three-zoo 0.4.5 → 0.4.7

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -6,24 +6,26 @@ export interface SceneProcessorOptions {
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  /** Combine identical meshes into instances? */
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  assembleInstances: boolean;
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  /** Names matching these patterns will cast shadows */
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- castShadowExpressions: RegExp[];
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+ castShadowRegExp: RegExp;
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  /** Names matching these patterns will receive shadows */
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- receiveShadwoExpressions: RegExp[];
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+ receiveShadowRegExp: RegExp;
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  /** Names matching these patterns will be transparent */
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- transparentMaterialExpressions: RegExp[];
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+ transparentMaterialRegExp: RegExp;
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  /** Names matching these patterns won't write to depth buffer */
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- noDepthWriteMaterialExpressions: RegExp[];
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+ noDepthWriteMaterialRegExp: RegExp;
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+ /** Names matching these patterns will be alpha tested */
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+ alphaTestMaterialRegExp: RegExp;
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+ /** Names matching these patterns will be alpha hashed */
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+ alphaHashMaterialRegExp: RegExp;
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  }
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  /** Post-processes a scene based on name patterns */
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  export declare class SceneProcessor {
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  /**
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  * Process a scene to set up materials and shadows.
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  *
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- * @param asset - Scene to process
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+ * @param object - Scene to process
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  * @param options - How to process the scene
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  * @returns Processed scene root objects
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  */
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- static process(asset: Object3D, options: Partial<SceneProcessorOptions>): Object3D[];
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- /** Does the string match any of the patterns? */
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- private static matchesAny;
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+ static process(object: Object3D, options: Partial<SceneProcessorOptions>): Object3D[];
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  }
package/dist/index.js CHANGED
@@ -477,37 +477,101 @@ class InstanceAssembler {
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  }
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  }
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+ /**
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+ * Clones the given 3D object and its descendants, ensuring that any `SkinnedMesh` instances are
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+ * correctly associated with their bones. Bones are also cloned, and must be descendants of the
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+ * object passed to this method. Other data, like geometries and materials, are reused by reference.
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+ *
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+ * @param {Object3D} source - The 3D object to clone.
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+ * @return {Object3D} The cloned 3D object.
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+ */
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+ function clone( source ) {
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+
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+ const sourceLookup = new Map();
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+ const cloneLookup = new Map();
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+
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+ const clone = source.clone();
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+
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+ parallelTraverse( source, clone, function ( sourceNode, clonedNode ) {
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+
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+ sourceLookup.set( clonedNode, sourceNode );
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+ cloneLookup.set( sourceNode, clonedNode );
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+
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+ } );
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+
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+ clone.traverse( function ( node ) {
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+
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+ if ( ! node.isSkinnedMesh ) return;
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+
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+ const clonedMesh = node;
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+ const sourceMesh = sourceLookup.get( node );
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+ const sourceBones = sourceMesh.skeleton.bones;
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+
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+ clonedMesh.skeleton = sourceMesh.skeleton.clone();
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+ clonedMesh.bindMatrix.copy( sourceMesh.bindMatrix );
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+
