From 1c0fb609e96e4cc043297c36adf7bbb4b409099d Mon Sep 17 00:00:00 2001 From: Kevin Levron Date: Wed, 3 Mar 2021 21:49:22 +0100 Subject: [PATCH] 0.1.6 --- build/trois.js | 3007 ++++++++++++++++++++++++++ build/trois.module.cdn.js | 924 +------- build/trois.module.cdn.js.map | 2 +- build/trois.module.cdn.min.js | 2 +- build/trois.module.cdn.min.js.map | 2 +- build/trois.module.js | 925 +------- build/trois.module.js.map | 2 +- build/trois.module.min.js | 2 +- build/trois.module.min.js.map | 2 +- package.json | 5 +- rollup.config.js | 38 +- src/components/examples/Example1.vue | 39 - src/components/examples/Matcap.vue | 14 - 13 files changed, 3047 insertions(+), 1917 deletions(-) create mode 100644 build/trois.js delete mode 100644 src/components/examples/Example1.vue delete mode 100644 src/components/examples/Matcap.vue diff --git a/build/trois.js b/build/trois.js new file mode 100644 index 0000000..fef98bd --- /dev/null +++ b/build/trois.js @@ -0,0 +1,3007 @@ +'use strict'; + +Object.defineProperty(exports, '__esModule', { value: true }); + +var vue = require('vue'); +var three = require('three'); +var OrbitControls_js = require('three/examples/jsm/controls/OrbitControls.js'); +var EffectComposer_js = require('three/examples/jsm/postprocessing/EffectComposer.js'); +var RenderPass_js = require('three/examples/jsm/postprocessing/RenderPass.js'); +var BokehPass_js = require('three/examples/jsm/postprocessing/BokehPass.js'); +var FilmPass_js = require('three/examples/jsm/postprocessing/FilmPass.js'); +var ShaderPass_js = require('three/examples/jsm/postprocessing/ShaderPass.js'); +var FXAAShader_js = require('three/examples/jsm/shaders/FXAAShader.js'); +var HalftonePass_js = require('three/examples/jsm/postprocessing/HalftonePass.js'); +var SMAAPass_js = require('three/examples/jsm/postprocessing/SMAAPass.js'); +var UnrealBloomPass_js = require('three/examples/jsm/postprocessing/UnrealBloomPass.js'); + +/** + * Three.js helper + */ +function useThree() { + // default conf + var conf = { + canvas: null, + antialias: true, + alpha: false, + autoClear: true, + orbit_ctrl: false, + mouse_move: false, + mouse_raycast: false, + mouse_over: false, + click: false, + resize: true, + width: 0, + height: 0, + }; + + // size + var size = { + width: 1, height: 1, + wWidth: 1, wHeight: 1, + ratio: 1, + }; + + // handlers + var afterInitCallbacks = []; + var afterResizeCallbacks = []; + var beforeRenderCallbacks = []; + + // mouse tracking + var mouse = new three.Vector2(); + var mouseV3 = new three.Vector3(); + var mousePlane = new three.Plane(new three.Vector3(0, 0, 1), 0); + var raycaster = new three.Raycaster(); + + // raycast objects + var intersectObjects = []; + + // returned object + var obj = { + conf: conf, + renderer: null, + camera: null, + cameraCtrl: null, + materials: {}, + scene: null, + size: size, + mouse: mouse, mouseV3: mouseV3, + init: init, + dispose: dispose, + render: render, + renderC: renderC, + setSize: setSize, + onAfterInit: onAfterInit, + onAfterResize: onAfterResize, offAfterResize: offAfterResize, + onBeforeRender: onBeforeRender, offBeforeRender: offBeforeRender, + addIntersectObject: addIntersectObject, removeIntersectObject: removeIntersectObject, + }; + + /** + * init three + */ + function init(params) { + if (params) { + Object.entries(params).forEach(function (ref) { + var key = ref[0]; + var value = ref[1]; + + conf[key] = value; + }); + } + + if (!obj.scene) { + console.error('Missing Scene'); + return; + } + + if (!obj.camera) { + console.error('Missing Camera'); + return; + } + + obj.renderer = new three.WebGLRenderer({ canvas: conf.canvas, antialias: conf.antialias, alpha: conf.alpha }); + obj.renderer.autoClear = conf.autoClear; + + if (conf.orbit_ctrl) { + obj.orbitCtrl = new OrbitControls_js.OrbitControls(obj.camera, obj.renderer.domElement); + if (conf.orbit_ctrl instanceof Object) { + Object.entries(conf.orbit_ctrl).forEach(function (ref) { + var key = ref[0]; + var value = ref[1]; + + obj.orbitCtrl[key] = value; + }); + } + } + + if (conf.width && conf.height) { + setSize(conf.width, conf.height); + } else if (conf.resize) { + onResize(); + window.addEventListener('resize', onResize); + } + + conf.mouse_move = conf.mouse_move || conf.mouse_over; + if (conf.mouse_move) { + if (conf.mouse_move === 'body') { + obj.mouse_move_element = document.body; + } else { + obj.mouse_move_element = obj.renderer.domElement; + } + obj.mouse_move_element.addEventListener('mousemove', onMousemove); + obj.mouse_move_element.addEventListener('mouseleave', onMouseleave); + } + + if (conf.click) { + obj.renderer.domElement.addEventListener('click', onClick); + } + + afterInitCallbacks.forEach(function (c) { return c(); }); + + return true; + } + /** + * add after init callback + */ + function onAfterInit(callback) { + afterInitCallbacks.push(callback); + } + + /** + * add after resize callback + */ + function onAfterResize(callback) { + afterResizeCallbacks.push(callback); + } + + /** + * remove after resize callback + */ + function offAfterResize(callback) { + afterResizeCallbacks = afterResizeCallbacks.filter(function (c) { return c !== callback; }); + } + + /** + * add before render callback + */ + function onBeforeRender(callback) { + beforeRenderCallbacks.push(callback); + } + + /** + * remove before render callback + */ + function offBeforeRender(callback) { + beforeRenderCallbacks = beforeRenderCallbacks.filter(function (c) { return c !== callback; }); + } + + /** + * default render + */ + function render() { + if (obj.orbitCtrl) { obj.orbitCtrl.update(); } + beforeRenderCallbacks.forEach(function (c) { return c(); }); + obj.renderer.render(obj.scene, obj.camera); + } + + /** + * composer render + */ + function renderC() { + if (obj.orbitCtrl) { obj.orbitCtrl.update(); } + beforeRenderCallbacks.forEach(function (c) { return c(); }); + obj.composer.render(); + } + + /** + * add intersect object + */ + function addIntersectObject(o) { + if (intersectObjects.indexOf(o) === -1) { + intersectObjects.push(o); + } + } + + /** + * remove intersect object + */ + function removeIntersectObject(o) { + var i = intersectObjects.indexOf(o); + if (i !== -1) { + intersectObjects.splice(i, 1); + } + } + + /** + * remove listeners + */ + function dispose() { + beforeRenderCallbacks = []; + window.removeEventListener('resize', onResize); + if (obj.mouse_move_element) { + obj.mouse_move_element.removeEventListener('mousemove', onMousemove); + obj.mouse_move_element.removeEventListener('mouseleave', onMouseleave); + } + obj.renderer.domElement.removeEventListener('click', onClick); + if (obj.orbitCtrl) { obj.orbitCtrl.dispose(); } + this.renderer.dispose(); + } + + /** + */ + function updateMouse(e) { + var rect = e.target.getBoundingClientRect(); + mouse.x = ((e.clientX - rect.left) / size.width) * 2 - 1; + mouse.y = -((e.clientY - rect.top) / size.height) * 2 + 1; + } + + /** + * click listener + */ + function onClick(e) { + updateMouse(e); + raycaster.setFromCamera(mouse, obj.camera); + var objects = raycaster.intersectObjects(intersectObjects); + for (var i = 0; i < objects.length; i++) { + var o = objects[i].object; + if (o.onClick) { o.onClick(e); } + } + } + + /** + * mousemove listener + */ + function onMousemove(e) { + updateMouse(e); + onMousechange(); + } + + /** + * mouseleave listener + */ + function onMouseleave(e) { + // mouse.x = 0; + // mouse.y = 0; + onMousechange(); + } + + /** + * mouse change + */ + function onMousechange(e) { + if (conf.mouse_over || conf.mouse_raycast) { + raycaster.setFromCamera(mouse, obj.camera); + + if (conf.mouse_raycast) { + // get mouse 3d position + obj.camera.getWorldDirection(mousePlane.normal); + mousePlane.normal.normalize(); + raycaster.ray.intersectPlane(mousePlane, mouseV3); + } + + if (conf.mouse_over) { + var onObjects = raycaster.intersectObjects(intersectObjects); + var offObjects = [].concat( intersectObjects ); + for (var i = 0; i < onObjects.length; i++) { + var o = onObjects[i].object; + if (!o.hover && o.onHover) { + o.hover = true; + o.onHover(true); + } + offObjects.splice(offObjects.indexOf(o), 1); + } + for (var i$1 = 0; i$1 < offObjects.length; i$1++) { + var o$1 = offObjects[i$1]; + if (o$1.hover && o$1.onHover) { + o$1.hover = false; + o$1.onHover(false); + } + } + } + } + } + + /** + * resize listener + */ + function onResize() { + if (conf.resize === 'window') { + setSize(window.innerWidth, window.innerHeight); + } else { + var elt = obj.renderer.domElement.parentNode; + setSize(elt.clientWidth, elt.clientHeight); + } + afterResizeCallbacks.forEach(function (c) { return c(); }); + } + + /** + * update renderer size and camera + */ + function setSize(width, height) { + size.width = width; + size.height = height; + size.ratio = width / height; + + obj.renderer.setSize(width, height, false); + obj.camera.aspect = size.ratio; + obj.camera.updateProjectionMatrix(); + + if (obj.composer) { + obj.composer.setSize(width, height); + } + + if (obj.camera.type === 'OrthographicCamera') { + size.wWidth = obj.camera.right - obj.camera.left; + size.wHeight = obj.camera.top - obj.camera.bottom; + } else { + var wsize = getCameraSize(); + size.wWidth = wsize[0]; size.wHeight = wsize[1]; + } + } + + /** + * calculate camera visible area size + */ + function getCameraSize() { + var vFOV = (obj.camera.fov * Math.PI) / 180; + var h = 2 * Math.tan(vFOV / 2) * Math.abs(obj.camera.position.z); + var w = h * obj.camera.aspect; + return [w, h]; + } + + return obj; +} + +var Renderer = { + props: { + antialias: Boolean, + alpha: Boolean, + autoClear: { type: Boolean, default: true }, + mouseMove: { type: [Boolean, String], default: false }, + mouseRaycast: { type: Boolean, default: false }, + mouseOver: { type: Boolean, default: false }, + click: { type: Boolean, default: false }, + orbitCtrl: { type: [Boolean, Object], default: false }, + resize: { type: [Boolean, String], default: true }, + shadow: Boolean, + width: String, + height: String, + }, + setup: function setup() { + return { + three: useThree(), + raf: true, + onMountedCallbacks: [], + }; + }, + provide: function provide() { + return { + three: this.three, + // renderer: this.three.renderer, + rendererComponent: this, + }; + }, + mounted: function mounted() { + var params = { + canvas: this.$el, + antialias: this.antialias, + alpha: this.alpha, + autoClear: this.autoClear, + orbit_ctrl: this.orbitCtrl, + mouse_move: this.mouseMove, + mouse_raycast: this.mouseRaycast, + mouse_over: this.mouseOver, + click: this.click, + resize: this.resize, + width: this.width, + height: this.height, + }; + + if (this.three.init(params)) { + this.three.renderer.shadowMap.enabled = this.shadow; + if (this.three.composer) { this.animateC(); } + else { this.animate(); } + } + this.onMountedCallbacks.forEach(function (c) { return c(); }); + }, + beforeUnmount: function beforeUnmount() { + this.raf = false; + this.three.dispose(); + }, + methods: { + onMounted: function onMounted(callback) { + this.onMountedCallbacks.push(callback); + }, + onBeforeRender: function onBeforeRender(callback) { + this.three.onBeforeRender(callback); + }, + onAfterResize: function onAfterResize(callback) { + this.three.onAfterResize(callback); + }, + animate: function animate() { + if (this.raf) { requestAnimationFrame(this.animate); } + this.three.render(); + }, + animateC: function animateC() { + if (this.raf) { requestAnimationFrame(this.animateC); } + this.three.renderC(); + }, + }, + render: function render() { + return vue.h('canvas', {}, this.$slots.default()); + }, +}; + +function setFromProp(o, prop) { + if (prop instanceof Object) { + Object.entries(prop).forEach(function (ref) { + var key = ref[0]; + var value = ref[1]; + + o[key] = value; + }); + } +} +function propsValues(props, exclude) { + var values = {}; + Object.entries(props).forEach(function (ref) { + var key = ref[0]; + var value = ref[1]; + + if (!exclude || (exclude && !exclude.includes(key))) { + values[key] = value; + } + }); + return values; +} +function lerp(value1, value2, amount) { + amount = amount < 0 ? 0 : amount; + amount = amount > 1 ? 1 : amount; + return value1 + (value2 - value1) * amount; +} +function lerpv2(v1, v2, amount) { + v1.x = lerp(v1.x, v2.x, amount); + v1.y = lerp(v1.y, v2.y, amount); +} +function lerpv3(v1, v2, amount) { + v1.x = lerp(v1.x, v2.x, amount); + v1.y = lerp(v1.y, v2.y, amount); + v1.z = lerp(v1.z, v2.z, amount); +} +function limit(val, min, max) { + return val < min ? min : (val > max ? max : val); +} +// from https://github.com/pmndrs/drei/blob/master/src/useMatcapTexture.tsx +var MATCAP_ROOT = 'https://rawcdn.githack.com/emmelleppi/matcaps/9b36ccaaf0a24881a39062d05566c9e92be4aa0d'; + +function getMatcapUrl(hash, format) { + if ( format === void 0 ) format = 1024; + + var fileName = "" + hash + (getMatcapFormatString(format)) + ".png"; + return (MATCAP_ROOT + "/" + format + "/" + fileName); +} +function getMatcapFormatString(format) { + switch (format) { + case 64: + return '-64px'; + case 128: + return '-128px'; + case 256: + return '-256px'; + case 512: + return '-512px'; + default: + return ''; + } +} + +function useBindProp(comp, prop, object) { + if (comp[prop]) { + var ref = vue.toRef(comp, prop); + setFromProp(object, ref.value); + vue.watch(ref, function () { + setFromProp(object, ref.value); + }, { deep: true }); + } +} + +var OrthographicCamera = { + inject: ['three'], + props: { + left: { type: Number, default: -1 }, + right: { type: Number, default: 1 }, + top: { type: Number, default: 1 }, + bottom: { type: Number, default: -1 }, + near: { type: Number, default: 0.1 }, + far: { type: Number, default: 2000 }, + zoom: { type: Number, default: 1 }, + position: { type: [Object, three.Vector3], default: { x: 0, y: 0, z: 0 } }, + }, + created: function created() { + var this$1 = this; + + this.camera = new three.OrthographicCamera(this.left, this.right, this.top, this.bottom, this.near, this.far); + useBindProp(this, 'position', this.camera.position); + + ['left', 'right', 'top', 'bottom', 'near', 'far', 'zoom'].forEach(function (p) { + vue.watch(function () { return this$1[p]; }, function () { + this$1.camera[p] = this$1[p]; + this$1.camera.updateProjectionMatrix(); + }); + }); + + this.three.camera = this.camera; + }, + render: function render() { + return []; + }, + __hmrId: 'OrthographicCamera', +}; + +var PerspectiveCamera = { + inject: ['three'], + props: { + aspect: { type: Number, default: 1 }, + far: { type: Number, default: 2000 }, + fov: { type: Number, default: 50 }, + near: { type: Number, default: 0.1 }, + position: { type: [Object, three.Vector3], default: { x: 0, y: 0, z: 0 } }, + }, + created: function created() { + var this$1 = this; + + this.camera = new three.PerspectiveCamera(this.fov, this.aspect, this.near, this.far); + useBindProp(this, 'position', this.camera.position); + + ['aspect', 'far', 'fov', 'near'].forEach(function (p) { + vue.watch(function () { return this$1[p]; }, function () { + this$1.camera[p] = this$1[p]; + this$1.camera.updateProjectionMatrix(); + }); + }); + + this.three.camera = this.camera; + }, + render: function render() { + return []; + }, + __hmrId: 'PerspectiveCamera', +}; + +var Group = { + inject: ['three', 'scene'], + props: { + position: Object, + rotation: Object, + scale: Object, + }, + setup: function setup(props) { + var parent = vue.inject('group', vue.inject('scene')); + var group = new three.Group(); + useBindProp(props, 'position', group.position); + useBindProp(props, 'rotation', group.rotation); + useBindProp(props, 'scale', group.scale); + return { parent: parent, group: group }; + }, + provide: function provide() { + return { + group: this.group, + }; + }, + created: function created() { + this.parent.add(this.group); + }, + unmounted: function unmounted() { + this.parent.remove(this.group); + }, + render: function render() { + if (this.$slots.default) { + return this.$slots.default(); + } + return []; + }, + __hmrId: 'Group', +}; + +var Scene = { + inject: ['three'], + props: { + id: String, + background: [String, Number], + }, + setup: function setup(props) { + var scene = new three.Scene(); + if (props.background) { scene.background = new three.Color(props.background); } + vue.watch(function () { return props.background; }, function (value) { scene.background = new three.Color(value); }); + return { scene: scene }; + }, + provide: function provide() { + return { + scene: this.scene, + }; + }, + mounted: function mounted() { + if (!this.three.scene) { + this.three.scene = this.scene; + } + }, + methods: { + // add(o) { + // this.scene.add(o); + // }, + // remove(o) { + // this.scene.remove(o); + // }, + }, + render: function render() { + if (this.$slots.default) { + return this.$slots.default(); + } + return []; + }, +}; + +var Geometry = { + emits: ['ready'], + inject: ['mesh'], + props: { + rotateX: Number, + rotateY: Number, + rotateZ: Number, + }, + created: function created() { + var this$1 = this; + + if (!this.mesh) { + console.error('Missing parent Mesh'); + } + this.watchProps = []; + Object.entries(this.$props).forEach(function (e) { return this$1.watchProps.push(e[0]); }); + }, + beforeMount: function beforeMount() { + this.createGeometry(); + this.rotateGeometry(); + this.mesh.setGeometry(this.geometry); + }, + mounted: function mounted() { + this.addWatchers(); + }, + unmounted: function unmounted() { + this.geometry.dispose(); + }, + methods: { + rotateGeometry: function rotateGeometry() { + if (this.rotateX) { this.geometry.rotateX(this.rotateX); } + if (this.rotateY) { this.geometry.rotateY(this.rotateY); } + if (this.rotateZ) { this.geometry.rotateZ(this.rotateZ); } + }, + addWatchers: function addWatchers() { + var this$1 = this; + + this.watchProps.forEach(function (prop) { + vue.watch(function () { return this$1[prop]; }, function () { + this$1.refreshGeometry(); + }); + }); + }, + refreshGeometry: function refreshGeometry() { + var oldGeo = this.geometry; + this.createGeometry(); + this.rotateGeometry(); + this.mesh.setGeometry(this.geometry); + oldGeo.dispose(); + }, + }, + render: function render() { + return []; + }, +}; + +var BoxGeometry = { + extends: Geometry, + props: { + size: Number, + width: { type: Number, default: 1 }, + height: { type: Number, default: 1 }, + depth: { type: Number, default: 1 }, + widthSegments: { type: Number, default: 1 }, + heightSegments: { type: Number, default: 1 }, + depthSegments: { type: Number, default: 1 }, + }, + methods: { + createGeometry: function createGeometry() { + var w = this.width, h = this.height, d = this.depth; + if (this.size) { + w = this.size; h = this.size; d = this.size; + } + this.geometry = new three.BoxBufferGeometry(w, h, d, this.widthSegments, this.heightSegments, this.depthSegments); + }, + }, +}; + +var CircleGeometry = { + extends: Geometry, + props: { + radius: { type: Number, default: 1 }, + segments: { type: Number, default: 8 }, + thetaStart: { type: Number, default: 0 }, + thetaLength: { type: Number, default: Math.PI * 2 }, + }, + methods: { + createGeometry: function createGeometry() { + this.geometry = new three.CircleBufferGeometry(this.radius, this.segments, this.thetaStart, this.thetaLength); + }, + }, +}; + +var ConeGeometry = { + extends: Geometry, + props: { + radius: { type: Number, default: 1 }, + height: { type: Number, default: 1 }, + radialSegments: { type: Number, default: 8 }, + heightSegments: { type: Number, default: 1 }, + openEnded: { type: Boolean, default: false }, + thetaStart: { type: Number, default: 0 }, + thetaLength: { type: Number, default: Math.PI * 2 }, + }, + methods: { + createGeometry: function createGeometry() { + this.geometry = new three.ConeBufferGeometry(this.radius, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength); + }, + }, +}; + +var CylinderGeometry = { + extends: Geometry, + props: { + radiusTop: { type: Number, default: 1 }, + radiusBottom: { type: Number, default: 1 }, + height: { type: Number, default: 1 }, + radialSegments: { type: Number, default: 8 }, + heightSegments: { type: Number, default: 1 }, + openEnded: { type: Boolean, default: false }, + thetaStart: { type: Number, default: 0 }, + thetaLength: { type: Number, default: Math.PI * 2 }, + }, + methods: { + createGeometry: function createGeometry() { + this.geometry = new three.CylinderBufferGeometry(this.radiusTop, this.radiusBottom, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength); + }, + }, +}; + +var DodecahedronGeometry = { + extends: Geometry, + props: { + radius: { type: Number, default: 1 }, + detail: { type: Number, default: 0 }, + }, + methods: { + createGeometry: function createGeometry() { + this.geometry = new three.DodecahedronBufferGeometry(this.radius, this.detail); + }, + }, +}; + +var IcosahedronGeometry = { + extends: Geometry, + props: { + radius: { type: Number, default: 1 }, + detail: { type: Number, default: 0 }, + }, + methods: { + createGeometry: function createGeometry() { + this.geometry = new three.IcosahedronBufferGeometry(this.radius, this.detail); + }, + }, +}; + +var LatheGeometry = { + extends: Geometry, + props: { + points: Array, + segments: { type: Number, default: 12 }, + phiStart: { type: Number, default: 0 }, + phiLength: { type: Number, default: Math.PI * 2 }, + }, + methods: { + createGeometry: function createGeometry() { + this.geometry = new three.LatheBufferGeometry(this.points, this.segments, this.phiStart, this.phiLength); + }, + }, +}; + +var OctahedronGeometry = { + extends: Geometry, + props: { + radius: { type: Number, default: 1 }, + detail: { type: Number, default: 0 }, + }, + methods: { + createGeometry: function createGeometry() { + this.geometry = new three.OctahedronBufferGeometry(this.radius, this.detail); + }, + }, +}; + +var PolyhedronGeometry = { + extends: Geometry, + props: { + vertices: Array, + indices: Array, + radius: { type: Number, default: 1 }, + detail: { type: Number, default: 0 }, + }, + methods: { + createGeometry: function createGeometry() { + this.geometry = new three.PolyhedronBufferGeometry(this.vertices, this.indices, this.radius, this.detail); + }, + }, +}; + +var RingGeometry = { + extends: Geometry, + props: { + innerRadius: { type: Number, default: 0.5 }, + outerRadius: { type: Number, default: 1 }, + thetaSegments: { type: Number, default: 8 }, + phiSegments: { type: Number, default: 1 }, + thetaStart: { type: Number, default: 0 }, + thetaLength: { type: Number, default: Math.PI * 2 }, + }, + methods: { + createGeometry: function createGeometry() { + this.geometry = new three.RingBufferGeometry(this.innerRadius, this.outerRadius, this.thetaSegments, this.phiSegments, this.thetaStart, this.thetaLength); + }, + }, +}; + +var SphereGeometry = { + extends: Geometry, + props: { + radius: { type: Number, default: 1 }, + widthSegments: { type: Number, default: 12 }, + heightSegments: { type: Number, default: 12 }, + }, + methods: { + createGeometry: function createGeometry() { + this.geometry = new three.SphereBufferGeometry(this.radius, this.widthSegments, this.heightSegments); + }, + }, +}; + +var TetrahedronGeometry = { + extends: Geometry, + props: { + radius: { type: Number, default: 1 }, + detail: { type: Number, default: 0 }, + }, + methods: { + createGeometry: function createGeometry() { + this.geometry = new three.TetrahedronBufferGeometry(this.radius, this.detail); + }, + }, +}; + +var TorusGeometry = { + extends: Geometry, + props: { + radius: { type: Number, default: 1 }, + tube: { type: Number, default: 0.4 }, + radialSegments: { type: Number, default: 8 }, + tubularSegments: { type: Number, default: 6 }, + arc: { type: Number, default: Math.PI * 2 }, + }, + methods: { + createGeometry: function createGeometry() { + this.geometry = new three.TorusBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.arc); + }, + }, +}; + +var TorusKnotGeometry = { + extends: Geometry, + props: { + radius: { type: Number, default: 1 }, + tube: { type: Number, default: 0.4 }, + radialSegments: { type: Number, default: 64 }, + tubularSegments: { type: Number, default: 8 }, + p: { type: Number, default: 2 }, + q: { type: Number, default: 3 }, + }, + methods: { + createGeometry: function createGeometry() { + this.geometry = new three.TorusKnotBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q); + }, + }, +}; + +var TubeGeometry = { + extends: Geometry, + props: { + path: three.Curve, + tubularSegments: { type: Number, default: 64 }, + radius: { type: Number, default: 1 }, + radiusSegments: { type: Number, default: 8 }, + closed: { type: Boolean, default: false }, + }, + methods: { + createGeometry: function createGeometry() { + this.geometry = new three.TubeBufferGeometry(this.path, this.tubularSegments, this.radius, this.radiusSegments, this.closed); + }, + }, +}; + +var Light = { + inject: { + scene: 'scene', + parent: { + from: 'group', + default: function () { return vue.inject('scene'); }, + }, + }, + props: { + color: { + type: String, + default: '#ffffff', + }, + intensity: { + type: Number, + default: 1, + }, + castShadow: { + type: Boolean, + default: false, + }, + shadowMapSize: Object, + position: Object, + }, + // can't use setup because it will not be used in sub components + // setup() {}, + mounted: function mounted() { + var this$1 = this; + + useBindProp(this, 'position', this.light.position); + + if (this.light.target) { + useBindProp(this, 'target', this.light.target.position); + } + + if (this.light.shadow) { + this.light.castShadow = this.castShadow; + setFromProp(this.light.shadow.mapSize, this.shadowMapSize); + } + + ['color', 'intensity', 'castShadow'].forEach(function (p) { + vue.watch(function () { return this$1[p]; }, function () { + if (p === 'color') { + this$1.light.color = new three.Color(this$1.color); + } else { + this$1.light[p] = this$1[p]; + } + }); + }); + + this.parent.add(this.light); + if (this.light.target) { this.parent.add(this.light.target); } + }, + unmounted: function unmounted() { + this.parent.remove(this.light); + if (this.light.target) { this.parent.remove(this.light.target); } + }, + render: function render() { + return []; + }, + __hmrId: 'Light', +}; + +var AmbientLight = { + extends: Light, + created: function created() { + this.light = new three.AmbientLight(this.color, this.intensity); + }, + __hmrId: 'AmbientLight', +}; + +var DirectionalLight = { + extends: Light, + props: { + target: Object, + }, + created: function created() { + this.light = new three.DirectionalLight(this.color, this.intensity); + }, + __hmrId: 'DirectionalLight', +}; + +var PointLight = { + extends: Light, + props: { + distance: { + type: Number, + default: 0, + }, + decay: { + type: Number, + default: 1, + }, + }, + created: function created() { + this.light = new three.PointLight(this.color, this.intensity, this.distance, this.decay); + }, + __hmrId: 'PointLight', +}; + +var SpotLight = { + extends: Light, + props: { + angle: { + type: Number, + default: Math.PI / 3, + }, + decay: { + type: Number, + default: 1, + }, + distance: { + type: Number, + default: 0, + }, + penumbra: { + type: Number, + default: 0, + }, + target: Object, + }, + created: function created() { + var this$1 = this; + + this.light = new three.SpotLight(this.color, this.intensity, this.distance, this.angle, this.penumbra, this.decay); + ['angle', 'decay', 'distance', 'penumbra'].forEach(function (p) { + vue.watch(function () { return this$1[p]; }, function () { + this$1.light[p] = this$1[p]; + }); + }); + }, + __hmrId: 'SpotLight', +}; + +var Material = { + inject: ['three', 'mesh'], + props: { + id: String, + color: { type: [String, Number], default: '#ffffff' }, + depthTest: { type: Boolean, default: true }, + depthWrite: { type: Boolean, default: true }, + flatShading: Boolean, + fog: { type: Boolean, default: true }, + opacity: { type: Number, default: 1 }, + side: { type: Number, default: three.FrontSide }, + transparent: Boolean, + vertexColors: Boolean, + }, + provide: function provide() { + return { + material: this, + }; + }, + beforeMount: function beforeMount() { + this.createMaterial(); + if (this.id) { this.three.materials[this.id] = this.material; } + this.mesh.setMaterial(this.material); + }, + mounted: function mounted() { + this._addWatchers(); + if (this.addWatchers) { this.addWatchers(); } + }, + unmounted: function unmounted() { + this.material.dispose(); + if (this.id) { delete this.three.materials[this.id]; } + }, + methods: { + setProp: function setProp(key, value, needsUpdate) { + if ( needsUpdate === void 0 ) needsUpdate = false; + + this.material[key] = value; + this.material.needsUpdate = needsUpdate; + }, + setTexture: function setTexture(texture, key) { + if ( key === void 0 ) key = 'map'; + + this.setProp(key, texture, true); + }, + _addWatchers: function _addWatchers() { + var this$1 = this; + + // don't work for flatShading + ['color', 'depthTest', 'depthWrite', 'fog', 'opacity', 'side', 'transparent'].forEach(function (p) { + vue.watch(function () { return this$1[p]; }, function () { + if (p === 'color') { + this$1.material.color.set(this$1.color); + } else { + this$1.material[p] = this$1[p]; + } + }); + }); + }, + }, + render: function render() { + if (this.