x_ite 8.11.1 → 8.11.3

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.
Files changed (50) hide show
  1. package/build/bin/version.pl +3 -0
  2. package/dist/assets/components/Annotation.js +13 -13
  3. package/dist/assets/components/Annotation.min.js +1 -1
  4. package/dist/assets/components/CADGeometry.js +13 -13
  5. package/dist/assets/components/CADGeometry.min.js +1 -1
  6. package/dist/assets/components/CubeMapTexturing.js +26 -26
  7. package/dist/assets/components/CubeMapTexturing.min.js +1 -1
  8. package/dist/assets/components/DIS.js +13 -13
  9. package/dist/assets/components/DIS.min.js +1 -1
  10. package/dist/assets/components/EventUtilities.js +9 -9
  11. package/dist/assets/components/EventUtilities.min.js +1 -1
  12. package/dist/assets/components/Geometry2D.js +19 -19
  13. package/dist/assets/components/Geometry2D.min.js +1 -1
  14. package/dist/assets/components/Geospatial.js +33 -33
  15. package/dist/assets/components/Geospatial.min.js +1 -1
  16. package/dist/assets/components/HAnim.js +29 -25
  17. package/dist/assets/components/HAnim.min.js +1 -1
  18. package/dist/assets/components/KeyDeviceSensor.js +8 -8
  19. package/dist/assets/components/KeyDeviceSensor.min.js +1 -1
  20. package/dist/assets/components/Layout.js +26 -26
  21. package/dist/assets/components/Layout.min.js +1 -1
  22. package/dist/assets/components/NURBS.js +24 -24
  23. package/dist/assets/components/NURBS.min.js +1 -1
  24. package/dist/assets/components/ParticleSystems.js +24 -24
  25. package/dist/assets/components/ParticleSystems.min.js +1 -1
  26. package/dist/assets/components/Picking.js +18 -18
  27. package/dist/assets/components/Picking.min.js +1 -1
  28. package/dist/assets/components/RigidBodyPhysics.js +17 -17
  29. package/dist/assets/components/RigidBodyPhysics.min.js +1 -1
  30. package/dist/assets/components/Scripting.js +37 -37
  31. package/dist/assets/components/Scripting.min.js +1 -1
  32. package/dist/assets/components/Text.js +25 -25
  33. package/dist/assets/components/Text.min.js +1 -1
  34. package/dist/assets/components/TextureProjector.js +14 -14
  35. package/dist/assets/components/TextureProjector.min.js +1 -1
  36. package/dist/assets/components/Texturing3D.js +31 -31
  37. package/dist/assets/components/Texturing3D.min.js +1 -1
  38. package/dist/assets/components/VolumeRendering.js +18 -18
  39. package/dist/assets/components/VolumeRendering.min.js +1 -1
  40. package/dist/assets/components/X_ITE.js +9 -9
  41. package/dist/assets/components/X_ITE.min.js +1 -1
  42. package/dist/x_ite.css +1 -1
  43. package/dist/x_ite.js +58 -58
  44. package/dist/x_ite.min.js +1 -1
  45. package/dist/x_ite.zip +0 -0
  46. package/docs/_config.yml +1 -1
  47. package/docs/assets/js/example.js +2 -2
  48. package/package.json +1 -1
  49. package/src/x_ite/Browser/VERSION.js +1 -1
  50. package/src/x_ite/Components/HAnim/HAnimMotion.js +1 -0
@@ -1 +1 @@
1
- /* X_ITE v8.11.1 */(()=>{"use strict";var e={355:e=>{e.exports=window[Symbol.for("X_ITE.X3D-8.11.1")].require("lib/jquery")}},t={};function n(i){var o=t[i];if(void 0!==o)return o.exports;var r=t[i]={exports:{}};return e[i](r,r.exports,n),r.exports}n.n=e=>{var t=e&&e.__esModule?()=>e.default:()=>e;return n.d(t,{a:t}),t},n.d=(e,t)=>{for(var i in t)n.o(t,i)&&!n.o(e,i)&&Object.defineProperty(e,i,{enumerable:!0,get:t[i]})},n.o=(e,t)=>Object.prototype.hasOwnProperty.call(e,t),(()=>{const e=window[Symbol.for("X_ITE.X3D-8.11.1")].require("x_ite/Components");var t=n.n(e);const i=window[Symbol.for("X_ITE.X3D-8.11.1")].require("x_ite/Fields");var o=n.n(i);const r=window[Symbol.for("X_ITE.X3D-8.11.1")].require("x_ite/Base/X3DFieldDefinition");var s=n.n(r);const a=window[Symbol.for("X_ITE.X3D-8.11.1")].require("x_ite/Base/FieldDefinitionArray");var l=n.n(a);const c=window[Symbol.for("X_ITE.X3D-8.11.1")].require("x_ite/Components/Core/X3DNode");var d=n.n(c);const u=window[Symbol.for("X_ITE.X3D-8.11.1")].require("x_ite/Namespace");var m=n.n(u);let h=0;const p={POINT:h++,LINE:h++,TRIANGLE:h++,QUAD:h++,SPRITE:h++,GEOMETRY:h++};m().set("x_ite/Browser/ParticleSystems/GeometryTypes",p);const f=p,x=window[Symbol.for("X_ITE.X3D-8.11.1")].require("x_ite/Base/X3DConstants");var _=n.n(x);const y="\nstruct Line3 {\n vec3 point;\n vec3 direction;\n};\n\n// Line3\n// line3 (const in vec3 point1, const in vec3 point2)\n// {\n// return Line3 (point1, normalize (point2 - point1));\n// }\n\n/* Line intersect triangle */\n\nbool\nintersects (const in Line3 line, const in vec3 a, const in vec3 b, const in vec3 c, out vec3 r)\n{\n // find vectors for two edges sharing vert0\n vec3 edge1 = b - a;\n vec3 edge2 = c - a;\n\n // begin calculating determinant - also used to calculate U parameter\n vec3 pvec = cross (line .direction, edge2);\n\n // if determinant is near zero, ray lies in plane of triangle\n float det = dot (edge1, pvec);\n\n // Non culling intersection\n\n if (det == 0.0)\n return false;\n\n float inv_det = 1.0 / det;\n\n // calculate distance from vert0 to ray point\n vec3 tvec = line .point - a;\n\n // calculate U parameter and test bounds\n float u = dot (tvec, pvec) * inv_det;\n\n if (u < 0.0 || u > 1.0)\n return false;\n\n // prepare to test V parameter\n vec3 qvec = cross (tvec, edge1);\n\n // calculate V parameter and test bounds\n float v = dot (line .direction, qvec) * inv_det;\n\n if (v < 0.0 || u + v > 1.0)\n return false;\n\n r = vec3 (u, v, 1.0 - u - v);\n\n return true;\n}\n";m().set("x_ite/Browser/ParticleSystems/Line3.glsl",y);const g=y,v="\nstruct Plane3\n{\n vec3 normal;\n float distanceFromOrigin;\n};\n\nPlane3\nplane3 (const in vec3 point, const in vec3 normal)\n{\n return Plane3 (normal, dot (normal, point));\n}\n\nfloat\nplane_distance (const in Plane3 plane, const in vec3 point)\n{\n return dot (point, plane .normal) - plane .distanceFromOrigin;\n}\n\n/* Plane intersect line */\nbool\nintersects (const in Plane3 plane, const in Line3 line, out vec3 point)\n{\n // Check if the line is parallel to the plane.\n float theta = dot (line .direction, plane .normal);\n\n // Plane and line are parallel.\n if (theta == 0.0)\n return false;\n\n // Plane and line are not parallel. The intersection point can be calculated now.\n float t = (plane .distanceFromOrigin - dot (plane .normal, line .point)) / theta;\n\n point = line .point + line .direction * t;\n\n return true;\n}\n\n/* Find find the first point that is farther to the plane than value. */\n// int\n// upper_bound (const in vec4 points [ARRAY_SIZE], in int count, const in float value, const in Plane3 plane)\n// {\n// int first = 0;\n// int step = 0;\n\n// while (count > 0)\n// {\n// int index = first;\n\n// step = count >> 1;\n\n// index += step;\n\n// if (value < plane_distance (plane, points [index] .xyz))\n// {\n// count = step;\n// }\n// else\n// {\n// first = ++ index;\n// count -= step + 1;\n// }\n// }\n\n// return first;\n// }\n\n/* CombSort: sort points in distance to a plane. */\nvoid\nsort (inout vec4 points [ARRAY_SIZE], const in int count, const in Plane3 plane)\n{\n const float shrink = 1.0 / 1.3;\n\n int gap = count;\n bool exchanged = true;\n\n while (exchanged)\n {\n gap = int (float (gap) * shrink);\n\n if (gap <= 1)\n {\n exchanged = false;\n gap = 1;\n }\n\n for (int i = 0, l = count - gap; i < l; ++ i)\n {\n int j = gap + i;\n\n if (plane_distance (plane, points [i] .xyz) > plane_distance (plane, points [j] .xyz))\n {\n vec4 tmp1 = points [i];\n points [i] = points [j];\n points [j] = tmp1;\n\n exchanged = true;\n }\n }\n }\n}\n\n\n// /* CombSort: sort points and normals in distance to a plane. */\n// void\n// sort (inout vec4 points [ARRAY_SIZE], inout vec3 normals [ARRAY_SIZE], const in int count, const in Plane3 plane)\n// {\n// const float shrink = 1.0 / 1.3;\n\n// int gap = count;\n// bool exchanged = true;\n\n// while (exchanged)\n// {\n// gap = int (float (gap) * shrink);\n\n// if (gap <= 1)\n// {\n// exchanged = false;\n// gap = 1;\n// }\n\n// for (int i = 0, l = count - gap; i < l; ++ i)\n// {\n// int j = gap + i;\n\n// if (plane_distance (plane, points [i] .xyz) > plane_distance (plane, points [j] .xyz))\n// {\n// vec4 tmp1 = points [i];\n// points [i] = points [j];\n// points [j] = tmp1;\n\n// vec3 tmp2 = normals [i];\n// normals [i] = normals [j];\n// normals [j] = tmp2;\n\n// exchanged = true;\n// }\n// }\n// }\n// }\n\nint\nmin_index (const in vec4 points [ARRAY_SIZE], const in int count, const in float value, const in Plane3 plane)\n{\n int index = -1;\n float dist = 1000000.0;\n\n for (int i = 0; i < count; ++ i)\n {\n float d = plane_distance (plane, points [i] .xyz);\n\n if (d >= value && d < dist)\n {\n dist = d;\n index = i;\n }\n }\n\n return index;\n}\n";m().set("x_ite/Browser/ParticleSystems/Plane3.glsl",v);const T=v,b="\nbool\nintersects (const in vec3 min, const in vec3 max, const in Line3 line)\n{\n vec3 intersection;\n\n // front\n\n if (intersects (plane3 (max, vec3 (0.0, 0.0, 1.0)), line, intersection))\n {\n if (all (greaterThanEqual (vec4 (intersection .xy, max .xy), vec4 (min .xy, intersection .xy))))\n return true;\n }\n\n // back\n\n if (intersects (plane3 (min, vec3 (0.0, 0.0, -1.0)), line, intersection))\n {\n if (all (greaterThanEqual (vec4 (intersection .xy, max .xy), vec4 (min .xy, intersection .xy))))\n return true;\n }\n\n // top\n\n if (intersects (plane3 (max, vec3 (0.0, 1.0, 0.0)), line, intersection))\n {\n if (all (greaterThanEqual (vec4 (intersection .xz, max .xz), vec4 (min .xz, intersection .xz))))\n return true;\n }\n\n // bottom\n\n if (intersects (plane3 (min, vec3 (0.0, -1.0, 0.0)), line, intersection))\n {\n if (all (greaterThanEqual (vec4 (intersection .xz, max .xz), vec4 (min .xz, intersection .xz))))\n return true;\n }\n\n // right\n\n if (intersects (plane3 (max, vec3 (1.0, 0.0, 0.0)), line, intersection))\n {\n if (all (greaterThanEqual (vec4 (intersection .yz, max .yz), vec4 (min .yz, intersection .yz))))\n return true;\n }\n\n return false;\n}\n";m().set("x_ite/Browser/ParticleSystems/Box3.glsl",b);const w=b,R="\n#define BVH_NODE 0\n#define BVH_TRIANGLE 1\n#define BVH_STACK_SIZE 32\n\nint bvhNodeIndex = 0;\n\nvoid\nsetBVHIndex (const in int index)\n{\n bvhNodeIndex = index;\n}\n\nint\ngetBVHRoot (const in sampler2D volume, const in int hierarchyIndex, const in int rootIndex)\n{\n return int (texelFetch (volume, rootIndex, 0) .x) + hierarchyIndex;\n}\n\nint\ngetBVHType (const in sampler2D volume)\n{\n return int (texelFetch (volume, bvhNodeIndex, 0) .x);\n}\n\nvec3\ngetBVHMin (const in sampler2D volume)\n{\n return texelFetch (volume, bvhNodeIndex + 1, 0) .xyz;\n}\n\nvec3\ngetBVHMax (const in sampler2D volume)\n{\n return texelFetch (volume, bvhNodeIndex + 2, 0) .xyz;\n}\n\nint\ngetBVHLeft (const in sampler2D volume, const in int hierarchyIndex)\n{\n return int (texelFetch (volume, bvhNodeIndex, 0) .y) + hierarchyIndex;\n}\n\nint\ngetBVHRight (const in sampler2D volume, const in int hierarchyIndex)\n{\n return int (texelFetch (volume, bvhNodeIndex, 0) .z) + hierarchyIndex;\n}\n\nint\ngetBVHTriangle (const in sampler2D volume)\n{\n return int (texelFetch (volume, bvhNodeIndex, 0) .y);\n}\n\n/* Ray triangle intersection test */\n\nint\ngetIntersections (const in sampler2D volume, const in int verticesIndex, const in int hierarchyIndex, const in int rootIndex, const in Line3 line, out vec4 points [ARRAY_SIZE])\n{\n int current = getBVHRoot (volume, hierarchyIndex, rootIndex);\n int count = 0;\n int stackIndex = -1;\n int stack [BVH_STACK_SIZE];\n\n while (stackIndex >= 0 || current >= 0)\n {\n if (current >= 0)\n {\n setBVHIndex (current);\n\n if (getBVHType (volume) == BVH_NODE)\n {\n // Node\n\n if (intersects (getBVHMin (volume), getBVHMax (volume), line))\n {\n stack [++ stackIndex] = current;\n\n current = getBVHLeft (volume, hierarchyIndex);\n }\n else\n {\n current = -1;\n }\n }\n else\n {\n // Triangle\n\n int t = getBVHTriangle (volume);\n int v = verticesIndex + t;\n vec3 r = vec3 (0.0);\n\n vec3 a = texelFetch (volume, v, 0) .xyz;\n vec3 b = texelFetch (volume, v + 1, 0) .xyz;\n vec3 c = texelFetch (volume, v + 2, 0) .xyz;\n\n if (intersects (line, a, b, c, r))\n points [count ++] = vec4 (r .z * a + r .x * b + r .y * c, 1.0);\n\n current = -1;\n }\n }\n else\n {\n setBVHIndex (stack [stackIndex --]);\n\n current = getBVHRight (volume, hierarchyIndex);\n }\n }\n\n return count;\n}\n\nint\ngetIntersections (const in sampler2D volume, const in int verticesIndex, const in int normalsIndex, const in int hierarchyIndex, const in int rootIndex, const in Line3 line, out vec4 points [ARRAY_SIZE], out vec3 normals [ARRAY_SIZE])\n{\n int current = getBVHRoot (volume, hierarchyIndex, rootIndex);\n int count = 0;\n int stackIndex = -1;\n int stack [BVH_STACK_SIZE];\n\n while (stackIndex >= 0 || current >= 0)\n {\n if (current >= 0)\n {\n setBVHIndex (current);\n\n if (getBVHType (volume) == BVH_NODE)\n {\n // Node\n\n if (intersects (getBVHMin (volume), getBVHMax (volume), line))\n {\n stack [++ stackIndex] = current;\n\n current = getBVHLeft (volume, hierarchyIndex);\n }\n else\n {\n current = -1;\n }\n }\n else\n {\n // Triangle\n\n int t = getBVHTriangle (volume);\n int v = verticesIndex + t;\n vec3 r = vec3 (0.0);\n\n vec3 a = texelFetch (volume, v, 0) .xyz;\n vec3 b = texelFetch (volume, v + 1, 0) .xyz;\n vec3 c = texelFetch (volume, v + 2, 0) .xyz;\n\n if (intersects (line, a, b, c, r))\n {\n points [count] = vec4 (r .z * a + r .x * b + r .y * c, 1.0);\n\n int n = normalsIndex + t;\n\n vec3 n0 = texelFetch (volume, n, 0) .xyz;\n vec3 n1 = texelFetch (volume, n + 1, 0) .xyz;\n vec3 n2 = texelFetch (volume, n + 2, 0) .xyz;\n\n normals [count] = save_normalize (r .z * n0 + r .x * n1 + r .y * n2);\n\n ++ count;\n }\n\n current = -1;\n }\n }\n else\n {\n setBVHIndex (stack [stackIndex --]);\n\n current = getBVHRight (volume, hierarchyIndex);\n }\n }\n\n return count;\n}\n";m().set("x_ite/Browser/ParticleSystems/BVH.glsl",R);const I=R;function F(e){d().call(this,e),this.addType(_().X3DParticleEmitterNode),this._speed.setUnit("speed"),this._mass.setUnit("mass"),this._surfaceArea.setUnit("area"),this.samplers=[],this.uniforms={},this.functions=[],this.program=null,this.addSampler("forces"),this.addSampler("boundedVolume"),this.addSampler("colorRamp"),this.addSampler("texCoordRamp"),this.addUniform("speed","uniform float speed;"),this.addUniform("variation","uniform float variation;"),this.addFunction(g),this.addFunction(T),this.addFunction(w),this.addFunction(I)}Object.assign(Object.setPrototypeOf(F.prototype,d().prototype),{initialize(){d().prototype.initialize.call(this);const e=this.getBrowser().getContext();e.getVersion()<2||(this.program=this.createProgram(),this.transformFeedback=e.createTransformFeedback(),this._on.addInterest("set_on__",this),this._speed.addInterest("set_speed__",this),this._variation.addInterest("set_variation__",this),this._mass.addInterest("set_mass__",this),this.set_on__(),this.set_speed__(),this.set_variation__(),this.set_mass__())},isExplosive:()=>!1,getMass(){return this.mass},set_on__(){this.on=this._on.getValue()},set_speed__(){this.setUniform("uniform1f","speed",this._speed.getValue())},set_variation__(){this.setUniform("uniform1f","variation",this._variation.getValue())},set_mass__(){this.mass=this._mass.getValue()},getRandomValue:(e,t)=>Math.random()*(t-e)+e,getRandomNormal(e){const t=this.getRandomValue(-1,1)*Math.PI,n=this.getRandomValue(-1,1),i=Math.acos(n),o=Math.sin(i);return e.set(Math.sin(t)*o,Math.cos(t)*o,n)},animate(e,t){const