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+ clonedMesh.skeleton.bones = sourceBones.map( function ( bone ) {
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+
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+ return cloneLookup.get( bone );
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+
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+ } );
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+
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+ clonedMesh.bind( clonedMesh.skeleton, clonedMesh.bindMatrix );
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+
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+ } );
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+
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+ return clone;
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+
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+ }
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+
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+ function parallelTraverse( a, b, callback ) {
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+
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+ callback( a, b );
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+
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+ for ( let i = 0; i < a.children.length; i ++ ) {
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+
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+ parallelTraverse( a.children[ i ], b.children[ i ], callback );
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+
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+ }
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+
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+ }
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+
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  /** Post-processes a scene based on name patterns */
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  class SceneProcessor {
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  /**
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  * Process a scene to set up materials and shadows.
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  *
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- * @param asset - Scene to process
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+ * @param object - Scene to process
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  * @param options - How to process the scene
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  * @returns Processed scene root objects
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  */
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- static process(asset, options) {
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- const container = options.cloneAsset !== false ? asset.clone() : asset;
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+ static process(object, options) {
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+ const container = options.cloneAsset !== false ? clone(object) : object;
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  if (options.assembleInstances !== false) {
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  InstanceAssembler.assemble(container);
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  }
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  SceneTraversal.enumerateMaterials(container, (material) => {
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- material.transparent = SceneProcessor.matchesAny(material.name, options.transparentMaterialExpressions);
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- material.depthWrite = !SceneProcessor.matchesAny(material.name, options.noDepthWriteMaterialExpressions);
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+ var _a, _b, _c, _d, _e, _f, _g;
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+ material.transparent =
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+ (_b = (_a = options.transparentMaterialRegExp) === null || _a === void 0 ? void 0 : _a.test(material.name)) !== null && _b !== void 0 ? _b : false;
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+ material.depthWrite = !((_d = (_c = options.noDepthWriteMaterialRegExp) === null || _c === void 0 ? void 0 : _c.test(material.name)) !== null && _d !== void 0 ? _d : false);
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+ material.alphaTest = ((_e = options.alphaTestMaterialRegExp) === null || _e === void 0 ? void 0 : _e.test(material.name))
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+ ? 0.5
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+ : 0;
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+ material.alphaHash =
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+ (_g = (_f = options.alphaHashMaterialRegExp) === null || _f === void 0 ? void 0 : _f.test(material.name)) !== null && _g !== void 0 ? _g : false;
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  material.side = FrontSide;
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  material.forceSinglePass = true;
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  material.depthTest = true;
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  });
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  SceneTraversal.enumerateObjectsByType(container, Mesh, (child) => {
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- child.castShadow = SceneProcessor.matchesAny(child.name, options.castShadowExpressions);
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- child.receiveShadow = SceneProcessor.matchesAny(child.name, options.receiveShadwoExpressions);
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+ var _a, _b, _c, _d;
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+ child.castShadow = (_b = (_a = options.castShadowRegExp) === null || _a === void 0 ? void 0 : _a.test(child.name)) !== null && _b !== void 0 ? _b : false;
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+ child.receiveShadow =
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+ (_d = (_c = options.receiveShadowRegExp) === null || _c === void 0 ? void 0 : _c.test(child.name)) !== null && _d !== void 0 ? _d : false;
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  });
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  return container.children;
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  }