$slots.default) { + return this.$slots.default(); + } + return []; + }, + __hmrId: 'Material', +}; + +var BasicMaterial = { + extends: Material, + methods: { + createMaterial: function createMaterial() { + this.material = new three.MeshBasicMaterial(propsValues(this.$props, ['id'])); + }, + }, + __hmrId: 'BasicMaterial', +}; + +var LambertMaterial = { + extends: Material, + methods: { + createMaterial: function createMaterial() { + this.material = new three.MeshLambertMaterial(propsValues(this.$props, ['id'])); + }, + }, + __hmrId: 'LambertMaterial', +}; + +var MatcapMaterial = { + extends: Material, + props: { + src: String, + name: String, + }, + methods: { + createMaterial: function createMaterial() { + var src = this.name ? getMatcapUrl(this.name) : this.src; + var opts = propsValues(this.$props, ['id', 'src', 'name']); + opts.matcap = new three.TextureLoader().load(src); + this.material = new three.MeshMatcapMaterial(opts); + }, + }, + __hmrId: 'MatcapMaterial', +}; + +var PhongMaterial = { + extends: Material, + props: { + emissive: { type: [Number, String], default: 0 }, + emissiveIntensity: { type: Number, default: 1 }, + reflectivity: { type: Number, default: 1 }, + shininess: { type: Number, default: 30 }, + specular: { type: [String, Number], default: 0x111111 }, + }, + methods: { + createMaterial: function createMaterial() { + this.material = new three.MeshPhongMaterial(propsValues(this.$props, ['id'])); + }, + addWatchers: function addWatchers() { + var this$1 = this; + + ['emissive', 'emissiveIntensity', 'reflectivity', 'shininess', 'specular'].forEach(function (p) { + vue.watch(function () { return this$1[p]; }, function (value) { + if (p === 'emissive' || p === 'specular') { + this$1.material[p].set(value); + } else { + this$1.material[p] = value; + } + }); + }); + }, + }, + __hmrId: 'PhongMaterial', +}; + +var props = { + aoMapIntensity: { type: Number, default: 1 }, + bumpScale: { type: Number, default: 1 }, + displacementBias: { type: Number, default: 0 }, + displacementScale: { type: Number, default: 1 }, + emissive: { type: [Number, String], default: 0 }, + emissiveIntensity: { type: Number, default: 1 }, + envMapIntensity: { type: Number, default: 1 }, + lightMapIntensity: { type: Number, default: 1 }, + metalness: { type: Number, default: 0 }, + normalScale: { type: Object, default: function () { return new three.Vector2(1, 1); } }, + roughness: { type: Number, default: 1 }, + refractionRatio: { type: Number, default: 0.98 }, + wireframe: Boolean, +}; + +var StandardMaterial = { + extends: Material, + props: props, + methods: { + createMaterial: function createMaterial() { + this.material = new three.MeshStandardMaterial(propsValues(this.$props, ['id', 'normalScale'])); + }, + addWatchers: function addWatchers() { + var this$1 = this; + + // todo : use setProp ? + Object.keys(props).forEach(function (p) { + if (p === 'normalScale') { return; } + vue.watch(function () { return this$1[p]; }, function (value) { + if (p === 'emissive') { + this$1.material[p].set(value); + } else { + this$1.material[p] = value; + } + }); + }); + useBindProp(this, 'normalScale', this.material.normalScale); + }, + }, + __hmrId: 'StandardMaterial', +}; + +var PhysicalMaterial = { + extends: StandardMaterial, + methods: { + createMaterial: function createMaterial() { + this.material = new three.MeshPhysicalMaterial(propsValues(this.$props, ['id'])); + }, + }, + __hmrId: 'PhysicalMaterial', +}; + +/** + * ------------------------------------------------------------------------------------------ + * Subsurface Scattering shader + * Based on three/examples/jsm/shaders/SubsurfaceScatteringShader.js + * Based on GDC 2011 – Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look + * https://colinbarrebrisebois.com/2011/03/07/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look/ + *------------------------------------------------------------------------------------------ + */ + +function replaceAll(string, find, replace) { + return string.split(find).join(replace); +} + +var meshphongFragHead = three.ShaderChunk.meshphong_frag.slice(0, three.ShaderChunk.meshphong_frag.indexOf('void main() {')); +var meshphongFragBody = three.ShaderChunk.meshphong_frag.slice(three.ShaderChunk.meshphong_frag.indexOf('void main() {')); + +var SubsurfaceScatteringShader = { + + uniforms: three.UniformsUtils.merge([ + three.ShaderLib.phong.uniforms, + { + thicknessColor: { value: new three.Color(0x668597) }, + thicknessDistortion: { value: 0.1 }, + thicknessAmbient: { value: 0.0 }, + thicknessAttenuation: { value: 0.1 }, + thicknessPower: { value: 2.0 }, + thicknessScale: { value: 10.0 }, + } ]), + + vertexShader: ("\n #define USE_UV\n " + (three.ShaderChunk.meshphong_vert) + "\n "), + + fragmentShader: "\n #define USE_UV\n #define SUBSURFACE\n\n " + meshphongFragHead + "\n\n uniform float thicknessPower;\n uniform float thicknessScale;\n uniform float thicknessDistortion;\n uniform float thicknessAmbient;\n uniform float thicknessAttenuation;\n uniform vec3 thicknessColor;\n\n void RE_Direct_Scattering(const in IncidentLight directLight, const in vec2 uv, const in GeometricContext geometry, inout ReflectedLight reflectedLight) {\n #ifdef USE_COLOR\n vec3 thickness = vColor * thicknessColor;\n #else\n vec3 thickness = thicknessColor;\n #endif\n vec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * thicknessDistortion));\n float scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), thicknessPower) * thicknessScale;\n vec3 scatteringIllu = (scatteringDot + thicknessAmbient) * thickness;\n reflectedLight.directDiffuse += scatteringIllu * thicknessAttenuation * directLight.color;\n }\n " + meshphongFragBody.replace( + '#include ', + replaceAll( + three.ShaderChunk.lights_fragment_begin, + 'RE_Direct( directLight, geometry, material, reflectedLight );', + "\n RE_Direct( directLight, geometry, material, reflectedLight );\n #if defined( SUBSURFACE ) && defined( USE_UV )\n RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);\n #endif\n " + ) + ), +}; + +var ShaderMaterial = { + inject: ['three', 'mesh'], + props: { + id: String, + uniforms: Object, + vertexShader: String, + fragmentShader: String, + }, + beforeMount: function beforeMount() { + this.createMaterial(); + if (this.id) { this.three.materials[this.id] = this.material; } + this.mesh.setMaterial(this.material); + }, + mounted: function mounted() { + if (this.addWatchers) { this.addWatchers(); } + }, + unmounted: function unmounted() { + this.material.dispose(); + if (this.id) { delete this.three.materials[this.id]; } + }, + render: function render() { + return []; + }, + __hmrId: 'ShaderMaterial', +}; + +var SubSurfaceMaterial = { + extends: ShaderMaterial, + props: { + color: { type: String, default: '#ffffff' }, + thicknessColor: { type: String, default: '#ffffff' }, + thicknessDistortion: { type: Number, default: 0.4 }, + thicknessAmbient: { type: Number, default: 0.01 }, + thicknessAttenuation: { type: Number, default: 0.7 }, + thicknessPower: { type: Number, default: 2 }, + thicknessScale: { type: Number, default: 4 }, + transparent: { type: Boolean, default: false }, + opacity: { type: Number, default: 1 }, + vertexColors: { type: Boolean, default: false }, + }, + methods: { + createMaterial: function createMaterial() { + var params = SubsurfaceScatteringShader; + var uniforms = three.UniformsUtils.clone(params.uniforms); + + Object.entries(this.$props).forEach(function (ref) { + var key = ref[0]; + var value = ref[1]; + + var _key = key, _value = value; + if (['color', 'thicknessColor'].includes(key)) { + if (key === 'color') { _key = 'diffuse'; } + _value = new three.Color(value); + } + if (!['id', 'transparent', 'vertexColors'].includes(key)) { + uniforms[_key].value = _value; + } + }); + + this.material = new three.ShaderMaterial(Object.assign({}, params, + {uniforms: uniforms, + lights: true, + transparent: this.transparent, + vertexColors: this.vertexColors})); + }, + }, + __hmrId: 'SubSurfaceMaterial', +}; + +var ToonMaterial = { + extends: Material, + methods: { + createMaterial: function createMaterial() { + this.material = new three.MeshToonMaterial(propsValues(this.$props, ['id'])); + }, + }, + __hmrId: 'ToonMaterial', +}; + +var Texture = { + inject: ['material'], + emits: ['loaded'], + props: { + src: String, + onLoad: Function, + onProgress: Function, + onError: Function, + id: { type: String, default: 'map' }, + }, + created: function created() { + var this$1 = this; + + this.refreshTexture(); + vue.watch(function () { return this$1.src; }, this.refreshTexture); + }, + unmounted: function unmounted() { + this.material.setTexture(null, this.id); + this.texture.dispose(); + }, + methods: { + createTexture: function createTexture() { + this.texture = new three.TextureLoader().load(this.src, this.onLoaded, this.onProgress, this.onError); + }, + refreshTexture: function refreshTexture() { + this.createTexture(); + this.material.setTexture(this.texture, this.id); + }, + onLoaded: function onLoaded() { + if (this.onLoad) { this.onLoad(); } + this.$emit('loaded'); + }, + }, + render: function render() { + return []; + }, +}; + +var CubeTexture = { + inject: ['material'], + emits: ['loaded'], + props: { + path: String, + urls: { + type: Array, + default: ['px.jpg', 'nx.jpg', 'py.jpg', 'ny.jpg', 'pz.jpg', 'nz.jpg'], + }, + onLoad: Function, + onProgress: Function, + onError: Function, + id: { type: String, default: 'envMap' }, + refraction: Boolean, + // todo: remove ? + refractionRatio: { type: Number, default: 0.98 }, + }, + created: function created() { + var this$1 = this; + + this.refreshTexture(); + vue.watch(function () { return this$1.path; }, this.refreshTexture); + vue.watch(function () { return this$1.urls; }, this.refreshTexture); + }, + unmounted: function unmounted() { + this.material.setTexture(null, this.id); + this.texture.dispose(); + }, + methods: { + createTexture: function createTexture() { + this.texture = new three.CubeTextureLoader() + .setPath(this.path) + .load(this.urls, this.onLoaded, this.onProgress, this.onError); + }, + refreshTexture: function refreshTexture() { + this.createTexture(); + this.material.setTexture(this.texture, this.id); + if (this.refraction) { + this.texture.mapping = three.CubeRefractionMapping; + this.material.setProp('refractionRatio', this.refractionRatio); + } + }, + onLoaded: function onLoaded() { + if (this.onLoad) { this.onLoad(); } + this.$emit('loaded'); + }, + }, + render: function render() { + return []; + }, +}; + +var Mesh = { + inject: { + three: 'three', + scene: 'scene', + rendererComponent: 'rendererComponent', + parent: { + from: 'group', + default: function () { return vue.inject('scene'); }, + }, + }, + emits: ['ready'], + props: { + materialId: String, + position: Object, + rotation: Object, + scale: Object, + castShadow: Boolean, + receiveShadow: Boolean, + onHover: Function, + onClick: Function, + }, + // can't use setup because it will not be used in sub components + // setup() {}, + provide: function provide() { + return { + mesh: this, + }; + }, + mounted: function mounted() { + // console.log('Mesh mounted'); + if (this.geometry && !this.mesh) { this.initMesh(); } + }, + unmounted: function unmounted() { + // console.log('Mesh unmounted'); + if (this.mesh) { + this.three.removeIntersectObject(this.mesh); + this.parent.remove(this.mesh); + } + if (this.geometry) { this.geometry.dispose(); } + if (this.material && !this.materialId) { this.material.dispose(); } + }, + methods: { + initMesh: function initMesh() { + var this$1 = this; + + if (!this.material && this.materialId) { + this.material = this.three.materials[this.materialId]; + } + this.mesh = new three.Mesh(this.geometry, this.material); + + if (this.onHover) { + this.mesh.onHover = function (over) { this$1.onHover({ component: this$1, over: over }); }; + this.three.addIntersectObject(this.mesh); + } + + if (this.onClick) { + this.mesh.onClick = function (e) { this$1.onClick({ component: this$1, event: e }); }; + this.three.addIntersectObject(this.mesh); + } + + this.bindProps(); + this.parent.add(this.mesh); + this.$emit('ready'); + }, + bindProps: function bindProps() { + var this$1 = this; + + useBindProp(this, 'position', this.mesh.position); + useBindProp(this, 'rotation', this.mesh.rotation); + useBindProp(this, 'scale', this.mesh.scale); + + ['castShadow', 'receiveShadow'].forEach(function (p) { + this$1.mesh[p] = this$1[p]; + vue.watch(function () { return this$1[p]; }, function () { this$1.mesh[p] = this$1[p]; }); + }); + + vue.watch(function () { return this$1.materialId; }, function () { + this$1.mesh.material = this$1.three.materials[this$1.materialId]; + }); + }, + setGeometry: function setGeometry(geometry) { + this.geometry = geometry; + if (this.mesh) { this.mesh.geometry = geometry; } + }, + setMaterial: function setMaterial(material) { + this.material = material; + if (this.mesh) { this.mesh.material = material; } + }, + refreshGeometry: function refreshGeometry() { + var oldGeo = this.geometry; + this.createGeometry(); + this.mesh.geometry = this.geometry; + oldGeo.dispose(); + }, + }, + render: function render() { + if (this.$slots.default) { + return this.$slots.default(); + } + return []; + }, + __hmrId: 'Mesh', +}; + +var Box = { + extends: Mesh, + props: { + size: Number, + width: { type: Number, default: 1 }, + height: { type: Number, default: 1 }, + depth: { type: Number, default: 1 }, + widthSegments: { type: Number, default: 1 }, + heightSegments: { type: Number, default: 1 }, + depthSegments: { type: Number, default: 1 }, + }, + created: function created() { + var this$1 = this; + + this.createGeometry(); + + ['size', 'width', 'height', 'depth', 'widthSegments', 'heightSegments', 'depthSegments'].forEach(function (prop) { + vue.watch(function () { return this$1[prop]; }, function () { + this$1.refreshGeometry(); + }); + }); + }, + methods: { + createGeometry: function createGeometry() { + if (this.size) { + this.geometry = new three.BoxBufferGeometry(this.size, this.size, this.size); + } else { + this.geometry = new three.BoxBufferGeometry(this.width, this.height, this.depth); + } + }, + }, + __hmrId: 'Box', +}; + +var Circle = { + extends: Mesh, + props: { + radius: { type: Number, default: 1 }, + segments: { type: Number, default: 8 }, + thetaStart: { type: Number, default: 0 }, + thetaLength: { type: Number, default: Math.PI * 2 }, + }, + created: function created() { + var this$1 = this; + + this.createGeometry(); + + var watchProps = ['radius', 'segments', 'thetaStart', 'thetaLength']; + watchProps.forEach(function (prop) { + vue.watch(function () { return this$1[prop]; }, function () { + this$1.refreshGeometry(); + }); + }); + }, + methods: { + createGeometry: function createGeometry() { + this.geometry = new three.CircleBufferGeometry(this.radius, this.segments, this.thetaStart, this.thetaLength); + }, + }, + __hmrId: 'Circle', +}; + +var Cone = { + extends: Mesh, + props: { + radius: { type: Number, default: 1 }, + height: { type: Number, default: 1 }, + radialSegments: { type: Number, default: 8 }, + heightSegments: { type: Number, default: 1 }, + openEnded: { type: Boolean, default: false }, + thetaStart: { type: Number, default: 0 }, + thetaLength: { type: Number, default: Math.PI * 2 }, + }, + created: function created() { + var this$1 = this; + + this.createGeometry(); + + var watchProps = ['radius', 'height', 'radialSegments', 'heightSegments', 'openEnded', 'thetaStart', 'thetaLength']; + watchProps.forEach(function (prop) { + vue.watch(function () { return this$1[prop]; }, function () { + this$1.refreshGeometry(); + }); + }); + }, + methods: { + createGeometry: function createGeometry() { + this.geometry = new three.ConeBufferGeometry(this.radius, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength); + }, + }, + __hmrId: 'Cone', +}; + +var Cylinder = { + extends: Mesh, + props: { + radiusTop: { type: Number, default: 1 }, + radiusBottom: { type: Number, default: 1 }, + height: { type: Number, default: 1 }, + radialSegments: { type: Number, default: 8 }, + heightSegments: { type: Number, default: 1 }, + openEnded: { type: Boolean, default: false }, + thetaStart: { type: Number, default: 0 }, + thetaLength: { type: Number, default: Math.PI * 2 }, + }, + created: function created() { + var this$1 = this; + + this.createGeometry(); + + var watchProps = ['radiusTop', 'radiusBottom', 'height', 'radialSegments', 'heightSegments', 'openEnded', 'thetaStart', 'thetaLength']; + watchProps.forEach(function (prop) { + vue.watch(function () { return this$1[prop]; }, function () { + this$1.refreshGeometry(); + }); + }); + }, + methods: { + createGeometry: function createGeometry() { + this.geometry = new three.CylinderBufferGeometry(this.radiusTop, this.radiusBottom, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength); + }, + }, + __hmrId: 'Cylinder', +}; + +var Dodecahedron = { + extends: Mesh, + props: { + radius: { type: Number, default: 1 }, + detail: { type: Number, default: 0 }, + }, + created: function created() { + var this$1 = this; + + this.createGeometry(); + + var watchProps = ['radius', 'detail']; + watchProps.forEach(function (prop) { + vue.watch(function () { return this$1[prop]; }, function () { + this$1.refreshGeometry(); + }); + }); + }, + methods: { + createGeometry: function createGeometry() { + this.geometry = new three.DodecahedronBufferGeometry(this.radius, this.detail); + }, + }, + __hmrId: 'Dodecahedron', +}; + +var Icosahedron = { + extends: Mesh, + props: { + radius: { type: Number, default: 1 }, + detail: { type: Number, default: 0 }, + }, + created: function created() { + var this$1 = this; + + this.createGeometry(); + + var watchProps = ['radius', 'detail']; + watchProps.forEach(function (prop) { + vue.watch(function () { return this$1[prop]; }, function () { + this$1.refreshGeometry(); + }); + }); + }, + methods: { + createGeometry: function createGeometry() { + this.geometry = new three.IcosahedronBufferGeometry(this.radius, this.detail); + }, + }, + __hmrId: 'Icosahedron', +}; + +var Lathe = { + extends: Mesh, + props: { + points: Array, + segments: { type: Number, default: 12 }, + phiStart: { type: Number, default: 0 }, + phiLength: { type: Number, default: Math.PI * 2 }, + }, + created: function created() { + var this$1 = this; + + this.createGeometry(); + + var watchProps = ['points', 'segments', 'phiStart', 'phiLength']; + watchProps.forEach(function (prop) { + vue.watch(function () { return this$1[prop]; }, function () { + this$1.refreshGeometry(); + }); + }); + }, + methods: { + createGeometry: function createGeometry() { + this.geometry = new three.LatheBufferGeometry(this.points, this.segments, this.phiStart, this.phiLength); + }, + }, + __hmrId: 'Lathe', +}; + +var Octahedron = { + extends: Mesh, + props: { + radius: { type: Number, default: 1 }, + detail: { type: Number, default: 0 }, + }, + created: function created() { + var this$1 = this; + + this.createGeometry(); + + var watchProps = ['radius', 'detail']; + watchProps.forEach(function (prop) { + vue.watch(function () { return this$1[prop]; }, function () { + this$1.refreshGeometry(); + }); + }); + }, + methods: { + createGeometry: function createGeometry() { + this.geometry = new three.OctahedronBufferGeometry(this.radius, this.detail); + }, + }, + __hmrId: 'Octahedron', +}; + +var Plane = { + extends: Mesh, + props: { + width: { type: Number, default: 1 }, + height: { type: Number, default: 1 }, + widthSegments: { type: Number, default: 1 }, + heightSegments: { type: Number, default: 1 }, + }, + created: function created() { + var this$1 = this; + + this.createGeometry(); + + var watchProps = ['width', 'height', 'widthSegments', 'heightSegments']; + watchProps.forEach(function (prop) { + vue.watch(function () { return this$1[prop]; }, function () { + this$1.refreshGeometry(); + }); + }); + }, + methods: { + createGeometry: function createGeometry() { + this.geometry = new three.PlaneBufferGeometry(this.width, this.height, this.widthSegments, this.heightSegments); + }, + }, + __hmrId: 'Plane', +}; + +var Polyhedron = { + extends: Mesh, + props: { + vertices: Array, + indices: Array, + radius: { type: Number, default: 1 }, + detail: { type: Number, default: 0 }, + }, + created: function created() { + var this$1 = this; + + this.createGeometry(); + + var watchProps = ['vertices', 'indices', 'radius', 'detail']; + watchProps.forEach(function (prop) { + vue.watch(function () { return this$1[prop]; }, function () { + this$1.refreshGeometry(); + }); + }); + }, + methods: { + createGeometry: function createGeometry() { + this.geometry = new three.PolyhedronBufferGeometry(this.vertices, this.indices, this.radius, this.detail); + }, + }, + __hmrId: 'Polyhedron', +}; + +var Ring = { + extends: Mesh, + props: { + innerRadius: { type: Number, default: 0.5 }, + outerRadius: { type: Number, default: 1 }, + thetaSegments: { type: Number, default: 8 }, + phiSegments: { type: Number, default: 1 }, + thetaStart: { type: Number, default: 0 }, + thetaLength: { type: Number, default: Math.PI * 2 }, + }, + created: function created() { + var this$1 = this; + + this.createGeometry(); + + var watchProps = ['innerRadius', 'outerRadius', 'thetaSegments', 'phiSegments', 'thetaStart', 'thetaLength']; + watchProps.forEach(function (prop) { + vue.watch(function () { return this$1[prop]; }, function () { + this$1.refreshGeometry(); + }); + }); + }, + methods: { + createGeometry: function createGeometry() { + this.geometry = new three.RingBufferGeometry(this.innerRadius, this.outerRadius, this.thetaSegments, this.phiSegments, this.thetaStart, this.thetaLength); + }, + }, + __hmrId: 'Ring', +}; + +var Sphere = { + extends: Mesh, + props: { + radius: Number, + widthSegments: { type: Number, default: 12 }, + heightSegments: { type: Number, default: 12 }, + }, + watch: { + radius: function radius() { this.refreshGeometry(); }, + widthSegments: function widthSegments() { this.refreshGeometry(); }, + heightSegments: function heightSegments() { this.refreshGeometry(); }, + }, + created: function created() { + this.createGeometry(); + }, + methods: { + createGeometry: function createGeometry() { + this.geometry = new three.SphereBufferGeometry(this.radius, this.widthSegments, this.heightSegments); + }, + }, + __hmrId: 'Sphere', +}; + +var Tetrahedron = { + extends: Mesh, + props: { + radius: { type: Number, default: 1 }, + detail: { type: Number, default: 0 }, + }, + created: function created() { + var this$1 = this; + + this.createGeometry(); + + var watchProps = ['radius', 'detail']; + watchProps.forEach(function (prop) { + vue.watch(function () { return this$1[prop]; }, function () { + this$1.refreshGeometry(); + }); + }); + }, + methods: { + createGeometry: function createGeometry() { + this.geometry = new three.TetrahedronBufferGeometry(this.radius, this.detail); + }, + }, + __hmrId: 'Tetrahedron', +}; + +var TextProps = { + text: String, + fontSrc: String, + size: { type: Number, default: 80 }, + height: { type: Number, default: 5 }, + depth: { type: Number, default: 1 }, + curveSegments: { type: Number, default: 12 }, + bevelEnabled: { type: Boolean, default: false }, + bevelThickness: { type: Number, default: 10 }, + bevelSize: { type: Number, default: 8 }, + bevelOffset: { type: Number, default: 0 }, + bevelSegments: { type: Number, default: 5 }, + align: { type: [Boolean, String], default: false }, +}; + +var Text = { + extends: Mesh, + props: Object.assign({}, TextProps), + created: function created() { + var this$1 = this; + + // add watchers + var watchProps = [ + 'text', 'size', 'height', 'curveSegments', + 'bevelEnabled', 'bevelThickness', 'bevelSize', 'bevelOffset', 'bevelSegments', + 'align' ]; + watchProps.forEach(function (p) { + vue.watch(function () { return this$1[p]; }, function () { + if (this$1.font) { this$1.refreshGeometry(); } + }); + }); + + var loader = new three.FontLoader(); + loader.load(this.fontSrc, function (font) { + this$1.font = font; + this$1.createGeometry(); + this$1.initMesh(); + }); + }, + methods: { + createGeometry: function createGeometry() { + this.geometry = new three.TextBufferGeometry(this.text, { + font: this.font, + size: this.size, + height: this.height, + depth: this.depth, + curveSegments: this.curveSegments, + bevelEnabled: this.bevelEnabled, + bevelThickness: this.bevelThickness, + bevelSize: this.bevelSize, + bevelOffset: this.bevelOffset, + bevelSegments: this.bevelSegments, + }); + + if (this.align === 'center') { + this.geometry.center(); + } + }, + }, +}; + +var Torus = { + extends: Mesh, + props: { + radius: { type: Number, default: 0.5 }, + tube: { type: Number, default: 0.4 }, + radialSegments: { type: Number, default: 8 }, + tubularSegments: { type: Number, default: 6 }, + arc: { type: Number, default: Math.PI * 2 }, + }, + created: function created() { + var this$1 = this; + + this.createGeometry(); + + var watchProps = ['radius', 'tube', 'radialSegments', 'tubularSegments', 'arc']; + watchProps.forEach(function (prop) { + vue.watch(function () { return this$1[prop]; }, function () { + this$1.refreshGeometry(); + }); + }); + }, + methods: { + createGeometry: function createGeometry() { + this.geometry = new three.TorusBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.arc); + }, + }, + __hmrId: 'Torus', +}; + +var TorusKnot = { + extends: Mesh, + props: { + radius: { type: Number, default: 0.5 }, + tube: { type: Number, default: 0.4 }, + tubularSegments: { type: Number, default: 64 }, + radialSegments: { type: Number, default: 8 }, + p: { type: Number, default: 2 }, + q: { type: Number, default: 3 }, + }, + created: function created() { + var this$1 = this; + + this.createGeometry(); + + var watchProps = ['radius', 'tube', 'radialSegments', 'tubularSegments', 'p', 'q']; + watchProps.forEach(function (prop) { + vue.watch(function () { return this$1[prop]; }, function () { + this$1.refreshGeometry(); + }); + }); + }, + methods: { + createGeometry: function createGeometry() { + this.geometry = new three.TorusKnotBufferGeometry(this.radius, this.tube, this.tubularSegments, this.radialSegments, this.p, this.q); + }, + }, + __hmrId: 'TorusKnot', +}; + +var Tube = { + extends: Mesh, + props: { + path: three.Curve, + tubularSegments: { type: Number, default: 64 }, + radius: { type: Number, default: 1 }, + radialSegments: { type: Number, default: 8 }, + closed: { type: Boolean, default: false }, + }, + created: function created() { + var this$1 = this; + + this.createGeometry(); + + var watchProps = ['path', 'tubularSegments', 'radius', 'radialSegments', 'closed']; + watchProps.forEach(function (prop) { + vue.watch(function () { return this$1[prop]; }, function () { + this$1.refreshGeometry(); + }); + }); + }, + methods: { + createGeometry: function createGeometry() { + this.geometry = new three.TubeBufferGeometry(this.path, this.tubularSegments, this.radius, this.radialSegments, this.closed); + }, + }, + __hmrId: 'Tube', +}; + +var Gem = { + extends: Mesh, + props: { + cubeRTSize: { type: Number, default: 256 }, + cubeCameraNear: { type: Number, default: 0.1 }, + cubeCameraFar: { type: Number, default: 2000 }, + autoUpdate: Boolean, + }, + mounted: function mounted() { + this.initGem(); + if (this.autoUpdate) { this.three.onBeforeRender(this.updateCubeRT); } + else { this.rendererComponent.onMounted(this.updateCubeRT); } + }, + unmounted: function unmounted() { + this.three.offBeforeRender(this.updateCubeRT); + if (this.meshBack) { this.parent.remove(this.meshBack); } + if (this.materialBack) { this.materialBack.dispose(); } + }, + methods: { + initGem: function initGem() { + var cubeRT = new three.WebGLCubeRenderTarget(this.cubeRTSize, { format: three.RGBFormat, generateMipmaps: true, minFilter: three.LinearMipmapLinearFilter }); + this.cubeCamera = new three.CubeCamera(this.cubeCameraNear, this.cubeCameraFar, cubeRT); + useBindProp(this, 'position', this.cubeCamera.position); + this.parent.add(this.cubeCamera); + + this.material.side = three.FrontSide; + this.material.envMap = cubeRT.texture; + this.material.envMapIntensity = 10; + this.material.metalness = 0; + this.material.roughness = 0; + this.material.opacity = 0.75; + this.material.transparent = true; + this.material.premultipliedAlpha = true; + this.material.needsUpdate = true; + + this.materialBack = this.material.clone(); + this.materialBack.side = three.BackSide; + this.materialBack.envMapIntensity = 5; + this.materialBack.metalness = 1; + this.materialBack.roughness = 0; + this.materialBack.opacity = 0.5; + + this.meshBack = new three.Mesh(this.geometry, this.materialBack); + + useBindProp(this, 'position', this.meshBack.position); + useBindProp(this, 'rotation', this.meshBack.rotation); + useBindProp(this, 'scale', this.meshBack.scale); + this.parent.add(this.meshBack); + }, + updateCubeRT: function updateCubeRT() { + this.mesh.visible = false; + this.meshBack.visible = false; + this.cubeCamera.update(this.three.renderer, this.scene); + this.mesh.visible = true; + this.meshBack.visible = true; + }, + }, + __hmrId: 'Gem', +}; + +var Image = { + emits: ['loaded'], + extends: Mesh, + props: { + src: String, + width: Number, + height: Number, + keepSize: Boolean, + }, + created: function created() { + var this$1 = this; + + this.createGeometry(); + this.createMaterial(); + this.initMesh(); + + vue.watch(function () { return this$1.src; }, this.refreshTexture); + + ['width', 'height'].forEach(function (p) { + vue.watch(function () { return this$1[p]; }, this$1.resize); + }); + + if (this.keepSize) { this.three.onAfterResize(this.resize); } + }, + methods: { + createGeometry: function createGeometry() { + this.geometry = new three.PlaneBufferGeometry(1, 1, 1, 1); + }, + createMaterial: function createMaterial() { + this.material = new three.MeshBasicMaterial({ side: three.DoubleSide, map: this.loadTexture() }); + }, + loadTexture: function loadTexture() { + return new three.TextureLoader().load(this.src, this.onLoaded); + }, + refreshTexture: function refreshTexture() { + if (this.texture) { this.texture.dispose(); } + this.material.map = this.loadTexture(); + this.material.needsUpdate = true; + }, + onLoaded: function onLoaded(texture) { + this.texture = texture; + this.resize(); + this.