n=this.getBrowser().getContext(),i=e.inputParticles,o=e.particleStride,r=e.particleOffsets,s=this.program;if(n.useProgram(s),n.uniform1i(s.randomSeed,4294967295*Math.random()),n.uniform1i(s.geometryType,e.geometryType),n.uniform1i(s.createParticles,e.createParticles&&this.on),n.uniform1f(s.particleLifetime,e.particleLifetime),n.uniform1f(s.lifetimeVariation,e.lifetimeVariation),n.uniform1f(s.deltaTime,t),n.uniform2f(s.particleSize,e._particleSize.x,e._particleSize.y),n.uniform1i(s.numForces,e.numForces),e.numForces&&(n.activeTexture(n.TEXTURE0+s.forcesTextureUnit),n.bindTexture(n.TEXTURE_2D,e.forcesTexture)),e.boundedHierarchyRoot<0?n.uniform1i(s.boundedHierarchyRoot,-1):(n.uniform1i(s.boundedVerticesIndex,e.boundedVerticesIndex),n.uniform1i(s.boundedNormalsIndex,e.boundedNormalsIndex),n.uniform1i(s.boundedHierarchyIndex,e.boundedHierarchyIndex),n.uniform1i(s.boundedHierarchyRoot,e.boundedHierarchyRoot),n.activeTexture(n.TEXTURE0+s.boundedVolumeTextureUnit),n.bindTexture(n.TEXTURE_2D,e.boundedTexture)),n.uniform1i(s.numColors,e.numColors),e.numColors&&(n.activeTexture(n.TEXTURE0+s.colorRampTextureUnit),n.bindTexture(n.TEXTURE_2D,e.colorRampTexture)),n.uniform1i(s.numTexCoords,e.numTexCoords),e.numTexCoords&&(n.uniform1i(s.texCoordCount,e.texCoordCount),n.activeTexture(n.TEXTURE0+s.texCoordRampTextureUnit),n.bindTexture(n.TEXTURE_2D,e.texCoordRampTexture)),this.activateTextures(n,s),i.vertexArrayObject.enable(s)){for(const[e,t]of s.inputs)n.bindBuffer(n.ARRAY_BUFFER,i),n.enableVertexAttribArray(t),n.vertexAttribPointer(t,4,n.FLOAT,!1,o,r[e]);n.bindBuffer(n.ARRAY_BUFFER,null)}n.bindTransformFeedback(n.TRANSFORM_FEEDBACK,this.transformFeedback),n.bindBufferBase(n.TRANSFORM_FEEDBACK_BUFFER,0,e.outputParticles),n.enable(n.RASTERIZER_DISCARD),n.beginTransformFeedback(n.POINTS),n.drawArrays(n.POINTS,0,e.numParticles),n.endTransformFeedback(),n.disable(n.RASTERIZER_DISCARD),n.bindTransformFeedback(n.TRANSFORM_FEEDBACK,null)},addSampler(e){this.samplers.push(e)},addUniform(e,t){this.uniforms[e]=t},setUniform(e,t,n,i,o){const r=this.getBrowser().getContext(),s=this.program;r.useProgram(s),r[e](s[t],n,i,o)},addFunction(e){this.functions.push(e)},createProgram(){const e=this.getBrowser(),t=e.getContext(),n=`#version 300 es\n\n precision highp float;\n precision highp int;\n precision highp sampler2D;\n\n uniform int randomSeed;\n uniform int geometryType;\n uniform bool createParticles;\n uniform float particleLifetime;\n uniform float lifetimeVariation;\n uniform float deltaTime;\n uniform vec2 particleSize;\n\n uniform int numForces;\n uniform sampler2D forces;\n\n uniform int boundedVerticesIndex;\n uniform int boundedNormalsIndex;\n uniform int boundedHierarchyIndex;\n uniform int boundedHierarchyRoot;\n uniform sampler2D boundedVolume;\n\n uniform int numColors;\n uniform sampler2D colorRamp;\n\n uniform int texCoordCount;\n uniform int numTexCoords;\n uniform sampler2D texCoordRamp;\n\n ${Object.values(this.uniforms).join("\n")}\n\n in vec4 input0; // (life, lifetime, elapsedTime, texCoordIndex0)\n in vec4 input2; // (velocity, 0.0)\n in vec4 input6; // position\n\n out vec4 output0; // (life, lifetime, elapsedTime, texCoordIndex0)\n out vec4 output1; // (color)\n out vec4 output2; // (velocity, 0.0)\n\n out vec4 output3; // scale rotation matrix\n out vec4 output4; // scale rotation matrix\n out vec4 output5; // scale rotation matrix\n out vec4 output6; // position\n\n // Constants\n\n ${Object.entries(f).map((([e,t])=>`#define ${e} ${t}`)).join("\n")}\n\n const int ARRAY_SIZE = 32;\n const float M_PI = 3.14159265359;\n\n uniform float NaN;\n\n // Texture\n\n vec4\n texelFetch (const in sampler2D sampler, const in int index, const in int lod)\n {\n int x = textureSize (sampler, lod) .x;\n ivec2 p = ivec2 (index % x, index / x);\n vec4 t = texelFetch (sampler, p, lod);\n\n return t;\n }\n\n // Math\n\n // Save normalize, that will not divide by zero.\n vec3\n save_normalize (const in vec3 vector)\n {\n float l = length (vector);\n\n if (l == 0.0)\n return vec3 (0.0);\n\n return vector / l;\n }\n\n // Quaternion\n\n vec4\n Quaternion (const in vec3 fromVector, const in vec3 toVector)\n {\n vec3 from = save_normalize (fromVector);\n vec3 to = save_normalize (toVector);\n\n float cos_angle = dot (from, to);\n vec3 cross_vec = cross (from, to);\n float cross_len = length (cross_vec);\n\n if (cross_len == 0.0)\n {\n if (cos_angle > 0.0)\n {\n return vec4 (0.0, 0.0, 0.0, 1.0);\n }\n else\n {\n vec3 t = cross (from, vec3 (1.0, 0.0, 0.0));\n\n if (dot (t, t) == 0.0)\n t = cross (from, vec3 (0.0, 1.0, 0.0));\n\n t = save_normalize (t);\n\n return vec4 (t, 0.0);\n }\n }\n else\n {\n float s = sqrt (abs (1.0 - cos_angle) * 0.5);\n\n cross_vec = save_normalize (cross_vec);\n\n return vec4 (cross_vec * s, sqrt (abs (1.0 + cos_angle) * 0.5));\n }\n }\n\n vec3\n multVecQuat (const in vec3 v, const in vec4 q)\n {\n float a = q .w * q .w - q .x * q .x - q .y * q .y - q .z * q .z;\n float b = 2.0 * (v .x * q .x + v .y * q .y + v .z * q .z);\n float c = 2.0 * q .w;\n vec3 r = a * v .xyz + b * q .xyz + c * (q .yzx * v .zxy - q .zxy * v .yzx);\n\n return r;\n }\n\n mat3\n Matrix3 (const in vec4 quaternion)\n {\n float x = quaternion .x;\n float y = quaternion .y;\n float z = quaternion .z;\n float w = quaternion .w;\n float A = y * y;\n float B = z * z;\n float C = x * y;\n float D = z * w;\n float E = z * x;\n float F = y * w;\n float G = x * x;\n float H = y * z;\n float I = x * w;\n\n return mat3 (1.0 - 2.0 * (A + B),\n 2.0 * (C + D),\n 2.0 * (E - F),\n 2.0 * (C - D),\n 1.0 - 2.0 * (B + G),\n 2.0 * (H + I),\n 2.0 * (E + F),\n 2.0 * (H - I),\n 1.0 - 2.0 * (A + G));\n }\n\n /* Random number generation */\n\n uint seed = 1u;\n\n void\n srand (const in int value)\n {\n seed = uint (value);\n }\n\n // Return a uniform distributed random floating point number in the interval [0, 1].\n float\n random ()\n {\n seed = seed * 1103515245u + 12345u;\n\n return float (seed) / 4294967295.0;\n }\n\n float\n getRandomValue (const in float min, const in float max)\n {\n return min + random () * (max - min);\n }\n\n float\n getRandomLifetime ()\n {\n float v = particleLifetime * lifetimeVariation;\n float min_ = max (0.0, particleLifetime - v);\n float max_ = particleLifetime + v;\n\n return getRandomValue (min_, max_);\n }\n\n float\n getRandomSpeed ()\n {\n float v = speed * variation;\n float min_ = max (0.0, speed - v);\n float max_ = speed + v;\n\n return getRandomValue (min_, max_);\n }\n\n vec3\n getRandomNormal ()\n {\n float theta = getRandomValue (-M_PI, M_PI);\n float cphi = getRandomValue (-1.0, 1.0);\n float r = sqrt (1.0 - cphi * cphi); // sin (acos (cphi));\n\n return vec3 (sin (theta) * r, cos (theta) * r, cphi);\n }\n\n vec3\n getRandomNormalWithAngle (const in float angle)\n {\n float theta = getRandomValue (-M_PI, M_PI);\n float cphi = getRandomValue (cos (angle), 1.0);\n float r = sqrt (1.0 - cphi * cphi); // sin (acos (cphi));\n\n return vec3 (sin (theta) * r, cos (theta) * r, cphi);\n }\n\n vec3\n getRandomNormalWithDirectionAndAngle (const in vec3 direction, const in float angle)\n {\n vec4 rotation = Quaternion (vec3 (0.0, 0.0, 1.0), direction);\n vec3 normal = getRandomNormalWithAngle (angle);\n\n return multVecQuat (normal, rotation);\n }\n\n vec3\n getRandomSurfaceNormal (const in vec3 direction)\n {\n float theta = getRandomValue (-M_PI, M_PI);\n float cphi = pow (random (), 1.0 / 3.0);\n float r = sqrt (1.0 - cphi * cphi); // sin (acos (cphi));\n vec3 normal = vec3 (sin (theta) * r, cos (theta) * r, cphi);\n vec4 rotation = Quaternion (vec3 (0.0, 0.0, 1.0), direction);\n\n return multVecQuat (normal, rotation);\n }\n\n vec3\n getRandomSphericalVelocity ()\n {\n vec3 normal = getRandomNormal ();\n float speed = getRandomSpeed ();\n\n return normal * speed;\n }\n\n // Algorithms\n\n int\n upperBound (const in sampler2D sampler, in int count, const in float value)\n {\n int first = 0;\n int step = 0;\n\n while (count > 0)\n {\n int index = first;\n\n step = count >> 1;\n\n index += step;\n\n if (value < texelFetch (sampler, index, 0) .x)\n {\n count = step;\n }\n else\n {\n first = ++ index;\n count -= step + 1;\n }\n }\n\n return first;\n }\n\n void\n interpolate (const in sampler2D sampler, const in int count, const in float fraction, out int index0, out int index1, out float weight)\n {\n // Determine index0, index1 and weight.\n\n if (count == 1 || fraction <= texelFetch (sampler, 0, 0) .x)\n {\n index0 = 0;\n index1 = 0;\n weight = 0.0;\n }\n else if (fraction >= texelFetch (sampler, count - 1, 0) .x)\n {\n index0 = count - 2;\n index1 = count - 1;\n weight = 1.0;\n }\n else\n {\n int index = upperBound (sampler, count, fraction);\n\n if (index < count)\n {\n index1 = index;\n index0 = index - 1;\n\n float key0 = texelFetch (sampler, index0, 0) .x;\n float key1 = texelFetch (sampler, index1, 0) .x;\n\n weight = clamp ((fraction - key0) / (key1 - key0), 0.0, 1.0);\n }\n else\n {\n index0 = 0;\n index1 = 0;\n weight = 0.0;\n }\n }\n }\n\n void\n interpolate (const in sampler2D sampler, const in int count, const in float fraction, out int index0)\n {\n // Determine index0.\n\n if (count == 1 || fraction <= texelFetch (sampler, 0, 0) .x)\n {\n index0 = 0;\n }\n else if (fraction >= texelFetch (sampler, count - 1, 0) .x)\n {\n index0 = count - 2;\n }\n else\n {\n int index = upperBound (sampler, count, fraction);\n\n if (index < count)\n index0 = index - 1;\n else\n index0 = 0;\n }\n }\n\n vec3\n getRandomBarycentricCoord ()\n {\n // Random barycentric coordinates.\n\n float u = random ();\n float v = random ();\n\n if (u + v > 1.0)\n {\n u = 1.0 - u;\n v = 1.0 - v;\n }\n\n float t = 1.0 - u - v;\n\n return vec3 (t, u, v);\n }\n\n void\n getRandomPointOnSurface (const in sampler2D surface, const in int verticesIndex, const in int normalsIndex, out vec4 position, out vec3 normal)\n {\n // Determine index0, index1 and weight.\n\n float lastAreaSoFar = texelFetch (surface, verticesIndex - 1, 0) .x;\n float fraction = random () * lastAreaSoFar;\n\n int index0;\n int index1;\n int index2;\n float weight;\n\n interpolate (surface, verticesIndex, fraction, index0, index1, weight);\n\n // Interpolate and return position.\n\n index0 *= 3;\n index1 = index0 + 1;\n index2 = index0 + 2;\n\n vec4 vertex0 = texelFetch (surface, verticesIndex + index0, 0);\n vec4 vertex1 = texelFetch (surface, verticesIndex + index1, 0);\n vec4 vertex2 = texelFetch (surface, verticesIndex + index2, 0);\n\n vec3 normal0 = texelFetch (surface, normalsIndex + index0, 0) .xyz;\n vec3 normal1 = texelFetch (surface, normalsIndex + index1, 0) .xyz;\n vec3 normal2 = texelFetch (surface, normalsIndex + index2, 0) .xyz;\n\n // Random barycentric coordinates.\n\n vec3 r = getRandomBarycentricCoord ();\n\n // Calculate position and direction.\n\n position = r .z * vertex0 + r .x * vertex1 + r .y * vertex2;\n normal = save_normalize (r .z * normal0 + r .x * normal1 + r .y * normal2);\n }\n\n // Functions\n\n ${this.functions.join("\n")}\n\n // Current values\n\n vec4\n getColor (const in float lifetime, const in float elapsedTime)\n {\n if (numColors > 0)\n {\n // Determine index0, index1 and weight.\n\n float fraction = elapsedTime / lifetime;\n\n int index0;\n int index1;\n float weight;\n\n interpolate (colorRamp, numColors, fraction, index0, index1, weight);\n\n // Interpolate and return color.\n\n vec4 color0 = texelFetch (colorRamp, numColors + index0, 0);\n vec4 color1 = texelFetch (colorRamp, numColors + index1, 0);\n\n return mix (color0, color1, weight);\n }\n else\n {\n return vec4 (1.0);\n }\n }\n\n void\n bounce (const in vec4 fromPosition, inout vec4 toPosition, inout vec3 velocity)\n {\n if (boundedHierarchyRoot < 0)\n return;\n\n Line3 line = Line3 (fromPosition .xyz, save_normalize (velocity));\n\n vec4 points [ARRAY_SIZE];\n vec3 normals [ARRAY_SIZE];\n\n int numIntersections = getIntersections (boundedVolume, boundedVerticesIndex, boundedNormalsIndex, boundedHierarchyIndex, boundedHierarchyRoot, line, points, normals);\n\n if (numIntersections == 0)\n return;\n\n Plane3 plane1 = plane3 (line .point, line .direction);\n\n int index = min_index (points, numIntersections, 0.0, plane1);\n\n if (index == -1)\n return;\n\n Plane3 plane2 = plane3 (points [index] .xyz, normals [index]);\n\n if (sign (plane_distance (plane2, fromPosition .xyz)) == sign (plane_distance (plane2, toPosition .xyz)))\n return;\n\n velocity = reflect (velocity, normals [index]);\n toPosition = vec4 (points [index] .xyz + reflect (points [index] .xyz - fromPosition .xyz, normals [index]), 1.0);\n }\n\n int\n getTexCoordIndex0 (const in float lifetime, const in float elapsedTime)\n {\n if (numTexCoords == 0)\n {\n return -1;\n }\n else\n {\n float fraction = elapsedTime / lifetime;\n int index0 = 0;\n\n interpolate (texCoordRamp, numTexCoords, fraction, index0);\n\n return numTexCoords + index0 * texCoordCount;\n }\n }\n\n void\n main ()\n {\n int life = int (input0 [0]);\n float lifetime = input0 [1];\n float elapsedTime = input0 [2] + deltaTime;\n\n srand ((gl_VertexID + randomSeed) * randomSeed);\n\n if (elapsedTime > lifetime)\n {\n // Create new particle or hide particle.\n\n lifetime = getRandomLifetime ();\n elapsedTime = 0.0;\n\n output0 = vec4 (max (life + 1, 1), lifetime, elapsedTime, getTexCoordIndex0 (lifetime, elapsedTime));\n\n if (createParticles)\n {\n output1 = getColor (lifetime, elapsedTime);\n output2 = vec4 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e of Object.keys(this.uniforms))r[e]=t.getUniformLocation(r,e);r.NaN=t.getUniformLocation(r,"NaN"),t.useProgram(r);for(const n of this.samplers){const i=t.getUniformLocation(r,n);t.uniform1i(i,r[n+"TextureUnit"]=e.getTexture2DUnit())}return t.uniform1f(r.NaN,NaN),e.resetTextureUnits(),r},activateTextures(){},createTexture(){const e=this.getBrowser().getContext(),t=e.createTexture();return e.bindTexture(e.TEXTURE_2D,t),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_S,e.CLAMP_TO_EDGE),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_T,e.CLAMP_TO_EDGE),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MAG_FILTER,e.NEAREST),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MIN_FILTER,e.NEAREST),e.texImage2D(e.TEXTURE_2D,0,e.RGBA32F,1,1,0,e.RGBA,e.FLOAT,new Float32Array(4)),t},getTexture2DUnit(e,t,n){const i=t[n];return void 0===i?t[n]=e.getTexture2DUnit():i}}),Object.defineProperties(F,{typeName:{value:"X3DParticleEmitterNode",enumerable:!0},componentName:{value:"ParticleSystems",enumerable:!0}});const 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Y=H;m().set("x_ite/Components/ParticleSystems/ConeEmitter",Y);const W=Y;function Z(e){S.call(this,e),this.addType(_().ExplosionEmitter),this._position.setUnit("length"),this.addUniform("position","uniform vec3 position;"),this.addFunction("vec3 getRandomVelocity ()\n {\n return getRandomSphericalVelocity ();\n }"),this.addFunction("vec4 getRandomPosition ()\n {\n return vec4 (position, 1.0);\n }")}Object.assign(Object.setPrototypeOf(Z.prototype,S.prototype),{initialize(){S.prototype.initialize.call(this),this.getBrowser().getContext().getVersion()<2||(this._position.addInterest("set_position__",this),this.set_position__())},isExplosive:()=>!0,set_position__(){const e=this._position.getValue();this.setUniform("uniform3f","position",e.x,e.y,e.z)}}),Object.defineProperties(Z,{typeName:{value:"ExplosionEmitter",enumerable:!0},componentName:{value:"ParticleSystems",enumerable:!0},containerField:{value:"emitter",enumerable:!0},specificationRange:{value:Object.freeze(["3.2","Infinity"]),enumerable:!0},fieldDefinitions:{value:new(l())([new(s())(_().inputOutput,"metadata",new(o().SFNode)),new(s())(_().inputOutput,"on",new(o().SFBool)(!0)),new(s())(_().inputOutput,"position",new(o().SFVec3f)),new(s())(_().inputOutput,"speed",new(o().SFFloat)),new(s())(_().inputOutput,"variation",new(o().SFFloat)(.25)),new(s())(_().initializeOnly,"mass",new(o().SFFloat)),new(s())(_().initializeOnly,"surfaceArea",new(o().SFFloat))]),enumerable:!0}});const K=Z;m().set("x_ite/Components/ParticleSystems/ExplosionEmitter",K);const Q=K;function $(e){L.call(this,e),this.addType(_().ForcePhysicsModel),this._force.setUnit("force")}Object.assign(Object.setPrototypeOf($.prototype,L.prototype),{addForce:(()=>{const e=new(P())(0,0,0);return function(t,n,i,o){return!!this._enabled.getValue()&&(o.set(e.assign(this._force.getValue()).multiply(i),4*t),o[4*t+3]=0,!0)}})()}),Object.defineProperties($,{typeName:{value:"ForcePhysicsModel",enumerable:!0},componentName:{value:"ParticleSystems",enumerable:!0},containerField:{value:"physics",enumerable:!0},specificationRange:{value:Object.freeze(["3.2","Infinity"]),enumerable:!0},fieldDefinitions:{value:new(l())([new(s())(_().inputOutput,"metadata",new(o().SFNode)),new(s())(_().inputOutput,"enabled",new(o().SFBool)(!0)),new(s())(_().inputOutput,"force",new(o().SFVec3f)(0,-9.8,0))]),enumerable:!0}});const J=$;m().set("x_ite/Components/ParticleSystems/ForcePhysicsModel",J);const ee=J,te=window[Symbol.for("X_ITE.X3D-8.11.1")].require("x_ite/Components/Shape/X3DShapeNode");var ne=n.n(te);const ie=window[Symbol.for("X_ITE.X3D-8.11.1")].require("x_ite/Browser/Rendering/GeometryContext");var oe=n.n(ie);const re=window[Symbol.for("X_ITE.X3D-8.11.1")].require("x_ite/Rendering/VertexArray");var se=n.n(re);const ae=window[Symbol.for("X_ITE.X3D-8.11.1")].require("x_ite/Rendering/TraverseType");var le=n.n(ae);const ce=window[Symbol.for("X_ITE.X3D-8.11.1")].require("x_ite/Browser/Shape/AlphaMode");var de=n.n(ce);const ue=window[Symbol.for("X_ITE.X3D-8.11.1")].require("standard/Math/Numbers/Matrix4");var me=n.n(ue);const he=window[Symbol.for("X_ITE.X3D-8.11.1")].require("standard/Math/Numbers/Matrix3");var pe=n.n(he);const fe=window[Symbol.for("X_ITE.X3D-8.11.1")].require("standard/Math/Geometry/Plane3");var xe=n.n(fe);function _e(e,t){this.array=e,t&&(this.compare=t)}Object.assign(_e.prototype,{compare:(e,t)=>e<t,sort(e,t){t-e>1&&this.quicksort(e,t-1)},quicksort(e,t){let n=e,i=t;const{array:o,compare:r}=this,s=o[e+t>>>1];for(;;){for(;r(o[n],s);)++n;for(;r(s,o[i]);)--i;if(!