zincjs 2.4.0 → 2.4.1-beta.0

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 (55) hide show
  1. package/build/zinc.js +3 -486
  2. package/build/zinc.js.map +1 -1
  3. package/package.json +3 -4
  4. package/src/controls.js +1 -1
  5. package/src/geometryCSG.js +1 -1
  6. package/src/glyphsetCSG.js +1 -1
  7. package/src/loaders/GLTFToZincJSLoader.js +1 -1
  8. package/src/loaders/JSONLoader.js +204 -377
  9. package/src/loaders/OBJLoader.js +1 -1
  10. package/src/loaders/STLLoader.js +1 -1
  11. package/src/loaders/niftiReader.js +6 -4
  12. package/src/loaders/primitivesLoader.js +7 -9
  13. package/src/minimap.js +1 -1
  14. package/src/primitives/geometry.js +11 -29
  15. package/src/primitives/glyph.js +1 -1
  16. package/src/primitives/glyphset.js +2 -4
  17. package/src/primitives/label.js +1 -1
  18. package/src/primitives/lines.js +12 -5
  19. package/src/primitives/lines2.js +4 -8
  20. package/src/primitives/lod.js +9 -3
  21. package/src/primitives/marker.js +1 -1
  22. package/src/primitives/markerCluster.js +1 -1
  23. package/src/primitives/pointset.js +368 -52
  24. package/src/primitives/textureSlides.js +59 -16
  25. package/src/primitives/textureVolume.js +1 -1
  26. package/src/primitives/tubeLines.js +20 -3
  27. package/src/primitives/zincObject.js +13 -1
  28. package/src/region.js +1 -1
  29. package/src/renderer.js +17 -13
  30. package/src/scene.js +20 -8
  31. package/src/sceneLoader.js +1 -1
  32. package/src/shaders/rgbVolumeRender.js +1 -1
  33. package/src/shaders/textureSlide.js +1 -1
  34. package/src/texture/texture.js +1 -1
  35. package/src/texture/textureArray.js +9 -2
  36. package/src/three/GLTFExporter.js +55 -2
  37. package/src/three/InstancedPoints.js +73 -0
  38. package/src/three/Loader.js +1 -1
  39. package/src/three/line/Line.js +1 -1
  40. package/src/three/line/LineSegments.js +1 -1
  41. package/src/three/line/LineSegments2.js +24 -39
  42. package/src/three/line/LineSegmentsGeometry.js +1 -1
  43. package/src/tls/morphColorMaterial.js +65 -0
  44. package/src/tls/pointsMaterial.js +79 -0
  45. package/src/tls/textureSlides.js +126 -0
  46. package/src/utilities.js +47 -70
  47. package/src/videoHandler.js +1 -2
  48. package/src/workers/geometryCSG.worker.js +1 -1
  49. package/src/workers/geometryCSGInternal.js +1 -1
  50. package/src/zinc.js +1 -1
  51. package/vite.config.js +3 -1
  52. package/src/primitives/augmentShader.js +0 -45
  53. package/src/three/Geometry.js +0 -2176
  54. package/src/three/Points.js +0 -224
  55. package/src/three/line/LineMaterial.js +0 -726
@@ -1,726 +0,0 @@
1
- import {
2
- ShaderLib,
3
- ShaderMaterial,
4
- UniformsLib,
5
- UniformsUtils,
6
- Vector2,
7
- } from 'three';
8
-
9
- UniformsLib.line = {
10
-
11
- worldUnits: { value: 1 },
12
- linewidth: { value: 1 },
13
- resolution: { value: new Vector2() },
14
- dashOffset: { value: 0 },
15
- dashScale: { value: 1 },
16
- dashSize: { value: 1 },
17
- gapSize: { value: 1 } // todo FIX - maybe change to totalSize