$emit('loaded'); + }, + resize: function resize() { + if (!this.texture) { return; } + var screen = this.three.size; + var iW = this.texture.image.width; + var iH = this.texture.image.height; + var iRatio = iW / iH; + var w, h; + if (this.width && this.height) { + w = this.width * screen.wWidth / screen.width; + h = this.height * screen.wHeight / screen.height; + } else if (this.width) { + w = this.width * screen.wWidth / screen.width; + h = w / iRatio; + } else if (this.height) { + h = this.height * screen.wHeight / screen.height; + w = h * iRatio; + } + this.mesh.scale.x = w; + this.mesh.scale.y = h; + }, + }, + __hmrId: 'Image', +}; + +var InstancedMesh = { + inject: ['three', 'scene'], + props: { + materialId: String, + count: Number, + position: Object, + castShadow: Boolean, + receiveShadow: Boolean, + }, + setup: function setup() { + var parent = vue.inject('group', vue.inject('scene')); + return { parent: parent }; + }, + provide: function provide() { + return { + mesh: this, + }; + }, + beforeMount: function beforeMount() { + if (!this.$slots.default) { + console.error('Missing Geometry'); + } + }, + mounted: function mounted() { + this.initMesh(); + }, + unmounted: function unmounted() { + this.parent.remove(this.mesh); + }, + methods: { + initMesh: function initMesh() { + var this$1 = this; + + if (!this.material && this.materialId) { + this.material = this.three.materials[this.materialId]; + } + + this.mesh = new three.InstancedMesh(this.geometry, this.material, this.count); + + useBindProp(this, 'position', this.mesh.position); + useBindProp(this, 'rotation', this.mesh.rotation); + useBindProp(this, 'scale', this.mesh.scale); + + ['castShadow', 'receiveShadow'].forEach(function (p) { + this$1.mesh[p] = this$1[p]; + vue.watch(function () { return this$1[p]; }, function () { this$1.mesh[p] = this$1[p]; }); + }); + + // watch(() => this.materialId, () => { + // this.mesh.material = this.three.materials[this.materialId]; + // }); + + this.parent.add(this.mesh); + }, + setGeometry: function setGeometry(geometry) { + this.geometry = geometry; + if (this.mesh) { this.mesh.geometry = geometry; } + }, + setMaterial: function setMaterial(material) { + this.material = material; + if (this.mesh) { this.mesh.material = material; } + }, + }, + render: function render() { + return this.$slots.default(); + }, + __hmrId: 'InstancedMesh', +}; + +var MirrorMesh = { + extends: Mesh, + props: { + cubeRTSize: { type: Number, default: 256 }, + cubeCameraNear: { type: Number, default: 0.1 }, + cubeCameraFar: { type: Number, default: 2000 }, + autoUpdate: Boolean, + }, + mounted: function mounted() { + this.initMirrorMesh(); + if (this.autoUpdate) { this.three.onBeforeRender(this.updateCubeRT); } + else { this.rendererComponent.onMounted(this.updateCubeRT); } + }, + unmounted: function unmounted() { + this.three.offBeforeRender(this.updateCubeRT); + if (this.cubeCamera) { this.parent.remove(this.cubeCamera); } + }, + methods: { + initMirrorMesh: function initMirrorMesh() { + var cubeRT = new three.WebGLCubeRenderTarget(this.cubeRTSize, { format: three.RGBFormat, generateMipmaps: true, minFilter: three.LinearMipmapLinearFilter }); + this.cubeCamera = new three.CubeCamera(this.cubeCameraNear, this.cubeCameraFar, cubeRT); + this.parent.add(this.cubeCamera); + + this.material.envMap = cubeRT.texture; + this.material.needsUpdate = true; + }, + updateCubeRT: function updateCubeRT() { + this.mesh.visible = false; + this.cubeCamera.update(this.three.renderer, this.scene); + this.mesh.visible = true; + }, + }, + __hmrId: 'MirrorMesh', +}; + +var RefractionMesh = { + extends: Mesh, + props: { + cubeRTSize: { type: Number, default: 256 }, + cubeCameraNear: { type: Number, default: 0.1 }, + cubeCameraFar: { type: Number, default: 2000 }, + refractionRatio: { type: Number, default: 0.98 }, + autoUpdate: Boolean, + }, + mounted: function mounted() { + this.initMirrorMesh(); + if (this.autoUpdate) { this.three.onBeforeRender(this.updateCubeRT); } + else { this.rendererComponent.onMounted(this.updateCubeRT); } + }, + unmounted: function unmounted() { + this.three.offBeforeRender(this.updateCubeRT); + if (this.cubeCamera) { this.parent.remove(this.cubeCamera); } + }, + methods: { + initMirrorMesh: function initMirrorMesh() { + var cubeRT = new three.WebGLCubeRenderTarget(this.cubeRTSize, { mapping: three.CubeRefractionMapping, format: three.RGBFormat, generateMipmaps: true, minFilter: three.LinearMipmapLinearFilter }); + this.cubeCamera = new three.CubeCamera(this.cubeCameraNear, this.cubeCameraFar, cubeRT); + useBindProp(this, 'position', this.cubeCamera.position); + this.parent.add(this.cubeCamera); + + this.material.envMap = cubeRT.texture; + this.material.refractionRatio = this.refractionRatio; + this.material.needsUpdate = true; + }, + updateCubeRT: function updateCubeRT() { + this.mesh.visible = false; + this.cubeCamera.update(this.three.renderer, this.scene); + this.mesh.visible = true; + }, + }, + __hmrId: 'RefractionMesh', +}; + +var Sprite = { + emits: ['ready', 'loaded'], + inject: ['three', 'scene'], + props: { + src: String, + position: Object, + scale: Object, + }, + setup: function setup() { + var parent = vue.inject('group', vue.inject('scene')); + return { parent: parent }; + }, + mounted: function mounted() { + this.texture = new three.TextureLoader().load(this.src, this.onLoaded); + this.material = new three.SpriteMaterial({ map: this.texture }); + this.sprite = new three.Sprite(this.material); + this.geometry = this.sprite.geometry; + useBindProp(this, 'position', this.sprite.position); + useBindProp(this, 'scale', this.sprite.scale); + + this.parent.add(this.sprite); + this.$emit('ready'); + }, + unmounted: function unmounted() { + this.texture.dispose(); + this.material.dispose(); + this.parent.remove(this.sprite); + }, + methods: { + onLoaded: function onLoaded() { + this.updateUV(); + this.$emit('loaded'); + }, + updateUV: function updateUV() { + this.iWidth = this.texture.image.width; + this.iHeight = this.texture.image.height; + this.iRatio = this.iWidth / this.iHeight; + + var x = 0.5, y = 0.5; + if (this.iRatio > 1) { + y = 0.5 / this.iRatio; + } else { + x = 0.5 / this.iRatio; + } + + var positions = this.geometry.attributes.position.array; + positions[0] = -x; positions[1] = -y; + positions[5] = x; positions[6] = -y; + positions[10] = x; positions[11] = y; + positions[15] = -x; positions[16] = y; + this.geometry.attributes.position.needsUpdate = true; + }, + }, + render: function render() { + return []; + }, + __hmrId: 'Sprite', +}; + +var EffectComposer = { + setup: function setup() { + return { + passes: [], + }; + }, + inject: ['three'], + provide: function provide() { + return { + passes: this.passes, + }; + }, + mounted: function mounted() { + var this$1 = this; + + this.three.onAfterInit(function () { + this$1.composer = new EffectComposer_js.EffectComposer(this$1.three.renderer); + this$1.three.renderer.autoClear = false; + this$1.passes.forEach(function (pass) { + this$1.composer.addPass(pass); + }); + this$1.three.composer = this$1.composer; + + this$1.resize(); + this$1.three.onAfterResize(this$1.resize); + }); + }, + unmounted: function unmounted() { + this.three.offAfterResize(this.resize); + }, + methods: { + resize: function resize() { + this.composer.setSize(this.three.size.width, this.three.size.height); + }, + }, + render: function render() { + return this.$slots.default(); + }, + __hmrId: 'EffectComposer', +}; + +var EffectPass = { + inject: ['three', 'passes'], + beforeMount: function beforeMount() { + if (!this.passes) { + console.error('Missing parent EffectComposer'); + } + }, + unmounted: function unmounted() { + if (this.pass.dispose) { this.pass.dispose(); } + }, + render: function render() { + return []; + }, + __hmrId: 'EffectPass', +}; + +var RenderPass = { + extends: EffectPass, + mounted: function mounted() { + if (!this.three.scene) { + console.error('Missing Scene'); + } + if (!this.three.camera) { + console.error('Missing Camera'); + } + var pass = new RenderPass_js.RenderPass(this.three.scene, this.three.camera); + this.passes.push(pass); + this.pass = pass; + }, + __hmrId: 'RenderPass', +}; + +var BokehPass = { + extends: EffectPass, + props: { + focus: { + type: Number, + default: 1, + }, + aperture: { + type: Number, + default: 0.025, + }, + maxblur: { + type: Number, + default: 0.01, + }, + }, + watch: { + focus: function focus() { this.pass.uniforms.focus.value = this.focus; }, + aperture: function aperture() { this.pass.uniforms.aperture.value = this.aperture; }, + maxblur: function maxblur() { this.pass.uniforms.maxblur.value = this.maxblur; }, + }, + mounted: function mounted() { + if (!this.three.scene) { + console.error('Missing Scene'); + } + if (!this.three.camera) { + console.error('Missing Camera'); + } + var params = { + focus: this.focus, + aperture: this.aperture, + maxblur: this.maxblur, + width: this.three.size.width, + height: this.three.size.height, + }; + var pass = new BokehPass_js.BokehPass(this.three.scene, this.three.camera, params); + this.passes.push(pass); + this.pass = pass; + }, + __hmrId: 'BokehPass', +}; + +var FilmPass = { + extends: EffectPass, + props: { + noiseIntensity: { + type: Number, + default: 0.5, + }, + scanlinesIntensity: { + type: Number, + default: 0.05, + }, + scanlinesCount: { + type: Number, + default: 4096, + }, + grayscale: { + type: Number, + default: 0, + }, + }, + watch: { + noiseIntensity: function noiseIntensity() { this.pass.uniforms.nIntensity.value = this.noiseIntensity; }, + scanlinesIntensity: function scanlinesIntensity() { this.pass.uniforms.sIntensity.value = this.scanlinesIntensity; }, + scanlinesCount: function scanlinesCount() { this.pass.uniforms.sCount.value = this.scanlinesCount; }, + grayscale: function grayscale() { this.pass.uniforms.grayscale.value = this.grayscale; }, + }, + mounted: function mounted() { + var pass = new FilmPass_js.FilmPass(this.noiseIntensity, this.scanlinesIntensity, this.scanlinesCount, this.grayscale); + this.passes.push(pass); + this.pass = pass; + }, + __hmrId: 'FilmPass', +}; + +var FXAAPass = { + extends: EffectPass, + mounted: function mounted() { + var pass = new ShaderPass_js.ShaderPass(FXAAShader_js.FXAAShader); + this.passes.push(pass); + this.pass = pass; + + // resize will be called in three init + this.three.onAfterResize(this.resize); + }, + unmounted: function unmounted() { + this.three.offAfterResize(this.resize); + }, + methods: { + resize: function resize() { + var ref = this.pass.material.uniforms; + var resolution = ref.resolution; + resolution.value.x = 1 / this.three.size.width; + resolution.value.y = 1 / this.three.size.height; + }, + }, + __hmrId: 'FXAAPass', +}; + +var HalftonePass = { + extends: EffectPass, + props: { + shape: { type: Number, default: 1 }, + radius: { type: Number, default: 4 }, + rotateR: { type: Number, default: Math.PI / 12 * 1 }, + rotateG: { type: Number, default: Math.PI / 12 * 2 }, + rotateB: { type: Number, default: Math.PI / 12 * 3 }, + scatter: { type: Number, default: 0 }, + }, + mounted: function mounted() { + var this$1 = this; + + var pass = new HalftonePass_js.HalftonePass(this.three.size.width, this.three.size.height, {}); + + ['shape', 'radius', 'rotateR', 'rotateG', 'rotateB', 'scatter'].forEach(function (p) { + pass.uniforms[p].value = this$1[p]; + vue.watch(function () { return this$1[p]; }, function () { + pass.uniforms[p].value = this$1[p]; + }); + }); + + this.passes.push(pass); + this.pass = pass; + }, + __hmrId: 'HalftonePass', +}; + +var SMAAPass = { + extends: EffectPass, + mounted: function mounted() { + // three size is not set yet, but this pass will be resized by effect composer + var pass = new SMAAPass_js.SMAAPass(this.three.size.width, this.three.size.height); + this.passes.push(pass); + this.pass = pass; + }, + __hmrId: 'SMAAPass', +}; + +var DefaultShader = { + uniforms: {}, + vertexShader: "\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n ", + fragmentShader: "\n varying vec2 vUv;\n void main() {\n gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n }\n ", +}; + +// From https://github.com/evanw/glfx.js + +var TiltShift = { + uniforms: { + tDiffuse: { value: null }, + blurRadius: { value: 0 }, + gradientRadius: { value: 0 }, + start: { value: new three.Vector2() }, + end: { value: new three.Vector2() }, + delta: { value: new three.Vector2() }, + texSize: { value: new three.Vector2() }, + }, + vertexShader: DefaultShader.vertexShader, + fragmentShader: "\n uniform sampler2D tDiffuse;\n uniform float blurRadius;\n uniform float gradientRadius;\n uniform vec2 start;\n uniform vec2 end;\n uniform vec2 delta;\n uniform vec2 texSize;\n varying vec2 vUv;\n\n float random(vec3 scale, float seed) {\n /* use the fragment position for a different seed per-pixel */\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n }\n\n void main() {\n vec4 color = vec4(0.0);\n float total = 0.0;\n\n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n\n vec2 normal = normalize(vec2(start.y - end.y, end.x - start.x));\n float radius = smoothstep(0.0, 1.0, abs(dot(vUv * texSize - start, normal)) / gradientRadius) * blurRadius;\n for (float t = -30.0; t <= 30.0; t++) {\n float percent = (t + offset - 0.5) / 30.0;\n float weight = 1.0 - abs(percent);\n vec4 texel = texture2D(tDiffuse, vUv + delta / texSize * percent * radius);\n // vec4 texel2 = texture2D(tDiffuse, vUv + vec2(-delta.y, delta.x) / texSize * percent * radius);\n\n /* switch to pre-multiplied alpha to correctly blur transparent images */\n texel.rgb *= texel.a;\n // texel2.rgb *= texel2.a;\n\n color += texel * weight;\n total += 2.0 * weight;\n }\n\n gl_FragColor = color / total;\n\n /* switch back from pre-multiplied alpha */\n gl_FragColor.rgb /= gl_FragColor.a + 0.00001;\n }\n ", +}; + +function useBindPropValue(src, srcProp, dst, dstProp) { + if ( dstProp === void 0 ) dstProp = 'value'; + + if (src[srcProp]) { + dst[dstProp] = src[srcProp]; + vue.watch(function () { return src[srcProp]; }, function (value) { + dst[dstProp] = value; + }); + } +} + +var TiltShiftPass = { + extends: EffectPass, + props: { + blurRadius: { type: Number, default: 10 }, + gradientRadius: { type: Number, default: 100 }, + start: { type: Object, default: { x: 0, y: 100 } }, + end: { type: Object, default: { x: 10, y: 100 } }, + }, + mounted: function mounted() { + var this$1 = this; + + this.pass = new ShaderPass_js.ShaderPass(TiltShift); + this.passes.push(this.pass); + + this.pass1 = new ShaderPass_js.ShaderPass(TiltShift); + this.passes.push(this.pass1); + + var uniforms = this.uniforms = this.pass.uniforms; + var uniforms1 = this.uniforms1 = this.pass1.uniforms; + uniforms1.blurRadius = uniforms.blurRadius; + uniforms1.gradientRadius = uniforms.gradientRadius; + uniforms1.start = uniforms.start; + uniforms1.end = uniforms.end; + uniforms1.texSize = uniforms.texSize; + + useBindPropValue(this, 'blurRadius', uniforms.blurRadius); + useBindPropValue(this, 'gradientRadius', uniforms.gradientRadius); + + this.updateFocusLine(); + ['start', 'end'].forEach(function (p) { + vue.watch(function () { return this$1[p]; }, this$1.updateFocusLine); + }); + + this.pass.setSize = function (width, height) { + uniforms.texSize.value.set(width, height); + }; + }, + methods: { + updateFocusLine: function updateFocusLine() { + this.uniforms.start.value.copy(this.start); + this.uniforms.end.value.copy(this.end); + var dv = new three.Vector2().copy(this.end).sub(this.start).normalize(); + this.uniforms.delta.value.copy(dv); + this.uniforms1.delta.value.set(-dv.y, dv.x); + }, + }, + __hmrId: 'TiltShiftPass', +}; + +var UnrealBloomPass = { + extends: EffectPass, + props: { + strength: { type: Number, default: 1.5 }, + radius: { type: Number, default: 0 }, + threshold: { type: Number, default: 0 }, + }, + watch: { + strength: function strength() { this.pass.strength = this.strength; }, + radius: function radius() { this.pass.radius = this.radius; }, + threshold: function threshold() { this.pass.threshold = this.threshold; }, + }, + mounted: function mounted() { + var size = new three.Vector2(this.three.size.width, this.three.size.height); + var pass = new UnrealBloomPass_js.UnrealBloomPass(size, this.strength, this.radius, this.threshold); + this.passes.push(pass); + this.pass = pass; + }, + __hmrId: 'UnrealBloomPass', +}; + +// From https://github.com/evanw/glfx.js + +var ZoomBlur = { + uniforms: { + tDiffuse: { value: null }, + center: { value: new three.Vector2(0.5, 0.5) }, + strength: { value: 0 }, + }, + vertexShader: DefaultShader.vertexShader, + fragmentShader: "\n uniform sampler2D tDiffuse;\n uniform vec2 center;\n uniform float strength;\n varying vec2 vUv;\n\n float random(vec3 scale, float seed) {\n /* use the fragment position for a different seed per-pixel */\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n }\n \n void main() {\n vec4 color = vec4(0.0);\n float total = 0.0;\n vec2 toCenter = center - vUv;\n \n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n \n for (float t = 0.0; t <= 40.0; t++) {\n float percent = (t + offset) / 40.0;\n float weight = 4.0 * (percent - percent * percent);\n vec4 texel = texture2D(tDiffuse, vUv + toCenter * percent * strength);\n\n /* switch to pre-multiplied alpha to correctly blur transparent images */\n texel.rgb *= texel.a;\n\n color += texel * weight;\n total += weight;\n }\n\n gl_FragColor = color / total;\n\n /* switch back from pre-multiplied alpha */\n gl_FragColor.rgb /= gl_FragColor.a + 0.00001;\n }\n ", +}; + +var ZoomBlurPass = { + extends: EffectPass, + props: { + center: { type: Object, default: { x: 0.5, y: 0.5 } }, + strength: { type: Number, default: 0.5 }, + }, + mounted: function mounted() { + this.pass = new ShaderPass_js.ShaderPass(ZoomBlur); + this.passes.push(this.pass); + + var uniforms = this.uniforms = this.pass.uniforms; + useBindProp(this, 'center', uniforms.center.value); + useBindPropValue(this, 'strength', uniforms.strength); + }, + __hmrId: 'ZoomBlurPass', +}; + +var TROIS = /*#__PURE__*/Object.freeze({ + __proto__: null, + Renderer: Renderer, + OrthographicCamera: OrthographicCamera, + PerspectiveCamera: PerspectiveCamera, + Camera: PerspectiveCamera, + Group: Group, + Scene: Scene, + BoxGeometry: BoxGeometry, + CircleGeometry: CircleGeometry, + ConeGeometry: ConeGeometry, + CylinderGeometry: CylinderGeometry, + DodecahedronGeometry: DodecahedronGeometry, + IcosahedronGeometry: IcosahedronGeometry, + LatheGeometry: LatheGeometry, + OctahedronGeometry: OctahedronGeometry, + PolyhedronGeometry: PolyhedronGeometry, + RingGeometry: RingGeometry, + SphereGeometry: SphereGeometry, + TetrahedronGeometry: TetrahedronGeometry, + TorusGeometry: TorusGeometry, + TorusKnotGeometry: TorusKnotGeometry, + TubeGeometry: TubeGeometry, + AmbientLight: AmbientLight, + DirectionalLight: DirectionalLight, + PointLight: PointLight, + SpotLight: SpotLight, + BasicMaterial: BasicMaterial, + LambertMaterial: LambertMaterial, + MatcapMaterial: MatcapMaterial, + PhongMaterial: PhongMaterial, + PhysicalMaterial: PhysicalMaterial, + StandardMaterial: StandardMaterial, + SubSurfaceMaterial: SubSurfaceMaterial, + ToonMaterial: ToonMaterial, + Texture: Texture, + CubeTexture: CubeTexture, + Mesh: Mesh, + Box: Box, + Circle: Circle, + Cone: Cone, + Cylinder: Cylinder, + Dodecahedron: Dodecahedron, + Icosahedron: Icosahedron, + Lathe: Lathe, + Octahedron: Octahedron, + Plane: Plane, + Polyhedron: Polyhedron, + Ring: Ring, + Sphere: Sphere, + Tetrahedron: Tetrahedron, + Text: Text, + Torus: Torus, + TorusKnot: TorusKnot, + Tube: Tube, + Gem: Gem, + Image: Image, + InstancedMesh: InstancedMesh, + MirrorMesh: MirrorMesh, + RefractionMesh: RefractionMesh, + Sprite: Sprite, + EffectComposer: EffectComposer, + RenderPass: RenderPass, + BokehPass: BokehPass, + FilmPass: FilmPass, + FXAAPass: FXAAPass, + HalftonePass: HalftonePass, + SMAAPass: SMAAPass, + TiltShiftPass: TiltShiftPass, + UnrealBloomPass: UnrealBloomPass, + ZoomBlurPass: ZoomBlurPass, + setFromProp: setFromProp, + propsValues: propsValues, + lerp: lerp, + lerpv2: lerpv2, + lerpv3: lerpv3, + limit: limit, + getMatcapUrl: getMatcapUrl +}); + +var TroisJSVuePlugin = { + install: function (app) { + var comps = [ + 'Camera', + 'OrthographicCamera', + 'PerspectiveCamera', + 'Renderer', + 'Scene', + 'Group', + + 'BoxGeometry', + 'CircleGeometry', + 'ConeGeometry', + 'CylinderGeometry', + 'DodecahedronGeometry', + 'IcosahedronGeometry', + 'LatheGeometry', + 'OctahedronGeometry', + 'PolyhedronGeometry', + 'RingGeometry', + 'SphereGeometry', + 'TetrahedronGeometry', + 'TorusGeometry', + 'TorusKnotGeometry', + 'TubeGeometry', + + 'AmbientLight', + 'DirectionalLight', + 'PointLight', + 'SpotLight', + + 'BasicMaterial', + 'LambertMaterial', + 'MatcapMaterial', + 'PhongMaterial', + 'PhysicalMaterial', + 'ShaderMaterial', + 'StandardMaterial', + 'SubSurfaceMaterial', + 'ToonMaterial', + + 'Texture', + 'CubeTexture', + + 'Box', + 'Circle', + 'Cone', + 'Cylinder', + 'Dodecahedron', + 'Icosahedron', + 'Mesh', + 'Lathe', + 'Octahedron', + 'Plane', + 'Polyhedron', + 'Ring', + 'Sphere', + 'Tetrahedron', + 'Text', + 'Torus', + 'TorusKnot', + 'Tube', + + 'Gem', + 'Image', + 'InstancedMesh', + 'MirrorMesh', + 'RefractionMesh', + 'Sprite', + + 'BokehPass', + 'EffectComposer', + 'FilmPass', + 'FXAAPass', + 'HalftonePass', + 'RenderPass', + 'SAOPass', + 'SMAAPass', + 'TiltShiftPass', + 'UnrealBloomPass', + 'ZoomBlurPass', + + 'GLTFViewer' ]; + + comps.forEach(function (comp) { + app.component(comp, TROIS[comp]); + }); + }, +}; + +exports.AmbientLight = AmbientLight; +exports.BasicMaterial = BasicMaterial; +exports.BokehPass = BokehPass; +exports.Box = Box; +exports.BoxGeometry = BoxGeometry; +exports.Camera = PerspectiveCamera; +exports.Circle = Circle; +exports.CircleGeometry = CircleGeometry; +exports.Cone = Cone; +exports.ConeGeometry = ConeGeometry; +exports.CubeTexture = CubeTexture; +exports.Cylinder = Cylinder; +exports.CylinderGeometry = CylinderGeometry; +exports.DirectionalLight = DirectionalLight; +exports.Dodecahedron = Dodecahedron; +exports.DodecahedronGeometry = DodecahedronGeometry; +exports.EffectComposer = EffectComposer; +exports.FXAAPass = FXAAPass; +exports.FilmPass = FilmPass; +exports.Gem = Gem; +exports.Group = Group; +exports.HalftonePass = HalftonePass; +exports.Icosahedron = Icosahedron; +exports.IcosahedronGeometry = IcosahedronGeometry; +exports.Image = Image; +exports.InstancedMesh = InstancedMesh; +exports.LambertMaterial = LambertMaterial; +exports.Lathe = Lathe; +exports.LatheGeometry = LatheGeometry; +exports.MatcapMaterial = MatcapMaterial; +exports.Mesh = Mesh; +exports.MirrorMesh = MirrorMesh; +exports.Octahedron = Octahedron; +exports.OctahedronGeometry = OctahedronGeometry; +exports.OrthographicCamera = OrthographicCamera; +exports.PerspectiveCamera = PerspectiveCamera; +exports.PhongMaterial = PhongMaterial; +exports.PhysicalMaterial = PhysicalMaterial; +exports.Plane = Plane; +exports.PointLight = PointLight; +exports.Polyhedron = Polyhedron; +exports.PolyhedronGeometry = PolyhedronGeometry; +exports.RefractionMesh = RefractionMesh; +exports.RenderPass = RenderPass; +exports.Renderer = Renderer; +exports.Ring = Ring; +exports.RingGeometry = RingGeometry; +exports.SMAAPass = SMAAPass; +exports.Scene = Scene; +exports.Sphere = Sphere; +exports.SphereGeometry = SphereGeometry; +exports.SpotLight = SpotLight; +exports.Sprite = Sprite; +exports.StandardMaterial = StandardMaterial; +exports.SubSurfaceMaterial = SubSurfaceMaterial; +exports.Tetrahedron = Tetrahedron; +exports.TetrahedronGeometry = TetrahedronGeometry; +exports.Text = Text; +exports.Texture = Texture; +exports.TiltShiftPass = TiltShiftPass; +exports.ToonMaterial = ToonMaterial; +exports.Torus = Torus; +exports.TorusGeometry = TorusGeometry; +exports.TorusKnot = TorusKnot; +exports.TorusKnotGeometry = TorusKnotGeometry; +exports.TroisJSVuePlugin = TroisJSVuePlugin; +exports.Tube = Tube; +exports.TubeGeometry = TubeGeometry; +exports.UnrealBloomPass = UnrealBloomPass; +exports.ZoomBlurPass = ZoomBlurPass; +exports.getMatcapUrl = getMatcapUrl; +exports.lerp = lerp; +exports.lerpv2 = lerpv2; +exports.lerpv3 = lerpv3; +exports.limit = limit; +exports.propsValues = propsValues; +exports.setFromProp = setFromProp; diff --git a/build/trois.module.cdn.js b/build/trois.module.cdn.js index 1ebbee6..4b3f2e3 100644 --- a/build/trois.module.cdn.js +++ b/build/trois.module.cdn.js @@ -1,5 +1,5 @@ import { h, toRef, watch, inject } from 'https://unpkg.com/vue@3.0.5/dist/vue.esm-browser.prod.js'; -import { Vector2, Vector3, Plane as Plane$1, Raycaster, WebGLRenderer, OrthographicCamera as OrthographicCamera$1, PerspectiveCamera as PerspectiveCamera$1, Group as Group$1, Scene as Scene$1, Color, BoxBufferGeometry, CircleBufferGeometry, ConeBufferGeometry, CylinderBufferGeometry, DodecahedronBufferGeometry, IcosahedronBufferGeometry, LatheBufferGeometry, OctahedronBufferGeometry, PolyhedronBufferGeometry, RingBufferGeometry, SphereBufferGeometry, TetrahedronBufferGeometry, TorusBufferGeometry, TorusKnotBufferGeometry, Curve, TubeBufferGeometry, AmbientLight as AmbientLight$1, DirectionalLight as DirectionalLight$1, PointLight as PointLight$1, SpotLight as SpotLight$1, FrontSide, MeshBasicMaterial, MeshLambertMaterial, TextureLoader, MeshMatcapMaterial, MeshPhongMaterial, MeshStandardMaterial, MeshPhysicalMaterial, ShaderChunk, UniformsUtils, ShaderLib, ShaderMaterial as ShaderMaterial$1, MeshToonMaterial, CubeTextureLoader, CubeRefractionMapping, Mesh as Mesh$1, PlaneBufferGeometry, FontLoader, TextBufferGeometry, WebGLCubeRenderTarget, RGBFormat, LinearMipmapLinearFilter, CubeCamera, BackSide, DoubleSide, InstancedMesh as InstancedMesh$1, SpriteMaterial, Sprite as Sprite$1, WebGLRenderTarget, ObjectSpaceNormalMap, Object3D, Face3, MathUtils, InstancedBufferAttribute } from 'https://unpkg.com/three@0.125.2/build/three.module.js'; +import { Vector2, Vector3, Plane as Plane$1, Raycaster, WebGLRenderer, OrthographicCamera as OrthographicCamera$1, PerspectiveCamera as PerspectiveCamera$1, Group as Group$1, Scene as Scene$1, Color, BoxBufferGeometry, CircleBufferGeometry, ConeBufferGeometry, CylinderBufferGeometry, DodecahedronBufferGeometry, IcosahedronBufferGeometry, LatheBufferGeometry, OctahedronBufferGeometry, PolyhedronBufferGeometry, RingBufferGeometry, SphereBufferGeometry, TetrahedronBufferGeometry, TorusBufferGeometry, TorusKnotBufferGeometry, Curve, TubeBufferGeometry, AmbientLight as AmbientLight$1, DirectionalLight as DirectionalLight$1, PointLight as PointLight$1, SpotLight as SpotLight$1, FrontSide, MeshBasicMaterial, MeshLambertMaterial, TextureLoader, MeshMatcapMaterial, MeshPhongMaterial, MeshStandardMaterial, MeshPhysicalMaterial, ShaderChunk, UniformsUtils, ShaderLib, ShaderMaterial as ShaderMaterial$1, MeshToonMaterial, CubeTextureLoader, CubeRefractionMapping, Mesh as Mesh$1, PlaneBufferGeometry, FontLoader, TextBufferGeometry, WebGLCubeRenderTarget, RGBFormat, LinearMipmapLinearFilter, CubeCamera, BackSide, DoubleSide, InstancedMesh as InstancedMesh$1, SpriteMaterial, Sprite as Sprite$1 } from 'https://unpkg.com/three@0.125.2/build/three.module.js'; import { OrbitControls } from 'https://unpkg.com/three@0.125.2/examples/jsm/controls/OrbitControls.js'; import { EffectComposer as EffectComposer$1 } from 'https://unpkg.com/three@0.125.2/examples/jsm/postprocessing/EffectComposer.js'; import { RenderPass as RenderPass$1 } from 'https://unpkg.com/three@0.125.2/examples/jsm/postprocessing/RenderPass.js'; @@ -10,11 +10,6 @@ import { FXAAShader } from 'https://unpkg.com/three@0.125.2/examples/jsm/shaders import { HalftonePass as HalftonePass$1 } from 'https://unpkg.com/three@0.125.2/examples/jsm/postprocessing/HalftonePass.js'; import { SMAAPass as SMAAPass$1 } from 'https://unpkg.com/three@0.125.2/examples/jsm/postprocessing/SMAAPass.js'; import { UnrealBloomPass as UnrealBloomPass$1 } from 'https://unpkg.com/three@0.125.2/examples/jsm/postprocessing/UnrealBloomPass.js'; -import { Pass } from 'https://unpkg.com/three@0.125.2/examples/jsm/postprocessing/Pass.js'; -import { gsap, Power4 } from 'https://unpkg.com/gsap@3.5.1/index.js'; -import { Geometry as Geometry$1 } from 'https://unpkg.com/three@0.125.2/examples/jsm/deprecated/Geometry.js'; -import { resolveComponent, openBlock, createBlock, withCtx, createVNode, renderSlot } from 'https://unpkg.com/vue@3.0.5/dist/vue.esm-browser.prod.js'; -import { GLTFLoader } from 'https://unpkg.com/three@0.125.2/examples/jsm/loaders/GLTFLoader.js'; /** * Three.js helper @@ -1327,7 +1322,7 @@ var ShaderMaterial = { var SubSurfaceMaterial = { extends: ShaderMaterial, props: { - diffuse: { type: String, default: '#ffffff' }, + color: { type: String, default: '#ffffff' }, thicknessColor: { type: String, default: '#ffffff' }, thicknessDistortion: { type: Number, default: 0.4 }, thicknessAmbient: { type: Number, default: 0.01 }, @@ -1342,15 +1337,18 @@ var SubSurfaceMaterial = { createMaterial: function createMaterial() { var params = SubsurfaceScatteringShader; var uniforms = UniformsUtils.clone(params.uniforms); + Object.entries(this.