(n<i)){n===i&&(++n,--i);break}{const e=o[n];o[n]=o[i],o[i]=e,n++,i--}}e<i&&this.quicksort(e,i),n<t&&this.quicksort(n,t)}});const ye=_e;m().set("standard/Math/Algorithms/QuickSort",ye);const ge=ye,ve=new(P())(0,0,0),Te=new(P())(0,0,0),be=new(P())(0,0,0),we={u:0,v:0,t:0},Re=[new(P())(0,0,1),new(P())(0,0,-1),new(P())(0,1,0),new(P())(0,-1,0),new(P())(1,0,0)];function Ie(e,t){this.vertices=e.vertices,this.normals=e.normals,this.triangle=t,this.i4=12*t,this.i3=9*t}function Fe(e,t,n,i){this.min=new(P())(0,0,0),this.max=new(P())(0,0,0),this.planes=[],this.intersection=new(P())(0,0,0);const o=e.vertices,r=this.min,s=this.max,a=n+i;let l=12*t[n];r.set(o[l],o[l+1],o[l+2]),s.assign(r);for(let e=n;e<a;++e)l=12*t[e],ve.set(o[l],o[l+1],o[l+2]),Te.set(o[l+4],o[l+5],o[l+6]),be.set(o[l+8],o[l+9],o[l+10]),r.min(ve,Te,be),s.max(ve,Te,be);for(let e=0;e<5;++e)this.planes[e]=new(xe())(e%2?r:s,Re[e]);if(i>2){e.sorter.compare.axis=this.getLongestAxis(r,s),e.sorter.sort(n,a);var c=i>>>1}else c=1;const d=i-c;this.left=c>1?new Fe(e,t,n,c):new Ie(e,t[n]),this.right=d>1?new Fe(e,t,n+c,d):new Ie(e,t[n+c])}function Ee(e,t){const n=e.length/12;switch(this.vertices=e,this.normals=t,n){case 0:this.root=null;break;case 1:this.root=new Ie(this,0);break;default:{const t=[];for(let e=0;e<n;++e)t.push(e);this.sorter=new ge(t,function(e,t){return function(n,i){return Math.min(e[n+t],e[n+4+t],e[n+8+t])<Math.min(e[i+t],e[i+4+t],e[i+8+t])}}(e,0)),this.root=new Fe(this,t,0,n);break}}}Object.assign(Ie.prototype,{intersectsLine(e,t,n){const i=this.vertices,o=this.normals,r=this.i4,s=this.i3;if(ve.x=i[r],ve.y=i[r+1],ve.z=i[r+2],Te.x=i[r+4],Te.y=i[r+5],Te.z=i[r+6],be.x=i[r+8],be.y=i[r+9],be.z=i[r+10],e.intersectsTriangle(ve,Te,be,we)){const e=we.u,a=we.v,l=1-e-a,c=t.size++;c>=t.length&&t.push(new(P())(0,0,0)),t[c].set(l*i[r]+e*i[r+4]+a*i[r+8],l*i[r+1]+e*i[r+5]+a*i[r+9],l*i[r+2]+e*i[r+6]+a*i[r+10]),n&&(c>=n.length&&n.push(new(P())(0,0,0)),n[c].set(l*o[s]+e*o[s+3]+a*o[s+6],l*o[s+1]+e*o[s+4]+a*o[s+7],l*o[s+2]+e*o[s+5]+a*o[s+8]))}},toArray(e){const t=e.length/4;return e.push(1,3*this.triangle,0,0),t}}),Object.assign(Fe.prototype,{intersectsLine(e,t,n){this.intersectsBBox(e)&&(this.left.intersectsLine(e,t,n),this.right.intersectsLine(e,t,n))},intersectsBBox(e){const t=this.planes,n=this.min,i=this.max,o=n.x,r=i.x,s=n.y,a=i.y,l=n.z,c=i.z,d=this.intersection;return!!(t[0].intersectsLine(e,d)&&d.x>=o&&d.x<=r&&d.y>=s&&d.y<=a)||(!!(t[1].intersectsLine(e,d)&&d.x>=o&&d.x<=r&&d.y>=s&&d.y<=a)||(!!(t[2].intersectsLine(e,d)&&d.x>=o&&d.x<=r&&d.z>=l&&d.z<=c)||(!!(t[3].intersectsLine(e,d)&&d.x>=o&&d.x<=r&&d.z>=l&&d.z<=c)||!!(t[4].intersectsLine(e,d)&&d.y>=s&&d.y<=a&&d.z>=l&&d.z<=c))))},getLongestAxis(e,t){const n=t.x-e.x,i=t.y-e.y,o=t.z-e.z;return n<i?i<o?2:1:n<o?2:0},toArray(e){const t=this.left.toArray(e),n=this.right.toArray(e),i=this.min,o=this.max,r=e.length/4;return e.push(0,t,n,0,i.x,i.y,i.z,0,o.x,o.y,o.z,0),r}}),Object.assign(Ee.prototype,{intersectsLine(e,t,n){return t.size=0,this.root?(this.root.intersectsLine(e,t,n),t.size):0},toArray(e){if(this.root){const t=this.root.toArray(e);e.push(t,0,0,0)}return e}});const Se=Ee;m().set("standard/Math/Utility/BVH",Se);const Ae=Se,Pe=window[Symbol.for("X_ITE.X3D-8.11.1")].require("standard/Time/Time");var Ne=n.n(Pe),Oe=n(355);const Ce=new Float32Array([0,0,0,1]),Ve=new Float32Array([0,0,0,1,1,0,0,1,0,0,-.5,1,0,0,.5,1]),Be=new Float32Array([0,0,0,1,1,0,0,1,1,1,0,1,0,0,0,1,1,1,0,1,0,1,0,1,0,0,1,-.5,-.5,0,1,.5,-.5,0,1,.5,.5,0,1,-.5,-.5,0,1,.5,.5,0,1,-.5,.5,0,1]);function De(e){ne().call(this,e),this.addType(_().ParticleSystem),this._particleSize.setUnit("length"),e.getSpecificationVersion()<=3.3&&(this.addAlias("colorRamp",this._color),this.addAlias("texCoordRamp",this._texCoord));const t=this.getBrowser();this.maxParticles=0,this.numParticles=0,this.forcePhysicsModelNodes=[],this.forces=new Float32Array(4),this.boundedPhysicsModelNodes=[],this.boundedNormals=[],this.boundedVertices=[],this.colorRamp=new Float32Array,this.texCoordRamp=new Float32Array,this.geometryContext=new(oe())({textureCoordinateNode:t.getDefaultTextureCoordinate()}),this.creationTime=0,this.pauseTime=0,this.deltaTime=0,this.particleStride=7*Float32Array.BYTES_PER_ELEMENT*4,this.particleOffsets=Array.from({length:7},((e,t)=>4*Float32Array.BYTES_PER_ELEMENT*t)),this.particleOffset=this.particleOffsets[0],this.colorOffset=this.particleOffsets[1],this.matrixOffset=this.particleOffsets[3],this.texCoordOffset=0}Object.assign(Object.setPrototypeOf(De.prototype,ne().prototype),{initialize(){ne().prototype.initialize.call(this);const e=this.getBrowser(),t=e.getContext();e.getContext().getVersion()<2||(this.getLive().addInterest("set_live__",this),this._enabled.addInterest("set_enabled__",this),this._createParticles.addInterest("set_createParticles__",this),this._geometryType.addInterest("set_geometryType__",this),this._geometryType.addInterest("set_texCoord__",this),this._maxParticles.addInterest("set_enabled__",this),this._particleLifetime.addInterest("set_particleLifetime__",this),this._lifetimeVariation.addInterest("set_lifetimeVariation__",this),this._emitter.addInterest("set_emitter__",this),this._physics.addInterest("set_physics__",this),this._colorKey.addInterest("set_color__",this),this._color.addInterest("set_colorRamp__",this),this._texCoordKey.addInterest("set_texCoord__",this),this._texCoord.addInterest("set_texCoordRamp__",this),this.inputParticles=this.createBuffer(),this.outputParticles=this.createBuffer(),this.inputParticles.vertexArrayObject=new(se())(t),this.outputParticles.vertexArrayObject=new(se())(t),this.forcesTexture=this.createTexture(),this.boundedTexture=this.createTexture(),this.colorRampTexture=this.createTexture(),this.texCoordRampTexture=this.createTexture(),this.geometryBuffer=this.createBuffer(),this.texCoordBuffers=new Array(e.getMaxTextures()).fill(this.geometryBuffer),this.set_emitter__(),this.set_enabled__(),this.set_geometryType__(),this.set_createParticles__(),this.set_particleLifetime__(),this.set_lifetimeVariation__(),this.set_physics__(),this.set_colorRamp__(),this.set_texCoordRamp__())},getShapeKey(){return this.numTexCoords?2:1},getGeometryContext(){return this.geometryType===f.GEOMETRY?this.getGeometry():this.geometryContext},set_bbox__(){this._bboxSize.getValue().equals(this.getDefaultBBoxSize())?this.bbox.set():this.bbox.set(this._bboxSize.getValue(),this._bboxCenter.getValue()),this.bboxSize.assign(this.bbox.size),this.bboxCenter.assign(this.bbox.center)},set_transparent__(){if(this.getAppearance().getAlphaMode()===de().AUTO)if(this.geometryType===f.POINT)this.setTransparent(!0);else this.setTransparent(!!(this.getAppearance().isTransparent()||this.colorRampNode?.isTransparent()||this.geometryType===f.GEOMETRY&&this.geometryNode?.isTransparent()));else this.setTransparent(this.getAppearance().isTransparent())},set_live__(){this.getLive().getValue()?this._isActive.getValue()&&this._maxParticles.getValue()&&(this.getBrowser().sensorEvents().addInterest("animateParticles",this),this.pauseTime&&(this.creationTime+=Ne().now()/1e3-this.pauseTime,this.pauseTime=0)):this._isActive.getValue()&&this._maxParticles.getValue()&&(this.getBrowser().sensorEvents().removeInterest("animateParticles",this),0===this.pauseTime&&(this.pauseTime=Ne().now()/1e3))},set_enabled__(){this._enabled.getValue()&&this._maxParticles.getValue()?this._isActive.getValue()||(this.getLive().getValue()?(this.getBrowser().sensorEvents().addInterest("animateParticles",this),this.pauseTime=0):this.pauseTime=Ne().now()/1e3,this._isActive=!0,delete this.traverse):this._isActive.getValue()&&(this.getLive().getValue()&&this.getBrowser().sensorEvents().removeInterest("animateParticles",this),this._isActive=!1,this.numParticles=0,this.traverse=Function.prototype),this.set_maxParticles__()},set_createParticles__(){this.createParticles=this._createParticles.getValue()},set_geometryType__(){const e=this.getBrowser().getContext();switch(this.geometryType=Oe.enum(f,this._geometryType.getValue(),f.QUAD),this.geometryType){case f.POINT:this.geometryContext.geometryType=0,this.geometryContext.hasNormals=!1,this.texCoordCount=0,this.vertexCount=1,this.hasNormals=!1,this.verticesOffset=0,this.primitiveMode=e.POINTS,e.bindBuffer(e.ARRAY_BUFFER,this.geometryBuffer),e.bufferData(e.ARRAY_BUFFER,Ce,e.DYNAMIC_DRAW);break;case f.LINE:this.geometryContext.geometryType=1,this.geometryContext.hasNormals=!1,this.texCoordCount=2,this.vertexCount=2,this.hasNormals=!1,this.texCoordsOffset=0,this.verticesOffset=8*Float32Array.BYTES_PER_ELEMENT,this.primitiveMode=e.LINES,e.bindBuffer(e.ARRAY_BUFFER,this.geometryBuffer),e.bufferData(e.ARRAY_BUFFER,Ve,e.DYNAMIC_DRAW);break;case f.TRIANGLE:case f.QUAD:case f.SPRITE:this.geometryContext.geometryType=2,this.geometryContext.hasNormals=!0,this.texCoordCount=4,this.vertexCount=6,this.hasNormals=!0,this.texCoordsOffset=0,this.normalOffset=24*Float32Array.BYTES_PER_ELEMENT,this.verticesOffset=27*Float32Array.BYTES_PER_ELEMENT,this.primitiveMode=e.TRIANGLES,e.bindBuffer(e.ARRAY_BUFFER,this.geometryBuffer),e.bufferData(e.ARRAY_BUFFER,Be,e.DYNAMIC_DRAW);break;case f.GEOMETRY:this.texCoordCount=0}this.geometryContext.updateGeometryKey(),this.updateVertexArrays(),this.set_transparent__()},set_maxParticles__(){const e=this.numParticles,t=Math.max(0,this._maxParticles.getValue());this.maxParticles=t,this.numParticles=Math.min(e,t),this.emitterNode.isExplosive()||(this.creationTime=Ne().now()/1e3),this.resizeBuffers(e),this.updateVertexArrays()},set_particleLifetime__(){this.particleLifetime=this._particleLifetime.getValue()},set_lifetimeVariation__(){this.lifetimeVariation=this._lifetimeVariation.getValue()},set_emitter__(){this.emitterNode=j()(_().X3DParticleEmitterNode,this._emitter),this.emitterNode||(this.emitterNode=this.getBrowser().getDefaultEmitter()),this.createParticles=this._createParticles.getValue()},set_physics__(){const e=this._physics.getValue(),t=this.forcePhysicsModelNodes,n=this.boundedPhysicsModelNodes;for(let e=0,t=n.length;e<t;++e)n[e].removeInterest("set_boundedPhysics__",this);t.length=0,n.length=0;for(let i=0,o=e.length;i<o;++i)try{const o=e[i].getValue().getInnerNode(),r=o.getType();for(let e=r.length-1;e>=0;--e){switch(r[e]){case _().ForcePhysicsModel:case _().WindPhysicsModel:t.push(o);break;case _().BoundedPhysicsModel:o.addInterest("set_boundedPhysics__",this),n.push(o);break;default:continue}break}}catch{}this.set_boundedPhysics__()},set_boundedPhysics__(){const e=this.getBrowser().getContext(),t=this.boundedPhysicsModelNodes,n=this.boundedNormals,i=this.boundedVertices;n.length=0,i.length=0;for(let e=0,o=t.length;e<o;++e)t[e].addGeometry(n,i);const o=new Ae(i,n).toArray([]),r=i.length/4,s=n.length/3,a=o.length/4,l=Math.ceil(Math.sqrt(r+s+a)),c=new Float32Array(l*l*4);this.boundedVerticesIndex=0,this.boundedNormalsIndex=r,this.boundedHierarchyIndex=this.boundedNormalsIndex+s,this.boundedHierarchyRoot=this.boundedHierarchyIndex+a-1,c.set(i);for(let e=4*this.boundedNormalsIndex,t=0,i=n.length;t<i;e+=4,t+=3)c[e+0]=n[t+0],c[e+1]=n[t+1],c[e+2]=n[t+2];c.set(o,4*this.boundedHierarchyIndex),l&&(e.bindTexture(e.TEXTURE_2D,this.boundedTexture),e.texImage2D(e.TEXTURE_2D,0,e.RGBA32F,l,l,0,e.RGBA,e.FLOAT,c))},set_colorRamp__(){this.colorRampNode&&this.colorRampNode.removeInterest("set_color__",this),this.colorRampNode=j()(_().X3DColorNode,this._color),this.colorRampNode&&this.colorRampNode.addInterest("set_color__",this),this.set_color__(),this.set_transparent__()},set_color__(){const e=this.getBrowser().getContext(),t=this._colorKey,n=t.length,i=Math.ceil(Math.sqrt(2*n));let o=this.colorRamp;i*i*4>o.length&&(o=this.colorRamp=new Float32Array(i*i*4));for(let e=0;e<n;++e)o[4*e]=t[e];this.colorRampNode?o.set(this.colorRampNode.addColors([],n).slice(0,4*n),4*n):o.fill(1,4*n),i&&(e.bindTexture(e.TEXTURE_2D,this.colorRampTexture),e.texImage2D(e.TEXTURE_2D,0,e.RGBA32F,i,i,0,e.RGBA,e.FLOAT,o)),this.numColors=n,this.geometryContext.colorMaterial=!(!n||!this.colorRampNode),this.geometryContext.updateGeometryKey(),this.updateVertexArrays()},set_texCoordRamp__(){this.texCoordRampNode&&this.texCoordRampNode.removeInterest("set_texCoord__",this),this.texCoordRampNode=j()(_().X3DTextureCoordinateNode,this._texCoord),this.texCoordRampNode&&this.texCoordRampNode.addInterest("set_texCoord__",this),this.set_texCoord__()},set_texCoord__(){const e=this.getBrowser().getContext(),t=this._texCoordKey,n=t.length,i=Math.ceil(Math.sqrt(n+n*this.texCoordCount));let o=this.texCoordRamp;i*i*4>o.length?o=this.texCoordRamp=new Float32Array(i*i*4):o.fill(0);for(let e=0;e<n;++e)o[4*e]=t[e];this.texCoordRampNode&&o.set(this.texCoordRampNode.getPoints([]).slice(0,n*this.texCoordCount*4),4*n),i&&(e.bindTexture(e.TEXTURE_2D,this.texCoordRampTexture),e.texImage2D(e.TEXTURE_2D,0,e.RGBA32F,i,i,0,e.RGBA,e.FLOAT,o)),this.numTexCoords=this.texCoordRampNode?n:0,this.updateVertexArrays()},updateVertexArrays(){this.inputParticles.vertexArrayObject.update(),this.outputParticles.vertexArrayObject.update()},createTexture(){const e=this.getBrowser().getContext(),t=e.createTexture();return e.bindTexture(e.TEXTURE_2D,t),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_S,e.CLAMP_TO_EDGE),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_T,e.CLAMP_TO_EDGE),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MAG_FILTER,e.NEAREST),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MIN_FILTER,e.NEAREST),e.texImage2D(e.TEXTURE_2D,0,e.RGBA32F,1,1,0,e.RGBA,e.FLOAT,new Float32Array(4)),t},createBuffer(){const e=this.getBrowser().getContext(),t=e.createBuffer();return e.bindBuffer(e.ARRAY_BUFFER,t),e.bufferData(e.ARRAY_BUFFER,new Uint32Array,e.DYNAMIC_DRAW),t},resizeBuffers(e){const t=this.getBrowser().getContext(),n=this.maxParticles,i=this.particleStride,o=Object.assign(t.createBuffer(),this.outputParticles),r=new Uint8Array(n*i);t.bindBuffer(t.ARRAY_BUFFER,this.inputParticles),t.bufferData(t.ARRAY_BUFFER,r,t.DYNAMIC_DRAW),t.bindBuffer(t.COPY_READ_BUFFER,this.outputParticles),t.bindBuffer(t.ARRAY_BUFFER,o),t.bufferData(t.ARRAY_BUFFER,r,t.DYNAMIC_DRAW),t.copyBufferSubData(t.COPY_READ_BUFFER,t.ARRAY_BUFFER,0,0,Math.min(n*i,e*i)),t.deleteBuffer(this.outputParticles),this.outputParticles=o},animateParticles(){const e=this.getBrowser(),t=e.getContext(),n=this.emitterNode,i=1/Math.max(10,this.getBrowser().getCurrentFrameRate());let o=this.deltaTime=(14*this.deltaTime+i)/15;if(n.isExplosive()){const e=Ne().now()/1e3,t=this.particleLifetime+this.particleLifetime*this.lifetimeVariation;e-this.creationTime>t?