18
-
19
- };
20
-
21
- ShaderLib[ 'line' ] = {
22
-
23
- uniforms: UniformsUtils.merge( [
24
- UniformsLib.common,
25
- UniformsLib.fog,
26
- UniformsLib.line
27
- ] ),
28
-
29
- vertexShader:
30
- /* glsl */`
31
- #include <common>
32
- #include <color_pars_vertex>
33
- #include <fog_pars_vertex>
34
- #include <logdepthbuf_pars_vertex>
35
- #include <clipping_planes_pars_vertex>
36
-
37
- uniform float linewidth;
38
- uniform vec2 resolution;
39
-
40
- attribute vec3 instanceStart;
41
- attribute vec3 instanceEnd;
42
-
43
- attribute vec3 instanceColorStart;
44
- attribute vec3 instanceColorEnd;
45
-
46
- #ifdef WORLD_UNITS
47
-
48
- varying vec4 worldPos;
49
- varying vec3 worldStart;
50
- varying vec3 worldEnd;
51
-
52
- #ifdef USE_DASH
53
-
54
- varying vec2 vUv;
55
-
56
- #endif
57
-
58
- #else
59
-
60
- varying vec2 vUv;
61
-
62
- #endif
63
-
64
- #ifdef USE_DASH
65
-
66
- uniform float dashScale;
67
- attribute float instanceDistanceStart;
68
- attribute float instanceDistanceEnd;
69
- varying float vLineDistance;
70
-
71
- #endif
72
-
73
- float trimSegmentAlpha( const in vec4 start, const in vec4 end ) {
74
-
75
- // compute the interpolation factor needed to trim the segment so it terminates
76
- // between the camera plane and the near plane
77
-
78
- // conservative estimate of the near plane
79
- float a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column
80
- float b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column
81
-
82
- // we need different nearEstimate formula for reversed and default depth buffer
83
- // a is positive with a reversed depth buffer so it can be used for controlling the code flow
84
- float nearEstimate = ( a > 0.0 ) ? ( - b / ( a + 1.0 ) ) : ( - 0.5 * b / a );
85
-
86
- return ( nearEstimate - start.z ) / ( end.z - start.z );
87
-
88
- }
89
-
90
- void main() {
91
-
92
- #ifdef USE_COLOR
93
-
94
- vColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;
95
-
96
- #endif
97
-
98
- float aspect = resolution.x / resolution.y;
99
-
100
- // camera space
101
- vec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );
102
- vec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );
103
-
104
- #ifdef USE_DASH
105
-
106
- float lineDistanceStart = dashScale * instanceDistanceStart;
107
- float lineDistanceEnd = dashScale * instanceDistanceEnd;
108
-
109
- #endif
110
-
111
- #ifdef WORLD_UNITS
112
-
113
- worldStart = start.xyz;
114
- worldEnd = end.xyz;
115
-
116
- #else
117
-
118
- vUv = uv;
119
-
120
- #endif
121
-
122
- // special case for perspective projection, and segments that terminate either in, or behind, the camera plane
123
- // clearly the gpu firmware has a way of addressing this issue when projecting into ndc space
124
- // but we need to perform ndc-space calculations in the shader, so we must address this issue directly
125
- // perhaps there is a more elegant solution -- WestLangley
126
-
127
- bool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column