$props).forEach(function (ref) { var key = ref[0]; var value = ref[1]; - if (key === 'diffuse' || key === 'thicknessColor') { - value = new Color(value); + var _key = key, _value = value; + if (['color', 'thicknessColor'].includes(key)) { + if (key === 'color') { _key = 'diffuse'; } + _value = new Color(value); } - if (key !== 'id' && key !== 'transparent' && key !== 'vertexColors') { - uniforms[key].value = value; + if (!['id', 'transparent', 'vertexColors'].includes(key)) { + uniforms[_key].value = _value; } }); @@ -2029,8 +2027,8 @@ var TorusKnot = { props: { radius: { type: Number, default: 0.5 }, tube: { type: Number, default: 0.4 }, - radialSegments: { type: Number, default: 64 }, - tubularSegments: { type: Number, default: 8 }, + tubularSegments: { type: Number, default: 64 }, + radialSegments: { type: Number, default: 8 }, p: { type: Number, default: 2 }, q: { type: Number, default: 3 }, }, @@ -2048,7 +2046,7 @@ var TorusKnot = { }, methods: { createGeometry: function createGeometry() { - this.geometry = new TorusKnotBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q); + this.geometry = new TorusKnotBufferGeometry(this.radius, this.tube, this.tubularSegments, this.radialSegments, this.p, this.q); }, }, __hmrId: 'TorusKnot', @@ -2756,895 +2754,6 @@ var ZoomBlurPass = { __hmrId: 'ZoomBlurPass', }; -var snoise2 = "\n//\n// Description : Array and textureless GLSL 2D simplex noise function.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : ijm\n// Lastmod : 20110822 (ijm)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n//\n\nvec3 mod289(vec3 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec2 mod289(vec2 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec3 permute(vec3 x) {\n return mod289(((x*34.0)+1.0)*x);\n}\n\nfloat snoise(vec2 v)\n{\n const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0\n 0.366025403784439, // 0.5*(sqrt(3.0)-1.0)\n -0.577350269189626, // -1.0 + 2.0 * C.x\n 0.024390243902439); // 1.0 / 41.0\n // First corner\n vec2 i = floor(v + dot(v, C.yy) );\n vec2 x0 = v - i + dot(i, C.xx);\n\n // Other corners\n vec2 i1;\n i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);\n vec4 x12 = x0.xyxy + C.xxzz;\n x12.xy -= i1;\n\n // Permutations\n i = mod289(i); // Avoid truncation effects in permutation\n vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))\n + i.x + vec3(0.0, i1.x, 1.0 ));\n\n vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);\n m = m*m ;\n m = m*m ;\n\n // Gradients: 41 points uniformly over a line, mapped onto a diamond.\n // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)\n\n vec3 x = 2.0 * fract(p * C.www) - 1.0;\n vec3 h = abs(x) - 0.5;\n vec3 ox = floor(x + 0.5);\n vec3 a0 = x - ox;\n\n // Normalise gradients implicitly by scaling m\n // Approximation of: m *= inversesqrt( a0*a0 + h*h );\n m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );\n\n // Compute final noise value at P\n vec3 g;\n g.x = a0.x * x0.x + h.x * x0.y;\n g.yz = a0.yz * x12.xz + h.yz * x12.yw;\n return 130.0 * dot(m, g);\n}\n"; - -var NoisyImage = { - extends: Image, - props: { - widthSegments: { type: Number, default: 20 }, - heightSegments: { type: Number, default: 20 }, - timeCoef: { type: Number, default: 0.001 }, - noiseCoef: { type: Number, default: 1 }, - zCoef: { type: Number, default: 5 }, - dispCoef: { type: Number, default: 0.05 }, - }, - setup: function setup(props) { - // uniforms - var uTime = { value: 0 }; - var uNoiseCoef = { value: props.noiseCoef }; - watch(function () { return props.noiseCoef; }, function (value) { uNoiseCoef.value = value; }); - var uZCoef = { value: props.zCoef }; - watch(function () { return props.zCoef; }, function (value) { uZCoef.value = value; }); - var uDispCoef = { value: props.dispCoef }; - watch(function () { return props.dispCoef; }, function (value) { uDispCoef.value = value; }); - - return { - uTime: uTime, uNoiseCoef: uNoiseCoef, uZCoef: uZCoef, uDispCoef: uDispCoef, - }; - }, - mounted: function mounted() { - this.startTime = Date.now(); - this.three.onBeforeRender(this.updateTime); - }, - unmounted: function unmounted() { - this.three.offBeforeRender(this.updateTime); - }, - methods: { - createGeometry: function createGeometry() { - this.geometry = new PlaneBufferGeometry(1, 1, this.widthSegments, this.heightSegments); - }, - createMaterial: function createMaterial() { - var this$1 = this; - - this.material = new MeshBasicMaterial({ side: DoubleSide, map: this.loadTexture() }); - this.material.onBeforeCompile = function (shader) { - shader.uniforms.uTime = this$1.uTime; - shader.uniforms.uNoiseCoef = this$1.uNoiseCoef; - shader.uniforms.uZCoef = this$1.uZCoef; - shader.uniforms.uDispCoef = this$1.uDispCoef; - shader.vertexShader = "\n uniform float uTime;\n uniform float uNoiseCoef;\n uniform float uZCoef;\n varying float vNoise;\n " + snoise2 + "\n " + shader.vertexShader; - - shader.vertexShader = shader.vertexShader.replace( - '#include ', - " \n vec3 p = vec3(position * uNoiseCoef);\n p.x += uTime;\n vNoise = snoise(p.xy);\n vec3 transformed = vec3(position);\n transformed.z += vNoise * uZCoef;\n " - ); - - shader.fragmentShader = "\n uniform float uDispCoef;\n varying float vNoise;\n " + shader.fragmentShader; - - shader.fragmentShader = shader.fragmentShader.replace( - '#include ', - "\n vec4 texelColor = texture2D(map, vUv);\n vec4 dispTexel = texture2D(map, vUv + vec2(vNoise * uDispCoef, 0));\n texelColor.r = dispTexel.r;\n diffuseColor = texelColor;\n " - ); - this$1.materialShader = shader; - }; - }, - updateTime: function updateTime() { - this.uTime.value = (Date.now() - this.startTime) * this.timeCoef; - }, - }, - __hmrId: 'NoisyImage', -}; - -var snoise3 = "\n//\n// Description : Array and textureless GLSL 2D/3D/4D simplex\n// noise functions.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : ijm\n// Lastmod : 20110822 (ijm)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n//\n\nvec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }\nvec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }\nvec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); }\nvec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }\n\nfloat snoise(vec3 v)\n{\n const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;\n const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);\n\n // First corner\n vec3 i = floor(v + dot(v, C.yyy) );\n vec3 x0 = v - i + dot(i, C.xxx) ;\n\n // Other corners\n vec3 g = step(x0.yzx, x0.xyz);\n vec3 l = 1.0 - g;\n vec3 i1 = min( g.xyz, l.zxy );\n vec3 i2 = max( g.xyz, l.zxy );\n\n vec3 x1 = x0 - i1 + C.xxx;\n vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y\n vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y\n\n // Permutations\n i = mod289(i);\n vec4 p = permute( permute( permute(\n i.z + vec4(0.0, i1.z, i2.z, 1.0 ))\n + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))\n + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));\n\n // Gradients: 7x7 points over a square, mapped onto an octahedron.\n // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)\n float n_ = 0.142857142857; // 1.0/7.0\n vec3 ns = n_ * D.wyz - D.xzx;\n\n vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)\n\n vec4 x_ = floor(j * ns.z);\n vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)\n\n vec4 x = x_ *ns.x + ns.yyyy;\n vec4 y = y_ *ns.x + ns.yyyy;\n vec4 h = 1.0 - abs(x) - abs(y);\n\n vec4 b0 = vec4( x.xy, y.xy );\n vec4 b1 = vec4( x.zw, y.zw );\n\n vec4 s0 = floor(b0)*2.0 + 1.0;\n vec4 s1 = floor(b1)*2.0 + 1.0;\n vec4 sh = -step(h, vec4(0.0));\n\n vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;\n vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;\n\n vec3 p0 = vec3(a0.xy,h.x);\n vec3 p1 = vec3(a0.zw,h.y);\n vec3 p2 = vec3(a1.xy,h.z);\n vec3 p3 = vec3(a1.zw,h.w);\n\n // Normalise gradients\n vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n\n // Mix final noise value\n vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);\n m = m * m;\n return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),\n dot(p2,x2), dot(p3,x3) ) );\n}\n"; - -var NoisyPlane = { - extends: Plane, - props: { - timeCoef: { type: Number, default: 0.001 }, - noiseCoef: { type: Number, default: 5 }, - deltaCoef: { type: Number, default: 1 / 512 }, - displacementScale: { type: Number, default: 5 }, - }, - setup: function setup(props) { - // uniforms - var uTime = { value: 0 }; - var uNoiseCoef = { value: props.noiseCoef }; - watch(function () { return props.noiseCoef; }, function (value) { uNoiseCoef.value = value; }); - var uDelta = { value: new Vector2(props.deltaCoef, props.deltaCoef) }; - watch(function () { return props.deltaCoef; }, function (value) { uDelta.value.set(value, value); }); - - return { - uTime: uTime, uNoiseCoef: uNoiseCoef, uDelta: uDelta, - }; - }, - mounted: function mounted() { - var this$1 = this; - - this.init(); - - watch(function () { return this$1.displacementScale; }, function (value) { this$1.material.displacementScale = value; }); - - this.startTime = Date.now(); - this.three.onBeforeRender(this.update); - }, - unmounted: function unmounted() { - this.three.offBeforeRender(this.update); - this.fsQuad.dispose(); - this.dispRT.dispose(); - this.dispMat.dispose(); - this.normRT.dispose(); - this.normMat.dispose(); - }, - methods: { - init: function init() { - this.fsQuad = new Pass.FullScreenQuad(); - - // displacement map - this.dispRT = new WebGLRenderTarget(512, 512, { depthBuffer: false, stencilBuffer: false }); - this.dispMat = new ShaderMaterial$1({ - uniforms: { - uTime: this.uTime, - uNoiseCoef: this.uNoiseCoef, - }, - vertexShader: "\n varying vec2 vUv;\n void main() {\n vUv = uv;\n // gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n gl_Position = vec4(position, 1.0);\n }\n ", - fragmentShader: ("\n uniform float uTime;\n uniform float uNoiseCoef;\n varying vec2 vUv;\n " + snoise3 + "\n void main() {\n vec2 p = vec2(vUv * uNoiseCoef);\n float noise = (snoise(vec3(p.x, p.y, uTime)) + 1.0) / 2.0;\n gl_FragColor = vec4(noise, 0.0, 0.0, 1.0);\n }\n "), - }); - - // normal map - this.normRT = new WebGLRenderTarget(512, 512, { depthBuffer: false, stencilBuffer: false }); - this.normMat = new ShaderMaterial$1({ - uniforms: { - dispMap: { value: this.dispRT.texture }, - delta: this.uDelta, - }, - vertexShader: "\n varying vec2 vUv;\n void main() {\n vUv = uv;\n // gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n gl_Position = vec4(position, 1.0);\n }\n ", - fragmentShader: "\n uniform sampler2D dispMap;\n uniform vec2 delta;\n varying vec2 vUv;\n void main() {\n // gl_FragColor = vec4(0.5, 0.5, 1.0, 0.0);\n float x1 = texture2D(dispMap, vec2(vUv.x - delta.x, vUv.y)).r;\n float x2 = texture2D(dispMap, vec2(vUv.x + delta.x, vUv.y)).r;\n float y1 = texture2D(dispMap, vec2(vUv.x, vUv.y - delta.y)).r;\n float y2 = texture2D(dispMap, vec2(vUv.x, vUv.y + delta.y)).r;\n gl_FragColor = vec4(0.5 + (x1 - x2), 0.5 + (y1 - y2), 1.0, 1.0);\n }\n ", - }); - - this.material.displacementMap = this.dispRT.texture; - this.material.displacementScale = this.displacementScale; - this.material.normalMap = this.normRT.texture; - this.material.normalMapType = ObjectSpaceNormalMap; - // this.material.needsUpdate = true; - }, - update: function update() { - this.uTime.value = (Date.now() - this.startTime) * this.timeCoef; - this.renderDisp(); - }, - renderDisp: function renderDisp() { - this.renderMat(this.dispMat, this.dispRT); - this.renderMat(this.normMat, this.normRT); - }, - renderMat: function renderMat(mat, target) { - var renderer = this.three.renderer; - this.fsQuad.material = mat; - var oldTarget = renderer.getRenderTarget(); - renderer.setRenderTarget(target); - this.fsQuad.render(renderer); - renderer.setRenderTarget(oldTarget); - }, - }, - __hmrId: 'NoisyPlane', -}; - -var snoise4 = "\n//\n// Description : Array and textureless GLSL 2D/3D/4D simplex\n// noise functions.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : ijm\n// Lastmod : 20110822 (ijm)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n//\n\nvec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }\nfloat mod289(float x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }\nvec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); }\nfloat permute(float x) { return mod289(((x*34.0)+1.0)*x); }\nvec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }\nfloat taylorInvSqrt(float r) { return 1.79284291400159 - 0.85373472095314 * r; }\n\nvec4 grad4(float j, vec4 ip)\n{\n const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);\n vec4 p,s;\n\n p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;\n p.w = 1.5 - dot(abs(p.xyz), ones.xyz);\n s = vec4(lessThan(p, vec4(0.0)));\n p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;\n\n return p;\n}\n\n// (sqrt(5) - 1)/4 = F4, used once below\n#define F4 0.309016994374947451\n\nfloat snoise(vec4 v)\n{\n const vec4 C = vec4( 0.138196601125011, // (5 - sqrt(5))/20 G4\n 0.276393202250021, // 2 * G4\n 0.414589803375032, // 3 * G4\n -0.447213595499958); // -1 + 4 * G4\n\n // First corner\n vec4 i = floor(v + dot(v, vec4(F4)) );\n vec4 x0 = v - i + dot(i, C.xxxx);\n\n // Other corners\n\n // Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)\n vec4 i0;\n vec3 isX = step( x0.yzw, x0.xxx );\n vec3 isYZ = step( x0.zww, x0.yyz );\n // i0.x = dot( isX, vec3( 1.0 ) );\n i0.x = isX.x + isX.y + isX.z;\n i0.yzw = 1.0 - isX;\n // i0.y += dot( isYZ.xy, vec2( 1.0 ) );\n i0.y += isYZ.x + isYZ.y;\n i0.zw += 1.0 - isYZ.xy;\n i0.z += isYZ.z;\n i0.w += 1.0 - isYZ.z;\n\n // i0 now contains the unique values 0,1,2,3 in each channel\n vec4 i3 = clamp( i0, 0.0, 1.0 );\n vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );\n vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );\n\n vec4 x1 = x0 - i1 + C.xxxx;\n vec4 x2 = x0 - i2 + C.yyyy;\n vec4 x3 = x0 - i3 + C.zzzz;\n vec4 x4 = x0 + C.wwww;\n\n // Permutations\n i = mod289(i);\n float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);\n vec4 j1 = permute( permute( permute( permute (\n i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))\n + i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))\n + i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))\n + i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));\n\n // Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope\n // 7*7*6 = 294, which is close to the ring size 17*17 = 289.\n vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;\n\n vec4 p0 = grad4(j0, ip);\n vec4 p1 = grad4(j1.x, ip);\n vec4 p2 = grad4(j1.y, ip);\n vec4 p3 = grad4(j1.z, ip);\n vec4 p4 = grad4(j1.w, ip);\n\n // Normalise gradients\n vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n p4 *= taylorInvSqrt(dot(p4,p4));\n\n // Mix contributions from the five corners\n vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);\n vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);\n m0 = m0 * m0;\n m1 = m1 * m1;\n return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))\n + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;\n\n}\n"; - -var NoisySphere = { - extends: Sphere, - props: { - radius: { type: Number, default: 20 }, - widthSegments: { type: Number, default: 128 }, - heightSegments: { type: Number, default: 128 }, - timeCoef: { type: Number, default: 0.001 }, - noiseCoef: { type: Number, default: 0.05 }, - dispCoef: { type: Number, default: 5 }, - }, - setup: function setup(props) { - // uniforms - var uTime = { value: 0 }; - var uNoiseCoef = { value: props.noiseCoef }; - watch(function () { return props.noiseCoef; }, function (value) { uNoiseCoef.value = value; }); - var uDispCoef = { value: props.dispCoef }; - watch(function () { return props.dispCoef; }, function (value) { uDispCoef.value = value; }); - - return { - uTime: uTime, uNoiseCoef: uNoiseCoef, uDispCoef: uDispCoef, - }; - }, - mounted: function mounted() { - this.updateMaterial(); - - this.startTime = Date.now(); - this.three.onBeforeRender(this.updateTime); - }, - unmounted: function unmounted() { - this.three.offBeforeRender(this.updateTime); - }, - methods: { - updateMaterial: function updateMaterial() { - var this$1 = this; - - this.material.onBeforeCompile = function (shader) { - shader.uniforms.uTime = this$1.uTime; - shader.uniforms.uNoiseCoef = this$1.uNoiseCoef; - shader.uniforms.uDispCoef = this$1.uDispCoef; - shader.vertexShader = "\n uniform float uTime;\n uniform float uNoiseCoef;\n uniform float uDispCoef;\n varying float vNoise;\n " + snoise4 + "\n " + shader.vertexShader; - - shader.vertexShader = shader.vertexShader.replace( - '#include ', - "\n vec4 p = vec4(vec3(position * uNoiseCoef), uTime);\n vNoise = snoise(p);\n vec3 transformed = vec3(position);\n transformed += normalize(position) * vNoise * uDispCoef;\n " - ); - this$1.materialShader = shader; - }; - this.material.needsupdate = true; - }, - updateTime: function updateTime() { - this.uTime.value = (Date.now() - this.startTime) * this.timeCoef; - }, - }, - __hmrId: 'NoisySphere', -}; - -var NoisyText = { - extends: Text, - props: { - timeCoef: { type: Number, default: 0.001 }, - noiseCoef: { type: Number, default: 0.015 }, - zCoef: { type: Number, default: 10 }, - }, - setup: function setup(props) { - // uniforms - var uTime = { value: 0 }; - var uNoiseCoef = { value: props.noiseCoef }; - watch(function () { return props.noiseCoef; }, function (value) { uNoiseCoef.value = value; }); - var uZCoef = { value: props.zCoef }; - watch(function () { return props.zCoef; }, function (value) { uZCoef.value = value; }); - - return { - uTime: uTime, uNoiseCoef: uNoiseCoef, uZCoef: uZCoef, - }; - }, - mounted: function mounted() { - this.updateMaterial(); - - this.startTime = Date.now(); - this.three.onBeforeRender(this.updateTime); - }, - unmounted: function unmounted() { - this.three.offBeforeRender(this.updateTime); - }, - methods: { - updateMaterial: function updateMaterial() { - var this$1 = this; - - this.material.onBeforeCompile = function (shader) { - shader.uniforms.uTime = this$1.uTime; - shader.uniforms.uNoiseCoef = this$1.uNoiseCoef; - shader.uniforms.uZCoef = this$1.uZCoef; - shader.vertexShader = "\n uniform float uTime;\n uniform float uNoiseCoef;\n uniform float uZCoef;\n " + snoise2 + "\n " + shader.vertexShader; - - shader.vertexShader = shader.vertexShader.replace( - '#include ', - " \n vec3 p = vec3(position * uNoiseCoef);\n p.x += uTime;\n float noise = snoise(p.xy);\n vec3 transformed = vec3(position);\n transformed.z += noise * uZCoef;\n " - ); - this$1.materialShader = shader; - }; - this.material.needsupdate = true; - }, - updateTime: function updateTime() { - this.uTime.value = (Date.now() - this.startTime) * this.timeCoef; - }, - }, - __hmrId: 'NoisyText', -}; - -var AnimatedPlane = function AnimatedPlane(params) { - var this$1 = this; - - Object.entries(params).forEach(function (ref) { - var key = ref[0]; - var value = ref[1]; - - this$1[key] = value; - }); - - this.o3d = new Object3D(); - this.uProgress = { value: 0 }; - this.uvScale = new Vector2(); - - this.initMaterial(); - this.initPlane(); -}; - -AnimatedPlane.prototype.initMaterial = function initMaterial () { - var this$1 = this; - - this.material = new MeshBasicMaterial({ - side: DoubleSide, - transparent: true, - map: this.texture, - onBeforeCompile: function (shader) { - shader.uniforms.progress = this$1.uProgress; - shader.uniforms.uvScale = { value: this$1.uvScale }; - shader.vertexShader = "\n uniform float progress;\n uniform vec2 uvScale;\n\n attribute vec3 offset;\n attribute vec3 rotation;\n attribute vec2 uvOffset;\n\n mat3 rotationMatrixXYZ(vec3 r)\n {\n float cx = cos(r.x);\n float sx = sin(r.x);\n float cy = cos(r.y);\n float sy = sin(r.y);\n float cz = cos(r.z);\n float sz = sin(r.z);\n\n return mat3(\n cy * cz, cx * sz + sx * sy * cz, sx * sz - cx * sy * cz,\n -cy * sz, cx * cz - sx * sy * sz, sx * cz + cx * sy * sz,\n sy, -sx * cy, cx * cy\n );\n }\n " + shader.vertexShader; - - shader.vertexShader = shader.vertexShader.replace('#include ', "\n #include \n vUv = vUv * uvScale + uvOffset;\n "); - - shader.vertexShader = shader.vertexShader.replace('#include ', "\n mat3 rotMat = rotationMatrixXYZ(progress * rotation);\n transformed = rotMat * transformed;\n\n vec4 mvPosition = vec4(transformed, 1.0);\n #ifdef USE_INSTANCING\n mvPosition = instanceMatrix * mvPosition;\n #endif\n\n mvPosition.xyz += progress * offset;\n\n mvPosition = modelViewMatrix * mvPosition;\n gl_Position = projectionMatrix * mvPosition;\n "); - }, - }); -}; - -AnimatedPlane.prototype.initPlane = function initPlane () { - var ref = this.screen; - var width = ref.width; - var wWidth = ref.wWidth; - var wHeight = ref.wHeight; - this.wSize = this.size * wWidth / width; - this.nx = Math.ceil(wWidth / this.wSize) + 1; - this.ny = Math.ceil(wHeight / this.wSize) + 1; - this.icount = this.nx * this.ny; - - this.initGeometry(); - this.initUV(); - this.initAnimAttributes(); - - if (this.imesh) { - this.o3d.remove(this.imesh); - } - this.imesh = new InstancedMesh$1(this.bGeometry, this.material, this.icount); - this.o3d.add(this.imesh); - - var dummy = new Object3D(); - var index = 0; - var x = -(wWidth - (wWidth - this.nx * this.wSize)) / 2 + this.dx; - for (var i = 0; i < this.nx; i++) { - var y = -(wHeight - (wHeight - this.ny * this.wSize)) / 2 + this.dy; - for (var j = 0; j < this.ny; j++) { - dummy.position.set(x, y, 0); - dummy.updateMatrix(); - this.imesh.setMatrixAt(index++, dummy.matrix); - y += this.wSize; - } - x += this.wSize; - } -}; - -AnimatedPlane.prototype.initGeometry = function initGeometry () { - // square - var geometry = new Geometry$1(); - geometry.vertices.push(new Vector3(0, 0, 0)); - geometry.vertices.push(new Vector3(this.wSize, 0, 0)); - geometry.vertices.push(new Vector3(0, this.wSize, 0)); - geometry.vertices.push(new Vector3(this.wSize, this.wSize, 0)); - geometry.faces.push(new Face3(0, 2, 1)); - geometry.faces.push(new Face3(2, 3, 1)); - - geometry.faceVertexUvs[0].push([ - new Vector2(0, 0), - new Vector2(0, 1), - new Vector2(1, 0) ]); - geometry.faceVertexUvs[0].push([ - new Vector2(0, 1), - new Vector2(1, 1), - new Vector2(1, 0) ]); - - // geometry.computeFaceNormals(); - // geometry.computeVertexNormals(); - - // center - this.dx = this.wSize / 2; - this.dy = this.wSize / 2; - geometry.translate(-this.dx, -this.dy, 0); - - this.bGeometry = geometry.toBufferGeometry(); -}; - -AnimatedPlane.prototype.initAnimAttributes = function initAnimAttributes () { - var rnd = MathUtils.randFloat; - var rndFS = MathUtils.randFloatSpread; - var v3 = new Vector3(); - - var offsets = new Float32Array(this.icount * 3); - for (var i = 0; i < offsets.length; i += 3) { - if (this.anim === 1) { v3.set(rndFS(10), rnd(50, 100), rnd(20, 50)).toArray(offsets, i); } - else { v3.set(rndFS(20), rndFS(20), rnd(20, 200)).toArray(offsets, i); } - } - this.bGeometry.setAttribute('offset', new InstancedBufferAttribute(offsets, 3)); - - var rotations = new Float32Array(this.icount * 3); - var angle = Math.PI * 4; - for (var i$1 = 0; i$1 < rotations.length; i$1 += 3) { - rotations[i$1] = rndFS(angle); - rotations[i$1 + 1] = rndFS(angle); - rotations[i$1 + 2] = rndFS(angle); - } - this.bGeometry.setAttribute('rotation', new InstancedBufferAttribute(rotations, 3)); -}; - -AnimatedPlane.prototype.initUV = function initUV () { - var ratio = this.nx / this.ny; - var tRatio = this.texture.image.width / this.texture.image.height; - if (ratio > tRatio) { this.uvScale.set(1 / this.nx, (tRatio / ratio) / this.ny); } - else { this.uvScale.set((ratio / tRatio) / this.nx, 1 / this.ny); } - var nW = this.uvScale.x * this.nx; - var nH = this.uvScale.y * this.ny; - - var v2 = new Vector2(); - var uvOffsets = new Float32Array(this.icount * 2); - for (var i = 0; i < this.nx; i++) { - for (var j = 0; j < this.ny; j++) { - v2.set( - this.uvScale.x * i + (1 - nW) / 2, - this.uvScale.y * j + (1 - nH) / 2 - ).toArray(uvOffsets, (i * this.ny + j) * 2); - } - } - this.bGeometry.setAttribute('uvOffset', new InstancedBufferAttribute(uvOffsets, 2)); -}; - -AnimatedPlane.prototype.setTexture = function setTexture (texture) { - this.texture = texture; - this.material.map = texture; - this.initUV(); -}; - -AnimatedPlane.prototype.resize = function resize () { - this.initPlane(); -}; - -function useTextures() { - var obj = { - loader: new TextureLoader(), - count: 0, - textures: [], - loadProgress: 0, - loadTextures: loadTextures, - dispose: dispose, - }; - return obj; - - function loadTextures(images, cb) { - obj.count = images.length; - obj.textures.splice(0); - obj.loadProgress = 0; - Promise.all(images.map(loadTexture)).then(cb); - } - function loadTexture(img, index) { - return new Promise(function (resolve) { - obj.loader.load( - img.src, - function (texture) { - obj.loadProgress += 1 / obj.count; - obj.textures[index] = texture; - resolve(texture); - } - ); - }); - } - function dispose() { - obj.textures.forEach(function (t) { return t.dispose(); }); - } -} - -var script = { - props: { - images: Array, - events: { type: Object, default: function () { return { wheel: true, click: true, keyup: true }; } }, - }, - setup: function setup() { - var loader = useTextures(); - return { - loader: loader, - progress: 0, - targetProgress: 0, - }; - }, - mounted: function mounted() { - this.three = this.