(this.creationTime=e,this.numParticles=this.maxParticles,this.createParticles=this._createParticles.getValue(),o=Number.POSITIVE_INFINITY):this.createParticles=!1}else if(this.numParticles<this.maxParticles){const e=Ne().now()/1e3,t=Math.max(0,Math.floor((e-this.creationTime)*this.maxParticles/this.particleLifetime));t&&(this.creationTime=e),this.numParticles=Math.min(this.maxParticles,this.numParticles+t)}if(n.getMass()){const e=this.forcePhysicsModelNodes;let i=e.length,r=this.forces,s=o/n.getMass();4*i>r.length&&(r=this.forces=new Float32Array(4*i));let a=0;for(let t=0;t<i;++t)a+=!e[t].addForce(t-a,n,s,r);this.numForces=i-=a,i&&(t.bindTexture(t.TEXTURE_2D,this.forcesTexture),t.texImage2D(t.TEXTURE_2D,0,t.RGBA32F,i,1,0,t.RGBA,t.FLOAT,r))}else this.numForces=0;const 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f.QUAD:case f.TRIANGLE:{const n=me().prototype.determinant3.call(t.modelViewMatrix)>0;e.frontFace(n?e.CCW:e.CW),e.enable(e.CULL_FACE)}default:{const n=this.getBrowser(),i=this.getAppearance(),o=i.getShader(this.geometryContext,t),r=n.getPrimitiveMode(this.primitiveMode),s=i.getBlendMode();if(s?.enable(e),o.enable(e),o.setUniforms(e,this.geometryContext,t),this.numTexCoords){const t=n.getTexture2DUnit();e.activeTexture(e.TEXTURE0+t),e.bindTexture(e.TEXTURE_2D,this.texCoordRampTexture),e.uniform1i(o.x3d_TexCoordRamp,t)}const a=this.outputParticles;if(a.vertexArrayObject.enable(o)){const t=this.particleStride;o.enableParticleAttribute(e,a,t,this.particleOffset,1),o.enableParticleMatrixAttribute(e,a,t,this.matrixOffset,1),this.geometryContext.colorMaterial&&(o.enableColorAttribute(e,a,t,this.colorOffset),o.colorAttributeDivisor(e,1)),this.texCoordCount&&o.enableTexCoordAttribute(e,this.texCoordBuffers,0,this.texCoordOffset),this.hasNormals&&(o.enableNormalAttribute(e,this.geometryBuffer,0,this.normalOffset),o.normalAttributeDivisor(e,this.maxParticles)),o.enableVertexAttribute(e,this.geometryBuffer,0,this.verticesOffset)}e.drawArraysInstanced(r,0,this.vertexCount,this.numParticles),s?.disable(e);break}}},getScreenAlignedRotation:(()=>{const e=new(me()),t=new(P())(0,0,0),n=new(P())(0,0,0),i=new(P())(0,0,0),o=new(pe())(9);return function(r){e.assign(r).inverse(),e.multDirMatrix(t.assign(P().zAxis)),e.multDirMatrix(n.assign(P().yAxis));const s=n.cross(t);i.assign(t).cross(s);const a=t;return s.normalize(),i.normalize(),a.normalize(),o.set(s.x,s.y,s.z,i.x,i.y,i.z,a.x,a.y,a.z),o}})()}),Object.defineProperties(De,{typeName:{value:"ParticleSystem",enumerable:!0},componentName:{value:"ParticleSystems",enumerable:!0},containerField:{value:"children",enumerable:!0},specificationRange:{value:Object.freeze(["3.2","Infinity"]),enumerable:!0},fieldDefinitions:{value:new(l())([new(s())(_().inputOutput,"metadata",new(o().SFNode)),new(s())(_().inputOutput,"enabled",new(o().SFBool)(!0)),new(s())(_().inputOutput,"createParticles",new(o().SFBool)(!0)),new(s())(_().initializeOnly,"geometryType",new(o().SFString)("QUAD")),new(s())(_().inputOutput,"maxParticles",new(o().SFInt32)(200)),new(s())(_().inputOutput,"particleLifetime",new(o().SFFloat)(5)),new(s())(_().inputOutput,"lifetimeVariation",new(o().SFFloat)(.25)),new(s())(_().inputOutput,"particleSize",new(o().SFVec2f)(.02,.02)),new(s())(_().initializeOnly,"emitter",new(o().SFNode)),new(s())(_().initializeOnly,"physics",new(o().MFNode)),new(s())(_().initializeOnly,"colorKey",new(o().MFFloat)),new(s())(_().initializeOnly,"color",new(o().SFNode)),new(s())(_().initializeOnly,"texCoordKey",new(o().MFFloat)),new(s())(_().initializeOnly,"texCoord",new(o().SFNode)),new(s())(_().outputOnly,"isActive",new(o().SFBool)),new(s())(_().inputOutput,"visible",new(o().SFBool)(!0)),new(s())(_().inputOutput,"castShadow",new(o().SFBool)(!0)),new(s())(_().inputOutput,"bboxDisplay",new(o().SFBool)),new(s())(_().initializeOnly,"bboxSize",new(o().SFVec3f)(-1,-1,-1)),new(s())(_().initializeOnly,"bboxCenter",new(o().SFVec3f)),new(s())(_().inputOutput,"appearance",new(o().SFNode)),new(s())(_().inputOutput,"geometry",new(o().SFNode))]),enumerable:!0}});const ze=De;m().set("x_ite/Components/ParticleSystems/ParticleSystem",ze);const Ue=ze,Me=window[Symbol.for("X_ITE.X3D-8.11.1")].require("x_ite/Components/Rendering/IndexedLineSet");var Le=n.n(Me);function Xe(e){S.call(this,e),this.addType(_().PolylineEmitter),this.polylinesNode=new(Le())(e),this.polylinesArray=new Float32Array,this.addSampler("polylines"),this.addUniform("direction","uniform vec3 direction;"),this.addUniform("verticesIndex","uniform int verticesIndex;"),this.addUniform("polylines","uniform sampler2D polylines;"),this.addFunction("vec3 getRandomVelocity ()\n {\n if (direction == vec3 (0.0))\n return getRandomSphericalVelocity ();\n\n else\n return direction * getRandomSpeed ();\n }"),this.addFunction("vec4 getRandomPosition ()\n {\n if (verticesIndex < 0)\n {\n return vec4 (NaN);\n }\n else\n {\n // Determine index0, index1 and weight.\n\n float lastLengthSoFar = texelFetch (polylines, verticesIndex - 1, 0) .x;\n float fraction = random () * lastLengthSoFar;\n\n int index0 = 0;\n int index1 = 0;\n float weight = 0.0;\n\n interpolate (polylines, verticesIndex, fraction, index0, index1, weight);\n\n // Interpolate and return position.\n\n index0 *= 2;\n index1 = index0 + 1;\n\n vec4 vertex0 = texelFetch (polylines, verticesIndex + index0, 0);\n vec4 vertex1 = texelFetch (polylines, verticesIndex + index1, 0);\n\n return mix (vertex0, vertex1, weight);\n }\n }")}Object.assign(Object.setPrototypeOf(Xe.prototype,S.prototype),{initialize(){S.prototype.initialize.call(this);this.getBrowser().getContext().getVersion()<2||(this.polylinesTexture=this.createTexture(),this._direction.addInterest("set_direction__",this),this._coordIndex.addFieldInterest(this.polylinesNode._coordIndex),this._coord.addFieldInterest(this.polylinesNode._coord),this.polylinesNode._coordIndex=this._coordIndex,this.polylinesNode._coord=this._coord,this.polylinesNode._rebuild.addInterest("set_polyline",this),this.polylinesNode.setPrivate(!0),this.polylinesNode.setup(),this.set_direction__(),this.set_polyline())},set_direction__:(()=>{const e=new(P())(0,0,0);return function(){e.assign(this._direction.getValue()).normalize(),this.setUniform("uniform3f","direction",e.x,e.y,e.z)}})(),set_polyline:(()=>{const e=new(P())(0,0,0),t=new(P())(0,0,0);return function(){const n=this.getBrowser().getContext(),i=this.polylinesNode.getVertices().getValue(),o=i.length/4,r=o/2+1,s=Math.ceil(Math.sqrt(r+o)),a=r;let l=this.polylinesArray;l.length<s*s*4&&(l=this.polylinesArray=new Float32Array(s*s*4));let c=0;for(let n=0,o=i.length;n<o;n+=8)e.set(i[n],i[n+1],i[n+2]),t.set(i[n+4],i[n+5],i[n+6]),l[n/2+4]=c+=t.subtract(e).magnitude();l.set(i,4*a),this.setUniform("uniform1i","verticesIndex",o?a:-1),s&&(n.bindTexture(n.TEXTURE_2D,this.polylinesTexture),n.texImage2D(n.TEXTURE_2D,0,n.RGBA32F,s,s,0,n.RGBA,n.FLOAT,l))}})(),activateTextures(e,t){e.activeTexture(e.TEXTURE0+t.polylinesTextureUnit),e.bindTexture(e.TEXTURE_2D,this.polylinesTexture)}}),Object.defineProperties(Xe,{typeName:{value:"PolylineEmitter",enumerable:!0},componentName:{value:"ParticleSystems",enumerable:!0},containerField:{value:"emitter",enumerable:!0},specificationRange:{value:Object.freeze(["3.2","Infinity"]),enumerable:!0},fieldDefinitions:{value:new(l())([new(s())(_().inputOutput,"metadata",new(o().SFNode)),new(s())(_().inputOutput,"on",new(o().SFBool)(!0)),new(s())(_().inputOutput,"direction",new(o().SFVec3f)(0,1,0)),new(s())(_().inputOutput,"speed",new(o().SFFloat)),new(s())(_().inputOutput,"variation",new(o().SFFloat)(.25)),new(s())(_().initializeOnly,"mass",new(o().SFFloat)),new(s())(_().initializeOnly,"surfaceArea",new(o().SFFloat)),new(s())(_().inputOutput,"coordIndex",new(o().MFInt32)(-1)),new(s())(_().inputOutput,"coord",new(o().SFNode))]),enumerable:!0}});const je=Xe;m().set("x_ite/Components/ParticleSystems/PolylineEmitter",je);const qe=je,ke=window[Symbol.for("X_ITE.X3D-8.11.1")].require("standard/Math/Geometry/Triangle3");var Ge=n.n(ke);function He(e){S.call(this,e),this.addType(_().SurfaceEmitter),this.surfaceNode=null,this.surfaceArray=new Float32Array,this.addSampler("surface"),this.addUniform("solid","uniform bool solid;"),this.addUniform("verticesIndex","uniform int verticesIndex;"),this.addUniform("normalsIndex","uniform int normalsIndex;"),this.addUniform("surface","uniform sampler2D surface;"),this.addFunction("vec4 position; vec3 getRandomVelocity ()\n {\n if (verticesIndex < 0)\n {\n return vec3 (0.0);\n }\n else\n {\n vec3 normal;\n\n getRandomPointOnSurface (surface, verticesIndex, normalsIndex, position, normal);\n\n if (solid == false && random () > 0.5)\n normal = -normal;\n\n return normal * getRandomSpeed ();\n }\n }"),this.addFunction("vec4 getRandomPosition ()\n {\n return verticesIndex < 0 ? vec4 (NaN) : position;\n }")}Object.assign(Object.setPrototypeOf(He.prototype,S.prototype),{initialize(){S.prototype.initialize.call(this);this.getBrowser().getContext().getVersion()<2||(this.surfaceTexture=this.createTexture(),this._surface.addInterest("set_surface__",this),this.set_surface__())},set_surface__(){this.surfaceNode&&(this.surfaceNode._solid.removeInterest("set_solid__",this),this.surfaceNode._rebuild.removeInterest("set_geometry__",this)),this.surfaceNode=j()(_().X3DGeometryNode,this._surface),this.surfaceNode&&(this.surfaceNode._solid.addInterest("set_solid__",this),this.surfaceNode._rebuild.addInterest("set_geometry__",this)),this.set_solid__(),this.set_geometry__()},set_solid__(){this.surfaceNode&&this.setUniform("uniform1i","solid",this.surfaceNode._solid.getValue())},set_geometry__:(()=>{const e=new(P())(0,0,0),t=new(P())(0,0,0),n=new(P())(0,0,0);return function(){const i=this.getBrowser().getContext();if(this.surfaceNode){const o=this.surfaceNode.getVertices().getValue(),r=this.surfaceNode.getNormals().getValue(),s=o.length/4,a=s/3+1,l=Math.ceil(Math.sqrt(a+s+s)),c=a,d=c+s;let u=this.surfaceArray;u.length<l*l*4&&(u=this.surfaceArray=new Float32Array(l*l*4));let m=0;for(let i=0,r=o.length;i<r;i+=12)e.set(o[i],o[i+1],o[i+2]),t.set(o[i+4],o[i+5],o[i+6]),n.set(o[i+8],o[i+9],o[i+10]),u[i/3+4]=m+=Ge().area(e,t,n);u.set(o,4*c);for(let e=4*d,t=0,n=r.length;t<n;e+=4,t+=3)u[e+0]=r[t+0],u[e+1]=r[t+1],u[e+2]=r[t+2];this.setUniform("uniform1i","verticesIndex",s?c:-1),this.setUniform("uniform1i","normalsIndex",s?d:-1),l&&(i.bindTexture(i.TEXTURE_2D,this.surfaceTexture),i.texImage2D(i.TEXTURE_2D,0,i.RGBA32F,l,l,0,i.RGBA,i.FLOAT,u))}else this.setUniform("uniform1i","verticesIndex",-1),this.setUniform("uniform1i","normalsIndex",-1)}})(),activateTextures(e,t){e.activeTexture(e.TEXTURE0+t.surfaceTextureUnit),e.bindTexture(e.TEXTURE_2D,this.surfaceTexture)}}),Object.defineProperties(He,{typeName:{value:"SurfaceEmitter",enumerable:!0},componentName:{value:"ParticleSystems",enumerable:!0},containerField:{value:"emitter",enumerable:!0},specificationRange:{value:Object.freeze(["3.2","Infinity"]),enumerable:!0},fieldDefinitions:{value:new(l())([new(s())(_().inputOutput,"metadata",new(o().SFNode)),new(s())(_().inputOutput,"on",new(o().SFBool)(!0)),new(s())(_().inputOutput,"speed",new(o().SFFloat)),new(s())(_().inputOutput,"variation",new(o().SFFloat)(.25)),new(s())(_().initializeOnly,"mass",new(o().SFFloat)),new(s())(_().initializeOnly,"surfaceArea",new(o().SFFloat)),new(s())(_().initializeOnly,"surface",new(o().SFNode))]),enumerable:!0}});const Ye=He;m().set("x_ite/Components/ParticleSystems/SurfaceEmitter",Ye);const We=Ye,Ze=window[Symbol.for("X_ITE.X3D-8.11.1")].require("x_ite/Components/Geometry3D/IndexedFaceSet");var Ke=n.n(Ze);function Qe(e){S.call(this,e),this.addType(_().VolumeEmitter),this.volumeNode=new(Ke())(e),this.volumeArray=new Float32Array,this.addSampler("volume"),this.addUniform("direction","uniform vec3 direction;"),this.addUniform("verticesIndex","uniform int verticesIndex;"),this.addUniform("normalsIndex","uniform int normalsIndex;"),this.addUniform("hierarchyIndex","uniform int hierarchyIndex;"),this.addUniform("hierarchyRoot","uniform int hierarchyRoot;"),this.addUniform("volume","uniform sampler2D volume;"),this.addFunction("vec3 getRandomVelocity ()\n {\n if (hierarchyRoot < 0)\n {\n return vec3 (0.0);\n }\n else\n {\n if (direction == vec3 (0.0))\n return getRandomSphericalVelocity ();\n\n else\n return direction * getRandomSpeed ();\n }\n }"),this.addFunction("vec4 getRandomPosition ()\n {\n if (hierarchyRoot < 0)\n {\n return vec4 (NaN);\n }\n else\n {\n vec4 point;\n vec3 normal;\n\n getRandomPointOnSurface (volume, verticesIndex, normalsIndex, point, normal);\n\n Line3 line = Line3 (point .xyz, getRandomSurfaceNormal (normal));\n\n vec4 points [ARRAY_SIZE];\n\n int numIntersections = getIntersections (volume, verticesIndex, hierarchyIndex, hierarchyRoot, line, points);\n\n numIntersections -= numIntersections % 2; // We need an even count of intersections.\n\n switch (numIntersections)\n {\n case 0:\n return vec4 (0.0);\n case 2:\n break;\n default:\n sort (points, numIntersections, plane3 (line .point, line .direction));\n break;\n }\n\n int index = int (fract (random ()) * float (numIntersections / 2)) * 2; // Select random intersection.