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- /** Does the string match any of the patterns? */
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- static matchesAny(value, expressions = []) {
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- return expressions.some((p) => p.test(value));
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- }
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  }
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  /** Number of components per vertex */
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 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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+ {"version":3,"file":"index.js","sources":["../src/BiFovCamera.ts","../src/Bounds.ts","../src/GeometryHasher.ts","../src/SceneTraversal.ts","../src/InstanceAssembler.ts","../node_modules/three/examples/jsm/utils/SkeletonUtils.js","../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 {\n\tAnimationClip,\n\tAnimationMixer,\n\tMatrix4,\n\tQuaternion,\n\tQuaternionKeyframeTrack,\n\tSkeletonHelper,\n\tVector3,\n\tVectorKeyframeTrack\n} from 'three';\n\n/**\n * @module SkeletonUtils\n * @three_import import * as SkeletonUtils from 'three/addons/utils/SkeletonUtils.js';\n */\n\nfunction getBoneName( bone, options ) {\n\n\tif ( options.getBoneName !== undefined ) {\n\n\t\treturn options.getBoneName( bone );\n\n\t}\n\n\treturn options.names[ bone.name ];\n\n}\n\n/**\n * Retargets the skeleton from the given source 3D object to the\n * target 3D object.\n *\n * @param {Object3D} target - The target 3D object.\n * @param {Object3D} source - The source 3D object.\n * @param {module:SkeletonUtils~RetargetOptions} options - The options.\n */\nfunction retarget( target, source, options = {} ) {\n\n\tconst quat = new Quaternion(),\n\t\tscale = new Vector3(),\n\t\trelativeMatrix = new Matrix4(),\n\t\tglobalMatrix = new Matrix4();\n\n\toptions.preserveBoneMatrix = options.preserveBoneMatrix !== undefined ? options.preserveBoneMatrix : true;\n\toptions.preserveBonePositions = options.preserveBonePositions !== undefined ? options.preserveBonePositions : true;\n\toptions.useTargetMatrix = options.useTargetMatrix !== undefined ? options.useTargetMatrix : false;\n\toptions.hip = options.hip !== undefined ? options.hip : 'hip';\n\toptions.hipInfluence = options.hipInfluence !== undefined ? options.hipInfluence : new Vector3( 1, 1, 1 );\n\toptions.scale = options.scale !== undefined ? options.scale : 1;\n\toptions.names = options.names || {};\n\n\tconst sourceBones = source.isObject3D ? source.skeleton.bones : getBones( source ),\n\t\tbones = target.isObject3D ? target.skeleton.bones : getBones( target );\n\n\tlet bone, name, boneTo,\n\t\tbonesPosition;\n\n\t// reset bones\n\n\tif ( target.isObject3D ) {\n\n\t\ttarget.skeleton.pose();\n\n\t} else {\n\n\t\toptions.useTargetMatrix = true;\n\t\toptions.preserveBoneMatrix = false;\n\n\t}\n\n\tif ( options.preserveBonePositions ) {\n\n\t\tbonesPosition = [];\n\n\t\tfor ( let i = 0; i < bones.length; i ++ ) {\n\n\t\t\tbonesPosition.push( bones[ i ].position.clone() );\n\n\t\t}\n\n\t}\n\n\tif ( options.preserveBoneMatrix ) {\n\n\t\t// reset matrix\n\n\t\ttarget.updateMatrixWorld();\n\n\t\ttarget.matrixWorld.identity();\n\n\t\t// reset children matrix\n\n\t\tfor ( let i = 0; i < target.children.length; ++ i ) {\n\n\t\t\ttarget.children[ i ].updateMatrixWorld( true );\n\n\t\t}\n\n\t}\n\n\tfor ( let i = 0; i < bones.length; ++ i ) {\n\n\t\tbone = bones[ i ];\n\t\tname = getBoneName( bone, options );\n\n\t\tboneTo = getBoneByName( name, sourceBones );\n\n\t\tglobalMatrix.copy( bone.matrixWorld );\n\n\t\tif ( boneTo ) {\n\n\t\t\tboneTo.updateMatrixWorld();\n\n\t\t\tif ( options.useTargetMatrix ) {\n\n\t\t\t\trelativeMatrix.copy( boneTo.matrixWorld );\n\n\t\t\t} else {\n\n\t\t\t\trelativeMatrix.copy( target.matrixWorld ).invert();\n\t\t\t\trelativeMatrix.multiply( boneTo.matrixWorld );\n\n\t\t\t}\n\n\t\t\t// ignore scale to extract rotation\n\n\t\t\tscale.setFromMatrixScale( relativeMatrix );\n\t\t\trelativeMatrix.scale( scale.set( 1 / scale.x, 1 / scale.y, 1 / scale.z ) );\n\n\t\t\t// apply to global matrix\n\n\t\t\tglobalMatrix.makeRotationFromQuaternion( quat.setFromRotationMatrix( relativeMatrix ) );\n\n\t\t\tif ( target.isObject3D ) {\n\n\t\t\t\tif ( options.localOffsets ) {\n\n\t\t\t\t\tif ( options.localOffsets[ bone.name ] ) {\n\n\t\t\t\t\t\tglobalMatrix.multiply( options.localOffsets[ bone.name ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tglobalMatrix.copyPosition( relativeMatrix );\n\n\t\t}\n\n\t\tif ( name === options.hip ) {\n\n\t\t\tglobalMatrix.elements[ 12 ] *= options.scale * options.hipInfluence.x;\n\t\t\tglobalMatrix.elements[ 13 ] *= options.scale * options.hipInfluence.y;\n\t\t\tglobalMatrix.elements[ 14 ] *= options.scale * options.hipInfluence.z;\n\n\t\t\tif ( options.hipPosition !== undefined ) {\n\n\t\t\t\tglobalMatrix.elements[ 12 ] += options.hipPosition.x * options.scale;\n\t\t\t\tglobalMatrix.elements[ 13 ] += options.hipPosition.y * options.scale;\n\t\t\t\tglobalMatrix.elements[ 14 ] += options.hipPosition.z * options.scale;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( bone.parent ) {\n\n\t\t\tbone.matrix.copy( bone.parent.matrixWorld ).invert();\n\t\t\tbone.matrix.multiply( globalMatrix );\n\n\t\t} else {\n\n\t\t\tbone.matrix.copy( globalMatrix );\n\n\t\t}\n\n\t\tbone.matrix.decompose( bone.position, bone.quaternion, bone.scale );\n\n\t\tbone.updateMatrixWorld();\n\n\t}\n\n\tif ( options.preserveBonePositions ) {\n\n\t\tfor ( let i = 0; i < bones.length; ++ i ) {\n\n\t\t\tbone = bones[ i ];\n\t\t\tname = getBoneName( bone, options ) || bone.name;\n\n\t\t\tif ( name !== options.hip ) {\n\n\t\t\t\tbone.position.copy( bonesPosition[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tif ( options.preserveBoneMatrix ) {\n\n\t\t// restore matrix\n\n\t\ttarget.updateMatrixWorld( true );\n\n\t}\n\n}\n\n/**\n * Retargets the animation clip of the source object to the\n * target 3D object.\n *\n * @param {Object3D} target - The target 3D object.\n * @param {Object3D} source - The source 3D object.\n * @param {AnimationClip} clip - The animation clip.\n * @param {module:SkeletonUtils~RetargetOptions} options - The options.\n * @return {AnimationClip} The retargeted animation clip.