$refs.renderer.three; - - if (this.images.length < 2) { - console.error('This slider needs at least 2 images.'); - } else { - this.loader.loadTextures(this.images, this.init); - } - }, - unmounted: function unmounted() { - this.loader.dispose(); - var domElement = this.three.renderer.domElement; - domElement.removeEventListener('click', this.onClick); - domElement.removeEventListener('wheel', this.onWheel); - document.removeEventListener('keyup', this.onKeyup); - }, - methods: { - init: function init() { - this.initScene(); - - gsap.fromTo(this.plane1.uProgress, - { - value: -2, - }, - { - value: 0, - duration: 2.5, - ease: Power4.easeOut, - } - ); - - var domElement = this.three.renderer.domElement; - if (this.events.click) { domElement.addEventListener('click', this.onClick); } - if (this.events.wheel) { domElement.addEventListener('wheel', this.onWheel); } - if (this.events.keyup) { document.addEventListener('keyup', this.onKeyup); } - this.three.onBeforeRender(this.updateProgress); - this.three.onAfterResize(this.onResize); - }, - initScene: function initScene() { - var renderer = this.three.renderer; - var scene = this.$refs.scene.scene; - - this.plane1 = new AnimatedPlane({ - renderer: renderer, screen: this.three.size, - size: 10, - anim: 1, - texture: this.loader.textures[0], - }); - - this.plane2 = new AnimatedPlane({ - renderer: renderer, screen: this.three.size, - size: 10, - anim: 2, - texture: this.loader.textures[1], - }); - - this.setPlanesProgress(0); - this.planes = new Object3D(); - this.planes.add(this.plane1.o3d); - this.planes.add(this.plane2.o3d); - scene.add(this.planes); - }, - onResize: function onResize() { - this.plane1.resize(); - this.plane2.resize(); - }, - onWheel: function onWheel(e) { - // e.preventDefault(); - if (e.deltaY > 0) { - this.setTargetProgress(this.targetProgress + 1 / 20); - } else { - this.setTargetProgress(this.targetProgress - 1 / 20); - } - }, - onClick: function onClick(e) { - if (e.clientY < this.three.size.height / 2) { - this.navPrevious(); - } else { - this.navNext(); - } - }, - onKeyup: function onKeyup(e) { - if (e.keyCode === 37 || e.keyCode === 38) { - this.navPrevious(); - } else if (e.keyCode === 39 || e.keyCode === 40) { - this.navNext(); - } - }, - navNext: function navNext() { - if (Number.isInteger(this.targetProgress)) { this.setTargetProgress(this.targetProgress + 1); } - else { this.setTargetProgress(Math.ceil(this.targetProgress)); } - }, - navPrevious: function navPrevious() { - if (Number.isInteger(this.targetProgress)) { this.setTargetProgress(this.targetProgress - 1); } - else { this.setTargetProgress(Math.floor(this.targetProgress)); } - }, - setTargetProgress: function setTargetProgress(value) { - this.targetProgress = value; - if (this.targetProgress < 0) { - this.progress += this.images.length; - this.targetProgress += this.images.length; - } - }, - updateProgress: function updateProgress() { - var progress1 = lerp(this.progress, this.targetProgress, 0.1); - var pdiff = progress1 - this.progress; - if (pdiff === 0) { return; } - - var p0 = this.progress % 1; - var p1 = progress1 % 1; - if ((pdiff > 0 && p1 < p0) || (pdiff < 0 && p0 < p1)) { - var i = Math.floor(progress1) % this.images.length; - var j = (i + 1) % this.images.length; - this.plane1.setTexture(this.loader.textures[i]); - this.plane2.setTexture(this.loader.textures[j]); - } - - this.progress = progress1; - this.setPlanesProgress(this.progress % 1); - }, - setPlanesProgress: function setPlanesProgress(progress) { - this.plane1.uProgress.value = progress; - this.plane2.uProgress.value = -1 + progress; - this.plane1.material.opacity = 1 - progress; - this.plane2.material.opacity = progress; - this.plane1.o3d.position.z = progress; - this.plane2.o3d.position.z = progress - 1; - }, - }, -}; - -function render(_ctx, _cache, $props, $setup, $data, $options) { - var _component_Camera = resolveComponent("Camera"); - var _component_Scene = resolveComponent("Scene"); - var _component_Renderer = resolveComponent("Renderer"); - - return (openBlock(), createBlock(_component_Renderer, { - ref: "renderer", - antialias: "" - }, { - default: withCtx(function () { return [ - createVNode(_component_Camera, { - ref: "camera", - position: { z: 150 } - }, null, 512 /* NEED_PATCH */), - createVNode(_component_Scene, { ref: "scene" }, null, 512 /* NEED_PATCH */) - ]; }), - _: 1 /* STABLE */ - }, 512 /* NEED_PATCH */)) -} - -script.render = render; -script.__file = "src/components/sliders/Slider1.vue"; - -function ZoomBlurImage(three) { - var geometry, material, mesh; - - var uMap = { value: null }; - var uCenter = { value: new Vector2(0.5, 0.5) }; - var uStrength = { value: 0 }; - var uUVOffset = { value: new Vector2(0, 0) }; - var uUVScale = { value: new Vector2(1, 1) }; - - init(); - - return { geometry: geometry, material: material, mesh: mesh, uCenter: uCenter, uStrength: uStrength, setMap: setMap, updateUV: updateUV }; - - function init() { - geometry = new PlaneBufferGeometry(2, 2, 1, 1); - - material = new ShaderMaterial$1({ - transparent: true, - uniforms: { - map: uMap, - center: uCenter, - strength: uStrength, - uvOffset: uUVOffset, - uvScale: uUVScale, - }, - vertexShader: "\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n ", - // adapted from https://github.com/evanw/glfx.js - fragmentShader: "\n uniform sampler2D map;\n uniform vec2 center;\n uniform float strength;\n uniform vec2 uvOffset;\n uniform vec2 uvScale;\n varying vec2 vUv;\n\n float random(vec3 scale, float seed) {\n /* use the fragment position for a different seed per-pixel */\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n }\n \n void main() {\n vec2 tUv = vUv * uvScale + uvOffset;\n if (abs(strength) > 0.001) {\n vec4 color = vec4(0.0);\n float total = 0.0;\n vec2 toCenter = center * uvScale + uvOffset - tUv;\n \n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n \n for (float t = 0.0; t <= 20.0; t++) {\n float percent = (t + offset) / 20.0;\n float weight = 2.0 * (percent - percent * percent);\n vec4 texel = texture2D(map, tUv + toCenter * percent * strength);\n\n /* switch to pre-multiplied alpha to correctly blur transparent images */\n texel.rgb *= texel.a;\n\n color += texel * weight;\n total += weight;\n }\n\n gl_FragColor = color / total;\n\n /* switch back from pre-multiplied alpha */\n gl_FragColor.rgb /= gl_FragColor.a + 0.00001;\n gl_FragColor.a = 1.0 - abs(strength);\n } else {\n gl_FragColor = texture2D(map, tUv);\n }\n }\n ", - }); - - mesh = new Mesh$1(geometry, material); - } - - function setMap(value) { - uMap.value = value; - updateUV(); - } - - function updateUV() { - var ratio = three.size.ratio; - var iRatio = uMap.value.image.width / uMap.value.image.height; - uUVOffset.value.set(0, 0); - uUVScale.value.set(1, 1); - if (iRatio > ratio) { - uUVScale.value.x = ratio / iRatio; - uUVOffset.value.x = (1 - uUVScale.value.x) / 2; - } else { - uUVScale.value.y = iRatio / ratio; - uUVOffset.value.y = (1 - uUVScale.value.y) / 2; - } - } -} - -var script$1 = { - props: { - images: Array, - events: { type: Object, default: function () { return { wheel: true, click: true, keyup: true }; } }, - }, - setup: function setup() { - var center = new Vector2(); - var loader = useTextures(); - - return { - loader: loader, - center: center, - progress: 0, - targetProgress: 0, - }; - }, - mounted: function mounted() { - this.three = this.$refs.renderer.three; - - if (this.images.length < 2) { - console.error('This slider needs at least 2 images.'); - } else { - this.loader.loadTextures(this.images, this.init); - } - }, - unmounted: function unmounted() { - this.loader.dispose(); - var domElement = this.three.renderer.domElement; - domElement.removeEventListener('click', this.onClick); - domElement.removeEventListener('wheel', this.onWheel); - document.removeEventListener('keyup', this.onKeyup); - }, - methods: { - init: function init() { - this.initScene(); - gsap.fromTo(this.image1.uStrength, - { - value: -2, - }, - { - value: 0, - duration: 2.5, - ease: Power4.easeOut, - } - ); - - var domElement = this.three.renderer.domElement; - if (this.events.click) { domElement.addEventListener('click', this.onClick); } - if (this.events.wheel) { domElement.addEventListener('wheel', this.onWheel); } - if (this.events.keyup) { document.addEventListener('keyup', this.onKeyup); } - this.three.onBeforeRender(this.animate); - this.three.onAfterResize(this.onResize); - }, - initScene: function initScene() { - var scene = this.$refs.scene.scene; - - this.image1 = new ZoomBlurImage(this.three); - this.image1.setMap(this.loader.textures[0]); - this.image2 = new ZoomBlurImage(this.three); - this.image2.setMap(this.loader.textures[1]); - this.setImagesProgress(0); - - scene.add(this.image1.mesh); - scene.add(this.image2.mesh); - }, - animate: function animate() { - var ref = this.three; - var mouse = ref.mouse; - this.center.copy(mouse).divideScalar(2).addScalar(0.5); - lerpv2(this.image1.uCenter.value, this.center, 0.1); - lerpv2(this.image2.uCenter.value, this.center, 0.1); - - this.updateProgress(); - }, - onResize: function onResize() { - this.image1.updateUV(); - this.image2.updateUV(); - }, - onWheel: function onWheel(e) { - // e.preventDefault(); - if (e.deltaY > 0) { - this.setTargetProgress(this.targetProgress + 1 / 20); - } else { - this.setTargetProgress(this.targetProgress - 1 / 20); - } - }, - onClick: function onClick(e) { - if (e.clientY < this.three.size.height / 2) { - this.navPrevious(); - } else { - this.navNext(); - } - }, - onKeyup: function onKeyup(e) { - if (e.keyCode === 37 || e.keyCode === 38) { - this.navPrevious(); - } else if (e.keyCode === 39 || e.keyCode === 40) { - this.navNext(); - } - }, - navNext: function navNext() { - if (Number.isInteger(this.targetProgress)) { this.setTargetProgress(this.targetProgress + 1); } - else { this.setTargetProgress(Math.ceil(this.targetProgress)); } - }, - navPrevious: function navPrevious() { - if (Number.isInteger(this.targetProgress)) { this.setTargetProgress(this.targetProgress - 1); } - else { this.setTargetProgress(Math.floor(this.targetProgress)); } - }, - setTargetProgress: function setTargetProgress(value) { - this.targetProgress = value; - if (this.targetProgress < 0) { - this.progress += this.images.length; - this.targetProgress += this.images.length; - } - }, - updateProgress: function updateProgress() { - var progress1 = lerp(this.progress, this.targetProgress, 0.1); - var pdiff = progress1 - this.progress; - if (pdiff === 0) { return; } - - var p0 = this.progress % 1; - var p1 = progress1 % 1; - if ((pdiff > 0 && p1 < p0) || (pdiff < 0 && p0 < p1)) { - var i = Math.floor(progress1) % this.images.length; - var j = (i + 1) % this.images.length; - this.image1.setMap(this.loader.textures[i]); - this.image2.setMap(this.loader.textures[j]); - } - - this.progress = progress1; - this.setImagesProgress(this.progress % 1); - }, - setImagesProgress: function setImagesProgress(progress) { - this.image1.uStrength.value = progress; - this.image2.uStrength.value = -1 + progress; - }, - }, -}; - -function render$1(_ctx, _cache, $props, $setup, $data, $options) { - var _component_OrthographicCamera = resolveComponent("OrthographicCamera"); - var _component_Scene = resolveComponent("Scene"); - var _component_Renderer = resolveComponent("Renderer"); - - return (openBlock(), createBlock(_component_Renderer, { - ref: "renderer", - antialias: "", - "mouse-move": "" - }, { - default: withCtx(function () { return [ - createVNode(_component_OrthographicCamera, { - ref: "camera", - position: { z: 10 } - }, null, 512 /* NEED_PATCH */), - createVNode(_component_Scene, { ref: "scene" }, null, 512 /* NEED_PATCH */) - ]; }), - _: 1 /* STABLE */ - }, 512 /* NEED_PATCH */)) -} - -script$1.render = render$1; -script$1.__file = "src/components/sliders/Slider2.vue"; - -var script$2 = { - props: { - src: String, - cameraPosition: Object, - }, - mounted: function mounted() { - var this$1 = this; - - this.renderer = this.$refs.renderer; - - var loader = new GLTFLoader(); - loader.load(this.src, function (gltf) { - this$1.renderer.three.scene.add(gltf.scene); - }); - }, -}; - -function render$2(_ctx, _cache, $props, $setup, $data, $options) { - var _component_Camera = resolveComponent("Camera"); - var _component_Scene = resolveComponent("Scene"); - var _component_Renderer = resolveComponent("Renderer"); - - return (openBlock(), createBlock(_component_Renderer, { - ref: "renderer", - "orbit-ctrl": { enableDamping: true, dampingFactor: 0.05 } - }, { - default: withCtx(function () { return [ - createVNode(_component_Camera, { - ref: "camera", - position: $props.cameraPosition - }, null, 8 /* PROPS */, ["position"]), - createVNode(_component_Scene, null, { - default: withCtx(function () { return [ - renderSlot(_ctx.$slots, "default") - ]; }), - _: 3 /* FORWARDED */ - }) - ]; }), - _: 1 /* STABLE */ - }, 8 /* PROPS */, ["orbit-ctrl"])) -} - -script$2.render = render$2; -script$2.__file = "src/components/viewers/GLTFViewer.vue"; - var TROIS = /*#__PURE__*/Object.freeze({ __proto__: null, Renderer: Renderer, @@ -3716,13 +2825,6 @@ var TROIS = /*#__PURE__*/Object.freeze({ TiltShiftPass: TiltShiftPass, UnrealBloomPass: UnrealBloomPass, ZoomBlurPass: ZoomBlurPass, - NoisyImage: NoisyImage, - NoisyPlane: NoisyPlane, - NoisySphere: NoisySphere, - NoisyText: NoisyText, - Slider1: script, - Slider2: script$1, - GLTFViewer: script$2, setFromProp: setFromProp, propsValues: propsValues, lerp: lerp, @@ -3822,5 +2924,5 @@ var TroisJSVuePlugin = { }, }; -export { AmbientLight, BasicMaterial, BokehPass, Box, BoxGeometry, PerspectiveCamera as Camera, Circle, CircleGeometry, Cone, ConeGeometry, CubeTexture, Cylinder, CylinderGeometry, DirectionalLight, Dodecahedron, DodecahedronGeometry, EffectComposer, FXAAPass, FilmPass, script$2 as GLTFViewer, Gem, Group, HalftonePass, Icosahedron, IcosahedronGeometry, Image, InstancedMesh, LambertMaterial, Lathe, LatheGeometry, MatcapMaterial, Mesh, MirrorMesh, NoisyImage, NoisyPlane, NoisySphere, NoisyText, Octahedron, OctahedronGeometry, OrthographicCamera, PerspectiveCamera, PhongMaterial, PhysicalMaterial, Plane, PointLight, Polyhedron, PolyhedronGeometry, RefractionMesh, RenderPass, Renderer, Ring, RingGeometry, SMAAPass, Scene, script as Slider1, script$1 as Slider2, Sphere, SphereGeometry, SpotLight, Sprite, StandardMaterial, SubSurfaceMaterial, Tetrahedron, TetrahedronGeometry, Text, Texture, TiltShiftPass, ToonMaterial, Torus, TorusGeometry, TorusKnot, TorusKnotGeometry, TroisJSVuePlugin, Tube, TubeGeometry, UnrealBloomPass, ZoomBlurPass, getMatcapUrl, lerp, lerpv2, lerpv3, limit, propsValues, setFromProp }; +export { AmbientLight, BasicMaterial, BokehPass, Box, BoxGeometry, PerspectiveCamera as Camera, Circle, CircleGeometry, Cone, ConeGeometry, CubeTexture, Cylinder, CylinderGeometry, DirectionalLight, Dodecahedron, DodecahedronGeometry, EffectComposer, FXAAPass, FilmPass, Gem, Group, HalftonePass, Icosahedron, IcosahedronGeometry, Image, InstancedMesh, LambertMaterial, Lathe, LatheGeometry, MatcapMaterial, Mesh, MirrorMesh, Octahedron, OctahedronGeometry, OrthographicCamera, PerspectiveCamera, PhongMaterial, PhysicalMaterial, Plane, PointLight, Polyhedron, PolyhedronGeometry, RefractionMesh, RenderPass, Renderer, Ring, RingGeometry, SMAAPass, Scene, Sphere, SphereGeometry, SpotLight, Sprite, StandardMaterial, SubSurfaceMaterial, Tetrahedron, TetrahedronGeometry, Text, Texture, TiltShiftPass, ToonMaterial, Torus, TorusGeometry, TorusKnot, TorusKnotGeometry, TroisJSVuePlugin, Tube, TubeGeometry, UnrealBloomPass, ZoomBlurPass, getMatcapUrl, lerp, lerpv2, lerpv3, limit, propsValues, setFromProp }; //# sourceMappingURL=trois.module.cdn.js.map diff --git a/build/trois.module.cdn.js.map b/build/trois.module.cdn.js.map index 000d12f..b014c11 100644 --- a/build/trois.module.cdn.js.map +++ b/build/trois.module.cdn.js.map @@ -1 +1 @@ -{"version":3,"file":"trois.module.cdn.js","sources":["../src/core/useThree.js","../src/core/Renderer.js","../src/tools.js","../src/use/useBindProp.js","../src/core/OrthographicCamera.js","../src/core/PerspectiveCamera.js","../src/core/Group.js","../src/core/Scene.js","../src/geometries/Geometry.js","../src/geometries/BoxGeometry.js","../src/geometries/CircleGeometry.js","../src/geometries/ConeGeometry.js","../src/geometries/CylinderGeometry.js","../src/geometries/DodecahedronGeometry.js","../src/geometries/IcosahedronGeometry.js","../src/geometries/LatheGeometry.js","../src/geometries/OctahedronGeometry.js","../src/geometries/PolyhedronGeometry.js","../src/geometries/RingGeometry.js","../src/geometries/SphereGeometry.js","../src/geometries/TetrahedronGeometry.js","../src/geometries/TorusGeometry.js","../src/geometries/TorusKnotGeometry.js","../src/geometries/TubeGeometry.js","../src/lights/Light.js","../src/lights/AmbientLight.js","../src/lights/DirectionalLight.js","../src/lights/PointLight.js","../src/lights/SpotLight.js","../src/materials/Material.js","../src/materials/BasicMaterial.js","../src/materials/LambertMaterial.js","../src/materials/MatcapMaterial.js","../src/materials/PhongMaterial.js","../src/materials/StandardMaterial.js","../src/materials/PhysicalMaterial.js","../src/materials/SubsurfaceScatteringShader.js","../src/materials/ShaderMaterial.js","../src/materials/SubSurfaceMaterial.js","../src/materials/ToonMaterial.js","../src/materials/Texture.js","../src/materials/CubeTexture.js","../src/meshes/Mesh.js","../src/meshes/Box.js","../src/meshes/Circle.js","../src/meshes/Cone.js","../src/meshes/Cylinder.js","../src/meshes/Dodecahedron.js","../src/meshes/Icosahedron.js","../src/meshes/Lathe.js","../src/meshes/Octahedron.js","../src/meshes/Plane.js","../src/meshes/Polyhedron.js","../src/meshes/Ring.js","../src/meshes/Sphere.js","../src/meshes/Tetrahedron.js","../src/meshes/TextProps.js","../src/meshes/Text.js","../src/meshes/Torus.js","../src/meshes/TorusKnot.js","../src/meshes/Tube.js","../src/meshes/Gem.js","../src/meshes/Image.js","../src/meshes/InstancedMesh.js","../src/meshes/MirrorMesh.js","../src/meshes/RefractionMesh.js","../src/meshes/Sprite.js","../src/effects/EffectComposer.js","../src/effects/EffectPass.js","../src/effects/RenderPass.js","../src/effects/BokehPass.js","../src/effects/FilmPass.js","../src/effects/FXAAPass.js","../src/effects/HalftonePass.js","../src/effects/SMAAPass.js","../src/shaders/default.js","../src/shaders/TiltShift.js","../src/use/useBindPropValue.js","../src/effects/TiltShiftPass.js","../src/effects/UnrealBloomPass.js","../src/shaders/ZoomBlur.js","../src/effects/ZoomBlurPass.js","../src/glsl/snoise2.glsl.js","../src/components/noisy/NoisyImage.js","../src/glsl/snoise3.glsl.js","../src/components/noisy/NoisyPlane.js","../src/glsl/snoise4.glsl.js","../src/components/noisy/NoisySphere.js","../src/components/noisy/NoisyText.js","../src/components/sliders/AnimatedPlane.js","../src/use/useTextures.js","../src/components/sliders/Slider1.vue","../src/components/sliders/Slider1.vue?vue&type=template&id=23f29a93&lang.js","../src/components/sliders/ZoomBlurImage.js","../src/components/sliders/Slider2.vue","../src/components/sliders/Slider2.vue?vue&type=template&id=2400b214&lang.js","../src/components/viewers/GLTFViewer.vue","../src/components/viewers/GLTFViewer.vue?vue&type=template&id=683b03c7&lang.js","../src/plugin.js"],"sourcesContent":["import {\n Plane,\n Raycaster,\n Vector2,\n Vector3,\n WebGLRenderer,\n} from 'three';\n\nimport { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';\n\n/**\n * Three.js helper\n */\nexport default function useThree() {\n // default conf\n const conf = {\n canvas: null,\n antialias: true,\n alpha: false,\n autoClear: true,\n orbit_ctrl: false,\n mouse_move: false,\n mouse_raycast: false,\n mouse_over: false,\n click: false,\n resize: true,\n width: 0,\n height: 0,\n };\n\n // size\n const size = {\n width: 1, height: 1,\n wWidth: 1, wHeight: 1,\n ratio: 1,\n };\n\n // handlers\n const afterInitCallbacks = [];\n let afterResizeCallbacks = [];\n let beforeRenderCallbacks = [];\n\n // mouse tracking\n const mouse = new Vector2();\n const mouseV3 = new Vector3();\n const mousePlane = new Plane(new Vector3(0, 0, 1), 0);\n const raycaster = new Raycaster();\n\n // raycast objects\n const intersectObjects = [];\n\n // returned object\n const obj = {\n conf,\n renderer: null,\n camera: null,\n cameraCtrl: null,\n materials: {},\n scene: null,\n size,\n mouse, mouseV3,\n init,\n dispose,\n render,\n renderC,\n setSize,\n onAfterInit,\n onAfterResize, offAfterResize,\n onBeforeRender, offBeforeRender,\n addIntersectObject, removeIntersectObject,\n };\n\n /**\n * init three\n */\n function init(params) {\n if (params) {\n Object.entries(params).forEach(([key, value]) => {\n conf[key] = value;\n });\n }\n\n if (!obj.scene) {\n console.error('Missing Scene');\n return;\n }\n\n if (!obj.camera) {\n console.error('Missing Camera');\n return;\n }\n\n obj.renderer = new WebGLRenderer({ canvas: conf.canvas, antialias: conf.antialias, alpha: conf.alpha });\n obj.renderer.autoClear = conf.autoClear;\n\n if (conf.orbit_ctrl) {\n obj.orbitCtrl = new OrbitControls(obj.camera, obj.renderer.domElement);\n if (conf.orbit_ctrl instanceof Object) {\n Object.entries(conf.orbit_ctrl).forEach(([key, value]) => {\n obj.orbitCtrl[key] = value;\n });\n }\n }\n\n if (conf.width && conf.height) {\n setSize(conf.width, conf.height);\n } else if (conf.resize) {\n onResize();\n window.addEventListener('resize', onResize);\n }\n\n conf.mouse_move = conf.mouse_move || conf.mouse_over;\n if (conf.mouse_move) {\n if (conf.mouse_move === 'body') {\n obj.mouse_move_element = document.body;\n } else {\n obj.mouse_move_element = obj.renderer.domElement;\n }\n obj.mouse_move_element.addEventListener('mousemove', onMousemove);\n obj.mouse_move_element.addEventListener('mouseleave', onMouseleave);\n }\n\n if (conf.click) {\n obj.renderer.domElement.addEventListener('click', onClick);\n }\n\n afterInitCallbacks.forEach(c => c());\n\n return true;\n };\n\n /**\n * add after init callback\n */\n function onAfterInit(callback) {\n afterInitCallbacks.push(callback);\n }\n\n /**\n * add after resize callback\n */\n function onAfterResize(callback) {\n afterResizeCallbacks.push(callback);\n }\n\n /**\n * remove after resize callback\n */\n function offAfterResize(callback) {\n afterResizeCallbacks = afterResizeCallbacks.filter(c => c !== callback);\n }\n\n /**\n * add before render callback\n */\n function onBeforeRender(callback) {\n beforeRenderCallbacks.push(callback);\n }\n\n /**\n * remove before render callback\n */\n function offBeforeRender(callback) {\n beforeRenderCallbacks = beforeRenderCallbacks.filter(c => c !== callback);\n }\n\n /**\n * default render\n */\n function render() {\n if (obj.orbitCtrl) obj.orbitCtrl.update();\n beforeRenderCallbacks.forEach(c => c());\n obj.renderer.render(obj.scene, obj.camera);\n }\n\n /**\n * composer render\n */\n function renderC() {\n if (obj.orbitCtrl) obj.orbitCtrl.update();\n beforeRenderCallbacks.forEach(c => c());\n obj.composer.render();\n }\n\n /**\n * add intersect object\n */\n function addIntersectObject(o) {\n if (intersectObjects.indexOf(o) === -1) {\n intersectObjects.push(o);\n }\n }\n\n /**\n * remove intersect object\n */\n function removeIntersectObject(o) {\n const i = intersectObjects.indexOf(o);\n if (i !== -1) {\n intersectObjects.splice(i, 1);\n }\n }\n\n /**\n * remove listeners\n */\n function dispose() {\n beforeRenderCallbacks = [];\n window.removeEventListener('resize', onResize);\n if (obj.mouse_move_element) {\n obj.mouse_move_element.removeEventListener('mousemove', onMousemove);\n obj.mouse_move_element.removeEventListener('mouseleave', onMouseleave);\n }\n obj.renderer.domElement.removeEventListener('click', onClick);\n if (obj.orbitCtrl) obj.orbitCtrl.dispose();\n this.renderer.dispose();\n }\n\n /**\n */\n function updateMouse(e) {\n const rect = e.target.getBoundingClientRect();\n mouse.x = ((e.clientX - rect.left) / size.width) * 2 - 1;\n mouse.y = -((e.clientY - rect.top) / size.height) * 2 + 1;\n }\n\n /**\n * click listener\n */\n function onClick(e) {\n updateMouse(e);\n raycaster.setFromCamera(mouse, obj.camera);\n const objects = raycaster.intersectObjects(intersectObjects);\n for (let i = 0; i < objects.length; i++) {\n const o = objects[i].object;\n if (o.onClick) o.onClick(e);\n }\n }\n\n /**\n * mousemove listener\n */\n function onMousemove(e) {\n updateMouse(e);\n onMousechange(e);\n }\n\n /**\n * mouseleave listener\n */\n function onMouseleave(e) {\n // mouse.x = 0;\n // mouse.y = 0;\n onMousechange(e);\n }\n\n /**\n * mouse change\n */\n function onMousechange(e) {\n if (conf.mouse_over || conf.mouse_raycast) {\n raycaster.setFromCamera(mouse, obj.camera);\n\n if (conf.mouse_raycast) {\n // get mouse 3d position\n obj.camera.getWorldDirection(mousePlane.normal);\n mousePlane.normal.normalize();\n raycaster.ray.intersectPlane(mousePlane, mouseV3);\n }\n\n if (conf.mouse_over) {\n const onObjects = raycaster.intersectObjects(intersectObjects);\n const offObjects = [...intersectObjects];\n for (let i = 0; i < onObjects.length; i++) {\n const o = onObjects[i].object;\n if (!o.hover && o.onHover) {\n o.hover = true;\n o.onHover(true);\n }\n offObjects.splice(offObjects.indexOf(o), 1);\n }\n for (let i = 0; i < offObjects.length; i++) {\n const o = offObjects[i];\n if (o.hover && o.onHover) {\n o.hover = false;\n o.onHover(false);\n }\n }\n }\n }\n }\n\n /**\n * resize listener\n */\n function onResize() {\n if (conf.resize === 'window') {\n setSize(window.innerWidth, window.innerHeight);\n } else {\n const elt = obj.renderer.domElement.parentNode;\n setSize(elt.clientWidth, elt.clientHeight);\n }\n afterResizeCallbacks.forEach(c => c());\n }\n\n /**\n * update renderer size and camera\n */\n function setSize(width, height) {\n size.width = width;\n size.height = height;\n size.ratio = width / height;\n\n obj.renderer.setSize(width, height, false);\n obj.camera.aspect = size.ratio;\n obj.camera.updateProjectionMatrix();\n\n if (obj.composer) {\n obj.composer.setSize(width, height);\n }\n\n if (obj.camera.type === 'OrthographicCamera') {\n size.wWidth = obj.camera.right - obj.camera.left;\n size.wHeight = obj.camera.top - obj.camera.bottom;\n } else {\n const wsize = getCameraSize();\n size.wWidth = wsize[0]; size.wHeight = wsize[1];\n }\n }\n\n /**\n * calculate camera visible area size\n */\n function getCameraSize() {\n const vFOV = (obj.camera.fov * Math.PI) / 180;\n const h = 2 * Math.tan(vFOV / 2) * Math.abs(obj.camera.position.z);\n const w = h * obj.camera.aspect;\n return [w, h];\n }\n\n return obj;\n}\n","import { h } from 'vue';\nimport useThree from './useThree';\n\nexport default {\n props: {\n antialias: Boolean,\n alpha: Boolean,\n autoClear: { type: Boolean, default: true },\n mouseMove: { type: [Boolean, String], default: false },\n mouseRaycast: { type: Boolean, default: false },\n mouseOver: { type: Boolean, default: false },\n click: { type: Boolean, default: false },\n orbitCtrl: { type: [Boolean, Object], default: false },\n resize: { type: [Boolean, String], default: true },\n shadow: Boolean,\n width: String,\n height: String,\n },\n setup() {\n return {\n three: useThree(),\n raf: true,\n onMountedCallbacks: [],\n };\n },\n provide() {\n return {\n three: this.three,\n // renderer: this.three.renderer,\n rendererComponent: this,\n };\n },\n mounted() {\n const params = {\n canvas: this.