\n\n return mix (points [index], points [index + 1], random ());\n }\n }")}Object.assign(Object.setPrototypeOf(Qe.prototype,S.prototype),{initialize(){S.prototype.initialize.call(this);this.getBrowser().getContext().getVersion()<2||(this.volumeTexture=this.createTexture(),this._set_coordIndex.addFieldInterest(this._coordIndex),this._direction.addInterest("set_direction__",this),this._coordIndex.addFieldInterest(this.volumeNode._coordIndex),this._coord.addFieldInterest(this.volumeNode._coord),this.volumeNode._creaseAngle=Math.PI,this.volumeNode._convex=!1,this.volumeNode._coordIndex=this._coordIndex,this.volumeNode._coord=this._coord,this.volumeNode._rebuild.addInterest("set_geometry__",this),this.volumeNode.setPrivate(!0),this.volumeNode.setup(),this.set_direction__(),this.set_geometry__())},set_direction__:(()=>{const e=new(P())(0,0,0);return function(){e.assign(this._direction.getValue()).normalize(),this.setUniform("uniform3f","direction",e.x,e.y,e.z)}})(),set_geometry__:(()=>{const e=new(P())(0,0,0),t=new(P())(0,0,0),n=new(P())(0,0,0);return function(){const i=this.getBrowser().getContext(),o=this.volumeNode.getVertices().getValue(),r=this.volumeNode.getNormals().getValue(),s=new Ae(o,r).toArray([]),a=o.length/4,l=r.length/3,c=a/3+1,d=s.length/4,u=Math.ceil(Math.sqrt(c+a+a+d)),m=c,h=m+a,p=h+l;let f=this.volumeArray;f.length<u*u*4&&(f=this.volumeArray=new Float32Array(u*u*4));let x=0;for(let i=0,r=o.length;i<r;i+=12)e.set(o[i],o[i+1],o[i+2]),t.set(o[i+4],o[i+5],o[i+6]),n.set(o[i+8],o[i+9],o[i+10]),f[i/3+4]=x+=Ge().area(e,t,n);f.set(o,4*m);for(let e=4*h,t=0,n=r.length;t<n;e+=4,t+=3)f[e+0]=r[t+0],f[e+1]=r[t+1],f[e+2]=r[t+2];f.set(s,4*p),this.setUniform("uniform1i","verticesIndex",m),this.setUniform("uniform1i","normalsIndex",h),this.setUniform("uniform1i","hierarchyIndex",p),this.setUniform("uniform1i","hierarchyRoot",p+d-1),u&&(i.bindTexture(i.TEXTURE_2D,this.volumeTexture),i.texImage2D(i.TEXTURE_2D,0,i.RGBA32F,u,u,0,i.RGBA,i.FLOAT,f))}})(),activateTextures(e,t){e.activeTexture(e.TEXTURE0+t.volumeTextureUnit),e.bindTexture(e.TEXTURE_2D,this.volumeTexture)}}),Object.defineProperties(Qe,{typeName:{value:"VolumeEmitter",enumerable:!0},componentName:{value:"ParticleSystems",enumerable:!0},containerField:{value:"emitter",enumerable:!0},specificationRange:{value:Object.freeze(["3.2","Infinity"]),enumerable:!0},fieldDefinitions:{value:new(l())([new(s())(_().inputOutput,"metadata",new(o().SFNode)),new(s())(_().inputOnly,"set_coordIndex",new(o().MFInt32)),new(s())(_().inputOutput,"on",new(o().SFBool)(!0)),new(s())(_().initializeOnly,"internal",new(o().SFBool)(!0)),new(s())(_().inputOutput,"direction",new(o().SFVec3f)(0,1,0)),new(s())(_().inputOutput,"speed",new(o().SFFloat)),new(s())(_().inputOutput,"variation",new(o().SFFloat)(.25)),new(s())(_().initializeOnly,"mass",new(o().SFFloat)),new(s())(_().initializeOnly,"surfaceArea",new(o().SFFloat)),new(s())(_().initializeOnly,"coordIndex",new(o().MFInt32)(-1)),new(s())(_().inputOutput,"coord",new(o().SFNode))]),enumerable:!0}});const $e=Qe;m().set("x_ite/Components/ParticleSystems/VolumeEmitter",$e);const Je=$e,et=window[Symbol.for("X_ITE.X3D-8.11.1")].require("standard/Math/Algorithm");var tt=n.n(et);function nt(e){L.call(this,e),this.addType(_().WindPhysicsModel),this._speed.setUnit("speed")}Object.assign(Object.setPrototypeOf(nt.prototype,L.prototype),{getRandomSpeed(e){const t=Math.max(0,this._speed.getValue()),n=t*Math.max(0,this._gustiness.getValue());return e.getRandomValue(Math.max(0,t-n),t+n)},addForce:(()=>{const e=new(P())(0,0,0);return function(t,n,i,o){if(this._enabled.getValue()){const r=n._surfaceArea.getValue(),s=this.getRandomSpeed(n),a=.64615*Math.pow(10,2*Math.log(s));return this._direction.getValue().equals(P().Zero)?n.getRandomNormal(e):e.assign(this._direction.getValue()).normalize(),o.set(e.multiply(r*a*i),4*t),o[4*t+3]=Math.PI*tt().clamp(this._turbulence.getValue(),0,1),!0}return!1}})()}),Object.defineProperties(nt,{typeName:{value:"WindPhysicsModel",enumerable:!0},componentName:{value:"ParticleSystems",enumerable:!0},containerField:{value:"physics",enumerable:!0},specificationRange:{value:Object.freeze(["3.2","Infinity"]),enumerable:!0},fieldDefinitions:{value:new(l())([new(s())(_().inputOutput,"metadata",new(o().SFNode)),new(s())(_().inputOutput,"enabled",new(o().SFBool)(!0)),new(s())(_().inputOutput,"direction",new(o().SFVec3f)),new(s())(_().inputOutput,"speed",new(o().SFFloat)(.1)),new(s())(_().inputOutput,"gustiness",new(o().SFFloat)(.1)),new(s())(_().inputOutput,"turbulence",new(o().SFFloat))]),enumerable:!0}});const it=nt;m().set("x_ite/Components/ParticleSystems/WindPhysicsModel",it);const ot=it;t().add({name:"ParticleSystems",concreteNodes:[G,W,Q,ee,Ue,C,qe,We,Je,ot],abstractNodes:[S,L],browserContext:z});const rt=void 0;m().set("assets/components/ParticleSystems",rt)})()})();
1
+ /* X_ITE v8.11.3 */(()=>{"use strict";var e={355:e=>{e.exports=window[Symbol.for("X_ITE.X3D-8.11.3")].require("lib/jquery")}},t={};function n(i){var o=t[i];if(void 0!==o)return o.exports;var r=t[i]={exports:{}};return e[i](r,r.exports,n),r.exports}n.n=e=>{var t=e&&e.__esModule?()=>e.default:()=>e;return n.d(t,{a:t}),t},n.d=(e,t)=>{for(var i in t)n.o(t,i)&&!n.o(e,i)&&Object.defineProperty(e,i,{enumerable:!0,get:t[i]})},n.o=(e,t)=>Object.prototype.hasOwnProperty.call(e,t),(()=>{const e=window[Symbol.for("X_ITE.X3D-8.11.3")].require("x_ite/Components");var t=n.n(e);const i=window[Symbol.for("X_ITE.X3D-8.11.3")].require("x_ite/Fields");var o=n.n(i);const r=window[Symbol.for("X_ITE.X3D-8.11.3")].require("x_ite/Base/X3DFieldDefinition");var s=n.n(r);const a=window[Symbol.for("X_ITE.X3D-8.11.3")].require("x_ite/Base/FieldDefinitionArray");var l=n.n(a);const c=window[Symbol.for("X_ITE.X3D-8.11.3")].require("x_ite/Components/Core/X3DNode");var d=n.n(c);const u=window[Symbol.for("X_ITE.X3D-8.11.3")].require("x_ite/Namespace");var m=n.n(u);let h=0;const p={POINT:h++,LINE:h++,TRIANGLE:h++,QUAD:h++,SPRITE:h++,GEOMETRY:h++};m().set("x_ite/Browser/ParticleSystems/GeometryTypes",p);const f=p,x=window[Symbol.for("X_ITE.X3D-8.11.3")].require("x_ite/Base/X3DConstants");var _=n.n(x);const y="\nstruct Line3 {\n vec3 point;\n vec3 direction;\n};\n\n// Line3\n// line3 (const in vec3 point1, const in vec3 point2)\n// {\n// return Line3 (point1, normalize (point2 - point1));\n// }\n\n/* Line intersect triangle */\n\nbool\nintersects (const in Line3 line, const in vec3 a, const in vec3 b, const in vec3 c, out vec3 r)\n{\n // find vectors for two edges sharing vert0\n vec3 edge1 = b - a;\n vec3 edge2 = c - a;\n\n // begin calculating determinant - also used to calculate U parameter\n vec3 pvec = cross (line .direction, edge2);\n\n // if determinant is near zero, ray lies in plane of triangle\n float det = dot (edge1, pvec);\n\n // Non culling intersection\n\n if (det == 0.0)\n return false;\n\n float inv_det = 1.0 / det;\n\n // calculate distance from vert0 to ray point\n vec3 tvec = line .point - a;\n\n // calculate U parameter and test bounds\n float u = dot (tvec, pvec) * inv_det;\n\n if (u < 0.0 || u > 1.0)\n return false;\n\n // prepare to test V parameter\n vec3 qvec = cross (tvec, edge1);\n\n // calculate V parameter and test bounds\n float v = dot (line .direction, qvec) * inv_det;\n\n if (v < 0.0 || u + v > 1.0)\n return false;\n\n r = vec3 (u, v, 1.0 - u - v);\n\n return true;\n}\n";m().set("x_ite/Browser/ParticleSystems/Line3.glsl",y);const g=y,v="\nstruct Plane3\n{\n vec3 normal;\n float distanceFromOrigin;\n};\n\nPlane3\nplane3 (const in vec3 point, const in vec3 normal)\n{\n return Plane3 (normal, dot (normal, point));\n}\n\nfloat\nplane_distance (const in Plane3 plane, const in vec3 point)\n{\n return dot (point, plane .normal) - plane .distanceFromOrigin;\n}\n\n/* Plane intersect line */\nbool\nintersects (const in Plane3 plane, const in Line3 line, out vec3 point)\n{\n // Check if the line is parallel to the plane.\n float theta = dot (line .direction, plane .normal);\n\n // Plane and line are parallel.\n if (theta == 0.0)\n return false;\n\n // Plane and line are not parallel. The intersection point can be calculated now.\n float t = (plane .distanceFromOrigin - dot (plane .normal, line .point)) / theta;\n\n point = line .point + line .direction * t;\n\n return true;\n}\n\n/* Find find the first point that is farther to the plane than value. */\n// int\n// upper_bound (const in vec4 points [ARRAY_SIZE], in int count, const in float value, const in Plane3 plane)\n// {\n// int first = 0;\n// int step = 0;\n\n// while (count > 0)\n// {\n// int index = first;\n\n// step = count >> 1;\n\n// index += step;\n\n// if (value < plane_distance (plane, points [index] .xyz))\n// {\n// count = step;\n// }\n// else\n// {\n// first = ++ index;\n// count -= step + 1;\n// }\n// }\n\n// return first;\n// }\n\n/* CombSort: sort points in distance to a plane. */\nvoid\nsort (inout vec4 points [ARRAY_SIZE], const in int count, const in Plane3 plane)\n{\n const float shrink = 1.0 / 1.3;\n\n int gap = count;\n bool exchanged = true;\n\n while (exchanged)\n {\n gap = int (float (gap) * shrink);\n\n if (gap <= 1)\n {\n exchanged = false;\n gap = 1;\n }\n\n for (int i = 0, l = count - gap; i < l; ++ i)\n {\n int j = gap + i;\n\n if (plane_distance (plane, points [i] .xyz) > plane_distance (plane, points [j] .xyz))\n {\n vec4 tmp1 = points [i];\n points [i] = points [j];\n points [j] = tmp1;\n\n exchanged = true;\n }\n }\n }\n}\n\n\n// /* CombSort: sort points and normals in distance to a plane. */\n// void\n// sort (inout vec4 points [ARRAY_SIZE], inout vec3 normals [ARRAY_SIZE], const in int count, const in Plane3 plane)\n// {\n// const float shrink = 1.0 / 1.3;\n\n// int gap = count;\n// bool exchanged = true;\n\n// while (exchanged)\n// {\n// gap = int (float (gap) * shrink);\n\n// if (gap <= 1)\n// {\n// exchanged = false;\n// gap = 1;\n// }\n\n// for (int i = 0, l = count - gap; i < l; ++ i)\n// {\n// int j = gap + i;\n\n// if (plane_distance (plane, points [i] .xyz) > plane_distance (plane, points [j] .xyz))\n// {\n// vec4 tmp1 = points [i];\n// points [i] = points [j];\n// points [j] = tmp1;\n\n// vec3 tmp2 = normals [i];\n// normals [i] = normals [j];\n// normals [j] = tmp2;\n\n// exchanged = true;\n// }\n// }\n// }\n// }\n\nint\nmin_index (const in vec4 points [ARRAY_SIZE], const in int count, const in float value, const in Plane3 plane)\n{\n int index = -1;\n float dist = 1000000.0;\n\n for (int i = 0; i < count; ++ i)\n {\n float d = plane_distance (plane, points [i] .xyz);\n\n if (d >= value && d < dist)\n {\n dist = d;\n index = i;\n }\n }\n\n return index;\n}\n";m().set("x_ite/Browser/ParticleSystems/Plane3.glsl",v);const T=v,b="\nbool\nintersects (const in vec3 min, const in vec3 max, const in Line3 line)\n{\n vec3 intersection;\n\n // front\n\n if (intersects (plane3 (max, vec3 (0.0, 0.0, 1.0)), line, intersection))\n {\n if (all (greaterThanEqual (vec4 (intersection .xy, max .xy), vec4 (min .xy, intersection .xy))))\n return true;\n }\n\n // back\n\n if (intersects (plane3 (min, vec3 (0.0, 0.0, -1.0)), line, intersection))\n {\n if (all (greaterThanEqual (vec4 (intersection .xy, max .xy), vec4 (min .xy, intersection .xy))))\n return true;\n }\n\n // top\n\n if (intersects (plane3 (max, vec3 (0.0, 1.0, 0.0)), line, intersection))\n {\n if (all (greaterThanEqual (vec4 (intersection .xz, max .xz), vec4 (min .xz, intersection .xz))))\n return true;\n }\n\n // bottom\n\n if (intersects (plane3 (min, vec3 (0.0, -1.0, 0.0)), line, intersection))\n {\n if (all (greaterThanEqual (vec4 (intersection .xz, max .xz), vec4 (min .xz, intersection .xz))))\n return true;\n }\n\n // right\n\n if (intersects (plane3 (max, vec3 (1.0, 0.0, 0.0)), line, intersection))\n {\n if (all (greaterThanEqual (vec4 (intersection .yz, max .yz), vec4 (min .yz, intersection .yz))))\n return true;\n }\n\n return false;\n}\n";m().set("x_ite/Browser/ParticleSystems/Box3.glsl",b);const w=b,R="\n#define BVH_NODE 0\n#define BVH_TRIANGLE 1\n#define BVH_STACK_SIZE 32\n\nint bvhNodeIndex = 0;\n\nvoid\nsetBVHIndex (const in int index)\n{\n bvhNodeIndex = index;\n}\n\nint\ngetBVHRoot (const in sampler2D volume, const in int hierarchyIndex, const in int rootIndex)\n{\n return int (texelFetch (volume, rootIndex, 0) .x) + hierarchyIndex;\n}\n\nint\ngetBVHType (const in sampler2D volume)\n{\n return int (texelFetch (volume, bvhNodeIndex, 0) .x);\n}\n\nvec3\ngetBVHMin (const in sampler2D volume)\n{\n return texelFetch (volume, bvhNodeIndex + 1, 0) .xyz;\n}\n\nvec3\ngetBVHMax (const in sampler2D volume)\n{\n return texelFetch (volume, bvhNodeIndex + 2, 0) .xyz;\n}\n\nint\ngetBVHLeft (const in sampler2D volume, const in int hierarchyIndex)\n{\n return int (texelFetch (volume, bvhNodeIndex, 0) .y) + hierarchyIndex;\n}\n\nint\ngetBVHRight (const in sampler2D volume, const in int hierarchyIndex)\n{\n return int (texelFetch (volume, bvhNodeIndex, 0) .z) + hierarchyIndex;\n}\n\nint\ngetBVHTriangle (const in sampler2D volume)\n{\n return int (texelFetch (volume, bvhNodeIndex, 0) .y);\n}\n\n/* Ray triangle intersection test */\n\nint\ngetIntersections (const in sampler2D volume, const in int verticesIndex, const in int hierarchyIndex, const in int rootIndex, const in Line3 line, out vec4 points [ARRAY_SIZE])\n{\n int current = getBVHRoot (volume, hierarchyIndex, rootIndex);\n int count = 0;\n int stackIndex = -1;\n int stack [BVH_STACK_SIZE];\n\n while (stackIndex >= 0 || current >= 0)\n {\n if (current >= 0)\n {\n setBVHIndex (current);\n\n if (getBVHType (volume) == BVH_NODE)\n {\n // Node\n\n if (intersects (getBVHMin (volume), getBVHMax (volume), line))\n {\n stack [++ stackIndex] = current;\n\n current = getBVHLeft (volume, hierarchyIndex);\n }\n else\n {\n current = -1;\n }\n }\n else\n {\n // Triangle\n\n int t = getBVHTriangle (volume);\n int v = verticesIndex + t;\n vec3 r = vec3 (0.0);\n\n vec3 a = texelFetch (volume, v, 0) .xyz;\n vec3 b = texelFetch (volume, v + 1, 0) .xyz;\n vec3 c = texelFetch (volume, v + 2, 0) .xyz;\n\n if (intersects (line, a, b, c, r))\n points [count ++] = vec4 (r .z * a + r .x * b + r .y * c, 1.0);\n\n current = -1;\n }\n }\n else\n {\n setBVHIndex (stack [stackIndex --]);\n\n current = getBVHRight (volume, hierarchyIndex);\n }\n }\n\n return count;\n}\n\nint\ngetIntersections (const in sampler2D volume, const in int verticesIndex, const in int normalsIndex, const in int hierarchyIndex, const in int rootIndex, const in Line3 line, out vec4 points [ARRAY_SIZE], out vec3 normals [ARRAY_SIZE])\n{\n int current = getBVHRoot (volume, hierarchyIndex, rootIndex);\n int count = 0;\n int stackIndex = -1;\n int stack [BVH_STACK_SIZE];\n\n while (stackIndex >= 0 || current >= 0)\n {\n if (current >= 0)\n {\n setBVHIndex (current);\n\n if (getBVHType (volume) == BVH_NODE)\n {\n // Node\n\n if (intersects (getBVHMin (volume), getBVHMax (volume), line))\n {\n stack [++ stackIndex] = current;\n\n current = getBVHLeft (volume, hierarchyIndex);\n }\n else\n {\n current = -1;\n }\n }\n else\n {\n // Triangle\n\n int t = getBVHTriangle (volume);\n int v = verticesIndex + t;\n vec3 r = vec3 (0.0);\n\n vec3 a = texelFetch (volume, v, 0) .xyz;\n vec3 b = texelFetch (volume, v + 1, 0) .xyz;\n vec3 c = texelFetch (volume, v + 2, 0) .xyz;\n\n if (intersects (line, a, b, c, r))\n {\n points [count] = vec4 (r .z * a + r .x * b + r .y * c, 1.0);\n\n int n = normalsIndex + t;\n\n vec3 n0 = texelFetch (volume, n, 0) .xyz;\n vec3 n1 = texelFetch (volume, n + 1, 0) .xyz;\n vec3 n2 = texelFetch (volume, n + 2, 0) .xyz;\n\n normals [count] = save_normalize (r .z * n0 + r .x * n1 + r .y * n2);\n\n ++ count;\n }\n\n current = -1;\n }\n }\n else\n {\n setBVHIndex (stack [stackIndex --]);\n\n current = getBVHRight (volume, hierarchyIndex);\n }\n }\n\n return count;\n}\n";m().set("x_ite/Browser/ParticleSystems/BVH.glsl",R);const I=R;function F(e){d().call(this,e),this.addType(_().X3DParticleEmitterNode),this._speed.setUnit("speed"),this._mass.setUnit("mass"),this._surfaceArea.setUnit("area"),this.samplers=[],this.uniforms={},this.functions=[],this.program=null,this.addSampler("forces"),this.addSampler("boundedVolume"),this.addSampler("colorRamp"),this.addSampler("texCoordRamp"),this.addUniform("speed","uniform float speed;"),this.addUniform("variation","uniform float variation;"),this.addFunction(g),this.addFunction(T),this.addFunction(w),this.addFunction(I)}Object.assign(Object.setPrototypeOf(F.prototype,d().prototype),{initialize(){d().prototype.initialize.call(this);const e=this.getBrowser().getContext();e.getVersion()<2||(this.program=this.createProgram(),this.transformFeedback=e.createTransformFeedback(),this._on.addInterest("set_on__",this),this._speed.addInterest("set_speed__",this),this._variation.addInterest("set_variation__",this),this._mass.addInterest("set_mass__",this),this.set_on__(),this.set_speed__(),this.set_variation__(),this.set_mass__())},isExplosive:()=>!1,getMass(){return this.mass},set_on__(){this.on=this._on.getValue()},set_speed__(){this.setUniform("uniform1f","speed",this._speed.getValue())},set_variation__(){this.setUniform("uniform1f","variation",this._variation.getValue())},set_mass__(){this.mass=this._mass.getValue()},getRandomValue:(e,t)=>Math.random()*(t-e)+e,getRandomNormal(e){const t=this.getRandomValue(-1,1)*Math.PI,n=this.getRandomValue(-1,1),i=Math.acos(n),o=Math.sin(i);return