\n */\nfunction retargetClip( target, source, clip, options = {} ) {\n\n\toptions.useFirstFramePosition = options.useFirstFramePosition !== undefined ? options.useFirstFramePosition : false;\n\n\t// Calculate the fps from the source clip based on the track with the most frames, unless fps is already provided.\n\toptions.fps = options.fps !== undefined ? options.fps : ( Math.max( ...clip.tracks.map( track => track.times.length ) ) / clip.duration );\n\toptions.names = options.names || [];\n\n\tif ( ! source.isObject3D ) {\n\n\t\tsource = getHelperFromSkeleton( source );\n\n\t}\n\n\tconst numFrames = Math.round( clip.duration * ( options.fps / 1000 ) * 1000 ),\n\t\tdelta = clip.duration / ( numFrames - 1 ),\n\t\tconvertedTracks = [],\n\t\tmixer = new AnimationMixer( source ),\n\t\tbones = getBones( target.skeleton ),\n\t\tboneDatas = [];\n\n\tlet positionOffset,\n\t\tbone, boneTo, boneData,\n\t\tname;\n\n\tmixer.clipAction( clip ).play();\n\n\t// trim\n\n\tlet start = 0, end = numFrames;\n\n\tif ( options.trim !== undefined ) {\n\n\t\tstart = Math.round( options.trim[ 0 ] * options.fps );\n\t\tend = Math.min( Math.round( options.trim[ 1 ] * options.fps ), numFrames ) - start;\n\n\t\tmixer.update( options.trim[ 0 ] );\n\n\t} else {\n\n\t\tmixer.update( 0 );\n\n\t}\n\n\tsource.updateMatrixWorld();\n\n\t//\n\n\tfor ( let frame = 0; frame < end; ++ frame ) {\n\n\t\tconst time = frame * delta;\n\n\t\tretarget( target, source, options );\n\n\t\tfor ( let j = 0; j < bones.length; ++ j ) {\n\n\t\t\tbone = bones[ j ];\n\t\t\tname = getBoneName( bone, options ) || bone.name;\n\t\t\tboneTo = getBoneByName( name, source.skeleton );\n\n\t\t\tif ( boneTo ) {\n\n\t\t\t\tboneData = boneDatas[ j ] = boneDatas[ j ] || { bone: bone };\n\n\t\t\t\tif ( options.hip === name ) {\n\n\t\t\t\t\tif ( ! boneData.pos ) {\n\n\t\t\t\t\t\tboneData.pos = {\n\t\t\t\t\t\t\ttimes: new Float32Array( end ),\n\t\t\t\t\t\t\tvalues: new Float32Array( end * 3 )\n\t\t\t\t\t\t};\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( options.useFirstFramePosition ) {\n\n\t\t\t\t\t\tif ( frame === 0 ) {\n\n\t\t\t\t\t\t\tpositionOffset = bone.position.clone();\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbone.position.sub( positionOffset );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tboneData.pos.times[ frame ] = time;\n\n\t\t\t\t\tbone.position.toArray( boneData.pos.values, frame * 3 );\n\n\t\t\t\t}\n\n\t\t\t\tif ( ! boneData.quat ) {\n\n\t\t\t\t\tboneData.quat = {\n\t\t\t\t\t\ttimes: new Float32Array( end ),\n\t\t\t\t\t\tvalues: new Float32Array( end * 4 )\n\t\t\t\t\t};\n\n\t\t\t\t}\n\n\t\t\t\tboneData.quat.times[ frame ] = time;\n\n\t\t\t\tbone.quaternion.toArray( boneData.quat.values, frame * 4 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( frame === end - 2 ) {\n\n\t\t\t// last mixer update before final loop iteration\n\t\t\t// make sure we do not go over or equal to clip duration\n\t\t\tmixer.update( delta - 0.0000001 );\n\n\t\t} else {\n\n\t\t\tmixer.update( delta );\n\n\t\t}\n\n\t\tsource.updateMatrixWorld();\n\n\t}\n\n\tfor ( let i = 0; i < boneDatas.length; ++ i ) {\n\n\t\tboneData = boneDatas[ i ];\n\n\t\tif ( boneData ) {\n\n\t\t\tif ( boneData.pos ) {\n\n\t\t\t\tconvertedTracks.push( new VectorKeyframeTrack(\n\t\t\t\t\t'.bones[' + boneData.bone.name + '].position',\n\t\t\t\t\tboneData.pos.times,\n\t\t\t\t\tboneData.pos.values\n\t\t\t\t) );\n\n\t\t\t}\n\n\t\t\tconvertedTracks.push( new QuaternionKeyframeTrack(\n\t\t\t\t'.bones[' + boneData.bone.name + '].quaternion',\n\t\t\t\tboneData.quat.times,\n\t\t\t\tboneData.quat.values\n\t\t\t) );\n\n\t\t}\n\n\t}\n\n\tmixer.uncacheAction( clip );\n\n\treturn new AnimationClip( clip.name, - 1, convertedTracks );\n\n}\n\n/**\n * Clones the given 3D object and its descendants, ensuring that any `SkinnedMesh` instances are\n * correctly associated with their bones. Bones are also cloned, and must be descendants of the\n * object passed to this method. Other data, like geometries and materials, are reused by reference.\n *\n * @param {Object3D} source - The 3D object to clone.\n * @return {Object3D} The cloned 3D object.\n */\nfunction clone( source ) {\n\n\tconst sourceLookup = new Map();\n\tconst cloneLookup = new Map();\n\n\tconst clone = source.clone();\n\n\tparallelTraverse( source, clone, function ( sourceNode, clonedNode ) {\n\n\t\tsourceLookup.set( clonedNode, sourceNode );\n\t\tcloneLookup.set( sourceNode, clonedNode );\n\n\t} );\n\n\tclone.traverse( function ( node ) {\n\n\t\tif ( ! node.isSkinnedMesh ) return;\n\n\t\tconst clonedMesh = node;\n\t\tconst sourceMesh = sourceLookup.get( node );\n\t\tconst sourceBones = sourceMesh.skeleton.bones;\n\n\t\tclonedMesh.skeleton = sourceMesh.skeleton.clone();\n\t\tclonedMesh.bindMatrix.copy( sourceMesh.bindMatrix );\n\n\t\tclonedMesh.skeleton.bones = sourceBones.map( function ( bone ) {\n\n\t\t\treturn cloneLookup.get( bone );\n\n\t\t} );\n\n\t\tclonedMesh.bind( clonedMesh.skeleton, clonedMesh.bindMatrix );\n\n\t} );\n\n\treturn clone;\n\n}\n\n// internal helper\n\nfunction getBoneByName( name, skeleton ) {\n\n\tfor ( let i = 0, bones = getBones( skeleton ); i < bones.length; i ++ ) {\n\n\t\tif ( name === bones[ i ].name )\n\n\t\t\treturn bones[ i ];\n\n\t}\n\n}\n\nfunction getBones( skeleton ) {\n\n\treturn Array.isArray( skeleton ) ? skeleton : skeleton.bones;\n\n}\n\n\nfunction getHelperFromSkeleton( skeleton ) {\n\n\tconst source = new SkeletonHelper( skeleton.bones[ 0 ] );\n\tsource.skeleton = skeleton;\n\n\treturn source;\n\n}\n\nfunction parallelTraverse( a, b, callback ) {\n\n\tcallback( a, b );\n\n\tfor ( let i = 0; i < a.children.length; i ++ ) {\n\n\t\tparallelTraverse( a.children[ i ], b.children[ i ], callback );\n\n\t}\n\n}\n\n/**\n * Retarget options of `SkeletonUtils`.\n *\n * @typedef {Object} module:SkeletonUtils~RetargetOptions\n * @property {boolean} [useFirstFramePosition=false] - Whether to use the position of the first frame or not.\n * @property {number} [fps] - The FPS of the clip.\n * @property {Object<string,string>} [names] - A dictionary for mapping target to source bone names.\n * @property {function(string):string} [getBoneName] - A function for mapping bone names. Alternative to `names`.\n * @property {Array<number>} [trim] - Whether to trim the clip or not. If set the array should hold two values for the start and end.\n * @property {boolean} [preserveBoneMatrix=true] - Whether to preserve bone matrices or not.