$el,\n antialias: this.antialias,\n alpha: this.alpha,\n autoClear: this.autoClear,\n orbit_ctrl: this.orbitCtrl,\n mouse_move: this.mouseMove,\n mouse_raycast: this.mouseRaycast,\n mouse_over: this.mouseOver,\n click: this.click,\n resize: this.resize,\n width: this.width,\n height: this.height,\n };\n\n if (this.three.init(params)) {\n this.three.renderer.shadowMap.enabled = this.shadow;\n if (this.three.composer) this.animateC();\n else this.animate();\n };\n\n this.onMountedCallbacks.forEach(c => c());\n },\n beforeUnmount() {\n this.raf = false;\n this.three.dispose();\n },\n methods: {\n onMounted(callback) {\n this.onMountedCallbacks.push(callback);\n },\n onBeforeRender(callback) {\n this.three.onBeforeRender(callback);\n },\n onAfterResize(callback) {\n this.three.onAfterResize(callback);\n },\n animate() {\n if (this.raf) requestAnimationFrame(this.animate);\n this.three.render();\n },\n animateC() {\n if (this.raf) requestAnimationFrame(this.animateC);\n this.three.renderC();\n },\n },\n render() {\n return h('canvas', {}, this.$slots.default());\n },\n};\n","export function setFromProp(o, prop) {\n if (prop instanceof Object) {\n Object.entries(prop).forEach(([key, value]) => {\n o[key] = value;\n });\n }\n};\n\nexport function propsValues(props, exclude) {\n const values = {};\n Object.entries(props).forEach(([key, value]) => {\n if (!exclude || (exclude && !exclude.includes(key))) {\n values[key] = value;\n }\n });\n return values;\n};\n\nexport function lerp(value1, value2, amount) {\n amount = amount < 0 ? 0 : amount;\n amount = amount > 1 ? 1 : amount;\n return value1 + (value2 - value1) * amount;\n};\n\nexport function lerpv2(v1, v2, amount) {\n v1.x = lerp(v1.x, v2.x, amount);\n v1.y = lerp(v1.y, v2.y, amount);\n};\n\nexport function lerpv3(v1, v2, amount) {\n v1.x = lerp(v1.x, v2.x, amount);\n v1.y = lerp(v1.y, v2.y, amount);\n v1.z = lerp(v1.z, v2.z, amount);\n};\n\nexport function limit(val, min, max) {\n return val < min ? min : (val > max ? max : val);\n};\n\n// from https://github.com/pmndrs/drei/blob/master/src/useMatcapTexture.tsx\nconst MATCAP_ROOT = 'https://rawcdn.githack.com/emmelleppi/matcaps/9b36ccaaf0a24881a39062d05566c9e92be4aa0d';\n\nexport function getMatcapUrl(hash, format = 1024) {\n const fileName = `${hash}${getMatcapFormatString(format)}.png`;\n return `${MATCAP_ROOT}/${format}/${fileName}`;\n};\n\nfunction getMatcapFormatString(format) {\n switch (format) {\n case 64:\n return '-64px';\n case 128:\n return '-128px';\n case 256:\n return '-256px';\n case 512:\n return '-512px';\n default:\n return '';\n }\n}\n","import { toRef, watch } from 'vue';\nimport { setFromProp } from '../tools.js';\n\nexport default function useBindProp(comp, prop, object) {\n if (comp[prop]) {\n const ref = toRef(comp, prop);\n setFromProp(object, ref.value);\n watch(ref, () => {\n setFromProp(object, ref.value);\n }, { deep: true });\n }\n};\n","import { OrthographicCamera, Vector3 } from 'three';\nimport { watch } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: ['three'],\n props: {\n left: { type: Number, default: -1 },\n right: { type: Number, default: 1 },\n top: { type: Number, default: 1 },\n bottom: { type: Number, default: -1 },\n near: { type: Number, default: 0.1 },\n far: { type: Number, default: 2000 },\n zoom: { type: Number, default: 1 },\n position: { type: [Object, Vector3], default: { x: 0, y: 0, z: 0 } },\n },\n created() {\n this.camera = new OrthographicCamera(this.left, this.right, this.top, this.bottom, this.near, this.far);\n useBindProp(this, 'position', this.camera.position);\n\n ['left', 'right', 'top', 'bottom', 'near', 'far', 'zoom'].forEach(p => {\n watch(() => this[p], () => {\n this.camera[p] = this[p];\n this.camera.updateProjectionMatrix();\n });\n });\n\n this.three.camera = this.camera;\n },\n render() {\n return [];\n },\n __hmrId: 'OrthographicCamera',\n};\n","import { PerspectiveCamera, Vector3 } from 'three';\nimport { watch } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: ['three'],\n props: {\n aspect: { type: Number, default: 1 },\n far: { type: Number, default: 2000 },\n fov: { type: Number, default: 50 },\n near: { type: Number, default: 0.1 },\n position: { type: [Object, Vector3], default: { x: 0, y: 0, z: 0 } },\n },\n created() {\n this.camera = new PerspectiveCamera(this.fov, this.aspect, this.near, this.far);\n useBindProp(this, 'position', this.camera.position);\n\n ['aspect', 'far', 'fov', 'near'].forEach(p => {\n watch(() => this[p], () => {\n this.camera[p] = this[p];\n this.camera.updateProjectionMatrix();\n });\n });\n\n this.three.camera = this.camera;\n },\n render() {\n return [];\n },\n __hmrId: 'PerspectiveCamera',\n};\n","import { Group } from 'three';\r\nimport { inject } from 'vue';\r\nimport useBindProp from '../use/useBindProp.js';\r\n\r\nexport default {\r\n inject: ['three', 'scene'],\r\n props: {\r\n position: Object,\r\n rotation: Object,\r\n scale: Object,\r\n },\r\n setup(props) {\r\n const parent = inject('group', inject('scene'));\r\n const group = new Group();\r\n useBindProp(props, 'position', group.position);\r\n useBindProp(props, 'rotation', group.rotation);\r\n useBindProp(props, 'scale', group.scale);\r\n return { parent, group };\r\n },\r\n provide() {\r\n return {\r\n group: this.group,\r\n };\r\n },\r\n created() {\r\n this.parent.add(this.group);\r\n },\r\n unmounted() {\r\n this.parent.remove(this.group);\r\n },\r\n render() {\r\n if (this.$slots.default) {\r\n return this.$slots.default();\r\n }\r\n return [];\r\n },\r\n __hmrId: 'Group',\r\n};\r\n","import { Scene, Color } from 'three';\nimport { watch } from 'vue';\n\nexport default {\n inject: ['three'],\n props: {\n id: String,\n background: [String, Number],\n },\n setup(props) {\n const scene = new Scene();\n if (props.background) scene.background = new Color(props.background);\n watch(() => props.background, (value) => { scene.background = new Color(value); });\n return { scene };\n },\n provide() {\n return {\n scene: this.scene,\n };\n },\n mounted() {\n if (!this.three.scene) {\n this.three.scene = this.scene;\n }\n },\n methods: {\n // add(o) {\n // this.scene.add(o);\n // },\n // remove(o) {\n // this.scene.remove(o);\n // },\n },\n render() {\n if (this.$slots.default) {\n return this.$slots.default();\n }\n return [];\n },\n};\n","import { watch } from 'vue';\n\nexport default {\n emits: ['ready'],\n inject: ['mesh'],\n props: {\n rotateX: Number,\n rotateY: Number,\n rotateZ: Number,\n },\n created() {\n if (!this.mesh) {\n console.error('Missing parent Mesh');\n }\n this.watchProps = [];\n Object.entries(this.$props).forEach(e => this.watchProps.push(e[0]));\n },\n beforeMount() {\n this.createGeometry();\n this.rotateGeometry();\n this.mesh.setGeometry(this.geometry);\n },\n mounted() {\n this.addWatchers();\n },\n unmounted() {\n this.geometry.dispose();\n },\n methods: {\n rotateGeometry() {\n if (this.rotateX) this.geometry.rotateX(this.rotateX);\n if (this.rotateY) this.geometry.rotateY(this.rotateY);\n if (this.rotateZ) this.geometry.rotateZ(this.rotateZ);\n },\n addWatchers() {\n this.watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n refreshGeometry() {\n const oldGeo = this.geometry;\n this.createGeometry();\n this.rotateGeometry();\n this.mesh.setGeometry(this.geometry);\n oldGeo.dispose();\n },\n },\n render() {\n return [];\n },\n};\n","import { BoxBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n size: Number,\n width: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n depth: { type: Number, default: 1 },\n widthSegments: { type: Number, default: 1 },\n heightSegments: { type: Number, default: 1 },\n depthSegments: { type: Number, default: 1 },\n },\n methods: {\n createGeometry() {\n let w = this.width, h = this.height, d = this.depth;\n if (this.size) {\n w = this.size; h = this.size; d = this.size;\n }\n this.geometry = new BoxBufferGeometry(w, h, d, this.widthSegments, this.heightSegments, this.depthSegments);\n },\n },\n};\n","import { CircleBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n segments: { type: Number, default: 8 },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new CircleBufferGeometry(this.radius, this.segments, this.thetaStart, this.thetaLength);\n },\n },\n};\n","import { ConeBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n heightSegments: { type: Number, default: 1 },\n openEnded: { type: Boolean, default: false },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new ConeBufferGeometry(this.radius, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength);\n },\n },\n};\n","import { CylinderBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radiusTop: { type: Number, default: 1 },\n radiusBottom: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n heightSegments: { type: Number, default: 1 },\n openEnded: { type: Boolean, default: false },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new CylinderBufferGeometry(this.radiusTop, this.radiusBottom, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength);\n },\n },\n};\n","import { DodecahedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new DodecahedronBufferGeometry(this.radius, this.detail);\n },\n },\n};\n","import { IcosahedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new IcosahedronBufferGeometry(this.radius, this.detail);\n },\n },\n};\n","import { LatheBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n points: Array,\n segments: { type: Number, default: 12 },\n phiStart: { type: Number, default: 0 },\n phiLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new LatheBufferGeometry(this.points, this.segments, this.phiStart, this.phiLength);\n },\n },\n};\n","import { OctahedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new OctahedronBufferGeometry(this.radius, this.detail);\n },\n },\n};\n","import { PolyhedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n vertices: Array,\n indices: Array,\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new PolyhedronBufferGeometry(this.vertices, this.indices, this.radius, this.detail);\n },\n },\n};\n","import { RingBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n innerRadius: { type: Number, default: 0.5 },\n outerRadius: { type: Number, default: 1 },\n thetaSegments: { type: Number, default: 8 },\n phiSegments: { type: Number, default: 1 },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new RingBufferGeometry(this.innerRadius, this.outerRadius, this.thetaSegments, this.phiSegments, this.thetaStart, this.thetaLength);\n },\n },\n};\n","import { SphereBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n widthSegments: { type: Number, default: 12 },\n heightSegments: { type: Number, default: 12 },\n },\n methods: {\n createGeometry() {\n this.geometry = new SphereBufferGeometry(this.radius, this.widthSegments, this.heightSegments);\n },\n },\n};\n","import { TetrahedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new TetrahedronBufferGeometry(this.radius, this.detail);\n },\n },\n};\n","import { TorusBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n tube: { type: Number, default: 0.4 },\n radialSegments: { type: Number, default: 8 },\n tubularSegments: { type: Number, default: 6 },\n arc: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new TorusBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.arc);\n },\n },\n};\n","import { TorusKnotBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n tube: { type: Number, default: 0.4 },\n radialSegments: { type: Number, default: 64 },\n tubularSegments: { type: Number, default: 8 },\n p: { type: Number, default: 2 },\n q: { type: Number, default: 3 },\n },\n methods: {\n createGeometry() {\n this.geometry = new TorusKnotBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q);\n },\n },\n};\n","import { Curve, TubeBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n path: Curve,\n tubularSegments: { type: Number, default: 64 },\n radius: { type: Number, default: 1 },\n radiusSegments: { type: Number, default: 8 },\n closed: { type: Boolean, default: false },\n },\n methods: {\n createGeometry() {\n this.geometry = new TubeBufferGeometry(this.path, this.tubularSegments, this.radius, this.radiusSegments, this.closed);\n },\n },\n};\n","import { Color } from 'three';\nimport { inject, watch } from 'vue';\nimport { setFromProp } from '../tools.js';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: {\n scene: 'scene',\n parent: {\n from: 'group',\n default: () => inject('scene'),\n },\n },\n props: {\n color: {\n type: String,\n default: '#ffffff',\n },\n intensity: {\n type: Number,\n default: 1,\n },\n castShadow: {\n type: Boolean,\n default: false,\n },\n shadowMapSize: Object,\n position: Object,\n },\n // can't use setup because it will not be used in sub components\n // setup() {},\n mounted() {\n useBindProp(this, 'position', this.light.position);\n\n if (this.light.target) {\n useBindProp(this, 'target', this.light.target.position);\n }\n\n if (this.light.shadow) {\n this.light.castShadow = this.castShadow;\n setFromProp(this.light.shadow.mapSize, this.shadowMapSize);\n }\n\n ['color', 'intensity', 'castShadow'].forEach(p => {\n watch(() => this[p], () => {\n if (p === 'color') {\n this.light.color = new Color(this.color);\n } else {\n this.light[p] = this[p];\n }\n });\n });\n\n this.parent.add(this.light);\n if (this.light.target) this.parent.add(this.light.target);\n },\n unmounted() {\n this.parent.remove(this.light);\n if (this.light.target) this.parent.remove(this.light.target);\n },\n render() {\n return [];\n },\n __hmrId: 'Light',\n};\n","import { AmbientLight } from 'three';\nimport Light from './Light.js';\n\nexport default {\n extends: Light,\n created() {\n this.light = new AmbientLight(this.color, this.intensity);\n },\n __hmrId: 'AmbientLight',\n};\n","import { DirectionalLight } from 'three';\nimport Light from './Light.js';\n\nexport default {\n extends: Light,\n props: {\n target: Object,\n },\n created() {\n this.light = new DirectionalLight(this.color, this.intensity);\n },\n __hmrId: 'DirectionalLight',\n};\n","import { PointLight } from 'three';\nimport Light from './Light.js';\n\nexport default {\n extends: Light,\n props: {\n distance: {\n type: Number,\n default: 0,\n },\n decay: {\n type: Number,\n default: 1,\n },\n },\n created() {\n this.light = new PointLight(this.color, this.intensity, this.distance, this.decay);\n },\n __hmrId: 'PointLight',\n};\n","import { SpotLight } from 'three';\nimport { watch } from 'vue';\nimport Light from './Light.js';\n\nexport default {\n extends: Light,\n props: {\n angle: {\n type: Number,\n default: Math.PI / 3,\n },\n decay: {\n type: Number,\n default: 1,\n },\n distance: {\n type: Number,\n default: 0,\n },\n penumbra: {\n type: Number,\n default: 0,\n },\n target: Object,\n },\n created() {\n this.light = new SpotLight(this.color, this.intensity, this.distance, this.angle, this.penumbra, this.decay);\n ['angle', 'decay', 'distance', 'penumbra'].forEach(p => {\n watch(() => this[p], () => {\n this.light[p] = this[p];\n });\n });\n },\n __hmrId: 'SpotLight',\n};\n","import { watch } from 'vue';\nimport { FrontSide } from 'three';\n\nexport default {\n inject: ['three', 'mesh'],\n props: {\n id: String,\n color: { type: [String, Number], default: '#ffffff' },\n depthTest: { type: Boolean, default: true },\n depthWrite: { type: Boolean, default: true },\n flatShading: Boolean,\n fog: { type: Boolean, default: true },\n opacity: { type: Number, default: 1 },\n side: { type: Number, default: FrontSide },\n transparent: Boolean,\n vertexColors: Boolean,\n },\n provide() {\n return {\n material: this,\n };\n },\n beforeMount() {\n this.createMaterial();\n if (this.id) this.three.materials[this.id] = this.material;\n this.mesh.setMaterial(this.material);\n },\n mounted() {\n this._addWatchers();\n if (this.addWatchers) this.addWatchers();\n },\n unmounted() {\n this.material.dispose();\n if (this.id) delete this.three.materials[this.id];\n },\n methods: {\n setProp(key, value, needsUpdate = false) {\n this.material[key] = value;\n this.material.needsUpdate = needsUpdate;\n },\n setTexture(texture, key = 'map') {\n this.setProp(key, texture, true);\n },\n _addWatchers() {\n // don't work for flatShading\n ['color', 'depthTest', 'depthWrite', 'fog', 'opacity', 'side', 'transparent'].forEach(p => {\n watch(() => this[p], () => {\n if (p === 'color') {\n this.material.color.set(this.color);\n } else {\n this.material[p] = this[p];\n }\n });\n });\n },\n },\n render() {\n if (this.$slots.default) {\n return this.$slots.default();\n }\n return [];\n },\n __hmrId: 'Material',\n};\n","import { MeshBasicMaterial } from 'three';\nimport { propsValues } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n methods: {\n createMaterial() {\n this.material = new MeshBasicMaterial(propsValues(this.$props, ['id']));\n },\n },\n __hmrId: 'BasicMaterial',\n};\n","import { MeshLambertMaterial } from 'three';\nimport { propsValues } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n methods: {\n createMaterial() {\n this.material = new MeshLambertMaterial(propsValues(this.$props, ['id']));\n },\n },\n __hmrId: 'LambertMaterial',\n};\n","import { MeshMatcapMaterial, TextureLoader } from 'three';\n// import { watch } from 'vue';\nimport { propsValues, getMatcapUrl } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n props: {\n src: String,\n name: String,\n },\n methods: {\n createMaterial() {\n const src = this.name ? getMatcapUrl(this.name) : this.src;\n const opts = propsValues(this.$props, ['id', 'src', 'name']);\n opts.matcap = new TextureLoader().load(src);\n this.material = new MeshMatcapMaterial(opts);\n },\n },\n __hmrId: 'MatcapMaterial',\n};\n","import { MeshPhongMaterial } from 'three';\nimport { watch } from 'vue';\nimport { propsValues } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n props: {\n emissive: { type: [Number, String], default: 0 },\n emissiveIntensity: { type: Number, default: 1 },\n reflectivity: { type: Number, default: 1 },\n shininess: { type: Number, default: 30 },\n specular: { type: [String, Number], default: 0x111111 },\n },\n methods: {\n createMaterial() {\n this.material = new MeshPhongMaterial(propsValues(this.$props, ['id']));\n },\n addWatchers() {\n ['emissive', 'emissiveIntensity', 'reflectivity', 'shininess', 'specular'].forEach(p => {\n watch(() => this[p], (value) => {\n if (p === 'emissive' || p === 'specular') {\n this.material[p].set(value);\n } else {\n this.material[p] = value;\n }\n });\n });\n },\n },\n __hmrId: 'PhongMaterial',\n};\n","import { MeshStandardMaterial, Vector2 } from 'three';\nimport { watch } from 'vue';\nimport { propsValues } from '../tools.js';\nimport useBindProp from '../use/useBindProp.js';\nimport Material from './Material';\n\nconst props = {\n aoMapIntensity: { type: Number, default: 1 },\n bumpScale: { type: Number, default: 1 },\n displacementBias: { type: Number, default: 0 },\n displacementScale: { type: Number, default: 1 },\n emissive: { type: [Number, String], default: 0 },\n emissiveIntensity: { type: Number, default: 1 },\n envMapIntensity: { type: Number, default: 1 },\n lightMapIntensity: { type: Number, default: 1 },\n metalness: { type: Number, default: 0 },\n normalScale: { type: Object, default: () => new Vector2(1, 1) },\n roughness: { type: Number, default: 1 },\n refractionRatio: { type: Number, default: 0.98 },\n wireframe: Boolean,\n};\n\nexport default {\n extends: Material,\n props,\n methods: {\n createMaterial() {\n this.material = new MeshStandardMaterial(propsValues(this.$props, ['id', 'normalScale']));\n },\n addWatchers() {\n // todo : use setProp ?\n Object.keys(props).forEach(p => {\n if (p === 'normalScale') return;\n watch(() => this[p], (value) => {\n if (p === 'emissive') {\n this.material[p].set(value);\n } else {\n this.material[p] = value;\n }\n });\n });\n useBindProp(this, 'normalScale', this.material.normalScale);\n },\n },\n __hmrId: 'StandardMaterial',\n};\n","import { MeshPhysicalMaterial } from 'three';\nimport { propsValues } from '../tools.js';\nimport StandardMaterial from './StandardMaterial';\n\nexport default {\n extends: StandardMaterial,\n methods: {\n createMaterial() {\n this.material = new MeshPhysicalMaterial(propsValues(this.$props, ['id']));\n },\n },\n __hmrId: 'PhysicalMaterial',\n};\n","/**\n * ------------------------------------------------------------------------------------------\n * Subsurface Scattering shader\n * Based on three/examples/jsm/shaders/SubsurfaceScatteringShader.js\n * Based on GDC 2011 – Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look\n * https://colinbarrebrisebois.com/2011/03/07/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look/\n *------------------------------------------------------------------------------------------\n */\nimport {\n Color,\n ShaderChunk,\n ShaderLib,\n UniformsUtils,\n} from 'three';\n\nfunction replaceAll(string, find, replace) {\n return string.split(find).join(replace);\n}\n\nconst meshphongFragHead = ShaderChunk.meshphong_frag.slice(0, ShaderChunk.meshphong_frag.indexOf('void main() {'));\nconst meshphongFragBody = ShaderChunk.meshphong_frag.slice(ShaderChunk.meshphong_frag.indexOf('void main() {'));\n\nconst SubsurfaceScatteringShader = {\n\n uniforms: UniformsUtils.merge([\n ShaderLib.phong.uniforms,\n {\n thicknessColor: { value: new Color(0x668597) },\n thicknessDistortion: { value: 0.1 },\n thicknessAmbient: { value: 0.0 },\n thicknessAttenuation: { value: 0.1 },\n thicknessPower: { value: 2.0 },\n thicknessScale: { value: 10.0 },\n },\n ]),\n\n vertexShader: `\n #define USE_UV\n ${ShaderChunk.meshphong_vert}\n `,\n\n fragmentShader: `\n #define USE_UV\n #define SUBSURFACE\n\n ${meshphongFragHead}\n\n uniform float thicknessPower;\n uniform float thicknessScale;\n uniform float thicknessDistortion;\n uniform float thicknessAmbient;\n uniform float thicknessAttenuation;\n uniform vec3 thicknessColor;\n\n void RE_Direct_Scattering(const in IncidentLight directLight, const in vec2 uv, const in GeometricContext geometry, inout ReflectedLight reflectedLight) {\n #ifdef USE_COLOR\n vec3 thickness = vColor * thicknessColor;\n #else\n vec3 thickness = thicknessColor;\n #endif\n vec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * thicknessDistortion));\n float scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), thicknessPower) * thicknessScale;\n vec3 scatteringIllu = (scatteringDot + thicknessAmbient) * thickness;\n reflectedLight.directDiffuse += scatteringIllu * thicknessAttenuation * directLight.color;\n }\n ` + meshphongFragBody.replace(\n '#include ',\n replaceAll(\n ShaderChunk.lights_fragment_begin,\n 'RE_Direct( directLight, geometry, material, reflectedLight );',\n `\n RE_Direct( directLight, geometry, material, reflectedLight );\n #if defined( SUBSURFACE ) && defined( USE_UV )\n RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);\n #endif\n `\n )\n ),\n};\n\nexport default SubsurfaceScatteringShader;\n","export default {\n inject: ['three', 'mesh'],\n props: {\n id: String,\n uniforms: Object,\n vertexShader: String,\n fragmentShader: String,\n },\n beforeMount() {\n this.createMaterial();\n if (this.id) this.three.materials[this.id] = this.material;\n this.mesh.setMaterial(this.material);\n },\n mounted() {\n if (this.addWatchers) this.addWatchers();\n },\n unmounted() {\n this.material.dispose();\n if (this.id) delete this.three.materials[this.id];\n },\n render() {\n return [];\n },\n __hmrId: 'ShaderMaterial',\n};\n","import { Color, ShaderMaterial as TShaderMaterial, UniformsUtils } from 'three';\nimport SubsurfaceScatteringShader from './SubsurfaceScatteringShader.js';\nimport ShaderMaterial from './ShaderMaterial';\n\nexport default {\n extends: ShaderMaterial,\n props: {\n diffuse: { type: String, default: '#ffffff' },\n thicknessColor: { type: String, default: '#ffffff' },\n thicknessDistortion: { type: Number, default: 0.4 },\n thicknessAmbient: { type: Number, default: 0.01 },\n thicknessAttenuation: { type: Number, default: 0.7 },\n thicknessPower: { type: Number, default: 2 },\n thicknessScale: { type: Number, default: 4 },\n transparent: { type: Boolean, default: false },\n opacity: { type: Number, default: 1 },\n vertexColors: { type: Boolean, default: false },\n },\n methods: {\n createMaterial() {\n const params = SubsurfaceScatteringShader;\n const uniforms = UniformsUtils.clone(params.uniforms);\n Object.entries(this.$props).forEach(([key, value]) => {\n if (key === 'diffuse' || key === 'thicknessColor') {\n value = new Color(value);\n }\n if (key !== 'id' && key !== 'transparent' && key !== 'vertexColors') {\n uniforms[key].value = value;\n }\n });\n\n this.material = new TShaderMaterial({\n ...params,\n uniforms,\n lights: true,\n transparent: this.transparent,\n vertexColors: this.vertexColors,\n });\n },\n },\n __hmrId: 'SubSurfaceMaterial',\n};\n","import { MeshToonMaterial } from 'three';\nimport { propsValues } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n methods: {\n createMaterial() {\n this.material = new MeshToonMaterial(propsValues(this.$props, ['id']));\n },\n },\n __hmrId: 'ToonMaterial',\n};\n","import { TextureLoader } from 'three';\nimport { watch } from 'vue';\n\nexport default {\n inject: ['material'],\n emits: ['loaded'],\n props: {\n src: String,\n onLoad: Function,\n onProgress: Function,\n onError: Function,\n id: { type: String, default: 'map' },\n },\n created() {\n this.refreshTexture();\n watch(() => this.src, this.refreshTexture);\n },\n unmounted() {\n this.material.setTexture(null, this.id);\n this.texture.dispose();\n },\n methods: {\n createTexture() {\n this.texture = new TextureLoader().load(this.src, this.onLoaded, this.onProgress, this.onError);\n },\n refreshTexture() {\n this.createTexture();\n this.material.setTexture(this.texture, this.id);\n },\n onLoaded() {\n if (this.onLoad) this.onLoad();\n this.$emit('loaded');\n },\n },\n render() {\n return [];\n },\n};\n","import { CubeTextureLoader, CubeRefractionMapping } from 'three';\nimport { watch } from 'vue';\n\nexport default {\n inject: ['material'],\n emits: ['loaded'],\n props: {\n path: String,\n urls: {\n type: Array,\n default: ['px.jpg', 'nx.jpg', 'py.jpg', 'ny.jpg', 'pz.jpg', 'nz.jpg'],\n },\n onLoad: Function,\n onProgress: Function,\n onError: Function,\n id: { type: String, default: 'envMap' },\n refraction: Boolean,\n // todo: remove ?\n refractionRatio: { type: Number, default: 0.98 },\n },\n created() {\n this.refreshTexture();\n watch(() => this.path, this.refreshTexture);\n watch(() => this.urls, this.refreshTexture);\n },\n unmounted() {\n this.material.setTexture(null, this.id);\n this.texture.dispose();\n },\n methods: {\n createTexture() {\n this.texture = new CubeTextureLoader()\n .setPath(this.path)\n .load(this.urls, this.onLoaded, this.onProgress, this.onError);\n },\n refreshTexture() {\n this.createTexture();\n this.material.setTexture(this.texture, this.id);\n if (this.refraction) {\n this.texture.mapping = CubeRefractionMapping;\n this.material.setProp('refractionRatio', this.refractionRatio);\n }\n },\n onLoaded() {\n if (this.onLoad) this.onLoad();\n this.$emit('loaded');\n },\n },\n render() {\n return [];\n },\n};\n","import { Mesh } from 'three';\nimport { inject, watch } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: {\n three: 'three',\n scene: 'scene',\n rendererComponent: 'rendererComponent',\n parent: {\n from: 'group',\n default: () => inject('scene'),\n },\n },\n emits: ['ready'],\n props: {\n materialId: String,\n position: Object,\n rotation: Object,\n scale: Object,\n castShadow: Boolean,\n receiveShadow: Boolean,\n onHover: Function,\n onClick: Function,\n },\n // can't use setup because it will not be used in sub components\n // setup() {},\n provide() {\n return {\n mesh: this,\n };\n },\n mounted() {\n // console.log('Mesh mounted');\n if (this.geometry && !this.mesh) this.initMesh();\n },\n unmounted() {\n // console.log('Mesh unmounted');\n if (this.mesh) {\n this.three.removeIntersectObject(this.mesh);\n this.parent.remove(this.mesh);\n }\n if (this.geometry) this.geometry.dispose();\n if (this.material && !this.materialId) this.material.dispose();\n },\n methods: {\n initMesh() {\n if (!this.material && this.materialId) {\n this.material = this.three.materials[this.materialId];\n }\n this.mesh = new Mesh(this.geometry, this.material);\n\n if (this.onHover) {\n this.mesh.onHover = (over) => { this.onHover({ component: this, over }); };\n this.three.addIntersectObject(this.mesh);\n }\n\n if (this.onClick) {\n this.mesh.onClick = (e) => { this.onClick({ component: this, event: e }); };\n this.three.addIntersectObject(this.mesh);\n }\n\n this.bindProps();\n this.parent.add(this.mesh);\n this.