.height;let n=0,h=0;const o=t.format===u?4:3;for(let t=0;t<e.length;t+=o){const s=.2126*e[t]+.7152*e[t+1]+.0722*e[t+2];s>n&&(n=s,h=t)}const c=h/o,a=c%i;this.position.setFromSphericalCoords(s,Math.floor(c/i)/r*Math.PI,a/i*-Math.PI*2-Math.PI/2)}}export{l as BiFovCamera,w as Bounds,v as InstanceAssembler,d as SceneProcessor,g as SceneTraversal,M as SkinnedMeshBaker,p as Sun};
1
+ import{PerspectiveCamera as t,MathUtils as s,Vector3 as e,Box3 as i,Mesh as n,InstancedMesh as h,FrontSide as o,BufferAttribute as r,AnimationMixer as a,DirectionalLight as c,Spherical as f,RGBAFormat as l}from"three";const u=179;class w extends t{constructor(t=90,s=90,e=1,i=1,n=1e3){super(s,e,i,n),this.horizontalFovInternal=t,this.verticalFovInternal=s,this.updateProjectionMatrix()}get horizontalFov(){return this.horizontalFovInternal}get verticalFov(){return this.verticalFovInternal}set horizontalFov(t){this.horizontalFovInternal=s.clamp(t,1,u),this.updateProjectionMatrix()}set verticalFov(t){this.verticalFovInternal=s.clamp(t,1,u),this.updateProjectionMatrix()}setFov(t,e){this.horizontalFovInternal=s.clamp(t,1,u),this.verticalFovInternal=s.clamp(e,1,u),this.updateProjectionMatrix()}copyFovSettings(t){this.horizontalFovInternal=t.horizontalFov,this.verticalFovInternal=t.verticalFov,this.updateProjectionMatrix()}updateProjectionMatrix(){if(this.aspect>1){const t=s.degToRad(this.horizontalFovInternal);this.fov=s.radToDeg(2*Math.atan(Math.tan(t/2)/this.aspect))}else this.fov=this.verticalFovInternal;super.updateProjectionMatrix()}getEffectiveHorizontalFov(){if(this.aspect>=1)return this.horizontalFovInternal;const t=s.degToRad(this.verticalFovInternal);return s.radToDeg(2*Math.atan(Math.tan(t/2)*this.aspect))}getEffectiveVerticalFov(){if(this.aspect<1)return this.verticalFovInternal;const t=s.degToRad(this.horizontalFovInternal);return s.radToDeg(2*Math.atan(Math.tan(t/2)/this.aspect))}fitPointsVerticalFov(t){const i=new e(0,1,0).applyQuaternion(this.quaternion);let n=0;for(const s of t){const t=this.position.clone().sub(s).normalize(),e=Math.asin(Math.abs(t.dot(i)))*Math.sign(t.dot(i));Math.abs(e)>n&&(n=Math.abs(e))}const h=s.radToDeg(2*n);this.verticalFovInternal=s.clamp(h,1,u),this.updateProjectionMatrix()}fitBoxVerticalFov(t){this.fitPointsVerticalFov([new e(t.min.x,t.min.y,t.min.z),new e(t.min.x,t.min.y,t.max.z),new e(t.min.x,t.max.y,t.min.z),new e(t.min.x,t.max.y,t.max.z),new e(t.max.x,t.min.y,t.min.z),new e(t.max.x,t.min.y,t.max.z),new e(t.max.x,t.max.y,t.min.z),new e(t.max.x,t.max.y,t.max.z)])}fitSkinnedMeshVerticalFov(t){t.updateWorldMatrix(!0,!0),t.skeleton.update();const s=t.geometry.attributes.position,i=new e,n=[];for(let e=0;e<s.count;e++)i.fromBufferAttribute(s,e),t.applyBoneTransform(e,i),n.push(i.clone());this.fitPointsVerticalFov(n)}lookAtCenterOfMass(t){t.updateWorldMatrix(!0,!0),t.skeleton.update();const s=t.geometry.attributes.position,i=new e,n=[];for(let e=0;e<s.count;e++)i.fromBufferAttribute(s,e),t.applyBoneTransform(e,i),n.push(i.clone());const h=((t,s=3)=>{if(0===t.length)return new e;let i=t[Math.floor(t.length/2)].clone();for(let n=0;n<s;n++){let s=new e,n=0;for(const e of t)(e.distanceTo(i)<e.distanceTo(s)||0===n)&&(s.add(e),n++);n>0&&(i=s.divideScalar(n))}return i})(n);this.lookAt(h)}clone(){const t=new w(this.horizontalFovInternal,this.verticalFovInternal,this.aspect,this.near,this.far);return t.copy(this,!0),t}}class M extends i{constructor(t){super(),this.tempVector3A=new e,t&&this.setFromObject(t)}get width(){return this.max.x-this.min.x}get height(){return this.max.y-this.min.y}get depth(){return this.max.z-this.min.z}get diagonal(){return this.tempVector3A.subVectors(this.max,this.min).length()}setFromSkinnedMesh(t){t.updateWorldMatrix(!0,!0),t.skeleton.update();const s=t.geometry.attributes.position,i=new e,n=[];for(let e=0;e<s.count;e++)i.fromBufferAttribute(s,e),t.applyBoneTransform(e,i),n.push(i.clone());return this.setFromPoints(n),this}getVolume(){return this.width*this.height*this.depth}getSurfaceArea(){const t=this.width,s=this.height,e=this.depth;return 2*(t*s+s*e+e*t)}}class v{static getGeometryHash(t,s){const e=t.attributes.position.array,i=[];for(let t=0;t<e.length;t+=3)i.push(`${Math.round(e[t]/s)},${Math.round(e[t+1]/s)},${Math.round(e[t+2]/s)}`);const n=[],h=t.attributes.normal.array;for(let t=0;t<h.length;t+=3)n.push(`${Math.round(h[t]/s)},${Math.round(h[t+1]/s)},${Math.round(h[t+2]/s)}`);return`${i.join("|")}#${n.join("|")}`}}class d{static getObjectByName(t,s){if(t.name===s)return t;for(const e of t.children){const t=d.getObjectByName(e,s);if(t)return t}return null}static getMaterialByName(t,s){if(t instanceof n)if(Array.isArray(t.material)){for(const e of t.material)if(e.name===s)return e}else if(t.material.name===s)return t.material;for(const e of t.children){const t=d.getMaterialByName(e,s);if(t)return t}return null}static enumerateObjectsByType(t,s,e){t instanceof s&&e(t);for(const i of t.children)d.enumerateObjectsByType(i,s,e)}static enumerateMaterials(t,s){if(t instanceof n)if(Array.isArray(t.material))for(const e of t.material)s(e);else s(t.material);for(const e of t.children)d.enumerateMaterials(e,s)}static filterObjects(t,s){let e=[];"function"==typeof s?s(t)&&e.push(t):t.name&&s.test(t.name)&&e.push(t);for(const i of t.children)e=e.concat(d.filterObjects(i,s));return e}static filterMaterials(t,s){let e=[];if(t instanceof n)if(Array.isArray(t.material))for(const i of t.material)i.name&&s.test(i.name)&&e.push(i);else t.material.name&&s.test(t.material.name)&&e.push(t.material);for(const i of t.children)e=e.concat(d.filterMaterials(i,s));return e}static setShadowRecursive(t,s=!0,e=!0,i){(t instanceof n||"isMesh"in t)&&(t.castShadow=s,t.receiveShadow=e);for(const n of t.children)d.setShadowRecursive(n,s,e,i)}}class m{static assemble(t,s={}){var e,i;const o=new Map,r=[],a=null!==(e=s.geometryTolerance)&&void 0!==e?e:1e-6,c=new Map;d.enumerateObjectsByType(t,n,(t=>{var e;if(0===t.children.length&&(!s.filter||s.filter(t))){const s=Array.isArray(t.material)?t.material:[t.material];let i=c.get(t.geometry.uuid);i||(i=v.getGeometryHash(t.geometry,a),c.set(t.geometry.uuid,i));const n=`${i}|${s.map((t=>t.uuid)).join(",")}`,h=null!==(e=o.get(n))&&void 0!==e?e:{meshes:[],materials:s,castShadow:!1,receiveShadow:!1};t.castShadow&&(h.castShadow=!0),t.receiveShadow&&(h.receiveShadow=!0),h.meshes.push(t),o.set(n,h)}}));for(const t of o.values()){if(t.meshes.length<2)continue;const{meshes:s,materials:e,castShadow:n,receiveShadow:o}=t,a=s.sort(((t,s)=>t.name.localeCompare(s.name))),c=a[0],f=new h(c.geometry,1===e.length?e[0]:e,a.length);f.name=c.name,f.castShadow=n,f.receiveShadow=o;for(let t=0;t<a.length;t++){const s=a[t];s.updateWorldMatrix(!0,!1),f.setMatrixAt(t,s.matrixWorld),f.userData[s.uuid]=s.userData}f.instanceMatrix.needsUpdate=!0,r.push(f);for(const t of a)null===(i=t.parent)||void 0===i||i.remove(t)}r.length>0&&t.add(...r)}}class g{static process(t,s){const e=!1!==s.cloneAsset?t.clone():t;return!1!