\n * @property {boolean} [preserveBonePositions=true] - Whether to preserve bone positions or not.\n * @property {boolean} [useTargetMatrix=false] - Whether to use the target matrix or not.\n * @property {string} [hip='hip'] - The name of the source's hip bone.\n * @property {Vector3} [hipInfluence=(1,1,1)] - The hip influence.\n * @property {number} [scale=1] - The scale.\n **/\n\nexport {\n\tretarget,\n\tretargetClip,\n\tclone,\n};\n","import type { Material, Object3D } from \"three\";\nimport { FrontSide, Mesh } from \"three\";\nimport { clone } from \"three/examples/jsm/utils/SkeletonUtils.js\";\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 castShadowRegExp: RegExp;\n\n /** Names matching these patterns will receive shadows */\n receiveShadowRegExp: RegExp;\n\n /** Names matching these patterns will be transparent */\n transparentMaterialRegExp: RegExp;\n\n /** Names matching these patterns won't write to depth buffer */\n noDepthWriteMaterialRegExp: RegExp;\n\n /** Names matching these patterns will be alpha tested */\n alphaTestMaterialRegExp: RegExp;\n\n /** Names matching these patterns will be alpha hashed */\n alphaHashMaterialRegExp: 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 object - Scene to process\n * @param options - How to process the scene\n * @returns Processed scene root objects\n */\n public static process(\n object: Object3D,\n options: Partial<SceneProcessorOptions>,\n ): Object3D[] {\n const container = options.cloneAsset !== false ? clone(object) : object;\n\n if (options.assembleInstances !== false) {\n InstanceAssembler.assemble(container);\n }\n\n SceneTraversal.enumerateMaterials(container, (material: Material) => {\n material.transparent =\n options.transparentMaterialRegExp?.test(material.name) ?? false;\n material.depthWrite = !(\n options.noDepthWriteMaterialRegExp?.test(material.name) ?? false\n );\n material.alphaTest = options.alphaTestMaterialRegExp?.test(material.name)\n ? 0.5\n : 0;\n material.alphaHash =\n options.alphaHashMaterialRegExp?.test(material.name) ?? false;\n material.side = FrontSide;\n material.forceSinglePass = true;\n material.depthTest = true;\n });\n\n SceneTraversal.enumerateObjectsByType(container, Mesh, (child: Mesh) => {\n child.castShadow = options.castShadowRegExp?.test(child.name) ?? false;\n child.receiveShadow =\n options.receiveShadowRegExp?.test(child.name) ?? false;\n });\n\n return container.children;\n }\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,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};
1
+ import{PerspectiveCamera as t,MathUtils as s,Vector3 as i,Box3 as e,Mesh as n,InstancedMesh as o,FrontSide as r,BufferAttribute as h,AnimationMixer as a,DirectionalLight as c,Spherical as l,RGBAFormat as f}from"three";const u=179;class v extends t{constructor(t=90,s=90,i=1,e=1,n=1e3){super(s,i,e,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,i){this.horizontalFovInternal=s.clamp(t,1,u),this.verticalFovInternal=s.clamp(i,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 e=new i(0,1,0).applyQuaternion(this.quaternion);let n=0;for(const s of t){const t=this.position.clone().sub(s).normalize(),i=Math.asin(Math.abs(t.dot(e)))*Math.sign(t.dot(e));Math.abs(i)>n&&(n=Math.abs(i))}const o=s.radToDeg(2*n);this.verticalFovInternal=s.clamp(o,1,u),this.updateProjectionMatrix()}fitBoxVerticalFov(t){this.fitPointsVerticalFov([new i(t.min.x,t.min.y,t.min.z),new i(t.min.x,t.min.y,t.max.z),new i(t.min.x,t.max.y,t.min.z),new i(t.min.x,t.max.y,t.max.z),new i(t.max.x,t.min.y,t.min.z),new i(t.max.x,t.min.y,t.max.z),new i(t.max.x,t.max.y,t.min.z),new i(t.max.x,t.max.y,t.max.z)])}fitSkinnedMeshVerticalFov(t){t.updateWorldMatrix(!0,!0),t.skeleton.update();const s=t.geometry.attributes.position,e=new i,n=[];for(let i=0;i<s.count;i++)e.fromBufferAttribute(s,i),t.applyBoneTransform(i,e),n.push(e.clone());this.fitPointsVerticalFov(n)}lookAtCenterOfMass(t){t.updateWorldMatrix(!0,!0),t.skeleton.update();const s=t.geometry.attributes.position,e=new i,n=[];for(let i=0;i<s.count;i++)e.fromBufferAttribute(s,i),t.applyBoneTransform(i,e),n.push(e.clone());const o=((t,s=3)=>{if(0===t.length)return new i;let e=t[Math.floor(t.length/2)].clone();for(let n=0;n<s;n++){let s=new i,n=0;for(const i of t)(i.distanceTo(e)<i.distanceTo(s)||0===n)&&(s.add(i),n++);n>0&&(e=s.divideScalar(n))}return e})(n);this.lookAt(o)}clone(){const t=new v(this.horizontalFovInternal,this.verticalFovInternal,this.aspect,this.near,this.far);return t.copy(this,!0),t}}class w extends e{constructor(t){super(),this.tempVector3A=new i,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,e=new i,n=[];for(let i=0;i<s.count;i++)e.fromBufferAttribute(s,i),t.applyBoneTransform(i,e),n.push(e.clone());return this.setFromPoints(n),this}getVolume(){return this.width*this.height*this.depth}getSurfaceArea(){const t=this.width,s=this.height,i=this.depth;return 2*(t*s+s*i+i*t)}}class d{static getGeometryHash(t,s){const i=t.attributes.position.array,e=[];for(let t=0;t<i.length;t+=3)e.push(`${Math.round(i[t]/s)},${Math.round(i[t+1]/s)},${Math.round(i[t+2]/s)}`);const n=[],o=t.attributes.normal.array;for(let t=0;t<o.length;t+=3)n.push(`${Math.round(o[t]/s)},${Math.round(o[t+1]/s)},${Math.round(o[t+2]/s)}`);return`${e.join("|")}#${n.join("|")}`}}class M{static getObjectByName(t,s){if(t.name===s)return t;for(const i of t.children){const t=M.getObjectByName(i,s);if(t)return t}return null}static getMaterialByName(t,s){if(t instanceof n)if(Array.isArray(t.material)){for(const i of t.material)if(i.name===s)return i}else if(t.material.name===s)return t.material;for(const i of t.children){const t=M.getMaterialByName(i,s);if(t)return t}return null}static enumerateObjectsByType(t,s,i){t instanceof s&&i(t);for(const e of t.children)M.enumerateObjectsByType(e,s,i)}static enumerateMaterials(t,s){if(t instanceof n)if(Array.isArray(t.material))for(const i of t.material)s(i);else s(t.material);for(const i of t.children)M.enumerateMaterials(i,s)}static filterObjects(t,s){let i=[];"function"==typeof s?s(t)&&i.push(t):t.name&&s.test(t.name)&&i.push(t);for(const e of t.children)i=i.concat(M.filterObjects(e,s));return i}static filterMaterials(t,s){let i=[];if(t instanceof n)if(Array.isArray(t.material))for(const e of t.material)e.name&&s.test(e.name)&&i.push(e);else t.material.name&&s.test(t.material.name)&&i.push(t.material);for(const e of t.children)i=i.concat(M.filterMaterials(e,s));return i}static setShadowRecursive(t,s=!0,i=!0,e){(t instanceof n||"isMesh"in t)&&(t.castShadow=s,t.receiveShadow=i);for(const n of t.children)M.setShadowRecursive(n,s,i,e)}}class g{static assemble(t,s={}){var i,e;const r=new Map,h=[],a=null!