e.set(Math.sin(t)*o,Math.cos(t)*o,n)},animate(e,t){const n=this.getBrowser().getContext(),i=e.inputParticles,o=e.particleStride,r=e.particleOffsets,s=this.program;if(n.useProgram(s),n.uniform1i(s.randomSeed,4294967295*Math.random()),n.uniform1i(s.geometryType,e.geometryType),n.uniform1i(s.createParticles,e.createParticles&&this.on),n.uniform1f(s.particleLifetime,e.particleLifetime),n.uniform1f(s.lifetimeVariation,e.lifetimeVariation),n.uniform1f(s.deltaTime,t),n.uniform2f(s.particleSize,e._particleSize.x,e._particleSize.y),n.uniform1i(s.numForces,e.numForces),e.numForces&&(n.activeTexture(n.TEXTURE0+s.forcesTextureUnit),n.bindTexture(n.TEXTURE_2D,e.forcesTexture)),e.boundedHierarchyRoot<0?n.uniform1i(s.boundedHierarchyRoot,-1):(n.uniform1i(s.boundedVerticesIndex,e.boundedVerticesIndex),n.uniform1i(s.boundedNormalsIndex,e.boundedNormalsIndex),n.uniform1i(s.boundedHierarchyIndex,e.boundedHierarchyIndex),n.uniform1i(s.boundedHierarchyRoot,e.boundedHierarchyRoot),n.activeTexture(n.TEXTURE0+s.boundedVolumeTextureUnit),n.bindTexture(n.TEXTURE_2D,e.boundedTexture)),n.uniform1i(s.numColors,e.numColors),e.numColors&&(n.activeTexture(n.TEXTURE0+s.colorRampTextureUnit),n.bindTexture(n.TEXTURE_2D,e.colorRampTexture)),n.uniform1i(s.numTexCoords,e.numTexCoords),e.numTexCoords&&(n.uniform1i(s.texCoordCount,e.texCoordCount),n.activeTexture(n.TEXTURE0+s.texCoordRampTextureUnit),n.bindTexture(n.TEXTURE_2D,e.texCoordRampTexture)),this.activateTextures(n,s),i.vertexArrayObject.enable(s)){for(const[e,t]of s.inputs)n.bindBuffer(n.ARRAY_BUFFER,i),n.enableVertexAttribArray(t),n.vertexAttribPointer(t,4,n.FLOAT,!1,o,r[e]);n.bindBuffer(n.ARRAY_BUFFER,null)}n.bindTransformFeedback(n.TRANSFORM_FEEDBACK,this.transformFeedback),n.bindBufferBase(n.TRANSFORM_FEEDBACK_BUFFER,0,e.outputParticles),n.enable(n.RASTERIZER_DISCARD),n.beginTransformFeedback(n.POINTS),n.drawArrays(n.POINTS,0,e.numParticles),n.endTransformFeedback(),n.disable(n.RASTERIZER_DISCARD),n.bindTransformFeedback(n.TRANSFORM_FEEDBACK,null)},addSampler(e){this.samplers.push(e)},addUniform(e,t){this.uniforms[e]=t},setUniform(e,t,n,i,o){const r=this.getBrowser().getContext(),s=this.program;r.useProgram(s),r[e](s[t],n,i,o)},addFunction(e){this.functions.push(e)},createProgram(){const e=this.getBrowser(),t=e.getContext(),n=`#version 300 es\n\n precision highp float;\n precision highp int;\n precision highp sampler2D;\n\n uniform int randomSeed;\n uniform int geometryType;\n uniform bool createParticles;\n uniform float particleLifetime;\n uniform float lifetimeVariation;\n uniform float deltaTime;\n uniform vec2 particleSize;\n\n uniform int numForces;\n uniform sampler2D forces;\n\n uniform int boundedVerticesIndex;\n uniform int boundedNormalsIndex;\n uniform int boundedHierarchyIndex;\n uniform int boundedHierarchyRoot;\n uniform sampler2D boundedVolume;\n\n uniform int numColors;\n uniform sampler2D colorRamp;\n\n uniform int texCoordCount;\n uniform int numTexCoords;\n uniform sampler2D texCoordRamp;\n\n ${Object.values(this.uniforms).join("\n")}\n\n in vec4 input0; // (life, lifetime, elapsedTime, texCoordIndex0)\n in vec4 input2; // (velocity, 0.0)\n in vec4 input6; // position\n\n out vec4 output0; // (life, lifetime, elapsedTime, texCoordIndex0)\n out vec4 output1; // (color)\n out vec4 output2; // (velocity, 0.0)\n\n out vec4 output3; // scale rotation matrix\n out vec4 output4; // scale rotation matrix\n out vec4 output5; // scale rotation matrix\n out vec4 output6; // position\n\n // Constants\n\n ${Object.entries(f).map((([e,t])=>`#define ${e} ${t}`)).join("\n")}\n\n const int ARRAY_SIZE = 32;\n const float M_PI = 3.14159265359;\n\n uniform float NaN;\n\n // Texture\n\n vec4\n texelFetch (const in sampler2D sampler, const in int index, const in int lod)\n {\n int x = textureSize (sampler, lod) .x;\n ivec2 p = ivec2 (index % x, index / x);\n vec4 t = texelFetch (sampler, p, lod);\n\n return t;\n }\n\n // Math\n\n // Save normalize, that will not divide by zero.\n vec3\n save_normalize (const in vec3 vector)\n {\n float l = length (vector);\n\n if (l == 0.0)\n return vec3 (0.0);\n\n return vector / l;\n }\n\n // Quaternion\n\n vec4\n Quaternion (const in vec3 fromVector, const in vec3 toVector)\n {\n vec3 from = save_normalize (fromVector);\n vec3 to = save_normalize (toVector);\n\n float cos_angle = dot (from, to);\n vec3 cross_vec = cross (from, to);\n float cross_len = length (cross_vec);\n\n if (cross_len == 0.0)\n {\n if (cos_angle > 0.0)\n {\n return vec4 (0.0, 0.0, 0.0, 1.0);\n }\n else\n {\n vec3 t = cross (from, vec3 (1.0, 0.0, 0.0));\n\n if (dot (t, t) == 0.0)\n t = cross (from, vec3 (0.0, 1.0, 0.0));\n\n t = save_normalize (t);\n\n return vec4 (t, 0.0);\n }\n }\n else\n {\n float s = sqrt (abs (1.0 - cos_angle) * 0.5);\n\n cross_vec = save_normalize (cross_vec);\n\n return vec4 (cross_vec * s, sqrt (abs (1.0 + cos_angle) * 0.5));\n }\n }\n\n vec3\n multVecQuat (const in vec3 v, const in vec4 q)\n {\n float a = q .w * q .w - q .x * q .x - q .y * q .y - q .z * q .z;\n float b = 2.0 * (v .x * q .x + v .y * q .y + v .z * q .z);\n float c = 2.0 * q .w;\n vec3 r = a * v .xyz + b * q .xyz + c * (q .yzx * v .zxy - q .zxy * v .yzx);\n\n return r;\n }\n\n mat3\n Matrix3 (const in vec4 quaternion)\n {\n float x = quaternion .x;\n float y = quaternion .y;\n float z = quaternion .z;\n float w = quaternion .w;\n float A = y * y;\n float B = z * z;\n float C = x * y;\n float D = z * w;\n float E = z * x;\n float F = y * w;\n float G = x * x;\n float H = y * z;\n float I = x * w;\n\n return mat3 (1.0 - 2.0 * (A + B),\n 2.0 * (C + D),\n 2.0 * (E - F),\n 2.0 * (C - D),\n 1.0 - 2.0 * (B + G),\n 2.0 * (H + I),\n 2.0 * (E + F),\n 2.0 * (H - I),\n 1.0 - 2.0 * (A + G));\n }\n\n /* Random number generation */\n\n uint seed = 1u;\n\n void\n srand (const in int value)\n {\n seed = uint (value);\n }\n\n // Return a uniform distributed random floating point number in the interval [0, 1].\n float\n random ()\n {\n seed = seed * 1103515245u + 12345u;\n\n return float (seed) / 4294967295.0;\n }\n\n float\n getRandomValue (const in float min, const in float max)\n {\n return min + random () * (max - min);\n }\n\n float\n getRandomLifetime ()\n {\n float v = particleLifetime * lifetimeVariation;\n float min_ = max (0.0, particleLifetime - v);\n float max_ = particleLifetime + v;\n\n return getRandomValue (min_, max_);\n }\n\n float\n getRandomSpeed ()\n {\n float v = speed * variation;\n float min_ = max (0.0, speed - v);\n float max_ = speed + v;\n\n return getRandomValue (min_, max_);\n }\n\n vec3\n getRandomNormal ()\n {\n float theta = getRandomValue (-M_PI, M_PI);\n float cphi = getRandomValue (-1.0, 1.0);\n float r = sqrt (1.0 - cphi * cphi); // sin (acos (cphi));\n\n return vec3 (sin (theta) * r, cos (theta) * r, cphi);\n }\n\n vec3\n getRandomNormalWithAngle (const in float angle)\n {\n float theta = getRandomValue (-M_PI, M_PI);\n float cphi = getRandomValue (cos (angle), 1.0);\n float r = sqrt (1.0 - cphi * cphi); // sin (acos (cphi));\n\n return vec3 (sin (theta) * r, cos (theta) * r, cphi);\n }\n\n vec3\n getRandomNormalWithDirectionAndAngle (const in vec3 direction, const in float angle)\n {\n vec4 rotation = Quaternion (vec3 (0.0, 0.0, 1.0), direction);\n vec3 normal = getRandomNormalWithAngle (angle);\n\n return multVecQuat (normal, rotation);\n }\n\n vec3\n getRandomSurfaceNormal (const in vec3 direction)\n {\n float theta = getRandomValue (-M_PI, M_PI);\n float cphi = pow (random (), 1.0 / 3.0);\n float r = sqrt (1.0 - cphi * cphi); // sin (acos (cphi));\n vec3 normal = vec3 (sin (theta) * r, cos (theta) * r, cphi);\n vec4 rotation = Quaternion (vec3 (0.0, 0.0, 1.0), direction);\n\n return multVecQuat (normal, rotation);\n }\n\n vec3\n getRandomSphericalVelocity ()\n {\n vec3 normal = getRandomNormal ();\n float speed = getRandomSpeed ();\n\n return normal * speed;\n }\n\n // Algorithms\n\n int\n upperBound (const in sampler2D sampler, in int count, const in float value)\n {\n int first = 0;\n int step = 0;\n\n while (count > 0)\n {\n int index = first;\n\n step = count >> 1;\n\n index += step;\n\n if (value < texelFetch (sampler, index, 0) .x)\n {\n count = step;\n }\n else\n {\n first = ++ index;\n count -= step + 1;\n }\n }\n\n return first;\n }\n\n void\n interpolate (const in sampler2D sampler, const in int count, const in float fraction, out int index0, out int index1, out float weight)\n {\n // Determine index0, index1 and weight.\n\n if (count == 1 || fraction <= texelFetch (sampler, 0, 0) 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index0 = 0;\n }\n }\n\n vec3\n getRandomBarycentricCoord ()\n {\n // Random barycentric coordinates.\n\n float u = random ();\n float v = random ();\n\n if (u + v > 1.0)\n {\n u = 1.0 - u;\n v = 1.0 - v;\n }\n\n float t = 1.0 - u - v;\n\n return vec3 (t, u, v);\n }\n\n void\n getRandomPointOnSurface (const in sampler2D surface, const in int verticesIndex, const in int normalsIndex, out vec4 position, out vec3 normal)\n {\n // Determine index0, index1 and weight.\n\n float lastAreaSoFar = texelFetch (surface, verticesIndex - 1, 0) .x;\n float fraction = random () * lastAreaSoFar;\n\n int index0;\n int index1;\n int index2;\n float weight;\n\n interpolate (surface, verticesIndex, fraction, index0, index1, weight);\n\n // Interpolate and return position.\n\n index0 *= 3;\n index1 = index0 + 1;\n index2 = index0 + 2;\n\n vec4 vertex0 = texelFetch (surface, verticesIndex + index0, 0);\n vec4 vertex1 = texelFetch (surface, verticesIndex + index1, 0);\n vec4 vertex2 = texelFetch (surface, 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ie=window[Symbol.for("X_ITE.X3D-8.11.3")].require("x_ite/Browser/Rendering/GeometryContext");var oe=n.n(ie);const re=window[Symbol.for("X_ITE.X3D-8.11.3")].require("x_ite/Rendering/VertexArray");var se=n.n(re);const ae=window[Symbol.for("X_ITE.X3D-8.11.3")].require("x_ite/Rendering/TraverseType");var le=n.n(ae);const ce=window[Symbol.for("X_ITE.X3D-8.11.3")].require("x_ite/Browser/Shape/AlphaMode");var de=n.n(ce);const ue=window[Symbol.for("X_ITE.X3D-8.11.3")].require("standard/Math/Numbers/Matrix4");var me=n.n(ue);const he=window[Symbol.for("X_ITE.X3D-8.11.3")].require("standard/Math/Numbers/Matrix3");var pe=n.n(he);const fe=window[Symbol.for("X_ITE.X3D-8.11.3")].require("standard/Math/Geometry/Plane3");var xe=n.n(fe);function _e(e,t){this.array=e,t&&(this.compare=t)}Object.assign(_e.prototype,{compare:(e,t)=>e<t,sort(e,t){t-e>1&&this.quicksort(e,t-1)},quicksort(e,t){let n=e,i=t;const{array:o,compare:r}=this,s=o[e+t>>>1];for(;;){for(;r(o[n],s);)++n;for(;r(s,o[i]);)--i;if(!(n<i)){n===i&&(++n,--i);break}{const e=o[n];o[n]=o[i],o[i]=e,n++,i--}}e<i&&this.quicksort(e,i),n<t&&this.quicksort(n,t)}});const ye=_e;m().set("standard/Math/Algorithms/QuickSort",ye);const ge=ye,ve=new(P())(0,0,0),Te=new(P())(0,0,0),be=new(P())(0,0,0),we={u:0,v:0,t:0},Re=[new(P())(0,0,1),new(P())(0,0,-1),new(P())(0,1,0),new(P())(0,-1,0),new(P())(1,0,0)];function Ie(e,t){this.vertices=e.vertices,this.normals=e.normals,this.triangle=t,this.i4=12*t,this.i3=9*t}function Fe(e,t,n,i){this.min=new(P())(0,0,0),this.max=new(P())(0,0,0),this.planes=[],this.intersection=new(P())(0,0,0);const o=e.vertices,r=this.min,s=this.max,a=n+i;let l=12*t[n];r.set(o[l],o[l+1],o[l+2]),s.assign(r);for(let e=n;e<a;++e)l=12*t[e],ve.set(o[l],o[l+1],o[l+2]),Te.set(o[l+4],o[l+5],o[l+6]),be.set(o[l+8],o[l+9],o[l+10]),r.min(ve,Te,be),s.max(ve,Te,be);for(let e=0;e<5;++e)this.planes[e]=new(xe())(e%2?r:s,Re[e]);if(i>2){e.sorter.compare.axis=this.getLongestAxis(r,s),e.sorter.sort(n,a);var c=i>>>1}else c=1;const d=i-c;this.left=c>1?new Fe(e,t,n,c):new Ie(e,t[n]),this.right=d>1?new Fe(e,t,n+c,d):new Ie(e,t[n+c])}function Ee(e,t){const n=e.length/12;switch(this.vertices=e,this.normals=t,n){case 0:this.root=null;break;case 1:this.root=new Ie(this,0);break;default:{const t=[];for(let e=0;e<n;++e)t.push(e);this.sorter=new ge(t,function(e,t){return function(n,i){return Math.min(e[n+t],e[n+4+t],e[n+8+t])<Math.min(e[i+t],e[i+4+t],e[i+8+t])}}(e,0)),this.root=new Fe(this,t,0,n);break}}}Object.assign(Ie.prototype,{intersectsLine(e,t,n){const i=this.vertices,o=this.normals,r=this.i4,s=this.i3;if(ve.x=i[r],ve.y=i[r+1],ve.z=i[r+2],Te.x=i[r+4],Te.y=i[r+5],Te.z=i[r+6],be.x=i[r+8],be.y=i[r+9],be.z=i[r+10],e.intersectsTriangle(ve,Te,be,we)){const e=we.u,a=we.v,l=1-e-a,c=t.size++;c>=t.length&&t.push(new(P())(0,0,0)),t[c].set(l*i[r]+e*i[r+4]+a*i[r+8],l*i[r+1]+e*i[r+5]+a*i[r+9],l*i[r+2]+e*i[r+6]+a*i[r+10]),n&&(c>=n.length&&n.push(new(P())(0,0,0)),n[c].set(l*o[s]+e*o[s+3]+a*o[s+6],l*o[s+1]+e*o[s+4]+a*o[s+7],l*o[s+2]+e*o[s+5]+a*o[s+8]))}},toArray(e){const t=e.length/4;return e.push(1,3*this.triangle,0,0),t}}),Object.assign(Fe.prototype,{intersectsLine(e,t,n){this.intersectsBBox(e)&&(this.left.intersectsLine(e,t,n),this.right.intersectsLine(e,t,n))},intersectsBBox(e){const t=this.planes,n=this.min,i=this.max,o=n.x,r=i.x,s=n.y,a=i.y,l=n.z,c=i.z,d=this.intersection;return!!(t[0].intersectsLine(e,d)&&d.x>=o&&d.x<=r&&d.y>=s&&d.y<=a)||(!!(t[1].intersectsLine(e,d)&&d.x>=o&&d.x<=r&&d.y>=s&&d.y<=a)||(!!(t[2].intersectsLine(e,d)&&d.x>=o&&d.x<=r&&d.z>=l&&d.z<=c)||(!!(t[3].intersectsLine(e,d)&&d.x>=o&&d.x<=r&&d.z>=l&&d.z<=c)||!!(t[4].intersectsLine(e,d)&&d.y>=s&&d.y<=a&&d.z>=l&&d.z<=c))))},getLongestAxis(e,t){const n=t.x-e.x,i=t.y-e.y,o=t.z-e.z;return n<i?i<o?2:1:n<o?2:0},toArray(e){const t=this.left.toArray(e),n=this.right.toArray(e),i=this.min,o=this.max,r=e.length/4;return e.push(0,t,n,0,i.x,i.y,i.z,0,o.x,o.y,o.z,0),r}}),Object.assign(Ee.prototype,{intersectsLine(e,t,n){return t.size=0,this.root?(this.root.intersectsLine(e,t,n),t.size):0},toArray(e){if(this.root){const t=this.root.toArray(e);e.push(t,0,0,0)}return e}});const Se=Ee;m().set("standard/Math/Utility/BVH",Se);const Ae=Se,Pe=window[Symbol.for("X_ITE.X3D-8.11.3")].require("standard/Time/Time");var Ne=n.n(Pe),Oe=n(355);const Ce=new Float32Array([0,0,0,1]),Ve=new Float32Array([0,0,0,1,1,0,0,1,0,0,-.5,1,0,0,.5,1]),Be=new Float32Array([0,0,0,1,1,0,0,1,1,1,0,1,0,0,0,1,1,1,0,1,0,1,0,1,0,0,1,-.5,-.5,0,1,.5,-.5,0,1,.5,.5,0,1,-.5,-.5,0,1,.5,.5,0,1,-.5,.5,0,1]);function De(e){ne().call(this,e),this.addType(_().ParticleSystem),this._particleSize.setUnit("length"),e.getSpecificationVersion()<=3.3&&(this.addAlias("colorRamp",this._color),this.addAlias("texCoordRamp",this._texCoord));const t=this.getBrowser();this.maxParticles=0,this.numParticles=0,this.forcePhysicsModelNodes=[],this.forces=new Float32Array(4),this.boundedPhysicsModelNodes=[],this.boundedNormals=[],this.boundedVertices=[],this.colorRamp=new Float32Array,this.texCoordRamp=new Float32Array,this.geometryContext=new(oe())({textureCoordinateNode:t.getDefaultTextureCoordinate()}),this.creationTime=0,this.pauseTime=0,this.deltaTime=0,this.particleStride=7*Float32Array.BYTES_PER_ELEMENT*4,this.particleOffsets=Array.from({length:7},((e,t)=>4*Float32Array.BYTES_PER_ELEMENT*t)),this.particleOffset=this.particleOffsets[0],this.colorOffset=this.particleOffsets[1],this.matrixOffset=this.particleOffsets[3],this.texCoordOffset=0}Object.assign(Object.setPrototypeOf(De.prototype,ne().prototype),{initialize(){ne().prototype.initialize.call(this);const e=this.getBrowser(),t=e.getContext();e.getContext().getVersion()<2||(this.getLive().addInterest("set_live__",this),this._enabled.addInterest("set_enabled__",this),this._createParticles.addInterest("set_createParticles__",this),this._geometryType.addInterest("set_geometryType__",this),this._geometryType.addInterest("set_texCoord__",this),this._maxParticles.addInterest("set_enabled__",this),this._particleLifetime.addInterest("set_particleLifetime__",this),this._lifetimeVariation.addInterest("set_lifetimeVariation__",this),this._emitter.addInterest("set_emitter__",this),this._physics.addInterest("set_physics__",this),this._colorKey.addInterest("set_color__",this),this._color.addInterest("set_colorRamp__",this),this._texCoordKey.addInterest("set_texCoord__",this),this._texCoord.addInterest("set_texCoordRamp__",this),this.inputParticles=this.createBuffer(),this.outputParticles=this.createBuffer(),this.inputParticles.vertexArrayObject=new(se())(t),this.outputParticles.vertexArrayObject=new(se())(t),this.forcesTexture=this.createTexture(),this.boundedTexture=this.createTexture(),this.colorRampTexture=this.createTexture(),this.texCoordRampTexture=this.createTexture(),this.geometryBuffer=this.createBuffer(),this.texCoordBuffers=new Array(e.getMaxTextures()).fill(this.geometryBuffer),this.set_emitter__(),this.set_enabled__(),this.set_geometryType__(),this.set_createParticles__(),this.set_particleLifetime__(),this.set_lifetimeVariation__(),this.set_physics__(),this.set_colorRamp__(),this.set_texCoordRamp__())},getShapeKey(){return this.numTexCoords?2:1},getGeometryContext(){return this.geometryType===f.GEOMETRY?this.getGeometry():this.geometryContext},set_bbox__(){this._bboxSize.getValue().equals(this.getDefaultBBoxSize())?this.bbox.set():this.bbox.set(this._bboxSize.getValue(),this._bboxCenter.getValue()),this.bboxSize.assign(this.bbox.size),this.bboxCenter.assign(this.bbox.center)},set_transparent__(){if(this.getAppearance().getAlphaMode()===de().AUTO)if(this.geometryType===f.POINT)this.setTransparent(!0);else this.setTransparent(!!