128
-
129
- if ( perspective ) {
130
-
131
- if ( start.z < 0.0 && end.z >= 0.0 ) {
132
-
133
- float alpha = trimSegmentAlpha( start, end );
134
- end.xyz = mix( start.xyz, end.xyz, alpha );
135
-
136
- #ifdef USE_DASH
137
-
138
- lineDistanceEnd = mix( lineDistanceStart, lineDistanceEnd, alpha );
139
-
140
- #endif
141
-
142
- } else if ( end.z < 0.0 && start.z >= 0.0 ) {
143
-
144
- float alpha = trimSegmentAlpha( end, start );
145
- start.xyz = mix( end.xyz, start.xyz, alpha );
146
-
147
- #ifdef USE_DASH
148
-
149
- lineDistanceStart = mix( lineDistanceEnd, lineDistanceStart, alpha );
150
-
151
- #endif
152
-
153
- }
154
-
155
- }
156
-
157
- #ifdef USE_DASH
158
-
159
- vLineDistance = ( position.y < 0.5 ) ? lineDistanceStart : lineDistanceEnd;
160
- vUv = uv;
161
-
162
- #endif
163
-
164
- // clip space
165
- vec4 clipStart = projectionMatrix * start;
166
- vec4 clipEnd = projectionMatrix * end;
167
-
168
- // ndc space
169
- vec3 ndcStart = clipStart.xyz / clipStart.w;
170
- vec3 ndcEnd = clipEnd.xyz / clipEnd.w;
171
-
172
- // direction
173
- vec2 dir = ndcEnd.xy - ndcStart.xy;
174
-
175
- // account for clip-space aspect ratio
176
- dir.x *= aspect;
177
- dir = normalize( dir );
178
-
179
- #ifdef WORLD_UNITS
180
-
181
- vec3 worldDir = normalize( end.xyz - start.xyz );
182
- vec3 tmpFwd = normalize( mix( start.xyz, end.xyz, 0.5 ) );
183
- vec3 worldUp = normalize( cross( worldDir, tmpFwd ) );
184
- vec3 worldFwd = cross( worldDir, worldUp );
185
- worldPos = position.y < 0.5 ? start: end;
186
-
187
- // height offset
188
- float hw = linewidth * 0.5;
189
- worldPos.xyz += position.x < 0.0 ? hw * worldUp : - hw * worldUp;
190
-
191
- // don't extend the line if we're rendering dashes because we
192
- // won't be rendering the endcaps
193
- #ifndef USE_DASH
194
-
195
- // cap extension
196
- worldPos.xyz += position.y < 0.5 ? - hw * worldDir : hw * worldDir;
197
-
198
- // add width to the box
199
- worldPos.xyz += worldFwd * hw;
200
-
201
- // endcaps
202
- if ( position.y > 1.0 || position.y < 0.0 ) {
203
-
204
- worldPos.xyz -= worldFwd * 2.0 * hw;
205
-
206
- }
207
-
208
- #endif
209
-
210
- // project the worldpos
211
- vec4 clip = projectionMatrix * worldPos;
212
-
213
- // shift the depth of the projected points so the line
214
- // segments overlap neatly
215
- vec3 clipPose = ( position.y < 0.5 ) ? ndcStart : ndcEnd;
216
- clip.z = clipPose.z * clip.w;
217
-
218
- #else
219
-
220
- vec2 offset = vec2( dir.y, - dir.x );
221
- // undo aspect ratio adjustment
222
- dir.x /= aspect;
223
- offset.x /= aspect;
224
-
225
- // sign flip
226
- if ( position.x < 0.0 ) offset *= - 1.0;
227
-
228
- // endcaps
229
- if ( position.y < 0.0 ) {
230
-
231
- offset += - dir;
232
-
233
- } else if ( position.y > 1.0 ) {
234
-
235
- offset += dir;
236
-
237
- }
238
-
239
- // adjust for linewidth
240
- offset *= linewidth;
241
-
242
- // adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...