==(i=s.geometryTolerance)&&void 0!==i?i:1e-6,c=new Map;M.enumerateObjectsByType(t,n,(t=>{var i;if(0===t.children.length&&(!s.filter||s.filter(t))){const s=Array.isArray(t.material)?t.material:[t.material];let e=c.get(t.geometry.uuid);e||(e=d.getGeometryHash(t.geometry,a),c.set(t.geometry.uuid,e));const n=`${e}|${s.map((t=>t.uuid)).join(",")}`,o=null!==(i=r.get(n))&&void 0!==i?i:{meshes:[],materials:s,castShadow:!1,receiveShadow:!1};t.castShadow&&(o.castShadow=!0),t.receiveShadow&&(o.receiveShadow=!0),o.meshes.push(t),r.set(n,o)}}));for(const t of r.values()){if(t.meshes.length<2)continue;const{meshes:s,materials:i,castShadow:n,receiveShadow:r}=t,a=s.sort(((t,s)=>t.name.localeCompare(s.name))),c=a[0],l=new o(c.geometry,1===i.length?i[0]:i,a.length);l.name=c.name,l.castShadow=n,l.receiveShadow=r;for(let t=0;t<a.length;t++){const s=a[t];s.updateWorldMatrix(!0,!1),l.setMatrixAt(t,s.matrixWorld),l.userData[s.uuid]=s.userData}l.instanceMatrix.needsUpdate=!0,h.push(l);for(const t of a)null===(e=t.parent)||void 0===e||e.remove(t)}h.length>0&&t.add(...h)}}function m(t){const s=new Map,i=new Map,e=t.clone();return p(t,e,(function(t,e){s.set(e,t),i.set(t,e)})),e.traverse((function(t){if(!t.isSkinnedMesh)return;const e=t,n=s.get(t),o=n.skeleton.bones;e.skeleton=n.skeleton.clone(),e.bindMatrix.copy(n.bindMatrix),e.skeleton.bones=o.map((function(t){return i.get(t)})),e.bind(e.skeleton,e.bindMatrix)})),e}function p(t,s,i){i(t,s);for(let e=0;e<t.children.length;e++)p(t.children[e],s.children[e],i)}class F{static process(t,s){const i=!1!==s.cloneAsset?m(t):t;return!1!==s.assembleInstances&&g.assemble(i),M.enumerateMaterials(i,(t=>{var i,e,n,o,h,a,c;t.transparent=null!==(e=null===(i=s.transparentMaterialRegExp)||void 0===i?void 0:i.test(t.name))&&void 0!==e&&e,t.depthWrite=!(null!==(o=null===(n=s.noDepthWriteMaterialRegExp)||void 0===n?void 0:n.test(t.name))&&void 0!==o&&o),t.alphaTest=(null===(h=s.alphaTestMaterialRegExp)||void 0===h?void 0:h.test(t.name))?.5:0,t.alphaHash=null!==(c=null===(a=s.alphaHashMaterialRegExp)||void 0===a?void 0:a.test(t.name))&&void 0!==c&&c,t.side=r,t.forceSinglePass=!0,t.depthTest=!0})),M.enumerateObjectsByType(i,n,(t=>{var i,e,n,o;t.castShadow=null!==(e=null===(i=s.castShadowRegExp)||void 0===i?void 0:i.test(t.name))&&void 0!==e&&e,t.receiveShadow=null!==(o=null===(n=s.receiveShadowRegExp)||void 0===n?void 0:n.test(t.name))&&void 0!==o&&o})),i.children}}class y{static bakePose(t){const s=t.geometry.clone(),e=s.attributes.position,o=new Float32Array(3*e.count),r=new i;for(let s=0;s<e.count;s++)r.fromBufferAttribute(e,s),t.applyBoneTransform(s,r),o[3*s+0]=r.x,o[3*s+1]=r.y,o[3*s+2]=r.z;s.setAttribute("position",new h(o,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,i,e){const n=new a(t);return n.clipAction(e).play(),n.setTime(i),t.updateWorldMatrix(!0,!0),s.skeleton.update(),this.bakePose(s)}}class S extends c{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 l}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 i=[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)],e=this.matrixWorld.clone().invert();for(const t of i)t.applyMatrix4(e);const n=this.tempBox3.setFromPoints(i);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 i=t.image.data,e=t.image.width,n=t.image.height;let o=0,r=0;const h=t.format===f?4:3;for(let t=0;t<i.length;t+=h){const s=.2126*i[t]+.7152*i[t+1]+.0722*i[t+2];s>o&&(o=s,r=t)}const a=r/h,c=a%e;this.position.setFromSphericalCoords(s,Math.floor(a/e)/n*Math.PI,c/e*-Math.PI*2-Math.PI/2)}}export{v as BiFovCamera,w as Bounds,g as InstanceAssembler,F as SceneProcessor,M as SceneTraversal,y as SkinnedMeshBaker,S 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 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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+ {"version":3,"file":"index.min.js","sources":["../src/BiFovCamera.ts","../src/Bounds.ts","../src/GeometryHasher.ts","../src/SceneTraversal.ts","../src/InstanceAssembler.ts","../node_modules/three/examples/jsm/utils/SkeletonUtils.js","../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 {\n\tAnimationClip,\n\tAnimationMixer,\n\tMatrix4,\n\tQuaternion,\n\tQuaternionKeyframeTrack,\n\tSkeletonHelper,\n\tVector3,\n\tVectorKeyframeTrack\n} from 'three';\n\n/**\n * @module SkeletonUtils\n * @three_import import * as SkeletonUtils from 'three/addons/utils/SkeletonUtils.js';\n */\n\nfunction getBoneName( bone, options ) {\n\n\tif ( options.getBoneName !== undefined ) {\n\n\t\treturn options.getBoneName( bone );\n\n\t}\n\n\treturn options.names[ bone.name ];\n\n}\n\n/**\n * Retargets the skeleton from the given source 3D object to the\n * target 3D object.\n *\n * @param {Object3D} target - The target 3D object.\n * @param {Object3D} source - The source 3D object.\n * @param {module:SkeletonUtils~RetargetOptions} options - The options.\n */\nfunction retarget( target, source, options = {} ) {\n\n\tconst quat = new Quaternion(),\n\t\tscale = new Vector3(),\n\t\trelativeMatrix = new Matrix4(),\n\t\tglobalMatrix = new Matrix4();\n\n\toptions.preserveBoneMatrix = options.preserveBoneMatrix !== undefined ? options.preserveBoneMatrix : true;\n\toptions.preserveBonePositions = options.preserveBonePositions !== undefined ? options.preserveBonePositions : true;\n\toptions.useTargetMatrix = options.useTargetMatrix !== undefined ? options.useTargetMatrix : false;\n\toptions.hip = options.hip !== undefined ? options.hip : 'hip';\n\toptions.hipInfluence = options.hipInfluence !== undefined ? options.hipInfluence : new Vector3( 1, 1, 1 );\n\toptions.scale = options.scale !