(this.getAppearance().isTransparent()||this.colorRampNode?.isTransparent()||this.geometryType===f.GEOMETRY&&this.geometryNode?.isTransparent()));else this.setTransparent(this.getAppearance().isTransparent())},set_live__(){this.getLive().getValue()?this._isActive.getValue()&&this._maxParticles.getValue()&&(this.getBrowser().sensorEvents().addInterest("animateParticles",this),this.pauseTime&&(this.creationTime+=Ne().now()/1e3-this.pauseTime,this.pauseTime=0)):this._isActive.getValue()&&this._maxParticles.getValue()&&(this.getBrowser().sensorEvents().removeInterest("animateParticles",this),0===this.pauseTime&&(this.pauseTime=Ne().now()/1e3))},set_enabled__(){this._enabled.getValue()&&this._maxParticles.getValue()?this._isActive.getValue()||(this.getLive().getValue()?(this.getBrowser().sensorEvents().addInterest("animateParticles",this),this.pauseTime=0):this.pauseTime=Ne().now()/1e3,this._isActive=!0,delete this.traverse):this._isActive.getValue()&&(this.getLive().getValue()&&this.getBrowser().sensorEvents().removeInterest("animateParticles",this),this._isActive=!1,this.numParticles=0,this.traverse=Function.prototype),this.set_maxParticles__()},set_createParticles__(){this.createParticles=this._createParticles.getValue()},set_geometryType__(){const e=this.getBrowser().getContext();switch(this.geometryType=Oe.enum(f,this._geometryType.getValue(),f.QUAD),this.geometryType){case f.POINT:this.geometryContext.geometryType=0,this.geometryContext.hasNormals=!1,this.texCoordCount=0,this.vertexCount=1,this.hasNormals=!1,this.verticesOffset=0,this.primitiveMode=e.POINTS,e.bindBuffer(e.ARRAY_BUFFER,this.geometryBuffer),e.bufferData(e.ARRAY_BUFFER,Ce,e.DYNAMIC_DRAW);break;case f.LINE:this.geometryContext.geometryType=1,this.geometryContext.hasNormals=!1,this.texCoordCount=2,this.vertexCount=2,this.hasNormals=!1,this.texCoordsOffset=0,this.verticesOffset=8*Float32Array.BYTES_PER_ELEMENT,this.primitiveMode=e.LINES,e.bindBuffer(e.ARRAY_BUFFER,this.geometryBuffer),e.bufferData(e.ARRAY_BUFFER,Ve,e.DYNAMIC_DRAW);break;case f.TRIANGLE:case f.QUAD:case f.SPRITE:this.geometryContext.geometryType=2,this.geometryContext.hasNormals=!0,this.texCoordCount=4,this.vertexCount=6,this.hasNormals=!0,this.texCoordsOffset=0,this.normalOffset=24*Float32Array.BYTES_PER_ELEMENT,this.verticesOffset=27*Float32Array.BYTES_PER_ELEMENT,this.primitiveMode=e.TRIANGLES,e.bindBuffer(e.ARRAY_BUFFER,this.geometryBuffer),e.bufferData(e.ARRAY_BUFFER,Be,e.DYNAMIC_DRAW);break;case f.GEOMETRY:this.texCoordCount=0}this.geometryContext.updateGeometryKey(),this.updateVertexArrays(),this.set_transparent__()},set_maxParticles__(){const e=this.numParticles,t=Math.max(0,this._maxParticles.getValue());this.maxParticles=t,this.numParticles=Math.min(e,t),this.emitterNode.isExplosive()||(this.creationTime=Ne().now()/1e3),this.resizeBuffers(e),this.updateVertexArrays()},set_particleLifetime__(){this.particleLifetime=this._particleLifetime.getValue()},set_lifetimeVariation__(){this.lifetimeVariation=this._lifetimeVariation.getValue()},set_emitter__(){this.emitterNode=j()(_().X3DParticleEmitterNode,this._emitter),this.emitterNode||(this.emitterNode=this.getBrowser().getDefaultEmitter()),this.createParticles=this._createParticles.getValue()},set_physics__(){const e=this._physics.getValue(),t=this.forcePhysicsModelNodes,n=this.boundedPhysicsModelNodes;for(let e=0,t=n.length;e<t;++e)n[e].removeInterest("set_boundedPhysics__",this);t.length=0,n.length=0;for(let i=0,o=e.length;i<o;++i)try{const o=e[i].getValue().getInnerNode(),r=o.getType();for(let e=r.length-1;e>=0;--e){switch(r[e]){case _().ForcePhysicsModel:case _().WindPhysicsModel:t.push(o);break;case _().BoundedPhysicsModel:o.addInterest("set_boundedPhysics__",this),n.push(o);break;default:continue}break}}catch{}this.set_boundedPhysics__()},set_boundedPhysics__(){const e=this.getBrowser().getContext(),t=this.boundedPhysicsModelNodes,n=this.boundedNormals,i=this.boundedVertices;n.length=0,i.length=0;for(let e=0,o=t.length;e<o;++e)t[e].addGeometry(n,i);const o=new Ae(i,n).toArray([]),r=i.length/4,s=n.length/3,a=o.length/4,l=Math.ceil(Math.sqrt(r+s+a)),c=new Float32Array(l*l*4);this.boundedVerticesIndex=0,this.boundedNormalsIndex=r,this.boundedHierarchyIndex=this.boundedNormalsIndex+s,this.boundedHierarchyRoot=this.boundedHierarchyIndex+a-1,c.set(i);for(let e=4*this.boundedNormalsIndex,t=0,i=n.length;t<i;e+=4,t+=3)c[e+0]=n[t+0],c[e+1]=n[t+1],c[e+2]=n[t+2];c.set(o,4*this.boundedHierarchyIndex),l&&(e.bindTexture(e.TEXTURE_2D,this.boundedTexture),e.texImage2D(e.TEXTURE_2D,0,e.RGBA32F,l,l,0,e.RGBA,e.FLOAT,c))},set_colorRamp__(){this.colorRampNode&&this.colorRampNode.removeInterest("set_color__",this),this.colorRampNode=j()(_().X3DColorNode,this._color),this.colorRampNode&&this.colorRampNode.addInterest("set_color__",this),this.set_color__(),this.set_transparent__()},set_color__(){const e=this.getBrowser().getContext(),t=this._colorKey,n=t.length,i=Math.ceil(Math.sqrt(2*n));let o=this.colorRamp;i*i*4>o.length&&(o=this.colorRamp=new Float32Array(i*i*4));for(let e=0;e<n;++e)o[4*e]=t[e];this.colorRampNode?o.set(this.colorRampNode.addColors([],n).slice(0,4*n),4*n):o.fill(1,4*n),i&&(e.bindTexture(e.TEXTURE_2D,this.colorRampTexture),e.texImage2D(e.TEXTURE_2D,0,e.RGBA32F,i,i,0,e.RGBA,e.FLOAT,o)),this.numColors=n,this.geometryContext.colorMaterial=!(!n||!this.colorRampNode),this.geometryContext.updateGeometryKey(),this.updateVertexArrays()},set_texCoordRamp__(){this.texCoordRampNode&&this.texCoordRampNode.removeInterest("set_texCoord__",this),this.texCoordRampNode=j()(_().X3DTextureCoordinateNode,this._texCoord),this.texCoordRampNode&&this.texCoordRampNode.addInterest("set_texCoord__",this),this.set_texCoord__()},set_texCoord__(){const e=this.getBrowser().getContext(),t=this._texCoordKey,n=t.length,i=Math.ceil(Math.sqrt(n+n*this.texCoordCount));let o=this.texCoordRamp;i*i*4>o.length?o=this.texCoordRamp=new Float32Array(i*i*4):o.fill(0);for(let e=0;e<n;++e)o[4*e]=t[e];this.texCoordRampNode&&o.set(this.texCoordRampNode.getPoints([]).slice(0,n*this.texCoordCount*4),4*n),i&&(e.bindTexture(e.TEXTURE_2D,this.texCoordRampTexture),e.texImage2D(e.TEXTURE_2D,0,e.RGBA32F,i,i,0,e.RGBA,e.FLOAT,o)),this.numTexCoords=this.texCoordRampNode?n:0,this.updateVertexArrays()},updateVertexArrays(){this.inputParticles.vertexArrayObject.update(),this.outputParticles.vertexArrayObject.update()},createTexture(){const e=this.getBrowser().getContext(),t=e.createTexture();return e.bindTexture(e.TEXTURE_2D,t),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_S,e.CLAMP_TO_EDGE),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_T,e.CLAMP_TO_EDGE),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MAG_FILTER,e.NEAREST),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MIN_FILTER,e.NEAREST),e.texImage2D(e.TEXTURE_2D,0,e.RGBA32F,1,1,0,e.RGBA,e.FLOAT,new Float32Array(4)),t},createBuffer(){const e=this.getBrowser().getContext(),t=e.createBuffer();return e.bindBuffer(e.ARRAY_BUFFER,t),e.bufferData(e.ARRAY_BUFFER,new Uint32Array,e.DYNAMIC_DRAW),t},resizeBuffers(e){const t=this.getBrowser().getContext(),n=this.maxParticles,i=this.particleStride,o=Object.assign(t.createBuffer(),this.outputParticles),r=new Uint8Array(n*i);t.bindBuffer(t.ARRAY_BUFFER,this.inputParticles),t.bufferData(t.ARRAY_BUFFER,r,t.DYNAMIC_DRAW),t.bindBuffer(t.COPY_READ_BUFFER,this.outputParticles),t.bindBuffer(t.ARRAY_BUFFER,o),t.bufferData(t.ARRAY_BUFFER,r,t.DYNAMIC_DRAW),t.copyBufferSubData(t.COPY_READ_BUFFER,t.ARRAY_BUFFER,0,0,Math.min(n*i,e*i)),t.deleteBuffer(this.outputParticles),this.outputParticles=o},animateParticles(){const e=this.getBrowser(),t=e.getContext(),n=this.emitterNode,i=1/Math.max(10,this.getBrowser().getCurrentFrameRate());let o=this.deltaTime=(14*this.deltaTime+i)/15;if(n.isExplosive()){const e=Ne().now()/1e3,t=this.particleLifetime+this.particleLifetime*this.lifetimeVariation;e-this.creationTime>t?(this.creationTime=e,this.numParticles=this.maxParticles,this.createParticles=this._createParticles.getValue(),o=Number.POSITIVE_INFINITY):this.createParticles=!1}else if(this.numParticles<this.maxParticles){const e=Ne().now()/1e3,t=Math.max(0,Math.floor((e-this.creationTime)*this.maxParticles/this.particleLifetime));t&&(this.creationTime=e),this.numParticles=Math.min(this.maxParticles,this.numParticles+t)}if(n.getMass()){const e=this.forcePhysicsModelNodes;let i=e.length,r=this.forces,s=o/n.getMass();4*i>r.length&&(r=this.forces=new Float32Array(4*i));let a=0;for(let t=0;t<i;++t)a+=!e[t].addForce(t-a,n,s,r);this.numForces=i-=a,i&&(t.bindTexture(t.TEXTURE_2D,this.forcesTexture),t.texImage2D(t.TEXTURE_2D,0,t.RGBA32F,i,1,0,t.RGBA,t.FLOAT,r))}else this.numForces=0;const r=this.outputParticles;this.outputParticles=this.inputParticles,this.inputParticles=r,n.animate(this,o),e.addBrowserEvent()},updateSprite:(()=>{const e=new Float32Array(Be),t=[new(P())(-.5,-.5,0),new(P())(.5,-.5,0),new(P())(.5,.5,0),new(P())(-.5,-.5,0),new(P())(.5,.5,0),new(P())(-.5,.5,0)],n=new(P())(0,0,0),i=new(P())(0,0,0);return function(o,r){for(let t=0;t<3;++t)e[24+t]=r[6+t];i.set(this._particleSize.x,this._particleSize.y,1);for(let o=0;o<6;++o){const s=27+4*o;r.multVecMatrix(n.assign(t[o]).multVec(i)),e[s+0]=n.x,e[s+1]=n.y,e[s+2]=n.z}o.bindBuffer(o.ARRAY_BUFFER,this.geometryBuffer),o.bufferData(o.ARRAY_BUFFER,e,o.DYNAMIC_DRAW)}})(),intersectsBox(e,t){},traverse(e,t){switch(e){case le().POINTER:t.addPointingShape(this);break;case le().PICKING:case le().COLLISION:break;case le().SHADOW:this._castShadow.getValue()&&t.addShadowShape(this);break;case le().DISPLAY:t.addDisplayShape(this)&&this.getAppearance().traverse(e,t)}this.geometryType===f.GEOMETRY&&this.getGeometry()&&this.getGeometry().traverse(e,t)},displaySimple(e,t,n){if(this.numParticles)switch(this.geometryType){case f.GEOMETRY:{const t=this.getGeometry();t&&t.displaySimpleParticles(e,n,this);break}case f.SPRITE:this.updateSprite(e,this.getScreenAlignedRotation(t.modelViewMatrix));default:{const t=this.outputParticles;if(t.vertexArrayObject.enable(n)){const i=this.particleStride;n.enableParticleAttribute(e,t,i,this.particleOffset,1),n.enableParticleMatrixAttribute(e,t,i,this.matrixOffset,1),n.enableVertexAttribute(e,this.geometryBuffer,0,this.verticesOffset)}e.drawArraysInstanced(this.primitiveMode,0,this.vertexCount,this.numParticles);break}}},display(e,t){if(this.numParticles)switch(this.geometryType){case f.GEOMETRY:{const n=this.getGeometry();n&&n.displayParticles(e,t,this);break}case f.SPRITE:this.updateSprite(e,this.getScreenAlignedRotation(t.modelViewMatrix));case f.QUAD:case f.TRIANGLE:{const n=me().prototype.determinant3.call(t.modelViewMatrix)>0;e.frontFace(n?e.CCW:e.CW),e.enable(e.CULL_FACE)}default:{const n=this.getBrowser(),i=this.getAppearance(),o=i.getShader(this.geometryContext,t),r=n.getPrimitiveMode(this.primitiveMode),s=i.getBlendMode();if(s?.enable(e),o.enable(e),o.setUniforms(e,this.geometryContext,t),this.numTexCoords){const t=n.getTexture2DUnit();e.activeTexture(e.TEXTURE0+t),e.bindTexture(e.TEXTURE_2D,this.texCoordRampTexture),e.uniform1i(o.x3d_TexCoordRamp,t)}const a=this.outputParticles;if(a.vertexArrayObject.enable(o)){const 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je=Xe;m().set("x_ite/Components/ParticleSystems/PolylineEmitter",je);const qe=je,ke=window[Symbol.for("X_ITE.X3D-8.11.3")].require("standard/Math/Geometry/Triangle3");var Ge=n.n(ke);function He(e){S.call(this,e),this.addType(_().SurfaceEmitter),this.surfaceNode=null,this.surfaceArray=new Float32Array,this.addSampler("surface"),this.addUniform("solid","uniform bool solid;"),this.addUniform("verticesIndex","uniform int verticesIndex;"),this.addUniform("normalsIndex","uniform int normalsIndex;"),this.addUniform("surface","uniform sampler2D surface;"),this.addFunction("vec4 position; vec3 getRandomVelocity ()\n {\n if (verticesIndex < 0)\n {\n return vec3 (0.0);\n }\n else\n {\n vec3 normal;\n\n getRandomPointOnSurface (surface, verticesIndex, normalsIndex, position, normal);\n\n if (solid == false && random () > 0.5)\n normal = -normal;\n\n return normal * getRandomSpeed ();\n }\n }"),this.addFunction("vec4 getRandomPosition ()\n {\n return verticesIndex < 0 ? vec4 (NaN) : position;\n 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We=Ye,Ze=window[Symbol.for("X_ITE.X3D-8.11.3")].require("x_ite/Components/Geometry3D/IndexedFaceSet");var Ke=n.n(Ze);function Qe(e){S.call(this,e),this.addType(_().VolumeEmitter),this.volumeNode=new(Ke())(e),this.volumeArray=new Float32Array,this.addSampler("volume"),this.addUniform("direction","uniform vec3 direction;"),this.addUniform("verticesIndex","uniform int verticesIndex;"),this.addUniform("normalsIndex","uniform int normalsIndex;"),this.addUniform("hierarchyIndex","uniform int hierarchyIndex;"),this.addUniform("hierarchyRoot","uniform int hierarchyRoot;"),this.addUniform("volume","uniform sampler2D volume;"),this.addFunction("vec3 getRandomVelocity ()\n {\n if (hierarchyRoot < 0)\n {\n return vec3 (0.0);\n }\n else\n {\n if (direction == vec3 (0.0))\n return getRandomSphericalVelocity ();\n\n else\n return direction * getRandomSpeed ();\n }\n }"),this.addFunction("vec4 getRandomPosition ()\n {\n if (hierarchyRoot < 0)\n {\n return vec4 (NaN);\n }\n else\n {\n vec4 point;\n 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}")}Object.assign(Object.setPrototypeOf(Qe.prototype,S.prototype),{initialize(){S.prototype.initialize.call(this);this.getBrowser().getContext().getVersion()<2||(this.volumeTexture=this.createTexture(),this._set_coordIndex.addFieldInterest(this._coordIndex),this._direction.addInterest("set_direction__",this),this._coordIndex.addFieldInterest(this.volumeNode._coordIndex),this._coord.addFieldInterest(this.volumeNode._coord),this.volumeNode._creaseAngle=Math.PI,this.volumeNode._convex=!1,this.volumeNode._coordIndex=this._coordIndex,this.volumeNode._coord=this._coord,this.volumeNode._rebuild.addInterest("set_geometry__",this),this.volumeNode.setPrivate(!0),this.volumeNode.setup(),this.set_direction__(),this.set_geometry__())},set_direction__:(()=>{const e=new(P())(0,0,0);return function(){e.assign(this._direction.getValue()).normalize(),this.setUniform("uniform3f","direction",e.x,e.y,e.z)}})(),set_geometry__:(()=>{const