$emit('ready');\n },\n bindProps() {\n useBindProp(this, 'position', this.mesh.position);\n useBindProp(this, 'rotation', this.mesh.rotation);\n useBindProp(this, 'scale', this.mesh.scale);\n\n ['castShadow', 'receiveShadow'].forEach(p => {\n this.mesh[p] = this[p];\n watch(() => this[p], () => { this.mesh[p] = this[p]; });\n });\n\n watch(() => this.materialId, () => {\n this.mesh.material = this.three.materials[this.materialId];\n });\n },\n setGeometry(geometry) {\n this.geometry = geometry;\n if (this.mesh) this.mesh.geometry = geometry;\n },\n setMaterial(material) {\n this.material = material;\n if (this.mesh) this.mesh.material = material;\n },\n refreshGeometry() {\n const oldGeo = this.geometry;\n this.createGeometry();\n this.mesh.geometry = this.geometry;\n oldGeo.dispose();\n },\n },\n render() {\n if (this.$slots.default) {\n return this.$slots.default();\n }\n return [];\n },\n __hmrId: 'Mesh',\n};\n","import { BoxBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n size: Number,\n width: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n depth: { type: Number, default: 1 },\n widthSegments: { type: Number, default: 1 },\n heightSegments: { type: Number, default: 1 },\n depthSegments: { type: Number, default: 1 },\n },\n created() {\n this.createGeometry();\n\n ['size', 'width', 'height', 'depth', 'widthSegments', 'heightSegments', 'depthSegments'].forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n if (this.size) {\n this.geometry = new BoxBufferGeometry(this.size, this.size, this.size);\n } else {\n this.geometry = new BoxBufferGeometry(this.width, this.height, this.depth);\n }\n },\n },\n __hmrId: 'Box',\n};\n","import { CircleBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n segments: { type: Number, default: 8 },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'segments', 'thetaStart', 'thetaLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new CircleBufferGeometry(this.radius, this.segments, this.thetaStart, this.thetaLength);\n },\n },\n __hmrId: 'Circle',\n};\n","import { ConeBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n heightSegments: { type: Number, default: 1 },\n openEnded: { type: Boolean, default: false },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'height', 'radialSegments', 'heightSegments', 'openEnded', 'thetaStart', 'thetaLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new ConeBufferGeometry(this.radius, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength);\n },\n },\n __hmrId: 'Cone',\n};\n","import { CylinderBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radiusTop: { type: Number, default: 1 },\n radiusBottom: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n heightSegments: { type: Number, default: 1 },\n openEnded: { type: Boolean, default: false },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radiusTop', 'radiusBottom', 'height', 'radialSegments', 'heightSegments', 'openEnded', 'thetaStart', 'thetaLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new CylinderBufferGeometry(this.radiusTop, this.radiusBottom, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength);\n },\n },\n __hmrId: 'Cylinder',\n};\n","import { DodecahedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new DodecahedronBufferGeometry(this.radius, this.detail);\n },\n },\n __hmrId: 'Dodecahedron',\n};\n","import { IcosahedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new IcosahedronBufferGeometry(this.radius, this.detail);\n },\n },\n __hmrId: 'Icosahedron',\n};\n","import { LatheBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n points: Array,\n segments: { type: Number, default: 12 },\n phiStart: { type: Number, default: 0 },\n phiLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['points', 'segments', 'phiStart', 'phiLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new LatheBufferGeometry(this.points, this.segments, this.phiStart, this.phiLength);\n },\n },\n __hmrId: 'Lathe',\n};\n","import { OctahedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new OctahedronBufferGeometry(this.radius, this.detail);\n },\n },\n __hmrId: 'Octahedron',\n};\n","import { PlaneBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n width: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n widthSegments: { type: Number, default: 1 },\n heightSegments: { type: Number, default: 1 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['width', 'height', 'widthSegments', 'heightSegments'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new PlaneBufferGeometry(this.width, this.height, this.widthSegments, this.heightSegments);\n },\n },\n __hmrId: 'Plane',\n};\n","import { PolyhedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n vertices: Array,\n indices: Array,\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['vertices', 'indices', 'radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new PolyhedronBufferGeometry(this.vertices, this.indices, this.radius, this.detail);\n },\n },\n __hmrId: 'Polyhedron',\n};\n","import { RingBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n innerRadius: { type: Number, default: 0.5 },\n outerRadius: { type: Number, default: 1 },\n thetaSegments: { type: Number, default: 8 },\n phiSegments: { type: Number, default: 1 },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['innerRadius', 'outerRadius', 'thetaSegments', 'phiSegments', 'thetaStart', 'thetaLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new RingBufferGeometry(this.innerRadius, this.outerRadius, this.thetaSegments, this.phiSegments, this.thetaStart, this.thetaLength);\n },\n },\n __hmrId: 'Ring',\n};\n","import { SphereBufferGeometry } from 'three';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: Number,\n widthSegments: { type: Number, default: 12 },\n heightSegments: { type: Number, default: 12 },\n },\n watch: {\n radius() { this.refreshGeometry(); },\n widthSegments() { this.refreshGeometry(); },\n heightSegments() { this.refreshGeometry(); },\n },\n created() {\n this.createGeometry();\n },\n methods: {\n createGeometry() {\n this.geometry = new SphereBufferGeometry(this.radius, this.widthSegments, this.heightSegments);\n },\n },\n __hmrId: 'Sphere',\n};\n","import { TetrahedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TetrahedronBufferGeometry(this.radius, this.detail);\n },\n },\n __hmrId: 'Tetrahedron',\n};\n","export default {\n text: String,\n fontSrc: String,\n size: { type: Number, default: 80 },\n height: { type: Number, default: 5 },\n depth: { type: Number, default: 1 },\n curveSegments: { type: Number, default: 12 },\n bevelEnabled: { type: Boolean, default: false },\n bevelThickness: { type: Number, default: 10 },\n bevelSize: { type: Number, default: 8 },\n bevelOffset: { type: Number, default: 0 },\n bevelSegments: { type: Number, default: 5 },\n align: { type: [Boolean, String], default: false },\n};\n","import { FontLoader, TextBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\nimport TextProps from './TextProps.js';\n\nexport default {\n extends: Mesh,\n props: {\n ...TextProps,\n },\n created() {\n // add watchers\n const watchProps = [\n 'text', 'size', 'height', 'curveSegments',\n 'bevelEnabled', 'bevelThickness', 'bevelSize', 'bevelOffset', 'bevelSegments',\n 'align',\n ];\n watchProps.forEach(p => {\n watch(() => this[p], () => {\n if (this.font) this.refreshGeometry();\n });\n });\n\n const loader = new FontLoader();\n loader.load(this.fontSrc, (font) => {\n this.font = font;\n this.createGeometry();\n this.initMesh();\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TextBufferGeometry(this.text, {\n font: this.font,\n size: this.size,\n height: this.height,\n depth: this.depth,\n curveSegments: this.curveSegments,\n bevelEnabled: this.bevelEnabled,\n bevelThickness: this.bevelThickness,\n bevelSize: this.bevelSize,\n bevelOffset: this.bevelOffset,\n bevelSegments: this.bevelSegments,\n });\n\n if (this.align === 'center') {\n this.geometry.center();\n }\n },\n },\n};\n","import { TorusBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 0.5 },\n tube: { type: Number, default: 0.4 },\n radialSegments: { type: Number, default: 8 },\n tubularSegments: { type: Number, default: 6 },\n arc: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'tube', 'radialSegments', 'tubularSegments', 'arc'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TorusBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.arc);\n },\n },\n __hmrId: 'Torus',\n};\n","import { TorusKnotBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 0.5 },\n tube: { type: Number, default: 0.4 },\n radialSegments: { type: Number, default: 64 },\n tubularSegments: { type: Number, default: 8 },\n p: { type: Number, default: 2 },\n q: { type: Number, default: 3 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'tube', 'radialSegments', 'tubularSegments', 'p', 'q'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TorusKnotBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q);\n },\n },\n __hmrId: 'TorusKnot',\n};\n","import { Curve, TubeBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n path: Curve,\n tubularSegments: { type: Number, default: 64 },\n radius: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n closed: { type: Boolean, default: false },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['path', 'tubularSegments', 'radius', 'radialSegments', 'closed'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TubeBufferGeometry(this.path, this.tubularSegments, this.radius, this.radialSegments, this.closed);\n },\n },\n __hmrId: 'Tube',\n};\n","import {\n BackSide,\n CubeCamera,\n FrontSide,\n LinearMipmapLinearFilter,\n Mesh as TMesh,\n RGBFormat,\n WebGLCubeRenderTarget,\n} from 'three';\n// import { watch } from 'vue';\nimport Mesh from '../meshes/Mesh.js';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n extends: Mesh,\n props: {\n cubeRTSize: { type: Number, default: 256 },\n cubeCameraNear: { type: Number, default: 0.1 },\n cubeCameraFar: { type: Number, default: 2000 },\n autoUpdate: Boolean,\n },\n mounted() {\n this.initGem();\n if (this.autoUpdate) this.three.onBeforeRender(this.updateCubeRT);\n else this.rendererComponent.onMounted(this.updateCubeRT);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateCubeRT);\n if (this.meshBack) this.parent.remove(this.meshBack);\n if (this.materialBack) this.materialBack.dispose();\n },\n methods: {\n initGem() {\n const cubeRT = new WebGLCubeRenderTarget(this.cubeRTSize, { format: RGBFormat, generateMipmaps: true, minFilter: LinearMipmapLinearFilter });\n this.cubeCamera = new CubeCamera(this.cubeCameraNear, this.cubeCameraFar, cubeRT);\n useBindProp(this, 'position', this.cubeCamera.position);\n this.parent.add(this.cubeCamera);\n\n this.material.side = FrontSide;\n this.material.envMap = cubeRT.texture;\n this.material.envMapIntensity = 10;\n this.material.metalness = 0;\n this.material.roughness = 0;\n this.material.opacity = 0.75;\n this.material.transparent = true;\n this.material.premultipliedAlpha = true;\n this.material.needsUpdate = true;\n\n this.materialBack = this.material.clone();\n this.materialBack.side = BackSide;\n this.materialBack.envMapIntensity = 5;\n this.materialBack.metalness = 1;\n this.materialBack.roughness = 0;\n this.materialBack.opacity = 0.5;\n\n this.meshBack = new TMesh(this.geometry, this.materialBack);\n\n useBindProp(this, 'position', this.meshBack.position);\n useBindProp(this, 'rotation', this.meshBack.rotation);\n useBindProp(this, 'scale', this.meshBack.scale);\n this.parent.add(this.meshBack);\n },\n updateCubeRT() {\n this.mesh.visible = false;\n this.meshBack.visible = false;\n this.cubeCamera.update(this.three.renderer, this.scene);\n this.mesh.visible = true;\n this.meshBack.visible = true;\n },\n },\n __hmrId: 'Gem',\n};\n","import { DoubleSide, MeshBasicMaterial, PlaneBufferGeometry, TextureLoader } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n emits: ['loaded'],\n extends: Mesh,\n props: {\n src: String,\n width: Number,\n height: Number,\n keepSize: Boolean,\n },\n created() {\n this.createGeometry();\n this.createMaterial();\n this.initMesh();\n\n watch(() => this.src, this.refreshTexture);\n\n ['width', 'height'].forEach(p => {\n watch(() => this[p], this.resize);\n });\n\n if (this.keepSize) this.three.onAfterResize(this.resize);\n },\n methods: {\n createGeometry() {\n this.geometry = new PlaneBufferGeometry(1, 1, 1, 1);\n },\n createMaterial() {\n this.material = new MeshBasicMaterial({ side: DoubleSide, map: this.loadTexture() });\n },\n loadTexture() {\n return new TextureLoader().load(this.src, this.onLoaded);\n },\n refreshTexture() {\n if (this.texture) this.texture.dispose();\n this.material.map = this.loadTexture();\n this.material.needsUpdate = true;\n },\n onLoaded(texture) {\n this.texture = texture;\n this.resize();\n this.$emit('loaded');\n },\n resize() {\n if (!this.texture) return;\n const screen = this.three.size;\n const iW = this.texture.image.width;\n const iH = this.texture.image.height;\n const iRatio = iW / iH;\n let w, h;\n if (this.width && this.height) {\n w = this.width * screen.wWidth / screen.width;\n h = this.height * screen.wHeight / screen.height;\n } else if (this.width) {\n w = this.width * screen.wWidth / screen.width;\n h = w / iRatio;\n } else if (this.height) {\n h = this.height * screen.wHeight / screen.height;\n w = h * iRatio;\n }\n this.mesh.scale.x = w;\n this.mesh.scale.y = h;\n },\n },\n __hmrId: 'Image',\n};\n","import { InstancedMesh } from 'three';\nimport { inject, watch } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: ['three', 'scene'],\n props: {\n materialId: String,\n count: Number,\n position: Object,\n castShadow: Boolean,\n receiveShadow: Boolean,\n },\n setup() {\n const parent = inject('group', inject('scene'));\n return { parent };\n },\n provide() {\n return {\n mesh: this,\n };\n },\n beforeMount() {\n if (!this.$slots.default) {\n console.error('Missing Geometry');\n }\n },\n mounted() {\n this.initMesh();\n },\n unmounted() {\n this.parent.remove(this.mesh);\n },\n methods: {\n initMesh() {\n if (!this.material && this.materialId) {\n this.material = this.three.materials[this.materialId];\n }\n\n this.mesh = new InstancedMesh(this.geometry, this.material, this.count);\n\n useBindProp(this, 'position', this.mesh.position);\n useBindProp(this, 'rotation', this.mesh.rotation);\n useBindProp(this, 'scale', this.mesh.scale);\n\n ['castShadow', 'receiveShadow'].forEach(p => {\n this.mesh[p] = this[p];\n watch(() => this[p], () => { this.mesh[p] = this[p]; });\n });\n\n // watch(() => this.materialId, () => {\n // this.mesh.material = this.three.materials[this.materialId];\n // });\n\n this.parent.add(this.mesh);\n },\n setGeometry(geometry) {\n this.geometry = geometry;\n if (this.mesh) this.mesh.geometry = geometry;\n },\n setMaterial(material) {\n this.material = material;\n if (this.mesh) this.mesh.material = material;\n },\n },\n render() {\n return this.$slots.default();\n },\n __hmrId: 'InstancedMesh',\n};\n","import {\n CubeCamera,\n LinearMipmapLinearFilter,\n RGBFormat,\n WebGLCubeRenderTarget,\n} from 'three';\n// import { watch } from 'vue';\nimport Mesh from './Mesh.js';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n extends: Mesh,\n props: {\n cubeRTSize: { type: Number, default: 256 },\n cubeCameraNear: { type: Number, default: 0.1 },\n cubeCameraFar: { type: Number, default: 2000 },\n autoUpdate: Boolean,\n },\n mounted() {\n this.initMirrorMesh();\n if (this.autoUpdate) this.three.onBeforeRender(this.updateCubeRT);\n else this.rendererComponent.onMounted(this.updateCubeRT);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateCubeRT);\n if (this.cubeCamera) this.parent.remove(this.cubeCamera);\n },\n methods: {\n initMirrorMesh() {\n const cubeRT = new WebGLCubeRenderTarget(this.cubeRTSize, { format: RGBFormat, generateMipmaps: true, minFilter: LinearMipmapLinearFilter });\n this.cubeCamera = new CubeCamera(this.cubeCameraNear, this.cubeCameraFar, cubeRT);\n this.parent.add(this.cubeCamera);\n\n this.material.envMap = cubeRT.texture;\n this.material.needsUpdate = true;\n },\n updateCubeRT() {\n this.mesh.visible = false;\n this.cubeCamera.update(this.three.renderer, this.scene);\n this.mesh.visible = true;\n },\n },\n __hmrId: 'MirrorMesh',\n};\n","import {\n CubeCamera,\n CubeRefractionMapping,\n LinearMipmapLinearFilter,\n RGBFormat,\n WebGLCubeRenderTarget,\n} from 'three';\n// import { watch } from 'vue';\nimport Mesh from './Mesh.js';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n extends: Mesh,\n props: {\n cubeRTSize: { type: Number, default: 256 },\n cubeCameraNear: { type: Number, default: 0.1 },\n cubeCameraFar: { type: Number, default: 2000 },\n refractionRatio: { type: Number, default: 0.98 },\n autoUpdate: Boolean,\n },\n mounted() {\n this.initMirrorMesh();\n if (this.autoUpdate) this.three.onBeforeRender(this.updateCubeRT);\n else this.rendererComponent.onMounted(this.updateCubeRT);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateCubeRT);\n if (this.cubeCamera) this.parent.remove(this.cubeCamera);\n },\n methods: {\n initMirrorMesh() {\n const cubeRT = new WebGLCubeRenderTarget(this.cubeRTSize, { mapping: CubeRefractionMapping, format: RGBFormat, generateMipmaps: true, minFilter: LinearMipmapLinearFilter });\n this.cubeCamera = new CubeCamera(this.cubeCameraNear, this.cubeCameraFar, cubeRT);\n useBindProp(this, 'position', this.cubeCamera.position);\n this.parent.add(this.cubeCamera);\n\n this.material.envMap = cubeRT.texture;\n this.material.refractionRatio = this.refractionRatio;\n this.material.needsUpdate = true;\n },\n updateCubeRT() {\n this.mesh.visible = false;\n this.cubeCamera.update(this.three.renderer, this.scene);\n this.mesh.visible = true;\n },\n },\n __hmrId: 'RefractionMesh',\n};\n","import { Sprite, SpriteMaterial, TextureLoader } from 'three';\nimport { inject } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n emits: ['ready', 'loaded'],\n inject: ['three', 'scene'],\n props: {\n src: String,\n position: Object,\n scale: Object,\n },\n setup() {\n const parent = inject('group', inject('scene'));\n return { parent };\n },\n mounted() {\n this.texture = new TextureLoader().load(this.src, this.onLoaded);\n this.material = new SpriteMaterial({ map: this.texture });\n this.sprite = new Sprite(this.material);\n this.geometry = this.sprite.geometry;\n useBindProp(this, 'position', this.sprite.position);\n useBindProp(this, 'scale', this.sprite.scale);\n\n this.parent.add(this.sprite);\n this.$emit('ready');\n },\n unmounted() {\n this.texture.dispose();\n this.material.dispose();\n this.parent.remove(this.sprite);\n },\n methods: {\n onLoaded() {\n this.updateUV();\n this.$emit('loaded');\n },\n updateUV() {\n this.iWidth = this.texture.image.width;\n this.iHeight = this.texture.image.height;\n this.iRatio = this.iWidth / this.iHeight;\n\n let x = 0.5, y = 0.5;\n if (this.iRatio > 1) {\n y = 0.5 / this.iRatio;\n } else {\n x = 0.5 / this.iRatio;\n }\n\n const positions = this.geometry.attributes.position.array;\n positions[0] = -x; positions[1] = -y;\n positions[5] = x; positions[6] = -y;\n positions[10] = x; positions[11] = y;\n positions[15] = -x; positions[16] = y;\n this.geometry.attributes.position.needsUpdate = true;\n },\n },\n render() {\n return [];\n },\n __hmrId: 'Sprite',\n};\n","import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer.js';\n\nexport default {\n setup() {\n return {\n passes: [],\n };\n },\n inject: ['three'],\n provide() {\n return {\n passes: this.passes,\n };\n },\n mounted() {\n this.three.onAfterInit(() => {\n this.composer = new EffectComposer(this.three.renderer);\n this.three.renderer.autoClear = false;\n this.passes.forEach(pass => {\n this.composer.addPass(pass);\n });\n this.three.composer = this.composer;\n\n this.resize();\n this.three.onAfterResize(this.resize);\n });\n },\n unmounted() {\n this.three.offAfterResize(this.resize);\n },\n methods: {\n resize() {\n this.composer.setSize(this.three.size.width, this.three.size.height);\n },\n },\n render() {\n return this.$slots.default();\n },\n __hmrId: 'EffectComposer',\n};\n","export default {\n inject: ['three', 'passes'],\n beforeMount() {\n if (!this.passes) {\n console.error('Missing parent EffectComposer');\n }\n },\n unmounted() {\n if (this.pass.dispose) this.pass.dispose();\n },\n render() {\n return [];\n },\n __hmrId: 'EffectPass',\n};\n","import { RenderPass } from 'three/examples/jsm/postprocessing/RenderPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n mounted() {\n if (!this.three.scene) {\n console.error('Missing Scene');\n }\n if (!this.three.camera) {\n console.error('Missing Camera');\n }\n const pass = new RenderPass(this.three.scene, this.three.camera);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'RenderPass',\n};\n","import { BokehPass } from 'three/examples/jsm/postprocessing/BokehPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n props: {\n focus: {\n type: Number,\n default: 1,\n },\n aperture: {\n type: Number,\n default: 0.025,\n },\n maxblur: {\n type: Number,\n default: 0.01,\n },\n },\n watch: {\n focus() { this.pass.uniforms.focus.value = this.focus; },\n aperture() { this.pass.uniforms.aperture.value = this.aperture; },\n maxblur() { this.pass.uniforms.maxblur.value = this.maxblur; },\n },\n mounted() {\n if (!this.three.scene) {\n console.error('Missing Scene');\n }\n if (!this.three.camera) {\n console.error('Missing Camera');\n }\n const params = {\n focus: this.focus,\n aperture: this.aperture,\n maxblur: this.maxblur,\n width: this.three.size.width,\n height: this.three.size.height,\n };\n const pass = new BokehPass(this.three.scene, this.three.camera, params);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'BokehPass',\n};\n","import { FilmPass } from 'three/examples/jsm/postprocessing/FilmPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n props: {\n noiseIntensity: {\n type: Number,\n default: 0.5,\n },\n scanlinesIntensity: {\n type: Number,\n default: 0.05,\n },\n scanlinesCount: {\n type: Number,\n default: 4096,\n },\n grayscale: {\n type: Number,\n default: 0,\n },\n },\n watch: {\n noiseIntensity() { this.pass.uniforms.nIntensity.value = this.noiseIntensity; },\n scanlinesIntensity() { this.pass.uniforms.sIntensity.value = this.scanlinesIntensity; },\n scanlinesCount() { this.pass.uniforms.sCount.value = this.scanlinesCount; },\n grayscale() { this.pass.uniforms.grayscale.value = this.grayscale; },\n },\n mounted() {\n const pass = new FilmPass(this.noiseIntensity, this.scanlinesIntensity, this.scanlinesCount, this.grayscale);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'FilmPass',\n};\n","import { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js';\nimport { FXAAShader } from 'three/examples/jsm/shaders/FXAAShader.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n mounted() {\n const pass = new ShaderPass(FXAAShader);\n this.passes.push(pass);\n this.pass = pass;\n\n // resize will be called in three init\n this.three.onAfterResize(this.resize);\n },\n unmounted() {\n this.three.offAfterResize(this.resize);\n },\n methods: {\n resize() {\n const { resolution } = this.pass.material.uniforms;\n resolution.value.x = 1 / this.three.size.width;\n resolution.value.y = 1 / this.three.size.height;\n },\n },\n __hmrId: 'FXAAPass',\n};\n","import { HalftonePass } from 'three/examples/jsm/postprocessing/HalftonePass.js';\nimport { watch } from 'vue';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n props: {\n shape: { type: Number, default: 1 },\n radius: { type: Number, default: 4 },\n rotateR: { type: Number, default: Math.PI / 12 * 1 },\n rotateG: { type: Number, default: Math.PI / 12 * 2 },\n rotateB: { type: Number, default: Math.PI / 12 * 3 },\n scatter: { type: Number, default: 0 },\n },\n mounted() {\n const pass = new HalftonePass(this.three.size.width, this.three.size.height, {});\n\n ['shape', 'radius', 'rotateR', 'rotateG', 'rotateB', 'scatter'].forEach(p => {\n pass.uniforms[p].value = this[p];\n watch(() => this[p], () => {\n pass.uniforms[p].value = this[p];\n });\n });\n\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'HalftonePass',\n};\n","import { SMAAPass } from 'three/examples/jsm/postprocessing/SMAAPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n mounted() {\n // three size is not set yet, but this pass will be resized by effect composer\n const pass = new SMAAPass(this.three.size.width, this.three.size.height);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'SMAAPass',\n};\n","export default {\n uniforms: {},\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n varying vec2 vUv;\n void main() {\n gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n }\n `,\n};\n","// From https://github.com/evanw/glfx.js\nimport { Vector2 } from 'three';\nimport DefaultShader from './default';\n\nexport default {\n uniforms: {\n tDiffuse: { value: null },\n blurRadius: { value: 0 },\n gradientRadius: { value: 0 },\n start: { value: new Vector2() },\n end: { value: new Vector2() },\n delta: { value: new Vector2() },\n texSize: { value: new Vector2() },\n },\n vertexShader: DefaultShader.vertexShader,\n fragmentShader: `\n uniform sampler2D tDiffuse;\n uniform float blurRadius;\n uniform float gradientRadius;\n uniform vec2 start;\n uniform vec2 end;\n uniform vec2 delta;\n uniform vec2 texSize;\n varying vec2 vUv;\n\n float random(vec3 scale, float seed) {\n /* use the fragment position for a different seed per-pixel */\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n }\n\n void main() {\n vec4 color = vec4(0.0);\n float total = 0.0;\n\n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n\n vec2 normal = normalize(vec2(start.y - end.y, end.x - start.x));\n float radius = smoothstep(0.0, 1.0, abs(dot(vUv * texSize - start, normal)) / gradientRadius) * blurRadius;\n for (float t = -30.0; t <= 30.0; t++) {\n float percent = (t + offset - 0.5) / 30.0;\n float weight = 1.0 - abs(percent);\n vec4 texel = texture2D(tDiffuse, vUv + delta / texSize * percent * radius);\n // vec4 texel2 = texture2D(tDiffuse, vUv + vec2(-delta.y, delta.x) / texSize * percent * radius);\n\n /* switch to pre-multiplied alpha to correctly blur transparent images */\n texel.rgb *= texel.a;\n // texel2.rgb *= texel2.a;\n\n color += texel * weight;\n total += 2.0 * weight;\n }\n\n gl_FragColor = color / total;\n\n /* switch back from pre-multiplied alpha */\n gl_FragColor.rgb /= gl_FragColor.a + 0.00001;\n }\n `,\n};\n","import { watch } from 'vue';\n\nexport default function useBindPropValue(src, srcProp, dst, dstProp = 'value') {\n if (src[srcProp]) {\n dst[dstProp] = src[srcProp];\n watch(() => src[srcProp], (value) => {\n dst[dstProp] = value;\n });\n }\n};\n","import { Vector2 } from 'three';\nimport { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js';\nimport { watch } from 'vue';\nimport EffectPass from './EffectPass.js';\nimport TiltShift from '../shaders/TiltShift.js';\nimport useBindPropValue from '../use/useBindPropValue.js';\n\nexport default {\n extends: EffectPass,\n props: {\n blurRadius: { type: Number, default: 10 },\n gradientRadius: { type: Number, default: 100 },\n start: { type: Object, default: { x: 0, y: 100 } },\n end: { type: Object, default: { x: 10, y: 100 } },\n },\n mounted() {\n this.pass = new ShaderPass(TiltShift);\n this.passes.push(this.pass);\n\n this.pass1 = new ShaderPass(TiltShift);\n this.passes.push(this.pass1);\n\n const uniforms = this.uniforms = this.pass.uniforms;\n const uniforms1 = this.uniforms1 = this.pass1.uniforms;\n uniforms1.blurRadius = uniforms.blurRadius;\n uniforms1.gradientRadius = uniforms.gradientRadius;\n uniforms1.start = uniforms.start;\n uniforms1.end = uniforms.end;\n uniforms1.texSize = uniforms.texSize;\n\n useBindPropValue(this, 'blurRadius', uniforms.blurRadius);\n useBindPropValue(this, 'gradientRadius', uniforms.gradientRadius);\n\n this.updateFocusLine();\n ['start', 'end'].forEach(p => {\n watch(() => this[p], this.updateFocusLine);\n });\n\n this.pass.setSize = (width, height) => {\n uniforms.texSize.value.set(width, height);\n };\n },\n methods: {\n updateFocusLine() {\n this.uniforms.start.value.copy(this.start);\n this.uniforms.end.value.copy(this.end);\n const dv = new Vector2().copy(this.end).sub(this.start).normalize();\n this.uniforms.delta.value.copy(dv);\n this.uniforms1.delta.value.set(-dv.y, dv.x);\n },\n },\n __hmrId: 'TiltShiftPass',\n};\n","import { Vector2 } from 'three';\nimport { UnrealBloomPass } from 'three/examples/jsm/postprocessing/UnrealBloomPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n props: {\n strength: { type: Number, default: 1.5 },\n radius: { type: Number, default: 0 },\n threshold: { type: Number, default: 0 },\n },\n watch: {\n strength() { this.pass.strength = this.strength; },\n radius() { this.pass.radius = this.radius; },\n threshold() { this.pass.threshold = this.threshold; },\n },\n mounted() {\n const size = new Vector2(this.three.size.width, this.three.size.height);\n const pass = new UnrealBloomPass(size, this.strength, this.radius, this.threshold);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'UnrealBloomPass',\n};\n","// From https://github.com/evanw/glfx.js\nimport { Vector2 } from 'three';\nimport DefaultShader from './default';\n\nexport default {\n uniforms: {\n tDiffuse: { value: null },\n center: { value: new Vector2(0.5, 0.5) },\n strength: { value: 0 },\n },\n vertexShader: DefaultShader.vertexShader,\n fragmentShader: `\n uniform sampler2D tDiffuse;\n uniform vec2 center;\n uniform float strength;\n varying vec2 vUv;\n\n float random(vec3 scale, float seed) {\n /* use the fragment position for a different seed per-pixel */\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n }\n \n void main() {\n vec4 color = vec4(0.0);\n float total = 0.0;\n vec2 toCenter = center - vUv;\n \n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n \n for (float t = 0.0; t <= 40.0; t++) {\n float percent = (t + offset) / 40.0;\n float weight = 4.0 * (percent - percent * percent);\n vec4 texel = texture2D(tDiffuse, vUv + toCenter * percent * strength);\n\n /* switch to pre-multiplied alpha to correctly blur transparent images */\n texel.rgb *= texel.a;\n\n color += texel * weight;\n total += weight;\n }\n\n gl_FragColor = color / total;\n\n /* switch back from pre-multiplied alpha */\n gl_FragColor.rgb /= gl_FragColor.a + 0.00001;\n }\n `,\n};\n","import { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js';\nimport EffectPass from './EffectPass.js';\nimport ZoomBlur from '../shaders/ZoomBlur.js';\nimport useBindProp from '../use/useBindProp.js';\nimport useBindPropValue from '../use/useBindPropValue.js';\n\nexport default {\n extends: EffectPass,\n props: {\n center: { type: Object, default: { x: 0.5, y: 0.5 } },\n strength: { type: Number, default: 0.5 },\n },\n mounted() {\n this.pass = new ShaderPass(ZoomBlur);\n this.passes.push(this.pass);\n\n const uniforms = this.uniforms = this.pass.uniforms;\n useBindProp(this, 'center', uniforms.center.value);\n useBindPropValue(this, 'strength', uniforms.strength);\n },\n __hmrId: 'ZoomBlurPass',\n};\n","export default `\n//\n// Description : Array and textureless GLSL 2D simplex noise function.