243
- offset /= resolution.y;
244
-
245
- // select end
246
- vec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;
247
-
248
- // back to clip space
249
- offset *= clip.w;
250
-
251
- clip.xy += offset;
252
-
253
- #endif
254
-
255
- gl_Position = clip;
256
-
257
- vec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation
258
-
259
- #include <logdepthbuf_vertex>
260
- #include <clipping_planes_vertex>
261
- #include <fog_vertex>
262
-
263
- }
264
- `,
265
-
266
- fragmentShader:
267
- /* glsl */`
268
- uniform vec3 diffuse;
269
- uniform float opacity;
270
- uniform float linewidth;
271
-
272
- #ifdef USE_DASH
273
-
274
- uniform float dashOffset;
275
- uniform float dashSize;
276
- uniform float gapSize;
277
-
278
- #endif
279
-
280
- varying float vLineDistance;
281
-
282
- #ifdef WORLD_UNITS
283
-
284
- varying vec4 worldPos;
285
- varying vec3 worldStart;
286
- varying vec3 worldEnd;
287
-
288
- #ifdef USE_DASH
289
-
290
- varying vec2 vUv;
291
-
292
- #endif
293
-
294
- #else
295
-
296
- varying vec2 vUv;
297
-
298
- #endif
299
-
300
- #include <common>
301
- #include <color_pars_fragment>
302
- #include <fog_pars_fragment>
303
- #include <logdepthbuf_pars_fragment>
304
- #include <clipping_planes_pars_fragment>
305
-
306
- vec2 closestLineToLine(vec3 p1, vec3 p2, vec3 p3, vec3 p4) {
307
-
308
- float mua;
309
- float mub;
310
-
311
- vec3 p13 = p1 - p3;
312
- vec3 p43 = p4 - p3;
313
-
314
- vec3 p21 = p2 - p1;
315
-
316
- float d1343 = dot( p13, p43 );
317
- float d4321 = dot( p43, p21 );
318
- float d1321 = dot( p13, p21 );
319
- float d4343 = dot( p43, p43 );
320
- float d2121 = dot( p21, p21 );
321
-
322
- float denom = d2121 * d4343 - d4321 * d4321;
323
-
324
- float numer = d1343 * d4321 - d1321 * d4343;
325
-
326
- mua = numer / denom;
327
- mua = clamp( mua, 0.0, 1.0 );
328
- mub = ( d1343 + d4321 * ( mua ) ) / d4343;
329
- mub = clamp( mub, 0.0, 1.0 );
330
-
331
- return vec2( mua, mub );
332
-
333
- }
334
-
335
- void main() {
336
-
337
- float alpha = opacity;
338
- vec4 diffuseColor = vec4( diffuse, alpha );
339
-
340
- #include <clipping_planes_fragment>
341
-
342
- #ifdef USE_DASH
343
-
344
- if ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps
345
-
346
- if ( mod( vLineDistance + dashOffset, dashSize + gapSize ) > dashSize ) discard; // todo - FIX
347
-
348
- #endif
349
-
350
- #ifdef WORLD_UNITS
351
-
352
- // Find the closest points on the view ray and the line segment
353
- vec3 rayEnd = normalize( worldPos.xyz ) * 1e5;
354
- vec3 lineDir = worldEnd - worldStart;
355
- vec2 params = closestLineToLine( worldStart, worldEnd, vec3( 0.0, 0.0, 0.0 ), rayEnd );
356
-
357
- vec3 p1 = worldStart + lineDir * params.x;
358
- vec3 p2 = rayEnd * params.y;
359
- vec3 delta = p1 - p2;
360
- float len = length( delta );
361
- float norm = len / linewidth;
362
-
363
- #ifndef USE_DASH
364
-
365
- #ifdef USE_ALPHA_TO_COVERAGE
366
-
367
- float dnorm = fwidth( norm );
368
- alpha = 1.0 - smoothstep( 0.5 - dnorm, 0.5 + dnorm, norm );
369
-
370
- #else
371
-
372
- if ( norm > 0.5 ) {
373
-
374
- discard;
375
-
376
- }
377
-
378
- #endif
379
-
380
- #endif
381
-
382
- #else
383
-
384
- #ifdef USE_ALPHA_TO_COVERAGE
385
-
386
- // artifacts appear on some hardware if a derivative is taken within a conditional
387
- float a = vUv.x;
388
- float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;
389
- float len2 = a * a + b * b;
390
- float dlen = fwidth( len2 );
391
-
392
- if ( abs( vUv.y ) > 1.0 ) {
393
-
394
- alpha = 1.0 - smoothstep( 1.0 - dlen, 1.0 + dlen, len2 );
395
-
396
- }
397
-
398
- #else
399
-
400
- if ( abs( vUv.y ) > 1.0 ) {
401
-
402
- float a = vUv.x;
403
- float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;
404
- float len2 = a * a + b * b;
405
-
406
- if ( len2 > 1.0 ) discard;
407
-
408
- }
409
-
410
- #endif
411
-
412
- #endif
413
-
414
- #include <logdepthbuf_fragment>
415
- #include <color_fragment>
416
-
417
- gl_FragColor = vec4( diffuseColor.rgb, alpha );
418
-
419
- #include <tonemapping_fragment>
420
- #include <colorspace_fragment>
421
- #include <fog_fragment>
422
- #include <premultiplied_alpha_fragment>
423
-
424
- }
425
- `
426
- };
427
-
428
- /**
429
- * A material for drawing wireframe-style geometries.