==s.assembleInstances&&m.assemble(e),d.enumerateMaterials(e,(t=>{t.transparent=g.matchesAny(t.name,s.transparentMaterialExpressions),t.depthWrite=!g.matchesAny(t.name,s.noDepthWriteMaterialExpressions),t.side=o,t.forceSinglePass=!0,t.depthTest=!0})),d.enumerateObjectsByType(e,n,(t=>{t.castShadow=g.matchesAny(t.name,s.castShadowExpressions),t.receiveShadow=g.matchesAny(t.name,s.receiveShadwoExpressions)})),e.children}static matchesAny(t,s=[]){return s.some((s=>s.test(t)))}}class p{static bakePose(t){const s=t.geometry.clone(),i=s.attributes.position,h=new Float32Array(3*i.count),o=new e;for(let s=0;s<i.count;s++)o.fromBufferAttribute(i,s),t.applyBoneTransform(s,o),h[3*s+0]=o.x,h[3*s+1]=o.y,h[3*s+2]=o.z;s.setAttribute("position",new r(h,3)),s.computeVertexNormals(),s.deleteAttribute("skinIndex"),s.deleteAttribute("skinWeight");const a=new n(s,t.material);return a.name=t.name,a}static bakeAnimationFrame(t,s,e,i){const n=new a(t);return n.clipAction(i).play(),n.setTime(e),t.updateWorldMatrix(!0,!0),s.skeleton.update(),this.bakePose(s)}}class F extends c{constructor(){super(...arguments),this.tempVector3D0=new e,this.tempVector3D1=new e,this.tempVector3D2=new e,this.tempVector3D3=new e,this.tempVector3D4=new e,this.tempVector3D5=new e,this.tempVector3D6=new e,this.tempVector3D7=new e,this.tempBox3=new i,this.tempSpherical=new f}get distance(){return this.position.length()}get elevation(){return this.tempSpherical.setFromVector3(this.position).phi}get azimuth(){return this.tempSpherical.setFromVector3(this.position).theta}set distance(t){this.tempSpherical.setFromVector3(this.position),this.position.setFromSphericalCoords(t,this.tempSpherical.phi,this.tempSpherical.theta)}set elevation(t){this.tempSpherical.setFromVector3(this.position),this.position.setFromSphericalCoords(this.tempSpherical.radius,t,this.tempSpherical.theta)}set azimuth(t){this.tempSpherical.setFromVector3(this.position),this.position.setFromSphericalCoords(this.tempSpherical.radius,this.tempSpherical.phi,t)}setShadowMapFromBox3(t){const s=this.shadow.camera;this.target.updateWorldMatrix(!0,!1),this.lookAt(this.target.getWorldPosition(this.tempVector3D0)),this.updateWorldMatrix(!0,!1);const e=[this.tempVector3D0.set(t.min.x,t.min.y,t.min.z),this.tempVector3D1.set(t.min.x,t.min.y,t.max.z),this.tempVector3D2.set(t.min.x,t.max.y,t.min.z),this.tempVector3D3.set(t.min.x,t.max.y,t.max.z),this.tempVector3D4.set(t.max.x,t.min.y,t.min.z),this.tempVector3D5.set(t.max.x,t.min.y,t.max.z),this.tempVector3D6.set(t.max.x,t.max.y,t.min.z),this.tempVector3D7.set(t.max.x,t.max.y,t.max.z)],i=this.matrixWorld.clone().invert();for(const t of e)t.applyMatrix4(i);const n=this.tempBox3.setFromPoints(e);s.left=n.min.x,s.bottom=n.min.y,s.near=-n.max.z,s.right=n.max.x,s.top=n.max.y,s.far=-n.min.z,s.updateWorldMatrix(!0,!1),s.updateProjectionMatrix()}setDirectionFromHDR(t,s=1){const e=t.image.data,i=t.image.width,n=t.image.height;let h=0,o=0;const r=t.format===l?4:3;for(let t=0;t<e.length;t+=r){const s=.2126*e[t]+.7152*e[t+1]+.0722*e[t+2];s>h&&(h=s,o=t)}const a=o/r,c=a%i;this.position.setFromSphericalCoords(s,Math.floor(a/i)/n*Math.PI,c/i*-Math.PI*2-Math.PI/2)}}export{w as BiFovCamera,M as Bounds,m as InstanceAssembler,g as SceneProcessor,d as SceneTraversal,p as SkinnedMeshBaker,F as Sun};
2
2
  //# sourceMappingURL=index.min.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.min.js","sources":["../src/BiFovCamera.ts","../src/Bounds.ts","../src/GeometryHasher.ts","../src/SceneTraversal.ts","../src/InstanceAssembler.ts","../src/SceneProcessor.ts","../src/SkinnedMeshBaker.ts","../src/Sun.ts"],"sourcesContent":["import { MathUtils, PerspectiveCamera } from \"three\";\n\n/**\n * Default camera settings\n */\nconst DEFAULT_HORIZONTAL_FOV = 90;\nconst DEFAULT_VERTICAL_FOV = 90;\nconst DEFAULT_ASPECT = 1;\nconst DEFAULT_NEAR = 1;\nconst DEFAULT_FAR = 1000;\n\n/**\n * BiFovCamera - A specialized PerspectiveCamera that supports independent horizontal and vertical FOV settings\n *\n * This camera extends Three.js PerspectiveCamera to provide better control over the field of view,\n * allowing separate horizontal and vertical FOV values. The camera automatically adjusts its projection\n * matrix based on the aspect ratio to maintain proper perspective.\n *\n * @extends PerspectiveCamera\n */\nexport class BiFovCamera extends PerspectiveCamera {\n private horizontalFovInternal: number;\n private verticalFovInternal: number;\n\n /**\n * Creates a new BiFovCamera instance\n *\n * @param horizontalFov - Horizontal field of view in degrees (default: 90)\n * @param verticalFov - Vertical field of view in degrees (default: 90)\n * @param aspect - Aspect ratio (width/height) of the viewport (default: 1)\n * @param near - Near clipping plane distance (default: 1)\n * @param far - Far clipping plane distance (default: 1000)\n */\n constructor(\n horizontalFov = DEFAULT_HORIZONTAL_FOV,\n verticalFov = DEFAULT_VERTICAL_FOV,\n aspect = DEFAULT_ASPECT,\n near = DEFAULT_NEAR,\n far = DEFAULT_FAR,\n ) {\n super(verticalFov, aspect, near, far);\n this.horizontalFovInternal = horizontalFov;\n this.verticalFovInternal = verticalFov;\n this.updateProjectionMatrix();\n }\n\n /**\n * Gets the horizontal field of view in degrees\n */\n public get horizontalFov(): number {\n return this.horizontalFovInternal;\n }\n\n /**\n * Gets the vertical field of view in degrees\n */\n public get verticalFov(): number {\n return this.verticalFovInternal;\n }\n\n /**\n * Sets the horizontal field of view in degrees\n * @param value - The new horizontal FOV value\n */\n public set horizontalFov(value: number) {\n this.horizontalFovInternal = MathUtils.clamp(value, 1, 179);\n this.updateProjectionMatrix();\n }\n\n /**\n * Sets the vertical field of view in degrees\n * @param value - The new vertical FOV value\n */\n public set verticalFov(value: number) {\n this.verticalFovInternal = MathUtils.clamp(value, 1, 179);\n this.updateProjectionMatrix();\n }\n\n /**\n * Updates both horizontal and vertical FOV simultaneously\n * @param horizontal - New horizontal FOV in degrees\n * @param vertical - New vertical FOV in degrees\n */\n public setFov(horizontal: number, vertical: number): void {\n this.horizontalFovInternal = MathUtils.clamp(horizontal, 1, 179);\n this.verticalFovInternal = MathUtils.clamp(vertical, 1, 179);\n this.updateProjectionMatrix();\n }\n\n /**\n * Copies FOV settings from another BiFovCamera\n * @param source - The camera to copy settings from\n */\n public copyFovSettings(source: BiFovCamera): void {\n this.horizontalFovInternal = source.horizontalFov;\n this.verticalFovInternal = source.verticalFov;\n this.updateProjectionMatrix();\n }\n\n /**\n * Updates the projection matrix based on current FOV settings and aspect ratio\n * For aspect ratios >= 1 (landscape), horizontal FOV is preserved\n * For aspect ratios < 1 (portrait), vertical FOV is preserved\n */\n public override updateProjectionMatrix(): void {\n if (this.aspect >= 1) {\n // Landscape orientation: preserve horizontal FOV\n const radians = MathUtils.degToRad(this.horizontalFovInternal);\n this.fov = MathUtils.radToDeg(\n Math.atan(Math.tan(radians / 2) / this.aspect) * 2,\n );\n } else {\n // Portrait orientation: preserve vertical FOV\n this.fov = this.verticalFovInternal;\n }\n\n super.updateProjectionMatrix();\n }\n\n /**\n * Returns the actual horizontal FOV after aspect ratio adjustments\n */\n public getEffectiveHorizontalFov(): number {\n if (this.aspect >= 1) {\n return this.horizontalFovInternal;\n }\n const verticalRadians = MathUtils.degToRad(this.verticalFovInternal);\n return MathUtils.radToDeg(\n Math.atan(Math.tan(verticalRadians / 2) * this.aspect) * 2,\n );\n }\n\n /**\n * Returns the actual vertical FOV after aspect ratio adjustments\n */\n public getEffectiveVerticalFov(): number {\n if (this.aspect < 1) {\n return this.verticalFovInternal;\n }\n const horizontalRadians = MathUtils.degToRad(this.horizontalFovInternal);\n return MathUtils.radToDeg(\n Math.atan(Math.tan(horizontalRadians / 2) / this.aspect) * 2,\n );\n }\n\n /**\n * Creates a clone of this camera with the same properties\n */\n public override clone(): this {\n const camera = new BiFovCamera(\n this.horizontalFovInternal,\n this.verticalFovInternal,\n this.aspect,\n this.near,\n this.far,\n ) as this;\n\n camera.copy(this, true);\n return camera;\n }\n}\n","import { Box3, Vector3 } from \"three\";\n\nexport class Bounds extends Box3 {\n private readonly tempVector3A: Vector3 = new Vector3();\n\n /**\n * Gets the width (x-axis length) of the bounding box\n */\n public get width(): number {\n return this.max.x - this.min.x;\n }\n\n /**\n * Gets the height (y-axis length) of the bounding box\n */\n public get height(): number {\n return this.max.y - this.min.y;\n }\n\n /**\n * Gets the depth (z-axis length) of the bounding box\n */\n public get depth(): number {\n return this.max.z - this.min.z;\n }\n\n /**\n * Gets the length of the box's diagonal\n */\n public get diagonal(): number {\n return this.tempVector3A.subVectors(this.max, this.min).length();\n }\n\n /**\n * Gets the volume of the bounding box\n */\n public getVolume(): number {\n return this.width * this.height * this.depth;\n }\n\n /**\n * Gets the surface area of the bounding box\n */\n public getSurfaceArea(): number {\n const w = this.width;\n const h = this.height;\n const d = this.depth;\n return 2 * (w * h + h * d + d * w);\n }\n}\n","import type {\n BufferAttribute,\n BufferGeometry,\n InterleavedBufferAttribute,\n} from \"three\";\n\ntype AnySuitableAttribute = BufferAttribute | InterleavedBufferAttribute;\n\n/**\n * Utility class for comparing and hashing BufferGeometry instances with tolerance support.\n */\nexport class GeometryHasher {\n /**\n * Generates a consistent hash for a BufferGeometry based on its contents and tolerance.\n *\n * @param geometry - The geometry to hash\n * @param tolerance - Precision level for number comparison (values within tolerance are considered equal)\n * @returns A string hash that will be identical for geometrically equivalent geometries\n */\n public static getGeometryHash(\n geometry: BufferGeometry,\n tolerance = 1e-6,\n ): string {\n const hashParts: string[] = [];\n\n // Process attributes\n const attributes = geometry.attributes;\n const attributeNames = Object.keys(attributes).sort(); // Sort for consistent order\n\n for (const name of attributeNames) {\n const attribute = attributes[name] as AnySuitableAttribute;\n hashParts.push(\n `${name}:${attribute.itemSize}:${this.getAttributeHash(attribute, tolerance)}`,\n );\n }\n\n // Process index if present\n if (geometry.index) {\n hashParts.push(\n `index:${this.getAttributeHash(geometry.index, tolerance)}`,\n );\n }\n\n return hashParts.join(\"|\");\n }\n\n /**\n * Compares two BufferGeometry instances for approximate equality.\n * Early exit if UUIDs match (same object or cloned geometry).\n */\n public static compare(\n firstGeometry: BufferGeometry,\n secondGeometry: BufferGeometry,\n tolerance = 1e-6,\n ): boolean {\n if (firstGeometry.uuid === secondGeometry.uuid) {\n return true;\n }\n\n // Use hash comparison for consistent results\n return (\n this.getGeometryHash(firstGeometry, tolerance) ===\n this.getGeometryHash(secondGeometry, tolerance)\n );\n }\n\n /**\n * Generates a hash for a buffer attribute with tolerance.\n */\n private static getAttributeHash(\n attribute: AnySuitableAttribute,\n tolerance: number,\n ): string {\n const array = attribute.array;\n const itemSize = \"itemSize\" in attribute ? attribute.itemSize : 1;\n const hashParts: string[] = [];\n\n // Group values by their \"tolerance buckets\"\n for (let i = 0; i < array.length; i += itemSize) {\n const itemValues = [];\n for (let j = 0; j < itemSize; j++) {\n const val = array[i + j];\n // Round to nearest tolerance multiple to group similar values\n itemValues.push(Math.round(val / tolerance) * tolerance);\n }\n hashParts.push(itemValues.join(\",\"));\n }\n\n return hashParts.join(\";\");\n }\n\n /**\n * Compares two buffer attributes with tolerance.\n */\n private static compareBufferAttributes(\n firstAttribute: AnySuitableAttribute,\n secondAttribute: AnySuitableAttribute,\n tolerance: number,\n ): boolean {\n return (\n this.getAttributeHash(firstAttribute, tolerance) ===\n this.getAttributeHash(secondAttribute, tolerance)\n );\n }\n}\n","import type { Material, Object3D } from \"three\";\nimport { Mesh } from \"three\";\n\ntype Constructor<T> = abstract new (...args: never[]) => T;\n\nexport class SceneTraversal {\n public static getObjectByName(\n object: Object3D,\n name: string,\n ): Object3D | null {\n if (object.name === name) {\n return object;\n }\n\n for (const child of object.children) {\n const result = SceneTraversal.getObjectByName(child, name);\n if (result) {\n return result;\n }\n }\n\n return null;\n }\n\n public static getMaterialByName(\n object: Object3D,\n name: string,\n ): Material | null {\n if (object instanceof Mesh) {\n if (Array.isArray(object.material)) {\n for (const material of object.material) {\n if (material.name === name) {\n return material;\n }\n }\n } else if (object.material.name === name) {\n return object.material;\n }\n }\n\n for (const child of object.children) {\n const material = SceneTraversal.getMaterialByName(child, name);\n if (material) {\n return material;\n }\n }\n\n return null;\n }\n\n public static enumerateObjectsByType<T>(\n object: Object3D,\n type: Constructor<T>,\n callback: (instance: T) => void,\n ): void {\n if (object instanceof type) {\n callback(object);\n }\n\n for (const child of object.children) {\n SceneTraversal.enumerateObjectsByType(child, type, callback);\n }\n }\n\n public static enumerateMaterials(\n object: Object3D,\n callback: (material: Material) => void,\n ): void {\n if (object instanceof Mesh) {\n if (Array.isArray(object.material)) {\n for (const material of object.material) {\n callback(material);\n }\n } else {\n callback(object.material);\n }\n }\n\n for (const child of object.children) {\n SceneTraversal.enumerateMaterials(child, callback);\n }\n }\n\n public static filterObjects(object: Object3D, name: RegExp): Object3D[] {\n let result: Object3D[] = [];\n\n if (object.name && name.test(object.name)) {\n result.push(object);\n }\n\n for (const child of object.children) {\n result = result.concat(SceneTraversal.filterObjects(child, name));\n }\n\n return result;\n }\n\n public static filterMaterials(object: Object3D, name: RegExp): Material[] {\n let result: Material[] = [];\n\n if (object instanceof Mesh) {\n if (Array.isArray(object.material)) {\n for (const material of object.material) {\n if (material.name && name.test(material.name)) {\n result.push(material);\n }\n }\n } else {\n if (object.material.name && name.test(object.material.name)) {\n result.push(object.material);\n }\n }\n }\n\n for (const child of object.children) {\n result = result.concat(SceneTraversal.filterMaterials(child, name));\n }\n\n return result;\n }\n\n public static setShadowRecursive(\n object: Object3D,\n castShadow = true,\n receiveShadow = true,\n ): void {\n if (object instanceof Mesh || \"isMesh\" in object) {\n (object as Mesh).castShadow = castShadow;\n (object as Mesh).receiveShadow = receiveShadow;\n }\n\n for (const child of object.children) {\n SceneTraversal.setShadowRecursive(child, castShadow, receiveShadow);\n }\n }\n}\n","import type { Material, Object3D } from \"three\";\nimport { InstancedMesh, Mesh } from \"three\";\nimport { GeometryHasher } from \"./GeometryHasher\";\nimport { SceneTraversal } from \"./SceneTraversal\";\n\ninterface IMeshDescriptor {\n meshes: Mesh[];\n materials: Material[];\n castShadow: boolean;\n receiveShadow: boolean;\n}\n\ninterface IOptions {\n container: Object3D;\n filter?: (child: Mesh) => boolean;\n geometryTolerance?: number;\n}\n\nexport class InstanceAssembler {\n public static assemble(options: IOptions): void {\n const dictionary = new Map<string, IMeshDescriptor>();\n const instancedMeshes: InstancedMesh[] = [];\n const tolerance = options.geometryTolerance ?? 