== undefined ? options.scale : 1;\n\toptions.names = options.names || {};\n\n\tconst sourceBones = source.isObject3D ? source.skeleton.bones : getBones( source ),\n\t\tbones = target.isObject3D ? target.skeleton.bones : getBones( target );\n\n\tlet bone, name, boneTo,\n\t\tbonesPosition;\n\n\t// reset bones\n\n\tif ( target.isObject3D ) {\n\n\t\ttarget.skeleton.pose();\n\n\t} else {\n\n\t\toptions.useTargetMatrix = true;\n\t\toptions.preserveBoneMatrix = false;\n\n\t}\n\n\tif ( options.preserveBonePositions ) {\n\n\t\tbonesPosition = [];\n\n\t\tfor ( let i = 0; i < bones.length; i ++ ) {\n\n\t\t\tbonesPosition.push( bones[ i ].position.clone() );\n\n\t\t}\n\n\t}\n\n\tif ( options.preserveBoneMatrix ) {\n\n\t\t// reset matrix\n\n\t\ttarget.updateMatrixWorld();\n\n\t\ttarget.matrixWorld.identity();\n\n\t\t// reset children matrix\n\n\t\tfor ( let i = 0; i < target.children.length; ++ i ) {\n\n\t\t\ttarget.children[ i ].updateMatrixWorld( true );\n\n\t\t}\n\n\t}\n\n\tfor ( let i = 0; i < bones.length; ++ i ) {\n\n\t\tbone = bones[ i ];\n\t\tname = getBoneName( bone, options );\n\n\t\tboneTo = getBoneByName( name, sourceBones );\n\n\t\tglobalMatrix.copy( bone.matrixWorld );\n\n\t\tif ( boneTo ) {\n\n\t\t\tboneTo.updateMatrixWorld();\n\n\t\t\tif ( options.useTargetMatrix ) {\n\n\t\t\t\trelativeMatrix.copy( boneTo.matrixWorld );\n\n\t\t\t} else {\n\n\t\t\t\trelativeMatrix.copy( target.matrixWorld ).invert();\n\t\t\t\trelativeMatrix.multiply( boneTo.matrixWorld );\n\n\t\t\t}\n\n\t\t\t// ignore scale to extract rotation\n\n\t\t\tscale.setFromMatrixScale( relativeMatrix );\n\t\t\trelativeMatrix.scale( scale.set( 1 / scale.x, 1 / scale.y, 1 / scale.z ) );\n\n\t\t\t// apply to global matrix\n\n\t\t\tglobalMatrix.makeRotationFromQuaternion( quat.setFromRotationMatrix( relativeMatrix ) );\n\n\t\t\tif ( target.isObject3D ) {\n\n\t\t\t\tif ( options.localOffsets ) {\n\n\t\t\t\t\tif ( options.localOffsets[ bone.name ] ) {\n\n\t\t\t\t\t\tglobalMatrix.multiply( options.localOffsets[ bone.name ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tglobalMatrix.copyPosition( relativeMatrix );\n\n\t\t}\n\n\t\tif ( name === options.hip ) {\n\n\t\t\tglobalMatrix.elements[ 12 ] *= options.scale * options.hipInfluence.x;\n\t\t\tglobalMatrix.elements[ 13 ] *= options.scale * options.hipInfluence.y;\n\t\t\tglobalMatrix.elements[ 14 ] *= options.scale * options.hipInfluence.z;\n\n\t\t\tif ( options.hipPosition !== undefined ) {\n\n\t\t\t\tglobalMatrix.elements[ 12 ] += options.hipPosition.x * options.scale;\n\t\t\t\tglobalMatrix.elements[ 13 ] += options.hipPosition.y * options.scale;\n\t\t\t\tglobalMatrix.elements[ 14 ] += options.hipPosition.z * options.scale;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( bone.parent ) {\n\n\t\t\tbone.matrix.copy( bone.parent.matrixWorld ).invert();\n\t\t\tbone.matrix.multiply( globalMatrix );\n\n\t\t} else {\n\n\t\t\tbone.matrix.copy( globalMatrix );\n\n\t\t}\n\n\t\tbone.matrix.decompose( bone.position, bone.quaternion, bone.scale );\n\n\t\tbone.updateMatrixWorld();\n\n\t}\n\n\tif ( options.preserveBonePositions ) {\n\n\t\tfor ( let i = 0; i < bones.length; ++ i ) {\n\n\t\t\tbone = bones[ i ];\n\t\t\tname = getBoneName( bone, options ) || bone.name;\n\n\t\t\tif ( name !== options.hip ) {\n\n\t\t\t\tbone.position.copy( bonesPosition[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tif ( options.preserveBoneMatrix ) {\n\n\t\t// restore matrix\n\n\t\ttarget.updateMatrixWorld( true );\n\n\t}\n\n}\n\n/**\n * Retargets the animation clip of the source object to the\n * target 3D object.\n *\n * @param {Object3D} target - The target 3D object.\n * @param {Object3D} source - The source 3D object.\n * @param {AnimationClip} clip - The animation clip.\n * @param {module:SkeletonUtils~RetargetOptions} options - The options.\n * @return {AnimationClip} The retargeted animation clip.\n */\nfunction retargetClip( target, source, clip, options = {} ) {\n\n\toptions.useFirstFramePosition = options.useFirstFramePosition !== undefined ? options.useFirstFramePosition : false;\n\n\t// Calculate the fps from the source clip based on the track with the most frames, unless fps is already provided.\n\toptions.fps = options.fps !== undefined ? options.fps : ( Math.max( ...clip.tracks.map( track => track.times.length ) ) / clip.duration );\n\toptions.names = options.names || [];\n\n\tif ( ! source.isObject3D ) {\n\n\t\tsource = getHelperFromSkeleton( source );\n\n\t}\n\n\tconst numFrames = Math.round( clip.duration * ( options.fps / 1000 ) * 1000 ),\n\t\tdelta = clip.duration / ( numFrames - 1 ),\n\t\tconvertedTracks = [],\n\t\tmixer = new AnimationMixer( source ),\n\t\tbones = getBones( target.skeleton ),\n\t\tboneDatas = [];\n\n\tlet positionOffset,\n\t\tbone, boneTo, boneData,\n\t\tname;\n\n\tmixer.clipAction( clip ).play();\n\n\t// trim\n\n\tlet start = 0, end = numFrames;\n\n\tif ( options.trim !== undefined ) {\n\n\t\tstart = Math.round( options.trim[ 0 ] * options.fps );\n\t\tend = Math.min( Math.round( options.trim[ 1 ] * options.fps ), numFrames ) - start;\n\n\t\tmixer.update( options.trim[ 0 ] );\n\n\t} else {\n\n\t\tmixer.update( 0 );\n\n\t}\n\n\tsource.updateMatrixWorld();\n\n\t//\n\n\tfor ( let frame = 0; frame < end; ++ frame ) {\n\n\t\tconst time = frame * delta;\n\n\t\tretarget( target, source, options );\n\n\t\tfor ( let j = 0; j < bones.length; ++ j ) {\n\n\t\t\tbone = bones[ j ];\n\t\t\tname = getBoneName( bone, options ) || bone.name;\n\t\t\tboneTo = getBoneByName( name, source.skeleton );\n\n\t\t\tif ( boneTo ) {\n\n\t\t\t\tboneData = boneDatas[ j ] = boneDatas[ j ] || { bone: bone };\n\n\t\t\t\tif ( options.hip === name ) {\n\n\t\t\t\t\tif ( ! boneData.pos ) {\n\n\t\t\t\t\t\tboneData.pos = {\n\t\t\t\t\t\t\ttimes: new Float32Array( end ),\n\t\t\t\t\t\t\tvalues: new Float32Array( end * 3 )\n\t\t\t\t\t\t};\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( options.useFirstFramePosition ) {\n\n\t\t\t\t\t\tif ( frame === 0 ) {\n\n\t\t\t\t\t\t\tpositionOffset = bone.position.clone();\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbone.position.sub( positionOffset );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tboneData.pos.times[ frame ] = time;\n\n\t\t\t\t\tbone.position.toArray( boneData.pos.values, frame * 3 );\n\n\t\t\t\t}\n\n\t\t\t\tif ( ! boneData.quat ) {\n\n\t\t\t\t\tboneData.quat = {\n\t\t\t\t\t\ttimes: new Float32Array( end ),\n\t\t\t\t\t\tvalues: new Float32Array( end * 4 )\n\t\t\t\t\t};\n\n\t\t\t\t}\n\n\t\t\t\tboneData.quat.times[ frame ] = time;\n\n\t\t\t\tbone.quaternion.toArray( boneData.quat.values, frame * 4 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( frame === end - 2 ) {\n\n\t\t\t// last mixer update before final loop iteration\n\t\t\t// make sure we do not go over or equal to clip duration\n\t\t\tmixer.update( delta - 0.0000001 );\n\n\t\t} else {\n\n\t\t\tmixer.update( delta );\n\n\t\t}\n\n\t\tsource.updateMatrixWorld();\n\n\t}\n\n\tfor ( let i = 0; i < boneDatas.length; ++ i ) {\n\n\t\tboneData = boneDatas[ i ];\n\n\t\tif ( boneData ) {\n\n\t\t\tif ( boneData.pos ) {\n\n\t\t\t\tconvertedTracks.push( new VectorKeyframeTrack(\n\t\t\t\t\t'.bones[' + boneData.bone.name + '].position',\n\t\t\t\t\tboneData.pos.times,\n\t\t\t\t\tboneData.pos.values\n\t\t\t\t) );\n\n\t\t\t}\n\n\t\t\tconvertedTracks.push( new QuaternionKeyframeTrack(\n\t\t\t\t'.bones[' + boneData.bone.name + '].quaternion',\n\t\t\t\tboneData.quat.times,\n\t\t\t\tboneData.quat.values\n\t\t\t) );\n\n\t\t}\n\n\t}\n\n\tmixer.uncacheAction( clip );\n\n\treturn new AnimationClip( clip.name, - 1, convertedTracks );\n\n}\n\n/**\n * Clones the given 3D object and its descendants, ensuring that any `SkinnedMesh` instances are\n * correctly associated with their bones. Bones are also cloned, and must be descendants of the\n * object passed to this method. Other data, like geometries and materials, are reused by reference.\n *\n * @param {Object3D} source - The 3D object to clone.\n * @return {Object3D} The cloned 3D object.\n */\nfunction clone( source ) {\n\n\tconst sourceLookup = new Map();\n\tconst cloneLookup = new Map();\n\n\tconst clone = source.clone();\n\n\tparallelTraverse( source, clone, function ( sourceNode, clonedNode ) {\n\n\t\tsourceLookup.set( clonedNode, sourceNode );\n\t\tcloneLookup.set( sourceNode, clonedNode );\n\n\t} );\n\n\tclone.traverse( function ( node ) {\n\n\t\tif ( ! node.isSkinnedMesh ) return;\n\n\t\tconst clonedMesh = node;\n\t\tconst sourceMesh = sourceLookup.get( node );\n\t\tconst sourceBones = sourceMesh.skeleton.bones;\n\n\t\tclonedMesh.skeleton = sourceMesh.skeleton.clone();\n\t\tclonedMesh.bindMatrix.copy( sourceMesh.bindMatrix );\n\n\t\tclonedMesh.skeleton.bones = sourceBones.map( function ( bone ) {\n\n\t\t\treturn cloneLookup.get( bone );\n\n\t\t} );\n\n\t\tclonedMesh.bind( clonedMesh.skeleton, clonedMesh.bindMatrix );\n\n\t} );\n\n\treturn clone;\n\n}\n\n// internal helper\n\nfunction getBoneByName( name, skeleton ) {\n\n\tfor ( let i = 0, bones = getBones( skeleton ); i < bones.length; i ++ ) {\n\n\t\tif ( name === bones[ i ].name )\n\n\t\t\treturn bones[ i ];\n\n\t}\n\n}\n\nfunction getBones( skeleton ) {\n\n\treturn Array.isArray( skeleton ) ? skeleton : skeleton.bones;\n\n}\n\n\nfunction getHelperFromSkeleton( skeleton ) {\n\n\tconst source = new SkeletonHelper( skeleton.bones[ 0 ] );\n\tsource.skeleton = skeleton;\n\n\treturn source;\n\n}\n\nfunction parallelTraverse( a, b, callback ) {\n\n\tcallback( a, b );\n\n\tfor ( let i = 0; i < a.children.length; i ++ ) {\n\n\t\tparallelTraverse( a.children[ i ], b.children[ i ], callback );\n\n\t}\n\n}\n\n/**\n * Retarget options of `SkeletonUtils`.\n *\n * @typedef {Object} module:SkeletonUtils~RetargetOptions\n * @property {boolean} [useFirstFramePosition=false] - Whether to use the position of the first frame or not.\n * @property {number} [fps] - The FPS of the clip.\n * @property {Object<string,string>} [names] - A dictionary for mapping target to source bone names.\n * @property {function(string):string} [getBoneName] - A function for mapping bone names. Alternative to `names`.\n * @property {Array<number>} [trim] - Whether to trim the clip or not. If set the array should hold two values for the start and end.\n * @property {boolean} [preserveBoneMatrix=true] - Whether to preserve bone matrices or not.\n * @property {boolean} [preserveBonePositions=true] - Whether to preserve bone positions or not.\n * @property {boolean} [useTargetMatrix=false] - Whether to use the target matrix or not.\n * @property {string} [hip='hip'] - The name of the source's hip bone.\n * @property {Vector3} [hipInfluence=(1,1,1)] - The hip influence.\n * @property {number} [scale=1] - The scale.\n **/\n\nexport {\n\tretarget,\n\tretargetClip,\n\tclone,\n};\n","import type { Material, Object3D } from \"three\";\nimport { FrontSide, Mesh } from \"three\";\nimport { clone } from \"three/examples/jsm/utils/SkeletonUtils.js\";\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 castShadowRegExp: RegExp;\n\n /** Names matching these patterns will receive shadows */\n receiveShadowRegExp: RegExp;\n\n /** Names matching these patterns will be transparent */\n transparentMaterialRegExp: RegExp;\n\n /** Names matching these patterns won't write to depth buffer */\n noDepthWriteMaterialRegExp: RegExp;\n\n /** Names matching these patterns will be alpha tested */\n alphaTestMaterialRegExp: RegExp;\n\n /** Names matching these patterns will be alpha hashed */\n alphaHashMaterialRegExp: 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 object - Scene to process\n * @param options - How to process the scene\n * @returns Processed scene root objects\n */\n public static process(\n object: Object3D,\n options: Partial<SceneProcessorOptions>,\n ): Object3D[] {\n const container = options.cloneAsset !== false ? clone(object) : object;\n\n if (options.assembleInstances !== false) {\n InstanceAssembler.assemble(container);\n }\n\n SceneTraversal.enumerateMaterials(container, (material: Material) => {\n material.transparent =\n options.transparentMaterialRegExp?.test(material.name) ?? false;\n material.depthWrite = !(\n options.noDepthWriteMaterialRegExp?.test(material.name) ?? false\n );\n material.alphaTest = options.alphaTestMaterialRegExp?.test(material.name)\n ? 0.5\n : 0;\n material.alphaHash =\n options.alphaHashMaterialRegExp?.test(material.name) ?? false;\n material.side = FrontSide;\n material.forceSinglePass = true;\n material.depthTest = true;\n });\n\n SceneTraversal.enumerateObjectsByType(container, Mesh, (child: Mesh) => {\n child.castShadow = options.castShadowRegExp?.test(child.name) ?? false;\n child.receiveShadow =\n options.receiveShadowRegExp?.test(child.name) ?? false;\n });\n\n return container.children;\n }\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/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "three-zoo",
3
- "version": "0.4.5",
3
+ "version": "0.4.7",
4
4
  "description": "zoo of tiny three js tools",
5
5
  "scripts": {
6
6
  "clean": "rm -rf dist",
@@ -33,7 +33,7 @@
33
33
  },
34
34
  "type": "module",
35
35
  "peerDependencies": {
36
- "three": ">=0.176.0"
36
+ "three": ">=0.176.0 <1.0.0"
37
37
  },
38
38
  "devDependencies": {
39
39
  "@rollup/plugin-node-resolve": "^16.0.1",