430
- *
431
- * Unlike {@link LineBasicMaterial}, it supports arbitrary line widths and allows using world units
432
- * instead of screen space units. This material is used with {@link LineSegments2} and {@link Line2}.
433
- *
434
- * This module can only be used with {@link WebGLRenderer}. When using {@link WebGPURenderer},
435
- * use {@link Line2NodeMaterial}.
436
- *
437
- * @augments ShaderMaterial
438
- * @three_import import { LineMaterial } from 'three/addons/lines/LineMaterial.js';
439
- */
440
- class LineMaterial extends ShaderMaterial {
441
-
442
- /**
443
- * Constructs a new line segments geometry.
444
- *
445
- * @param {Object} [parameters] - An object with one or more properties
446
- * defining the material's appearance. Any property of the material
447
- * (including any property from inherited materials) can be passed
448
- * in here. Color values can be passed any type of value accepted
449
- * by {@link Color#set}.
450
- */
451
- constructor( parameters ) {
452
-
453
- super( {
454
-
455
- type: 'LineMaterial',
456
- uniforms: UniformsUtils.clone( ShaderLib[ 'line' ].uniforms ),
457
-
458
- vertexShader: ShaderLib[ 'line' ].vertexShader,
459
- fragmentShader: ShaderLib[ 'line' ].fragmentShader,
460
-
461
- clipping: true // required for clipping support
462
-
463
- } );
464
-
465
- /**
466
- * This flag can be used for type testing.
467
- *
468
- * @type {boolean}
469
- * @readonly
470
- * @default true
471
- */
472
- this.isLineMaterial = true;
473
-
474
- this.setValues( parameters );
475
-
476
- }
477
-
478
- /**
479
- * The material's color.
480
- *
481
- * @type {Color}
482
- * @default (1,1,1)
483
- */
484
- get color() {
485
-
486
- return this.uniforms.diffuse.value;
487
-
488
- }
489
-
490
- set color( value ) {
491
-
492
- this.uniforms.diffuse.value = value;
493
-
494
- }
495
-
496
- /**
497
- * Whether the material's sizes (width, dash gaps) are in world units.
498
- *
499
- * @type {boolean}
500
- * @default false
501
- */
502
- get worldUnits() {
503
-
504
- return 'WORLD_UNITS' in this.defines;
505
-
506
- }
507
-
508
- set worldUnits( value ) {
509
-
510
- if ( ( value === true ) !== this.worldUnits ) {
511
-
512
- this.needsUpdate = true;
513
-
514
- }
515
-
516
- if ( value === true ) {
517
-
518
- this.defines.WORLD_UNITS = '';
519
-
520
- } else {
521
-
522
- delete this.defines.WORLD_UNITS;
523
-
524
- }
525
-
526
- }
527
-
528
- /**
529
- * Controls line thickness in CSS pixel units when `worldUnits` is `false` (default),
530
- * or in world units when `worldUnits` is `true`.
531
- *
532
- * @type {number}
533
- * @default 1
534
- */
535
- get linewidth() {
536
-
537
- return this.uniforms.linewidth.value;
538
-
539
- }
540
-
541
- set linewidth( value ) {
542
-
543
- if ( ! this.uniforms.linewidth ) return;
544
- this.uniforms.linewidth.value = value;
545
-
546
- }
547
-
548
- /**
549
- * Whether the line is dashed, or solid.