1e-6;\n const geometryHashCache = new Map<string, string>();\n\n SceneTraversal.enumerateObjectsByType(\n options.container,\n Mesh,\n (child: Mesh) => {\n if (\n child.children.length === 0 &&\n (!options.filter || options.filter(child))\n ) {\n const materials = Array.isArray(child.material)\n ? child.material\n : [child.material];\n\n let geometryHash = geometryHashCache.get(child.geometry.uuid);\n if (!geometryHash) {\n geometryHash = GeometryHasher.getGeometryHash(\n child.geometry,\n tolerance,\n );\n geometryHashCache.set(child.geometry.uuid, geometryHash);\n }\n\n const materialKey = materials.map((m) => m.uuid).join(\",\");\n const compositeKey = `${geometryHash}|${materialKey}`;\n\n const entry = dictionary.get(compositeKey) ?? {\n meshes: [],\n materials: materials,\n castShadow: false,\n receiveShadow: false,\n };\n\n if (child.castShadow) {\n entry.castShadow = true;\n }\n if (child.receiveShadow) {\n entry.receiveShadow = true;\n }\n\n entry.meshes.push(child);\n dictionary.set(compositeKey, entry);\n }\n },\n );\n\n for (const descriptor of dictionary.values()) {\n if (descriptor.meshes.length < 2) {\n continue;\n }\n const { meshes, materials, castShadow, receiveShadow } = descriptor;\n\n const sortedMeshes = meshes.sort((a, b) => a.name.localeCompare(b.name));\n const defaultMesh = sortedMeshes[0];\n\n const instancedMesh = new InstancedMesh(\n defaultMesh.geometry,\n materials.length === 1 ? materials[0] : materials,\n sortedMeshes.length,\n );\n\n instancedMesh.name = defaultMesh.name;\n instancedMesh.castShadow = castShadow;\n instancedMesh.receiveShadow = receiveShadow;\n\n for (let i = 0; i < sortedMeshes.length; i++) {\n const mesh = sortedMeshes[i];\n mesh.updateWorldMatrix(true, false);\n instancedMesh.setMatrixAt(i, mesh.matrixWorld);\n instancedMesh.userData[mesh.uuid] = mesh.userData;\n }\n\n instancedMesh.instanceMatrix.needsUpdate = true;\n instancedMeshes.push(instancedMesh);\n\n for (const mesh of sortedMeshes) {\n mesh.parent?.remove(mesh);\n }\n }\n\n if (instancedMeshes.length > 0) {\n options.container.add(...instancedMeshes);\n }\n }\n}\n","import type { Material, Object3D } from \"three\";\nimport { FrontSide, Mesh } from \"three\";\nimport { InstanceAssembler } from \"./InstanceAssembler\";\nimport { SceneTraversal } from \"./SceneTraversal\";\n\ntype IPattern = string | RegExp;\n\ninterface IOptions {\n asset: Object3D;\n castShadowMeshNames?: IPattern[];\n receiveShadowMeshNames?: IPattern[];\n transparentMaterialNames?: IPattern[];\n noDepthWriteMaterialNames?: IPattern[];\n}\n\nexport class SceneProcessor {\n public static process(options: IOptions): Object3D[] {\n const container = options.asset.clone();\n InstanceAssembler.assemble({ container: container });\n\n SceneTraversal.enumerateMaterials(container, (material: Material) => {\n material.transparent = SceneProcessor.matchesAny(\n material.name,\n options.transparentMaterialNames,\n );\n material.depthWrite = !SceneProcessor.matchesAny(\n material.name,\n options.noDepthWriteMaterialNames,\n );\n material.side = FrontSide;\n material.forceSinglePass = true;\n material.depthTest = true;\n });\n\n SceneTraversal.enumerateObjectsByType(container, Mesh, (child: Mesh) => {\n child.castShadow = SceneProcessor.matchesAny(\n child.name,\n options.castShadowMeshNames,\n );\n child.receiveShadow = SceneProcessor.matchesAny(\n child.name,\n options.receiveShadowMeshNames,\n );\n });\n\n return container.children;\n }\n\n private static matchesAny(value: string, patterns: IPattern[] = []): boolean {\n return patterns.some((p) =>\n typeof p === \"string\" ? value === p : p.test(value),\n );\n }\n}\n","import type { AnimationClip, Object3D, SkinnedMesh } from \"three\";\nimport { AnimationMixer, BufferAttribute, Mesh, Vector3 } from \"three\";\n\n/**\n * Utilities for baking poses and animations from SkinnedMesh into a regular static Mesh.\n */\nexport class SkinnedMeshBaker {\n /**\n * Bakes the current pose of a SkinnedMesh into a regular geometry.\n * Transforms all vertices according to the current skeleton state.\n *\n * @param skinnedMesh - SkinnedMesh from which to bake the geometry\n * @returns A new Mesh with positions corresponding to the current bone positions\n */\n public static bakePose(skinnedMesh: SkinnedMesh): Mesh {\n const bakedGeometry = skinnedMesh.geometry.clone();\n const position = bakedGeometry.attributes[\"position\"] as BufferAttribute;\n const newPositions = new Float32Array(position.count * 3);\n const target = new Vector3();\n\n for (let i = 0; i < position.count; i++) {\n target.fromBufferAttribute(position, i);\n skinnedMesh.applyBoneTransform(i, target);\n newPositions[i * 3 + 0] = target.x;\n newPositions[i * 3 + 1] = target.y;\n newPositions[i * 3 + 2] = target.z;\n }\n\n bakedGeometry.setAttribute(\n \"position\",\n new BufferAttribute(newPositions, 3),\n );\n bakedGeometry.computeVertexNormals();\n bakedGeometry.deleteAttribute(\"skinIndex\");\n bakedGeometry.deleteAttribute(\"skinWeight\");\n\n const mesh = new Mesh(bakedGeometry, skinnedMesh.material);\n mesh.name = skinnedMesh.name;\n return mesh;\n }\n\n /**\n * Bakes a SkinnedMesh in a specific pose derived from an AnimationClip at the given timestamp.\n *\n * @param armature - The parent object (typically an armature from GLTF) containing the bones\n * @param skinnedMesh - The SkinnedMesh to be baked\n * @param timeOffset - The animation time in seconds to set\n * @param clip - The animation clip\n * @returns A new Mesh with geometry matching the specified animation frame\n */\n public static bakeAnimationFrame(\n armature: Object3D,\n skinnedMesh: SkinnedMesh,\n timeOffset: number,\n clip: AnimationClip,\n ): Mesh {\n const mixer = new AnimationMixer(armature);\n const action = mixer.clipAction(clip);\n action.play();\n mixer.setTime(timeOffset);\n\n armature.updateWorldMatrix(true, true);\n skinnedMesh.skeleton.update();\n\n return this.bakePose(skinnedMesh);\n }\n}\n","import type { Texture } from \"three\";\nimport { Box3, DirectionalLight, RGBAFormat, Spherical, Vector3 } from \"three\";\n\n/**\n * Sun extends Three.js DirectionalLight to provide a specialized light source that simulates\n * sunlight with advanced positioning and shadow controls.\n * \n * Features:\n * - Spherical coordinate control (distance, elevation, azimuth)\n * - Automatic shadow map configuration based on bounding boxes\n * - HDR environment map-based positioning\n * - Efficient temporary vector management for calculations\n * \n * @extends DirectionalLight\n */\nexport class Sun extends DirectionalLight {\n // Temporary vectors for calculations to avoid garbage collection\n private readonly tempVector3D0 = new Vector3();\n private readonly tempVector3D1 = new Vector3();\n private readonly tempVector3D2 = new Vector3();\n private readonly tempVector3D3 = new Vector3();\n private readonly tempVector3D4 = new Vector3();\n private readonly tempVector3D5 = new Vector3();\n private readonly tempVector3D6 = new Vector3();\n private readonly tempVector3D7 = new Vector3();\n\n private readonly tempBox3 = new Box3();\n private readonly tempSpherical = new Spherical();\n\n /**\n * Gets the distance of the sun from its target (radius in spherical coordinates)\n * @returns The distance in world units\n */\n public get distance(): number {\n return this.position.length();\n }\n\n /**\n * Gets the elevation angle of the sun (phi in spherical coordinates)\n * @returns The elevation in radians\n */\n public get elevation(): number {\n return this.tempSpherical.setFromVector3(this.position).phi;\n }\n\n /**\n * Gets the azimuth angle of the sun (theta in spherical coordinates)\n * @returns The azimuth in radians\n */\n public get azimuth(): number {\n return this.tempSpherical.setFromVector3(this.position).theta;\n }\n\n /**\n * Sets the distance of the sun from its target while maintaining current angles\n * @param value - The new distance in world units\n */\n public set distance(value: number) {\n this.tempSpherical.setFromVector3(this.position);\n this.position.setFromSphericalCoords(\n value,\n this.tempSpherical.phi,\n this.tempSpherical.theta,\n );\n }\n\n /**\n * Sets the elevation angle of the sun while maintaining current distance and azimuth\n * @param value - The new elevation in radians\n */\n public set elevation(value: number) {\n this.tempSpherical.setFromVector3(this.position);\n this.position.setFromSphericalCoords(\n this.tempSpherical.radius,\n value,\n this.tempSpherical.theta,\n );\n }\n\n /**\n * Sets the azimuth angle of the sun while maintaining current distance and elevation\n * @param value - The new azimuth in radians\n */\n public set azimuth(value: number) {\n this.tempSpherical.setFromVector3(this.position);\n this.position.setFromSphericalCoords(\n this.tempSpherical.radius,\n this.tempSpherical.phi,\n value,\n );\n }\n\n /**\n * Configures the shadow camera's frustum to encompass the given bounding box\n * This ensures that shadows are cast correctly for objects within the box\n * \n * @param box3 - The bounding box to configure shadows for\n */\n public setShadowMapFromBox3(box3: Box3): void {\n const camera = this.shadow.camera;\n\n this.target.updateWorldMatrix(true, false);\n this.lookAt(this.target.getWorldPosition(this.tempVector3D0));\n\n this.updateWorldMatrix(true, false);\n\n const points: Vector3[] = [\n this.tempVector3D0.set(box3.min.x, box3.min.y, box3.min.z),\n this.tempVector3D1.set(box3.min.x, box3.min.y, box3.max.z),\n this.tempVector3D2.set(box3.min.x, box3.max.y, box3.min.z),\n this.tempVector3D3.set(box3.min.x, box3.max.y, box3.max.z),\n this.tempVector3D4.set(box3.max.x, box3.min.y, box3.min.z),\n this.tempVector3D5.set(box3.max.x, box3.min.y, box3.max.z),\n this.tempVector3D6.set(box3.max.x, box3.max.y, box3.min.z),\n this.tempVector3D7.set(box3.max.x, box3.max.y, box3.max.z),\n ];\n\n const inverseMatrix = this.matrixWorld.clone().invert();\n\n for (const point of points) {\n point.applyMatrix4(inverseMatrix);\n }\n\n const newBox3 = this.tempBox3.setFromPoints(points);\n\n camera.left = newBox3.min.x;\n camera.bottom = newBox3.min.y;\n camera.near = -newBox3.max.z;\n\n camera.right = newBox3.max.x;\n camera.top = newBox3.max.y;\n camera.far = -newBox3.min.z;\n\n camera.updateWorldMatrix(true, false);\n camera.updateProjectionMatrix();\n }\n\n /**\n * Sets the sun's direction based on the brightest point in an HDR texture\n * This is useful for matching the sun's position to an environment map\n * \n * @param texture - The HDR texture to analyze (must be loaded and have valid image data)\n * @param distance - Optional distance to position the sun from its target (default: 1)\n */\n public setDirectionFromHDR(texture: Texture, distance = 1): void {\n const data = texture.image.data;\n const width = texture.image.width;\n const height = texture.image.height;\n\n let maxLuminance = 0;\n let maxIndex = 0;\n\n // Find the brightest pixel in 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+ {"version":3,"file":"index.min.js","sources":["../src/BiFovCamera.ts","../src/Bounds.ts","../src/GeometryHasher.ts","../src/SceneTraversal.ts","../src/InstanceAssembler.ts","../src/SceneProcessor.ts","../src/SkinnedMeshBaker.ts","../src/Sun.ts"],"sourcesContent":["import type { Box3, BufferAttribute, SkinnedMesh } from \"three\";\nimport { MathUtils, PerspectiveCamera, Vector3 } from \"three\";\n\nconst DEFAULT_HORIZONTAL_FOV = 90;\nconst DEFAULT_VERTICAL_FOV = 90;\nconst DEFAULT_ASPECT = 1;\nconst DEFAULT_NEAR = 1;\nconst DEFAULT_FAR = 1000;\n\nconst MIN_FOV = 1;\nconst MAX_FOV = 179;\n\n/**\n * A camera that supports independent horizontal and vertical FOV settings.\n * Extends Three.js PerspectiveCamera to allow separate control over horizontal\n * and vertical fields of view.\n */\nexport class BiFovCamera extends PerspectiveCamera {\n private horizontalFovInternal: number;\n private verticalFovInternal: number;\n\n /**\n * @param horizontalFov - Horizontal FOV in degrees (90° default)\n * @param verticalFov - Vertical FOV in degrees (90° default)\n * @param aspect - Width/height ratio (1 default)\n * @param near - Near clipping plane (1 default)\n * @param far - Far clipping plane (1000 default)\n */\n constructor(\n horizontalFov = DEFAULT_HORIZONTAL_FOV,\n verticalFov = DEFAULT_VERTICAL_FOV,\n aspect = DEFAULT_ASPECT,\n near = DEFAULT_NEAR,\n far = DEFAULT_FAR,\n ) {\n super(verticalFov, aspect, near, far);\n this.horizontalFovInternal = horizontalFov;\n this.verticalFovInternal = verticalFov;\n this.updateProjectionMatrix();\n }\n\n /** Current horizontal FOV in degrees */\n public get horizontalFov(): number {\n return this.horizontalFovInternal;\n }\n\n /** Current vertical FOV in degrees */\n public get verticalFov(): number {\n return this.verticalFovInternal;\n }\n\n /** Set horizontal FOV in degrees (clamped between 1° and 179°) */\n public set horizontalFov(value: number) {\n this.horizontalFovInternal = MathUtils.clamp(value, MIN_FOV, MAX_FOV);\n this.updateProjectionMatrix();\n }\n\n /** Set vertical FOV in degrees (clamped between 1° and 179°) */\n public set verticalFov(value: number) {\n this.verticalFovInternal = MathUtils.clamp(value, MIN_FOV, MAX_FOV);\n this.updateProjectionMatrix();\n }\n\n /**\n * Update both horizontal and vertical FOV\n * @param horizontal - Horizontal FOV in degrees\n * @param vertical - Vertical FOV in degrees\n */\n public setFov(horizontal: number, vertical: number): void {\n this.horizontalFovInternal = MathUtils.clamp(horizontal, MIN_FOV, MAX_FOV);\n this.verticalFovInternal = MathUtils.clamp(vertical, MIN_FOV, MAX_FOV);\n this.updateProjectionMatrix();\n }\n\n /**\n * Copy FOV settings from another BiFovCamera\n * @param source - Camera to copy from\n */\n public copyFovSettings(source: BiFovCamera): void {\n this.horizontalFovInternal = source.horizontalFov;\n this.verticalFovInternal = source.verticalFov;\n this.updateProjectionMatrix();\n }\n\n /**\n * Updates the projection matrix based on FOV settings and aspect ratio.