e=new(P())(0,0,0),t=new(P())(0,0,0),n=new(P())(0,0,0);return function(){const i=this.getBrowser().getContext(),o=this.volumeNode.getVertices().getValue(),r=this.volumeNode.getNormals().getValue(),s=new Ae(o,r).toArray([]),a=o.length/4,l=r.length/3,c=a/3+1,d=s.length/4,u=Math.ceil(Math.sqrt(c+a+a+d)),m=c,h=m+a,p=h+l;let f=this.volumeArray;f.length<u*u*4&&(f=this.volumeArray=new Float32Array(u*u*4));let x=0;for(let i=0,r=o.length;i<r;i+=12)e.set(o[i],o[i+1],o[i+2]),t.set(o[i+4],o[i+5],o[i+6]),n.set(o[i+8],o[i+9],o[i+10]),f[i/3+4]=x+=Ge().area(e,t,n);f.set(o,4*m);for(let e=4*h,t=0,n=r.length;t<n;e+=4,t+=3)f[e+0]=r[t+0],f[e+1]=r[t+1],f[e+2]=r[t+2];f.set(s,4*p),this.setUniform("uniform1i","verticesIndex",m),this.setUniform("uniform1i","normalsIndex",h),this.setUniform("uniform1i","hierarchyIndex",p),this.setUniform("uniform1i","hierarchyRoot",p+d-1),u&&(i.bindTexture(i.TEXTURE_2D,this.volumeTexture),i.texImage2D(i.TEXTURE_2D,0,i.RGBA32F,u,u,0,i.RGBA,i.FLOAT,f))}})(),activateTextures(e,t){e.activeTexture(e.TEXTURE0+t.volumeTextureUnit),e.bindTexture(e.TEXTURE_2D,this.volumeTexture)}}),Object.defineProperties(Qe,{typeName:{value:"VolumeEmitter",enumerable:!0},componentName:{value:"ParticleSystems",enumerable:!0},containerField:{value:"emitter",enumerable:!0},specificationRange:{value:Object.freeze(["3.2","Infinity"]),enumerable:!0},fieldDefinitions:{value:new(l())([new(s())(_().inputOutput,"metadata",new(o().SFNode)),new(s())(_().inputOnly,"set_coordIndex",new(o().MFInt32)),new(s())(_().inputOutput,"on",new(o().SFBool)(!0)),new(s())(_().initializeOnly,"internal",new(o().SFBool)(!0)),new(s())(_().inputOutput,"direction",new(o().SFVec3f)(0,1,0)),new(s())(_().inputOutput,"speed",new(o().SFFloat)),new(s())(_().inputOutput,"variation",new(o().SFFloat)(.25)),new(s())(_().initializeOnly,"mass",new(o().SFFloat)),new(s())(_().initializeOnly,"surfaceArea",new(o().SFFloat)),new(s())(_().initializeOnly,"coordIndex",new(o().MFInt32)(-1)),new(s())(_().inputOutput,"coord",new(o().SFNode))]),enumerable:!0}});const $e=Qe;m().set("x_ite/Components/ParticleSystems/VolumeEmitter",$e);const Je=$e,et=window[Symbol.for("X_ITE.X3D-8.11.3")].require("standard/Math/Algorithm");var tt=n.n(et);function nt(e){L.call(this,e),this.addType(_().WindPhysicsModel),this._speed.setUnit("speed")}Object.assign(Object.setPrototypeOf(nt.prototype,L.prototype),{getRandomSpeed(e){const t=Math.max(0,this._speed.getValue()),n=t*Math.max(0,this._gustiness.getValue());return e.getRandomValue(Math.max(0,t-n),t+n)},addForce:(()=>{const e=new(P())(0,0,0);return function(t,n,i,o){if(this._enabled.getValue()){const r=n._surfaceArea.getValue(),s=this.getRandomSpeed(n),a=.64615*Math.pow(10,2*Math.log(s));return this._direction.getValue().equals(P().Zero)?n.getRandomNormal(e):e.assign(this._direction.getValue()).normalize(),o.set(e.multiply(r*a*i),4*t),o[4*t+3]=Math.PI*tt().clamp(this._turbulence.getValue(),0,1),!0}return!1}})()}),Object.defineProperties(nt,{typeName:{value:"WindPhysicsModel",enumerable:!0},componentName:{value:"ParticleSystems",enumerable:!0},containerField:{value:"physics",enumerable:!0},specificationRange:{value:Object.freeze(["3.2","Infinity"]),enumerable:!0},fieldDefinitions:{value:new(l())([new(s())(_().inputOutput,"metadata",new(o().SFNode)),new(s())(_().inputOutput,"enabled",new(o().SFBool)(!0)),new(s())(_().inputOutput,"direction",new(o().SFVec3f)),new(s())(_().inputOutput,"speed",new(o().SFFloat)(.1)),new(s())(_().inputOutput,"gustiness",new(o().SFFloat)(.1)),new(s())(_().inputOutput,"turbulence",new(o().SFFloat))]),enumerable:!0}});const it=nt;m().set("x_ite/Components/ParticleSystems/WindPhysicsModel",it);const ot=it;t().add({name:"ParticleSystems",concreteNodes:[G,W,Q,ee,Ue,C,qe,We,Je,ot],abstractNodes:[S,L],browserContext:z});const rt=void 0;m().set("assets/components/ParticleSystems",rt)})()})();
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@@ -39,28 +39,28 @@ var __webpack_exports__ = {};
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  // UNUSED EXPORTS: default
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40
 
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  ;// CONCATENATED MODULE: external "window [Symbol .for (\"X_ITE.X3D\")] .require (\"x_ite/Components\")"
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- const Components_namespaceObject = window [Symbol .for ("X_ITE.X3D-8.11.1")] .require ("x_ite/Components");
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+ const Components_namespaceObject = window [Symbol .for ("X_ITE.X3D-8.11.3")] .require ("x_ite/Components");
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  var Components_default = /*#__PURE__*/__webpack_require__.n(Components_namespaceObject);
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  ;// CONCATENATED MODULE: external "window [Symbol .for (\"X_ITE.X3D\")] .require (\"x_ite/Fields\")"
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- const Fields_namespaceObject = window [Symbol .for ("X_ITE.X3D-8.11.1")] .require ("x_ite/Fields");
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+ const Fields_namespaceObject = window [Symbol .for ("X_ITE.X3D-8.11.3")] .require ("x_ite/Fields");
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  var Fields_default = /*#__PURE__*/__webpack_require__.n(Fields_namespaceObject);
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  ;// CONCATENATED MODULE: external "window [Symbol .for (\"X_ITE.X3D\")] .require (\"x_ite/Base/X3DFieldDefinition\")"
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- const X3DFieldDefinition_namespaceObject = window [Symbol .for ("X_ITE.X3D-8.11.1")] .require ("x_ite/Base/X3DFieldDefinition");
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+ const X3DFieldDefinition_namespaceObject = window [Symbol .for ("X_ITE.X3D-8.11.3")] .require ("x_ite/Base/X3DFieldDefinition");
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  var X3DFieldDefinition_default = /*#__PURE__*/__webpack_require__.n(X3DFieldDefinition_namespaceObject);
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  ;// CONCATENATED MODULE: external "window [Symbol .for (\"X_ITE.X3D\")] .require (\"x_ite/Base/FieldDefinitionArray\")"
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- const FieldDefinitionArray_namespaceObject = window [Symbol .for ("X_ITE.X3D-8.11.1")] .require ("x_ite/Base/FieldDefinitionArray");
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+ const FieldDefinitionArray_namespaceObject = window [Symbol .for ("X_ITE.X3D-8.11.3")] .require ("x_ite/Base/FieldDefinitionArray");
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  var FieldDefinitionArray_default = /*#__PURE__*/__webpack_require__.n(FieldDefinitionArray_namespaceObject);
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  ;// CONCATENATED MODULE: external "window [Symbol .for (\"X_ITE.X3D\")] .require (\"x_ite/Components/Core/X3DSensorNode\")"
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- const X3DSensorNode_namespaceObject = window [Symbol .for ("X_ITE.X3D-8.11.1")] .require ("x_ite/Components/Core/X3DSensorNode");
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+ const X3DSensorNode_namespaceObject = window [Symbol .for ("X_ITE.X3D-8.11.3")] .require ("x_ite/Components/Core/X3DSensorNode");
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  var X3DSensorNode_default = /*#__PURE__*/__webpack_require__.n(X3DSensorNode_namespaceObject);
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  ;// CONCATENATED MODULE: external "window [Symbol .for (\"X_ITE.X3D\")] .require (\"x_ite/Rendering/TraverseType\")"
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- const TraverseType_namespaceObject = window [Symbol .for ("X_ITE.X3D-8.11.1")] .require ("x_ite/Rendering/TraverseType");
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+ const TraverseType_namespaceObject = window [Symbol .for ("X_ITE.X3D-8.11.3")] .require ("x_ite/Rendering/TraverseType");
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  var TraverseType_default = /*#__PURE__*/__webpack_require__.n(TraverseType_namespaceObject);
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  ;// CONCATENATED MODULE: external "window [Symbol .for (\"X_ITE.X3D\")] .require (\"x_ite/Base/X3DConstants\")"
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- const X3DConstants_namespaceObject = window [Symbol .for ("X_ITE.X3D-8.11.1")] .require ("x_ite/Base/X3DConstants");
60
+ const X3DConstants_namespaceObject = window [Symbol .for ("X_ITE.X3D-8.11.3")] .require ("x_ite/Base/X3DConstants");
61
61
  var X3DConstants_default = /*#__PURE__*/__webpack_require__.n(X3DConstants_namespaceObject);
62
62
  ;// CONCATENATED MODULE: external "window [Symbol .for (\"X_ITE.X3D\")] .require (\"x_ite/Namespace\")"
63
- const Namespace_namespaceObject = window [Symbol .for ("X_ITE.X3D-8.11.1")] .require ("x_ite/Namespace");
63
+ const Namespace_namespaceObject = window [Symbol .for ("X_ITE.X3D-8.11.3")] .require ("x_ite/Namespace");
64
64
  var Namespace_default = /*#__PURE__*/__webpack_require__.n(Namespace_namespaceObject);
65
65
  ;// CONCATENATED MODULE: ./src/x_ite/Browser/Picking/MatchCriterion.js
66
66
  /*******************************************************************************
@@ -249,7 +249,7 @@ const SortOrder_default_ = SortOrder;
249
249
  Namespace_default().set ("x_ite/Browser/Picking/SortOrder", SortOrder_default_);
250
250
  /* harmony default export */ const Picking_SortOrder = (SortOrder_default_);
251
251
  ;// CONCATENATED MODULE: external "window [Symbol .for (\"X_ITE.X3D\")] .require (\"standard/Math/Numbers/Matrix4\")"
252
- const Matrix4_namespaceObject = window [Symbol .for ("X_ITE.X3D-8.11.1")] .require ("standard/Math/Numbers/Matrix4");
252
+ const Matrix4_namespaceObject = window [Symbol .for ("X_ITE.X3D-8.11.3")] .require ("standard/Math/Numbers/Matrix4");
253
253
  var Matrix4_default = /*#__PURE__*/__webpack_require__.n(Matrix4_namespaceObject);
254
254
  ;// CONCATENATED MODULE: ./src/standard/Math/Algorithms/QuickSort.js
255
255
  /*******************************************************************************
@@ -363,7 +363,7 @@ const QuickSort_default_ = QuickSort;
363
363
  Namespace_default().set ("standard/Math/Algorithms/QuickSort", QuickSort_default_);
364
364
  /* harmony default export */ const Algorithms_QuickSort = (QuickSort_default_);
365
365
  ;// CONCATENATED MODULE: external "window [Symbol .for (\"X_ITE.X3D\")] .require (\"standard/Utility/ObjectCache\")"
366
- const ObjectCache_namespaceObject = window [Symbol .for ("X_ITE.X3D-8.11.1")] .require ("standard/Utility/ObjectCache");
366
+ const ObjectCache_namespaceObject = window [Symbol .for ("X_ITE.X3D-8.11.3")] .require ("standard/Utility/ObjectCache");
367
367
  var ObjectCache_default = /*#__PURE__*/__webpack_require__.n(ObjectCache_namespaceObject);
368
368
  ;// CONCATENATED MODULE: ./src/x_ite/Components/Picking/X3DPickSensorNode.js
369
369
  /*******************************************************************************
@@ -812,13 +812,13 @@ const X3DPickSensorNode_default_ = X3DPickSensorNode;
812
812
  Namespace_default().set ("x_ite/Components/Picking/X3DPickSensorNode", X3DPickSensorNode_default_);
813
813
  /* harmony default export */ const Picking_X3DPickSensorNode = (X3DPickSensorNode_default_);
814
814
  ;// CONCATENATED MODULE: external "window [Symbol .for (\"X_ITE.X3D\")] .require (\"standard/Math/Numbers/Vector3\")"
815
- const Vector3_namespaceObject = window [Symbol .for ("X_ITE.X3D-8.11.1")] .require ("standard/Math/Numbers/Vector3");
815
+ const Vector3_namespaceObject = window [Symbol .for ("X_ITE.X3D-8.11.3")] .require ("standard/Math/Numbers/Vector3");
816
816
  var Vector3_default = /*#__PURE__*/__webpack_require__.n(Vector3_namespaceObject);
817
817
  ;// CONCATENATED MODULE: external "window [Symbol .for (\"X_ITE.X3D\")] .require (\"standard/Math/Geometry/Box3\")"
818
- const Box3_namespaceObject = window [Symbol .for ("X_ITE.X3D-8.11.1")] .require ("standard/Math/Geometry/Box3");
818
+ const Box3_namespaceObject = window [Symbol .for ("X_ITE.X3D-8.11.3")] .require ("standard/Math/Geometry/Box3");
819
819
  var Box3_default = /*#__PURE__*/__webpack_require__.n(Box3_namespaceObject);
820
820
  ;// CONCATENATED MODULE: external "window [Symbol .for (\"X_ITE.X3D\")] .require (\"standard/Math/Geometry/Line3\")"
821
- const Line3_namespaceObject = window [Symbol .for ("X_ITE.X3D-8.11.1")] .require ("standard/Math/Geometry/Line3");
821
+ const Line3_namespaceObject = window [Symbol .for ("X_ITE.X3D-8.11.3")] .require ("standard/Math/Geometry/Line3");
822
822
  var Line3_default = /*#__PURE__*/__webpack_require__.n(Line3_namespaceObject);
823
823
  ;// CONCATENATED MODULE: ./src/x_ite/Components/Picking/LinePickSensor.js
824
824
  /*******************************************************************************
@@ -1165,7 +1165,7 @@ const LinePickSensor_default_ = LinePickSensor;
1165
1165
  Namespace_default().set ("x_ite/Components/Picking/LinePickSensor", LinePickSensor_default_);
1166
1166
  /* harmony default export */ const Picking_LinePickSensor = (LinePickSensor_default_);
1167
1167
  ;// CONCATENATED MODULE: external "window [Symbol .for (\"X_ITE.X3D\")] .require (\"x_ite/Components/Grouping/X3DGroupingNode\")"
1168
- const X3DGroupingNode_namespaceObject = window [Symbol .for ("X_ITE.X3D-8.11.1")] .require ("x_ite/Components/Grouping/X3DGroupingNode");
1168
+ const X3DGroupingNode_namespaceObject = window [Symbol .for ("X_ITE.X3D-8.11.3")] .require ("x_ite/Components/Grouping/X3DGroupingNode");
1169
1169
  var X3DGroupingNode_default = /*#__PURE__*/__webpack_require__.n(X3DGroupingNode_namespaceObject);
1170
1170
  ;// CONCATENATED MODULE: ./src/x_ite/Components/Picking/X3DPickableObject.js
1171
1171
  /*******************************************************************************
@@ -1496,13 +1496,13 @@ const PickableGroup_default_ = PickableGroup;
1496
1496
  Namespace_default().set ("x_ite/Components/Picking/PickableGroup", PickableGroup_default_);
1497
1497
  /* harmony default export */ const Picking_PickableGroup = (PickableGroup_default_);
1498
1498
  ;// CONCATENATED MODULE: external "window [Symbol .for (\"X_ITE.X3D\")] .require (\"x_ite/Base/X3DCast\")"
1499
- const X3DCast_namespaceObject = window [Symbol .for ("X_ITE.X3D-8.11.1")] .require ("x_ite/Base/X3DCast");
1499
+ const X3DCast_namespaceObject = window [Symbol .for ("X_ITE.X3D-8.11.3")] .require ("x_ite/Base/X3DCast");
1500
1500
  var X3DCast_default = /*#__PURE__*/__webpack_require__.n(X3DCast_namespaceObject);
1501
1501
  ;// CONCATENATED MODULE: external "window [Symbol .for (\"X_ITE.X3D\")] .require (\"standard/Math/Numbers/Rotation4\")"
1502
- const Rotation4_namespaceObject = window [Symbol .for ("X_ITE.X3D-8.11.1")] .require ("standard/Math/Numbers/Rotation4");
1502
+ const Rotation4_namespaceObject = window [Symbol .for ("X_ITE.X3D-8.11.3")] .require ("standard/Math/Numbers/Rotation4");
1503
1503
  var Rotation4_default = /*#__PURE__*/__webpack_require__.n(Rotation4_namespaceObject);
1504
1504
  ;// CONCATENATED MODULE: external "window [Symbol .for (\"X_ITE.X3D\")] .require (\"lib/ammojs/AmmoClass\")"
1505
- const AmmoClass_namespaceObject = window [Symbol .for ("X_ITE.X3D-8.11.1")] .require ("lib/ammojs/AmmoClass");
1505
+ const AmmoClass_namespaceObject = window [Symbol .for ("X_ITE.X3D-8.11.3")] .require ("lib/ammojs/AmmoClass");
1506
1506
  var AmmoClass_default = /*#__PURE__*/__webpack_require__.n(AmmoClass_namespaceObject);
1507
1507
  ;// CONCATENATED MODULE: ./src/x_ite/Browser/Picking/VolumePicker.js
1508
1508
  /*******************************************************************************