550
- *
551
- * @type {boolean}
552
- * @default false
553
- */
554
- get dashed() {
555
-
556
- return 'USE_DASH' in this.defines;
557
-
558
- }
559
-
560
- set dashed( value ) {
561
-
562
- if ( ( value === true ) !== this.dashed ) {
563
-
564
- this.needsUpdate = true;
565
-
566
- }
567
-
568
- if ( value === true ) {
569
-
570
- this.defines.USE_DASH = '';
571
-
572
- } else {
573
-
574
- delete this.defines.USE_DASH;
575
-
576
- }
577
-
578
- }
579
-
580
- /**
581
- * The scale of the dashes and gaps.
582
- *
583
- * @type {number}
584
- * @default 1
585
- */
586
- get dashScale() {
587
-
588
- return this.uniforms.dashScale.value;
589
-
590
- }
591
-
592
- set dashScale( value ) {
593
-
594
- this.uniforms.dashScale.value = value;
595
-
596
- }
597
-
598
- /**
599
- * The size of the dash.
600
- *
601
- * @type {number}
602
- * @default 1
603
- */
604
- get dashSize() {
605
-
606
- return this.uniforms.dashSize.value;
607
-
608
- }
609
-
610
- set dashSize( value ) {
611
-
612
- this.uniforms.dashSize.value = value;
613
-
614
- }
615
-
616
- /**
617
- * Where in the dash cycle the dash starts.
618
- *
619
- * @type {number}
620
- * @default 0
621
- */
622
- get dashOffset() {
623
-
624
- return this.uniforms.dashOffset.value;
625
-
626
- }
627
-
628
- set dashOffset( value ) {
629
-
630
- this.uniforms.dashOffset.value = value;
631
-
632
- }
633
-
634
- /**
635
- * The size of the gap.
636
- *
637
- * @type {number}
638
- * @default 0
639
- */
640
- get gapSize() {
641
-
642
- return this.uniforms.gapSize.value;
643
-
644
- }
645
-
646
- set gapSize( value ) {
647
-
648
- this.uniforms.gapSize.value = value;
649
-
650
- }
651
-
652
- /**
653
- * The opacity.
654
- *
655
- * @type {number}
656
- * @default 1
657
- */
658
- get opacity() {
659
-
660
- return this.uniforms.opacity.value;
661
-
662
- }
663
-
664
- set opacity( value ) {
665
-
666
- if ( ! this.uniforms ) return;
667
- this.uniforms.opacity.value = value;
668
-
669
- }
670
-
671
- /**
672
- * The size of the viewport, in screen pixels. This must be kept updated to make
673
- * screen-space rendering accurate. The `LineSegments2.onBeforeRender` callback
674
- * performs the update for visible objects.
675
- *
676
- * @type {Vector2}
677
- */
678
- get resolution() {
679
-
680
- return this.uniforms.resolution.value;
681
-
682
- }
683
-
684
- set resolution( value ) {
685
-
686
- this.uniforms.resolution.value.copy( value );
687
-
688
- }
689
-
690
- /**
691
- * Whether to use alphaToCoverage or not. When enabled, this can improve the
692
- * anti-aliasing of line edges when using MSAA.
693
- *
694
- * @type {boolean}
695
- */
696
- get alphaToCoverage() {
697
-
698
- return 'USE_ALPHA_TO_COVERAGE' in this.defines;
699
-
700
- }
701
-
702
- set alphaToCoverage( value ) {
703
-
704
- if ( ! this.defines ) return;
705
-
706
- if ( ( value === true ) !== this.alphaToCoverage ) {
707
-
708
- this.needsUpdate = true;
709
-
710
- }
711
-
712
- if ( value === true ) {
713
-
714
- this.defines.USE_ALPHA_TO_COVERAGE = '';
715
-
716
- } else {
717
-
718
- delete this.defines.USE_ALPHA_TO_COVERAGE;
719
-
720
- }
721
-
722
- }
723
-
724
- }
725
-
726
- export { LineMaterial };