\n * In landscape: preserves horizontal FOV\n * In portrait: preserves vertical FOV\n */\n public override updateProjectionMatrix(): void {\n if (this.aspect > 1) {\n // Landscape orientation: preserve horizontal FOV\n const radians = MathUtils.degToRad(this.horizontalFovInternal);\n this.fov = MathUtils.radToDeg(\n Math.atan(Math.tan(radians / 2) / this.aspect) * 2,\n );\n } else {\n // Portrait orientation: preserve vertical FOV\n this.fov = this.verticalFovInternal;\n }\n\n super.updateProjectionMatrix();\n }\n\n /** Get actual horizontal FOV after aspect ratio adjustments */\n public getEffectiveHorizontalFov(): number {\n if (this.aspect >= 1) {\n return this.horizontalFovInternal;\n }\n const verticalRadians = MathUtils.degToRad(this.verticalFovInternal);\n return MathUtils.radToDeg(\n Math.atan(Math.tan(verticalRadians / 2) * this.aspect) * 2,\n );\n }\n\n /** Get actual vertical FOV after aspect ratio adjustments */\n public getEffectiveVerticalFov(): number {\n if (this.aspect < 1) {\n return this.verticalFovInternal;\n }\n const horizontalRadians = MathUtils.degToRad(this.horizontalFovInternal);\n return MathUtils.radToDeg(\n Math.atan(Math.tan(horizontalRadians / 2) / this.aspect) * 2,\n );\n }\n\n public fitPointsVerticalFov(vertices: Vector3[]): void {\n const up = new Vector3(0, 1, 0).applyQuaternion(this.quaternion);\n\n let maxVerticalAngle = 0;\n\n for (const vertex of vertices) {\n const vertexToCam = this.position.clone().sub(vertex);\n const vertexDirection = vertexToCam.normalize();\n\n const verticalAngle =\n Math.asin(Math.abs(vertexDirection.dot(up))) *\n Math.sign(vertexDirection.dot(up));\n\n if (Math.abs(verticalAngle) > maxVerticalAngle) {\n maxVerticalAngle = Math.abs(verticalAngle);\n }\n }\n\n const requiredFov = MathUtils.radToDeg(2 * maxVerticalAngle);\n\n this.verticalFovInternal = MathUtils.clamp(requiredFov, MIN_FOV, MAX_FOV);\n this.updateProjectionMatrix();\n }\n\n public fitBoxVerticalFov(box: Box3): void {\n this.fitPointsVerticalFov([\n new Vector3(box.min.x, box.min.y, box.min.z),\n new Vector3(box.min.x, box.min.y, box.max.z),\n new Vector3(box.min.x, box.max.y, box.min.z),\n new Vector3(box.min.x, box.max.y, box.max.z),\n new Vector3(box.max.x, box.min.y, box.min.z),\n new Vector3(box.max.x, box.min.y, box.max.z),\n new Vector3(box.max.x, box.max.y, box.min.z),\n new Vector3(box.max.x, box.max.y, box.max.z),\n ]);\n }\n\n public fitSkinnedMeshVerticalFov(skinnedMesh: SkinnedMesh): void {\n skinnedMesh.updateWorldMatrix(true, true);\n skinnedMesh.skeleton.update();\n\n const bakedGeometry = skinnedMesh.geometry;\n const position = bakedGeometry.attributes[\"position\"] as BufferAttribute;\n const target = new Vector3();\n\n const points = [];\n\n for (let i = 0; i < position.count; i++) {\n target.fromBufferAttribute(position, i);\n skinnedMesh.applyBoneTransform(i, target);\n points.push(target.clone());\n }\n\n this.fitPointsVerticalFov(points);\n }\n\n public lookAtCenterOfMass(skinnedMesh: SkinnedMesh): void {\n skinnedMesh.updateWorldMatrix(true, true);\n skinnedMesh.skeleton.update();\n\n const bakedGeometry = skinnedMesh.geometry;\n const position = bakedGeometry.attributes.position as BufferAttribute;\n const target = new Vector3();\n const points: Vector3[] = [];\n\n for (let i = 0; i < position.count; i++) {\n target.fromBufferAttribute(position, i);\n skinnedMesh.applyBoneTransform(i, target);\n points.push(target.clone());\n }\n\n const findMainCluster = (points: Vector3[], iterations = 3): Vector3 => {\n if (points.length === 0) {\n return new Vector3();\n }\n\n let center = points[Math.floor(points.length / 2)].clone();\n\n for (let i = 0; i < iterations; i++) {\n let total = new Vector3();\n let count = 0;\n\n for (const point of points) {\n if (\n point.distanceTo(center) < point.distanceTo(total) ||\n count === 0\n ) {\n total.add(point);\n count++;\n }\n }\n\n if (count > 0) {\n center = total.divideScalar(count);\n }\n }\n\n return center;\n };\n\n const centerOfMass = findMainCluster(points);\n this.lookAt(centerOfMass);\n }\n\n public override clone(): this {\n const camera = new BiFovCamera(\n this.horizontalFovInternal,\n this.verticalFovInternal,\n this.aspect,\n this.near,\n this.far,\n ) as this;\n\n camera.copy(this, true);\n return camera;\n }\n}\n","import type { BufferAttribute, Object3D, SkinnedMesh } from \"three\";\nimport { Box3, Vector3 } from \"three\";\n\n/**\n * Box3 with additional convenience methods for width, height, depth, etc.\n */\nexport class Bounds extends Box3 {\n /** Temporary vector for calculations */\n private readonly tempVector3A: Vector3 = new Vector3();\n\n constructor(object?: Object3D) {\n super();\n if (object) {\n this.setFromObject(object);\n }\n }\n\n /** Width (x-axis length) */\n public get width(): number {\n return this.max.x - this.min.x;\n }\n\n /** Height (y-axis length) */\n public get height(): number {\n return this.max.y - this.min.y;\n }\n\n /** Depth (z-axis length) */\n public get depth(): number {\n return this.max.z - this.min.z;\n }\n\n /** Length of the box's diagonal */\n public get diagonal(): number {\n return this.tempVector3A.subVectors(this.max, this.min).length();\n }\n\n public setFromSkinnedMesh(skinnedMesh: SkinnedMesh): Bounds {\n skinnedMesh.updateWorldMatrix(true, true);\n skinnedMesh.skeleton.update();\n\n const geometry = skinnedMesh.geometry;\n const position = geometry.attributes[\"position\"] as BufferAttribute;\n const target = new Vector3();\n\n const points = [];\n\n for (let i = 0; i < position.count; i++) {\n target.fromBufferAttribute(position, i);\n skinnedMesh.applyBoneTransform(i, target);\n points.push(target.clone());\n }\n\n this.setFromPoints(points);\n return this;\n }\n\n /** Volume (width * height * depth) */\n public getVolume(): number {\n return this.width * this.height * this.depth;\n }\n\n /** Surface area (sum of all six faces) */\n public getSurfaceArea(): number {\n const w = this.width;\n const h = this.height;\n const d = this.depth;\n return 2 * (w * h + h * d + d * w);\n }\n}\n","import type { BufferGeometry } from \"three\";\n\nconst POSITION_COMPONENT_COUNT = 3;\nconst NORMAL_COMPONENT_COUNT = 3;\n\n/**\n * Internal utility to identify identical geometries.\n * @internal\n */\nexport class GeometryHasher {\n /**\n * Creates a hash for a geometry based on its vertex data.\n * Vertices that differ by less than tolerance are considered the same.\n *\n * @param geometry - Geometry to hash\n * @param tolerance - How close vertices need to be to count as identical\n * @returns Hash string that's the same for matching geometries\n * @internal\n */\n public static getGeometryHash(\n geometry: BufferGeometry,\n tolerance: number,\n ): string {\n const position = geometry.attributes[\"position\"];\n\n const positionArray = position.array;\n const positionHashParts: string[] = [];\n\n // Sample vertex positions with tolerance\n for (let i = 0; i < positionArray.length; i += POSITION_COMPONENT_COUNT) {\n const x = Math.round(positionArray[i] / tolerance);\n const y = Math.round(positionArray[i + 1] / tolerance);\n const z = Math.round(positionArray[i + 2] / tolerance);\n positionHashParts.push(`${x},${y},${z}`);\n }\n\n // Hash normal data if available\n const normal = geometry.attributes[\"normal\"];\n const normalHashParts: string[] = [];\n\n const normalArray = normal.array;\n for (let i = 0; i < normalArray.length; i += NORMAL_COMPONENT_COUNT) {\n const x = Math.round(normalArray[i] / tolerance);\n const y = Math.round(normalArray[i + 1] / tolerance);\n const z = Math.round(normalArray[i + 2] / tolerance);\n normalHashParts.push(`${x},${y},${z}`);\n }\n\n // Combine position and normal hashes\n const positionHash = positionHashParts.join(\"|\");\n const normalHash = normalHashParts.join(\"|\");\n\n return `${positionHash}#${normalHash}`;\n }\n}\n","import type { Material, Object3D } from \"three\";\nimport { Mesh } from \"three\";\n\n/** Constructor type for type-safe scene traversal */\nexport type Constructor<T> = abstract new (...args: never[]) => T;\n\n/** Find and modify objects in a Three.js scene */\nexport class SceneTraversal {\n /** Find first object with exact name match */\n public static getObjectByName(\n object: Object3D,\n name: string,\n ): Object3D | null {\n if (object.name === name) {\n return object;\n }\n\n for (const child of object.children) {\n const result = SceneTraversal.getObjectByName(child, name);\n if (result) {\n return result;\n }\n }\n\n return null;\n }\n\n /** Find first material with exact name match */\n public static getMaterialByName(\n object: Object3D,\n name: string,\n ): Material | null {\n if (object instanceof Mesh) {\n if (Array.isArray(object.material)) {\n for (const material of object.material) {\n if (material.name === name) {\n return material;\n }\n }\n } else if (object.material.name === name) {\n return object.material;\n }\n }\n\n for (const child of object.children) {\n const material = SceneTraversal.getMaterialByName(child, name);\n if (material) {\n return material;\n }\n }\n\n return null;\n }\n\n /** Process all objects of a specific type */\n public static enumerateObjectsByType<T>(\n object: Object3D,\n type: Constructor<T>,\n callback: (instance: T) => void,\n ): void {\n if (object instanceof type) {\n callback(object);\n }\n\n for (const child of object.children) {\n SceneTraversal.enumerateObjectsByType(child, type, callback);\n }\n }\n\n /** Process all materials in meshes */\n public static enumerateMaterials(\n object: Object3D,\n callback: (material: Material) => void,\n ): void {\n if (object instanceof Mesh) {\n if (Array.isArray(object.material)) {\n for (const material of object.material) {\n callback(material);\n }\n } else {\n callback(object.material);\n }\n }\n\n for (const child of object.children) {\n SceneTraversal.enumerateMaterials(child, callback);\n }\n }\n\n /** Find all objects whose names match a pattern */\n public static filterObjects(\n object: Object3D,\n filter: RegExp | ((object: Object3D) => boolean),\n ): Object3D[] {\n let result: Object3D[] = [];\n\n if (typeof filter === \"function\") {\n if (filter(object)) {\n result.push(object);\n }\n } else {\n if (object.name && filter.test(object.name)) {\n result.push(object);\n }\n }\n\n for (const child of object.children) {\n result = result.concat(SceneTraversal.filterObjects(child, filter));\n }\n\n return result;\n }\n\n /** Find all materials whose names match a pattern */\n public static filterMaterials(object: Object3D, name: RegExp): Material[] {\n let result: Material[] = [];\n\n if (object instanceof Mesh) {\n if (Array.isArray(object.material)) {\n for (const material of object.material) {\n if (material.name && name.test(material.name)) {\n result.push(material);\n }\n }\n } else {\n if (object.material.name && name.test(object.material.name)) {\n result.push(object.material);\n }\n }\n }\n\n for (const child of object.children) {\n result = result.concat(SceneTraversal.filterMaterials(child, name));\n }\n\n return result;\n }\n\n /** Set shadow properties on meshes */\n public static setShadowRecursive(\n object: Object3D,\n castShadow = true,\n receiveShadow = true,\n filter?: (object: Object3D) => boolean,\n ): void {\n if (object instanceof Mesh || \"isMesh\" in object) {\n (object as Mesh).castShadow = castShadow;\n (object as Mesh).receiveShadow = receiveShadow;\n }\n\n for (const child of object.children) {\n SceneTraversal.setShadowRecursive(\n child,\n castShadow,\n receiveShadow,\n filter,\n );\n }\n }\n}\n","import type { Material, Object3D } from \"three\";\nimport { InstancedMesh, Mesh } from \"three\";\nimport { GeometryHasher } from \"./GeometryHasher\";\nimport { SceneTraversal } from \"./SceneTraversal\";\n\nconst MIN_INSTANCE_COUNT = 2;\nconst DEFAULT_TOLERANCE = 1e-6;\n\n/** A group of meshes that can be instanced together */\ninterface MeshDescription {\n /** List of meshes */\n meshes: Mesh[];\n /** Materials to use */\n materials: Material[];\n /** Should cast shadows */\n castShadow: boolean;\n /** Should receive shadows */\n receiveShadow: boolean;\n}\n\n/** Configuration for instance assembly */\nexport interface InstanceAssemblerOptions {\n /** Filter which meshes to include */\n filter: (child: Mesh) => boolean;\n\n /** How close vertices need to be to count as identical */\n geometryTolerance: number;\n}\n\n/**\n * Combines identical meshes into instanced versions for better performance.\n * Meshes are considered identical if they share the same geometry and materials.\n */\nexport class InstanceAssembler {\n /**\n * Find meshes that can be instanced and combine them.\n * Only processes meshes that:\n * - Have no children\n * - Pass the filter function (if any)\n * - Share geometry with at least one other mesh\n *\n * @param container - Object containing meshes to process\n * @param options - Optional settings\n */\n public static assemble(\n container: Object3D,\n options: Partial<InstanceAssemblerOptions> = {},\n ): void {\n const dictionary = new Map<string, MeshDescription>();\n const instances: InstancedMesh[] = [];\n\n const tolerance = options.geometryTolerance ?? DEFAULT_TOLERANCE;\n const geometryHashes = new Map<string, string>();\n\n SceneTraversal.enumerateObjectsByType(container, Mesh, (child: Mesh) => {\n if (\n child.children.length === 0 &&\n (!options.filter || options.filter(child))\n ) {\n const materials = Array.isArray(child.material)\n ? child.material\n : [child.material];\n\n let geometryHash = geometryHashes.get(child.geometry.uuid);\n if (!geometryHash) {\n geometryHash = GeometryHasher.getGeometryHash(\n child.geometry,\n tolerance,\n );\n geometryHashes.set(child.geometry.uuid, geometryHash);\n }\n\n const materialKey = materials.map((m) => m.uuid).join(\",\");\n const compositeKey = `${geometryHash}|${materialKey}`;\n\n const entry = dictionary.get(compositeKey) ?? {\n meshes: [],\n materials,\n castShadow: false,\n receiveShadow: false,\n };\n\n if (child.castShadow) {\n entry.castShadow = true;\n }\n\n if (child.receiveShadow) {\n entry.receiveShadow = true;\n }\n\n entry.meshes.push(child);\n dictionary.set(compositeKey, entry);\n }\n });\n\n for (const descriptor of dictionary.values()) {\n if (descriptor.meshes.length < MIN_INSTANCE_COUNT) {\n continue;\n }\n const { meshes, materials, castShadow, receiveShadow } = descriptor;\n\n const sortedMeshes = meshes.sort((a, b) => a.name.localeCompare(b.name));\n const defaultMesh = sortedMeshes[0];\n\n const instancedMesh = new InstancedMesh(\n defaultMesh.geometry,\n materials.length === 1 ? materials[0] : materials,\n sortedMeshes.length,\n );\n\n instancedMesh.name = defaultMesh.name;\n instancedMesh.castShadow = castShadow;\n instancedMesh.receiveShadow = receiveShadow;\n\n for (let i = 0; i < sortedMeshes.length; i++) {\n const mesh = sortedMeshes[i];\n mesh.updateWorldMatrix(true, false);\n instancedMesh.setMatrixAt(i, mesh.matrixWorld);\n instancedMesh.userData[mesh.uuid] = mesh.userData;\n }\n\n instancedMesh.instanceMatrix.needsUpdate = true;\n instances.push(instancedMesh);\n\n for (const mesh of sortedMeshes) {\n mesh.parent?.remove(mesh);\n }\n }\n\n if (instances.length > 0) {\n container.add(...instances);\n }\n }\n}\n","import type { Material, Object3D } from \"three\";\nimport { FrontSide, Mesh } from \"three\";\nimport { InstanceAssembler } from \"./InstanceAssembler\";\nimport { SceneTraversal } from \"./SceneTraversal\";\n\n/** Options for scene post-processing */\nexport interface SceneProcessorOptions {\n /** Clone the input asset before processing? */\n cloneAsset: boolean;\n\n /** Combine identical meshes into instances? */\n assembleInstances: boolean;\n\n /** Names matching these patterns will cast shadows */\n castShadowExpressions: RegExp[];\n\n /** Names matching these patterns will receive shadows */\n receiveShadwoExpressions: RegExp[];\n\n /** Names matching these patterns will be transparent */\n transparentMaterialExpressions: RegExp[];\n\n /** Names matching these patterns won't write to depth buffer */\n noDepthWriteMaterialExpressions: RegExp[];\n}\n\n/** Post-processes a scene based on name patterns */\nexport class SceneProcessor {\n /**\n * Process a scene to set up materials and shadows.\n * \n * @param asset - Scene to process\n * @param options - How to process the scene\n * @returns Processed scene root objects\n */\n public static process(\n asset: Object3D,\n options: Partial<SceneProcessorOptions>,\n ): Object3D[] {\n const container = options.cloneAsset !== false ? asset.clone() : asset;\n\n if (options.assembleInstances !== false) {\n InstanceAssembler.assemble(container);\n }\n\n SceneTraversal.enumerateMaterials(container, (material: Material) => {\n material.transparent = SceneProcessor.matchesAny(\n material.name,\n options.transparentMaterialExpressions,\n );\n material.depthWrite = !SceneProcessor.matchesAny(\n material.name,\n options.noDepthWriteMaterialExpressions,\n );\n material.side = FrontSide;\n material.forceSinglePass = true;\n material.depthTest = true;\n });\n\n SceneTraversal.enumerateObjectsByType(container, Mesh, (child: Mesh) => {\n child.castShadow = SceneProcessor.matchesAny(\n child.name,\n options.castShadowExpressions,\n );\n child.receiveShadow = SceneProcessor.matchesAny(\n child.name,\n options.receiveShadwoExpressions,\n );\n });\n\n return container.children;\n }\n\n /** Does the string match any of the patterns? */\n private static matchesAny(\n value: string,\n expressions: RegExp[] = [],\n ): boolean {\n return expressions.some((p) => p.test(value));\n }\n}","import type { AnimationClip, Object3D, SkinnedMesh } from \"three\";\nimport { AnimationMixer, BufferAttribute, Mesh, Vector3 } from \"three\";\n\n/** Number of components per vertex */\nconst COMPONENT_COUNT = 3;\n\n/** Convert skinned meshes to regular static meshes */\nexport class SkinnedMeshBaker {\n /**\n * Convert a skinned mesh to a regular mesh in its current pose.\n * The resulting mesh will have no bones but look identical.\n * \n * @param skinnedMesh - Mesh to convert\n * @returns Static mesh with baked vertex positions\n */\n public static bakePose(skinnedMesh: SkinnedMesh): Mesh {\n const bakedGeometry = skinnedMesh.geometry.clone();\n const position = bakedGeometry.attributes[\"position\"] as BufferAttribute;\n const newPositions = new Float32Array(position.count * COMPONENT_COUNT);\n const target = new Vector3();\n\n for (let i = 0; i < position.count; i++) {\n target.fromBufferAttribute(position, i);\n skinnedMesh.applyBoneTransform(i, target);\n newPositions[i * COMPONENT_COUNT + 0] = target.x;\n newPositions[i * COMPONENT_COUNT + 1] = target.y;\n newPositions[i * COMPONENT_COUNT + 2] = target.z;\n }\n\n bakedGeometry.setAttribute(\n \"position\",\n new BufferAttribute(newPositions, COMPONENT_COUNT),\n );\n bakedGeometry.computeVertexNormals();\n bakedGeometry.deleteAttribute(\"skinIndex\");\n bakedGeometry.deleteAttribute(\"skinWeight\");\n\n const mesh = new Mesh(bakedGeometry, skinnedMesh.material);\n mesh.name = skinnedMesh.name;\n return mesh;\n }\n\n /**\n * Bake a single frame from an animation into a static mesh.\n * \n * @param armature - Root object with bones (usually from GLTF)\n * @param skinnedMesh - Mesh to convert\n * @param timeOffset - Time in seconds within the animation\n * @param clip - Animation to get the pose from\n * @returns Static mesh with baked vertex positions\n */\n public static bakeAnimationFrame(\n armature: Object3D,\n skinnedMesh: SkinnedMesh,\n timeOffset: number,\n clip: AnimationClip,\n ): Mesh {\n const mixer = new AnimationMixer(armature);\n const action = mixer.clipAction(clip);\n action.play();\n mixer.setTime(timeOffset);\n\n armature.updateWorldMatrix(true, true);\n skinnedMesh.skeleton.update();\n\n return this.bakePose(skinnedMesh);\n }\n}","import type { Texture } from \"three\";\nimport { Box3, DirectionalLight, RGBAFormat, Spherical, Vector3 } from \"three\";\n\nconst RGBA_CHANNEL_COUNT = 4;\nconst RGB_CHANNEL_COUNT = 3;\n\nconst LUMINANCE_R = 0.2126;\nconst LUMINANCE_G = 0.7152;\nconst LUMINANCE_B = 0.0722;\n\n/** A directional light with spherical positioning controls */\nexport class Sun extends DirectionalLight {\n /** Internal vectors to avoid garbage collection */\n private readonly tempVector3D0 = new Vector3();\n private readonly tempVector3D1 = new Vector3();\n private readonly tempVector3D2 = new Vector3();\n private readonly tempVector3D3 = new Vector3();\n private readonly tempVector3D4 = new Vector3();\n private readonly tempVector3D5 = new Vector3();\n private readonly tempVector3D6 = new Vector3();\n private readonly tempVector3D7 = new Vector3();\n private readonly tempBox3 = new Box3();\n private readonly tempSpherical = new Spherical();\n\n /** Distance from the light to its target */\n public get distance(): number {\n return this.position.length();\n }\n\n /** Vertical angle from the ground in radians */\n public get elevation(): number {\n return this.tempSpherical.setFromVector3(this.position).phi;\n }\n\n /** Horizontal angle around the target in radians */\n public get azimuth(): number {\n return this.tempSpherical.setFromVector3(this.position).theta;\n }\n\n /** Set distance while keeping current angles */\n public set distance(value: number) {\n this.tempSpherical.setFromVector3(this.position);\n this.position.setFromSphericalCoords(\n value,\n this.tempSpherical.phi,\n this.tempSpherical.theta,\n );\n }\n\n /** Set elevation while keeping current distance and azimuth */\n public set elevation(value: number) {\n this.tempSpherical.setFromVector3(this.position);\n this.position.setFromSphericalCoords(\n this.tempSpherical.radius,\n value,\n this.tempSpherical.theta,\n );\n }\n\n /** Set azimuth while keeping current distance and elevation */\n public set azimuth(value: number) {\n this.tempSpherical.setFromVector3(this.position);\n this.position.setFromSphericalCoords(\n this.tempSpherical.radius,\n this.tempSpherical.phi,\n value,\n );\n }\n\n /** Configure shadows to cover all corners of a bounding box */\n public setShadowMapFromBox3(box3: Box3): void {\n const camera = this.shadow.camera;\n\n this.target.updateWorldMatrix(true, false);\n this.lookAt(this.target.getWorldPosition(this.tempVector3D0));\n\n this.updateWorldMatrix(true, false);\n\n const points: Vector3[] = [\n this.tempVector3D0.set(box3.min.x, box3.min.y, box3.min.z),\n this.tempVector3D1.set(box3.min.x, box3.min.y, box3.max.z),\n this.tempVector3D2.set(box3.min.x, box3.max.y, box3.min.z),\n this.tempVector3D3.set(box3.min.x, box3.max.y, box3.max.z),\n this.tempVector3D4.set(box3.max.x, box3.min.y, box3.min.z),\n this.tempVector3D5.set(box3.max.x, box3.min.y, box3.max.z),\n this.tempVector3D6.set(box3.max.x, box3.max.y, box3.min.z),\n this.tempVector3D7.set(box3.max.x, box3.max.y, box3.max.z),\n ];\n\n const inverseMatrix = this.matrixWorld.clone().invert();\n\n for (const point of points) {\n point.applyMatrix4(inverseMatrix);\n }\n\n const newBox3 = this.tempBox3.setFromPoints(points);\n\n camera.left = newBox3.min.x;\n camera.bottom = newBox3.min.y;\n camera.near = -newBox3.max.z;\n\n camera.right = newBox3.max.x;\n camera.top = newBox3.max.y;\n camera.far = -newBox3.min.z;\n\n camera.updateWorldMatrix(true, false);\n camera.updateProjectionMatrix();\n }\n\n /** Set light direction based on brightest point in an HDR texture */\n public setDirectionFromHDR(texture: Texture, distance = 1): void {\n const data = texture.image.data;\n const width = texture.image.width;\n const height = texture.image.height;\n\n let maxLuminance = 0;\n let maxIndex = 0;\n\n // Find brightest pixel\n\n const step =\n texture.format === RGBAFormat ? 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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "three-zoo",
3
- "version": "0.4.2",
3
+ "version": "0.4.4",
4
4
  "description": "zoo of tiny three js tools",
5
5
  "scripts": {
6
6
  "clean": "rm -rf dist",