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : ijm\n// Lastmod : 20110822 (ijm)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n//\n\nvec3 mod289(vec3 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec2 mod289(vec2 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec3 permute(vec3 x) {\n return mod289(((x*34.0)+1.0)*x);\n}\n\nfloat snoise(vec2 v)\n{\n const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0\n 0.366025403784439, // 0.5*(sqrt(3.0)-1.0)\n -0.577350269189626, // -1.0 + 2.0 * C.x\n 0.024390243902439); // 1.0 / 41.0\n // First corner\n vec2 i = floor(v + dot(v, C.yy) );\n vec2 x0 = v - i + dot(i, C.xx);\n\n // Other corners\n vec2 i1;\n i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);\n vec4 x12 = x0.xyxy + C.xxzz;\n x12.xy -= i1;\n\n // Permutations\n i = mod289(i); // Avoid truncation effects in permutation\n vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))\n + i.x + vec3(0.0, i1.x, 1.0 ));\n\n vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);\n m = m*m ;\n m = m*m ;\n\n // Gradients: 41 points uniformly over a line, mapped onto a diamond.\n // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)\n\n vec3 x = 2.0 * fract(p * C.www) - 1.0;\n vec3 h = abs(x) - 0.5;\n vec3 ox = floor(x + 0.5);\n vec3 a0 = x - ox;\n\n // Normalise gradients implicitly by scaling m\n // Approximation of: m *= inversesqrt( a0*a0 + h*h );\n m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );\n\n // Compute final noise value at P\n vec3 g;\n g.x = a0.x * x0.x + h.x * x0.y;\n g.yz = a0.yz * x12.xz + h.yz * x12.yw;\n return 130.0 * dot(m, g);\n}\n`;\n","import { DoubleSide, MeshBasicMaterial, PlaneBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Image from '../../meshes/Image.js';\nimport snoise2 from '../../glsl/snoise2.glsl.js';\n\nexport default {\n extends: Image,\n props: {\n widthSegments: { type: Number, default: 20 },\n heightSegments: { type: Number, default: 20 },\n timeCoef: { type: Number, default: 0.001 },\n noiseCoef: { type: Number, default: 1 },\n zCoef: { type: Number, default: 5 },\n dispCoef: { type: Number, default: 0.05 },\n },\n setup(props) {\n // uniforms\n const uTime = { value: 0 };\n const uNoiseCoef = { value: props.noiseCoef };\n watch(() => props.noiseCoef, (value) => { uNoiseCoef.value = value; });\n const uZCoef = { value: props.zCoef };\n watch(() => props.zCoef, (value) => { uZCoef.value = value; });\n const uDispCoef = { value: props.dispCoef };\n watch(() => props.dispCoef, (value) => { uDispCoef.value = value; });\n\n return {\n uTime, uNoiseCoef, uZCoef, uDispCoef,\n };\n },\n mounted() {\n this.startTime = Date.now();\n this.three.onBeforeRender(this.updateTime);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateTime);\n },\n methods: {\n createGeometry() {\n this.geometry = new PlaneBufferGeometry(1, 1, this.widthSegments, this.heightSegments);\n },\n createMaterial() {\n this.material = new MeshBasicMaterial({ side: DoubleSide, map: this.loadTexture() });\n this.material.onBeforeCompile = (shader) => {\n shader.uniforms.uTime = this.uTime;\n shader.uniforms.uNoiseCoef = this.uNoiseCoef;\n shader.uniforms.uZCoef = this.uZCoef;\n shader.uniforms.uDispCoef = this.uDispCoef;\n shader.vertexShader = `\n uniform float uTime;\n uniform float uNoiseCoef;\n uniform float uZCoef;\n varying float vNoise;\n ${snoise2}\n ` + shader.vertexShader;\n\n shader.vertexShader = shader.vertexShader.replace(\n '#include ',\n ` \n vec3 p = vec3(position * uNoiseCoef);\n p.x += uTime;\n vNoise = snoise(p.xy);\n vec3 transformed = vec3(position);\n transformed.z += vNoise * uZCoef;\n `\n );\n\n shader.fragmentShader = `\n uniform float uDispCoef;\n varying float vNoise;\n ` + shader.fragmentShader;\n\n shader.fragmentShader = shader.fragmentShader.replace(\n '#include ',\n `\n vec4 texelColor = texture2D(map, vUv);\n vec4 dispTexel = texture2D(map, vUv + vec2(vNoise * uDispCoef, 0));\n texelColor.r = dispTexel.r;\n diffuseColor = texelColor;\n `\n );\n this.materialShader = shader;\n };\n },\n updateTime() {\n this.uTime.value = (Date.now() - this.startTime) * this.timeCoef;\n },\n },\n __hmrId: 'NoisyImage',\n};\n","export default `\n//\n// Description : Array and textureless GLSL 2D/3D/4D simplex\n// noise functions.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : ijm\n// Lastmod : 20110822 (ijm)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n//\n\nvec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }\nvec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }\nvec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); }\nvec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }\n\nfloat snoise(vec3 v)\n{\n const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;\n const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);\n\n // First corner\n vec3 i = floor(v + dot(v, C.yyy) );\n vec3 x0 = v - i + dot(i, C.xxx) ;\n\n // Other corners\n vec3 g = step(x0.yzx, x0.xyz);\n vec3 l = 1.0 - g;\n vec3 i1 = min( g.xyz, l.zxy );\n vec3 i2 = max( g.xyz, l.zxy );\n\n vec3 x1 = x0 - i1 + C.xxx;\n vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y\n vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y\n\n // Permutations\n i = mod289(i);\n vec4 p = permute( permute( permute(\n i.z + vec4(0.0, i1.z, i2.z, 1.0 ))\n + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))\n + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));\n\n // Gradients: 7x7 points over a square, mapped onto an octahedron.\n // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)\n float n_ = 0.142857142857; // 1.0/7.0\n vec3 ns = n_ * D.wyz - D.xzx;\n\n vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)\n\n vec4 x_ = floor(j * ns.z);\n vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)\n\n vec4 x = x_ *ns.x + ns.yyyy;\n vec4 y = y_ *ns.x + ns.yyyy;\n vec4 h = 1.0 - abs(x) - abs(y);\n\n vec4 b0 = vec4( x.xy, y.xy );\n vec4 b1 = vec4( x.zw, y.zw );\n\n vec4 s0 = floor(b0)*2.0 + 1.0;\n vec4 s1 = floor(b1)*2.0 + 1.0;\n vec4 sh = -step(h, vec4(0.0));\n\n vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;\n vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;\n\n vec3 p0 = vec3(a0.xy,h.x);\n vec3 p1 = vec3(a0.zw,h.y);\n vec3 p2 = vec3(a1.xy,h.z);\n vec3 p3 = vec3(a1.zw,h.w);\n\n // Normalise gradients\n vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n\n // Mix final noise value\n vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);\n m = m * m;\n return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),\n dot(p2,x2), dot(p3,x3) ) );\n}\n`;\n","import { ObjectSpaceNormalMap, ShaderMaterial, Vector2, WebGLRenderTarget } from 'three';\nimport { Pass } from 'three/examples/jsm/postprocessing/Pass.js';\nimport { watch } from 'vue';\nimport Plane from '../../meshes/Plane.js';\nimport snoise3 from '../../glsl/snoise3.glsl.js';\n\nexport default {\n extends: Plane,\n props: {\n timeCoef: { type: Number, default: 0.001 },\n noiseCoef: { type: Number, default: 5 },\n deltaCoef: { type: Number, default: 1 / 512 },\n displacementScale: { type: Number, default: 5 },\n },\n setup(props) {\n // uniforms\n const uTime = { value: 0 };\n const uNoiseCoef = { value: props.noiseCoef };\n watch(() => props.noiseCoef, (value) => { uNoiseCoef.value = value; });\n const uDelta = { value: new Vector2(props.deltaCoef, props.deltaCoef) };\n watch(() => props.deltaCoef, (value) => { uDelta.value.set(value, value); });\n\n return {\n uTime, uNoiseCoef, uDelta,\n };\n },\n mounted() {\n this.init();\n\n watch(() => this.displacementScale, (value) => { this.material.displacementScale = value; });\n\n this.startTime = Date.now();\n this.three.onBeforeRender(this.update);\n },\n unmounted() {\n this.three.offBeforeRender(this.update);\n this.fsQuad.dispose();\n this.dispRT.dispose();\n this.dispMat.dispose();\n this.normRT.dispose();\n this.normMat.dispose();\n },\n methods: {\n init() {\n this.fsQuad = new Pass.FullScreenQuad();\n\n // displacement map\n this.dispRT = new WebGLRenderTarget(512, 512, { depthBuffer: false, stencilBuffer: false });\n this.dispMat = new ShaderMaterial({\n uniforms: {\n uTime: this.uTime,\n uNoiseCoef: this.uNoiseCoef,\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n // gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n gl_Position = vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform float uTime;\n uniform float uNoiseCoef;\n varying vec2 vUv;\n ${snoise3}\n void main() {\n vec2 p = vec2(vUv * uNoiseCoef);\n float noise = (snoise(vec3(p.x, p.y, uTime)) + 1.0) / 2.0;\n gl_FragColor = vec4(noise, 0.0, 0.0, 1.0);\n }\n `,\n });\n\n // normal map\n this.normRT = new WebGLRenderTarget(512, 512, { depthBuffer: false, stencilBuffer: false });\n this.normMat = new ShaderMaterial({\n uniforms: {\n dispMap: { value: this.dispRT.texture },\n delta: this.uDelta,\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n // gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n gl_Position = vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform sampler2D dispMap;\n uniform vec2 delta;\n varying vec2 vUv;\n void main() {\n // gl_FragColor = vec4(0.5, 0.5, 1.0, 0.0);\n float x1 = texture2D(dispMap, vec2(vUv.x - delta.x, vUv.y)).r;\n float x2 = texture2D(dispMap, vec2(vUv.x + delta.x, vUv.y)).r;\n float y1 = texture2D(dispMap, vec2(vUv.x, vUv.y - delta.y)).r;\n float y2 = texture2D(dispMap, vec2(vUv.x, vUv.y + delta.y)).r;\n gl_FragColor = vec4(0.5 + (x1 - x2), 0.5 + (y1 - y2), 1.0, 1.0);\n }\n `,\n });\n\n this.material.displacementMap = this.dispRT.texture;\n this.material.displacementScale = this.displacementScale;\n this.material.normalMap = this.normRT.texture;\n this.material.normalMapType = ObjectSpaceNormalMap;\n // this.material.needsUpdate = true;\n },\n update() {\n this.uTime.value = (Date.now() - this.startTime) * this.timeCoef;\n this.renderDisp();\n },\n renderDisp() {\n this.renderMat(this.dispMat, this.dispRT);\n this.renderMat(this.normMat, this.normRT);\n },\n renderMat(mat, target) {\n const renderer = this.three.renderer;\n this.fsQuad.material = mat;\n const oldTarget = renderer.getRenderTarget();\n renderer.setRenderTarget(target);\n this.fsQuad.render(renderer);\n renderer.setRenderTarget(oldTarget);\n },\n },\n __hmrId: 'NoisyPlane',\n};\n","export default `\n//\n// Description : Array and textureless GLSL 2D/3D/4D simplex\n// noise functions.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : ijm\n// Lastmod : 20110822 (ijm)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n//\n\nvec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }\nfloat mod289(float x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }\nvec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); }\nfloat permute(float x) { return mod289(((x*34.0)+1.0)*x); }\nvec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }\nfloat taylorInvSqrt(float r) { return 1.79284291400159 - 0.85373472095314 * r; }\n\nvec4 grad4(float j, vec4 ip)\n{\n const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);\n vec4 p,s;\n\n p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;\n p.w = 1.5 - dot(abs(p.xyz), ones.xyz);\n s = vec4(lessThan(p, vec4(0.0)));\n p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;\n\n return p;\n}\n\n// (sqrt(5) - 1)/4 = F4, used once below\n#define F4 0.309016994374947451\n\nfloat snoise(vec4 v)\n{\n const vec4 C = vec4( 0.138196601125011, // (5 - sqrt(5))/20 G4\n 0.276393202250021, // 2 * G4\n 0.414589803375032, // 3 * G4\n -0.447213595499958); // -1 + 4 * G4\n\n // First corner\n vec4 i = floor(v + dot(v, vec4(F4)) );\n vec4 x0 = v - i + dot(i, C.xxxx);\n\n // Other corners\n\n // Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)\n vec4 i0;\n vec3 isX = step( x0.yzw, x0.xxx );\n vec3 isYZ = step( x0.zww, x0.yyz );\n // i0.x = dot( isX, vec3( 1.0 ) );\n i0.x = isX.x + isX.y + isX.z;\n i0.yzw = 1.0 - isX;\n // i0.y += dot( isYZ.xy, vec2( 1.0 ) );\n i0.y += isYZ.x + isYZ.y;\n i0.zw += 1.0 - isYZ.xy;\n i0.z += isYZ.z;\n i0.w += 1.0 - isYZ.z;\n\n // i0 now contains the unique values 0,1,2,3 in each channel\n vec4 i3 = clamp( i0, 0.0, 1.0 );\n vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );\n vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );\n\n vec4 x1 = x0 - i1 + C.xxxx;\n vec4 x2 = x0 - i2 + C.yyyy;\n vec4 x3 = x0 - i3 + C.zzzz;\n vec4 x4 = x0 + C.wwww;\n\n // Permutations\n i = mod289(i);\n float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);\n vec4 j1 = permute( permute( permute( permute (\n i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))\n + i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))\n + i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))\n + i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));\n\n // Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope\n // 7*7*6 = 294, which is close to the ring size 17*17 = 289.\n vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;\n\n vec4 p0 = grad4(j0, ip);\n vec4 p1 = grad4(j1.x, ip);\n vec4 p2 = grad4(j1.y, ip);\n vec4 p3 = grad4(j1.z, ip);\n vec4 p4 = grad4(j1.w, ip);\n\n // Normalise gradients\n vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n p4 *= taylorInvSqrt(dot(p4,p4));\n\n // Mix contributions from the five corners\n vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);\n vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);\n m0 = m0 * m0;\n m1 = m1 * m1;\n return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))\n + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;\n\n}\n`;\n","import { watch } from 'vue';\nimport Sphere from '../../meshes/Sphere.js';\nimport snoise4 from '../../glsl/snoise4.glsl.js';\n\nexport default {\n extends: Sphere,\n props: {\n radius: { type: Number, default: 20 },\n widthSegments: { type: Number, default: 128 },\n heightSegments: { type: Number, default: 128 },\n timeCoef: { type: Number, default: 0.001 },\n noiseCoef: { type: Number, default: 0.05 },\n dispCoef: { type: Number, default: 5 },\n },\n setup(props) {\n // uniforms\n const uTime = { value: 0 };\n const uNoiseCoef = { value: props.noiseCoef };\n watch(() => props.noiseCoef, (value) => { uNoiseCoef.value = value; });\n const uDispCoef = { value: props.dispCoef };\n watch(() => props.dispCoef, (value) => { uDispCoef.value = value; });\n\n return {\n uTime, uNoiseCoef, uDispCoef,\n };\n },\n mounted() {\n this.updateMaterial();\n\n this.startTime = Date.now();\n this.three.onBeforeRender(this.updateTime);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateTime);\n },\n methods: {\n updateMaterial() {\n this.material.onBeforeCompile = (shader) => {\n shader.uniforms.uTime = this.uTime;\n shader.uniforms.uNoiseCoef = this.uNoiseCoef;\n shader.uniforms.uDispCoef = this.uDispCoef;\n shader.vertexShader = `\n uniform float uTime;\n uniform float uNoiseCoef;\n uniform float uDispCoef;\n varying float vNoise;\n ${snoise4}\n ` + shader.vertexShader;\n\n shader.vertexShader = shader.vertexShader.replace(\n '#include ',\n `\n vec4 p = vec4(vec3(position * uNoiseCoef), uTime);\n vNoise = snoise(p);\n vec3 transformed = vec3(position);\n transformed += normalize(position) * vNoise * uDispCoef;\n `\n );\n this.materialShader = shader;\n };\n this.material.needsupdate = true;\n },\n updateTime() {\n this.uTime.value = (Date.now() - this.startTime) * this.timeCoef;\n },\n },\n __hmrId: 'NoisySphere',\n};\n","import { watch } from 'vue';\nimport Text from '../../meshes/Text.js';\nimport snoise2 from '../../glsl/snoise2.glsl.js';\n\nexport default {\n extends: Text,\n props: {\n timeCoef: { type: Number, default: 0.001 },\n noiseCoef: { type: Number, default: 0.015 },\n zCoef: { type: Number, default: 10 },\n },\n setup(props) {\n // uniforms\n const uTime = { value: 0 };\n const uNoiseCoef = { value: props.noiseCoef };\n watch(() => props.noiseCoef, (value) => { uNoiseCoef.value = value; });\n const uZCoef = { value: props.zCoef };\n watch(() => props.zCoef, (value) => { uZCoef.value = value; });\n\n return {\n uTime, uNoiseCoef, uZCoef,\n };\n },\n mounted() {\n this.updateMaterial();\n\n this.startTime = Date.now();\n this.three.onBeforeRender(this.updateTime);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateTime);\n },\n methods: {\n updateMaterial() {\n this.material.onBeforeCompile = (shader) => {\n shader.uniforms.uTime = this.uTime;\n shader.uniforms.uNoiseCoef = this.uNoiseCoef;\n shader.uniforms.uZCoef = this.uZCoef;\n shader.vertexShader = `\n uniform float uTime;\n uniform float uNoiseCoef;\n uniform float uZCoef;\n ${snoise2}\n ` + shader.vertexShader;\n\n shader.vertexShader = shader.vertexShader.replace(\n '#include ',\n ` \n vec3 p = vec3(position * uNoiseCoef);\n p.x += uTime;\n float noise = snoise(p.xy);\n vec3 transformed = vec3(position);\n transformed.z += noise * uZCoef;\n `\n );\n this.materialShader = shader;\n };\n this.material.needsupdate = true;\n },\n updateTime() {\n this.uTime.value = (Date.now() - this.startTime) * this.timeCoef;\n },\n },\n __hmrId: 'NoisyText',\n};\n","import {\n DoubleSide,\n Face3,\n InstancedBufferAttribute,\n InstancedMesh,\n MathUtils,\n MeshBasicMaterial,\n Object3D,\n Vector2,\n Vector3,\n} from 'three';\n\nimport { Geometry } from 'three/examples/jsm/deprecated/Geometry.js';\n\nexport default class AnimatedPlane {\n constructor(params) {\n Object.entries(params).forEach(([key, value]) => {\n this[key] = value;\n });\n\n this.o3d = new Object3D();\n this.uProgress = { value: 0 };\n this.uvScale = new Vector2();\n\n this.initMaterial();\n this.initPlane();\n }\n\n initMaterial() {\n this.material = new MeshBasicMaterial({\n side: DoubleSide,\n transparent: true,\n map: this.texture,\n onBeforeCompile: shader => {\n shader.uniforms.progress = this.uProgress;\n shader.uniforms.uvScale = { value: this.uvScale };\n shader.vertexShader = `\n uniform float progress;\n uniform vec2 uvScale;\n\n attribute vec3 offset;\n attribute vec3 rotation;\n attribute vec2 uvOffset;\n\n mat3 rotationMatrixXYZ(vec3 r)\n {\n float cx = cos(r.x);\n float sx = sin(r.x);\n float cy = cos(r.y);\n float sy = sin(r.y);\n float cz = cos(r.z);\n float sz = sin(r.z);\n\n return mat3(\n cy * cz, cx * sz + sx * sy * cz, sx * sz - cx * sy * cz,\n -cy * sz, cx * cz - sx * sy * sz, sx * cz + cx * sy * sz,\n sy, -sx * cy, cx * cy\n );\n }\n ` + shader.vertexShader;\n\n shader.vertexShader = shader.vertexShader.replace('#include ', `\n #include \n vUv = vUv * uvScale + uvOffset;\n `);\n\n shader.vertexShader = shader.vertexShader.replace('#include ', `\n mat3 rotMat = rotationMatrixXYZ(progress * rotation);\n transformed = rotMat * transformed;\n\n vec4 mvPosition = vec4(transformed, 1.0);\n #ifdef USE_INSTANCING\n mvPosition = instanceMatrix * mvPosition;\n #endif\n\n mvPosition.xyz += progress * offset;\n\n mvPosition = modelViewMatrix * mvPosition;\n gl_Position = projectionMatrix * mvPosition;\n `);\n },\n });\n }\n\n initPlane() {\n const { width, wWidth, wHeight } = this.screen;\n this.wSize = this.size * wWidth / width;\n this.nx = Math.ceil(wWidth / this.wSize) + 1;\n this.ny = Math.ceil(wHeight / this.wSize) + 1;\n this.icount = this.nx * this.ny;\n\n this.initGeometry();\n this.initUV();\n this.initAnimAttributes();\n\n if (this.imesh) {\n this.o3d.remove(this.imesh);\n }\n this.imesh = new InstancedMesh(this.bGeometry, this.material, this.icount);\n this.o3d.add(this.imesh);\n\n const dummy = new Object3D();\n let index = 0;\n let x = -(wWidth - (wWidth - this.nx * this.wSize)) / 2 + this.dx;\n for (let i = 0; i < this.nx; i++) {\n let y = -(wHeight - (wHeight - this.ny * this.wSize)) / 2 + this.dy;\n for (let j = 0; j < this.ny; j++) {\n dummy.position.set(x, y, 0);\n dummy.updateMatrix();\n this.imesh.setMatrixAt(index++, dummy.matrix);\n y += this.wSize;\n }\n x += this.wSize;\n }\n }\n\n initGeometry() {\n // square\n const geometry = new Geometry();\n geometry.vertices.push(new Vector3(0, 0, 0));\n geometry.vertices.push(new Vector3(this.wSize, 0, 0));\n geometry.vertices.push(new Vector3(0, this.wSize, 0));\n geometry.vertices.push(new Vector3(this.wSize, this.wSize, 0));\n geometry.faces.push(new Face3(0, 2, 1));\n geometry.faces.push(new Face3(2, 3, 1));\n\n geometry.faceVertexUvs[0].push([\n new Vector2(0, 0),\n new Vector2(0, 1),\n new Vector2(1, 0),\n ]);\n geometry.faceVertexUvs[0].push([\n new Vector2(0, 1),\n new Vector2(1, 1),\n new Vector2(1, 0),\n ]);\n\n // geometry.computeFaceNormals();\n // geometry.computeVertexNormals();\n\n // center\n this.dx = this.wSize / 2;\n this.dy = this.wSize / 2;\n geometry.translate(-this.dx, -this.dy, 0);\n\n this.bGeometry = geometry.toBufferGeometry();\n }\n\n initAnimAttributes() {\n const { randFloat: rnd, randFloatSpread: rndFS } = MathUtils;\n const v3 = new Vector3();\n\n const offsets = new Float32Array(this.icount * 3);\n for (let i = 0; i < offsets.length; i += 3) {\n if (this.anim === 1) v3.set(rndFS(10), rnd(50, 100), rnd(20, 50)).toArray(offsets, i);\n else v3.set(rndFS(20), rndFS(20), rnd(20, 200)).toArray(offsets, i);\n }\n this.bGeometry.setAttribute('offset', new InstancedBufferAttribute(offsets, 3));\n\n const rotations = new Float32Array(this.icount * 3);\n const angle = Math.PI * 4;\n for (let i = 0; i < rotations.length; i += 3) {\n rotations[i] = rndFS(angle);\n rotations[i + 1] = rndFS(angle);\n rotations[i + 2] = rndFS(angle);\n }\n this.bGeometry.setAttribute('rotation', new InstancedBufferAttribute(rotations, 3));\n }\n\n initUV() {\n const ratio = this.nx / this.ny;\n const tRatio = this.texture.image.width / this.texture.image.height;\n if (ratio > tRatio) this.uvScale.set(1 / this.nx, (tRatio / ratio) / this.ny);\n else this.uvScale.set((ratio / tRatio) / this.nx, 1 / this.ny);\n const nW = this.uvScale.x * this.nx;\n const nH = this.uvScale.y * this.ny;\n\n const v2 = new Vector2();\n const uvOffsets = new Float32Array(this.icount * 2);\n for (let i = 0; i < this.nx; i++) {\n for (let j = 0; j < this.ny; j++) {\n v2.set(\n this.uvScale.x * i + (1 - nW) / 2,\n this.uvScale.y * j + (1 - nH) / 2\n ).toArray(uvOffsets, (i * this.ny + j) * 2);\n }\n }\n this.bGeometry.setAttribute('uvOffset', new InstancedBufferAttribute(uvOffsets, 2));\n }\n\n setTexture(texture) {\n this.texture = texture;\n this.material.map = texture;\n this.initUV();\n }\n\n resize() {\n this.initPlane();\n }\n}\n","import { TextureLoader } from 'three';\n\nexport default function useTextures() {\n const obj = {\n loader: new TextureLoader(),\n count: 0,\n textures: [],\n loadProgress: 0,\n loadTextures,\n dispose,\n };\n return obj;\n\n function loadTextures(images, cb) {\n obj.count = images.length;\n obj.textures.splice(0);\n obj.loadProgress = 0;\n Promise.all(images.map(loadTexture)).then(cb);\n };\n\n function loadTexture(img, index) {\n return new Promise(resolve => {\n obj.loader.load(\n img.src,\n texture => {\n obj.loadProgress += 1 / obj.count;\n obj.textures[index] = texture;\n resolve(texture);\n }\n );\n });\n };\n\n function dispose() {\n obj.textures.forEach(t => t.dispose());\n }\n};\n","\n\n\n","\n\n\n","import {\n Mesh,\n PlaneBufferGeometry,\n ShaderMaterial,\n Vector2,\n} from 'three';\n\nexport default function ZoomBlurImage(three) {\n let geometry, material, mesh;\n\n const uMap = { value: null };\n const uCenter = { value: new Vector2(0.5, 0.5) };\n const uStrength = { value: 0 };\n const uUVOffset = { value: new Vector2(0, 0) };\n const uUVScale = { value: new Vector2(1, 1) };\n\n init();\n\n return { geometry, material, mesh, uCenter, uStrength, setMap, updateUV };\n\n function init() {\n geometry = new PlaneBufferGeometry(2, 2, 1, 1);\n\n material = new ShaderMaterial({\n transparent: true,\n uniforms: {\n map: uMap,\n center: uCenter,\n strength: uStrength,\n uvOffset: uUVOffset,\n uvScale: uUVScale,\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n // adapted from https://github.com/evanw/glfx.js\n fragmentShader: `\n uniform sampler2D map;\n uniform vec2 center;\n uniform float strength;\n uniform vec2 uvOffset;\n uniform vec2 uvScale;\n varying vec2 vUv;\n\n float random(vec3 scale, float seed) {\n /* use the fragment position for a different seed per-pixel */\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n }\n \n void main() {\n vec2 tUv = vUv * uvScale + uvOffset;\n if (abs(strength) > 0.001) {\n vec4 color = vec4(0.0);\n float total = 0.0;\n vec2 toCenter = center * uvScale + uvOffset - tUv;\n \n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n \n for (float t = 0.0; t <= 20.0; t++) {\n float percent = (t + offset) / 20.0;\n float weight = 2.0 * (percent - percent * percent);\n vec4 texel = texture2D(map, tUv + toCenter * percent * strength);\n\n /* switch to pre-multiplied alpha to correctly blur transparent images */\n texel.rgb *= texel.a;\n\n color += texel * weight;\n total += weight;\n }\n\n gl_FragColor = color / total;\n\n /* switch back from pre-multiplied alpha */\n gl_FragColor.rgb /= gl_FragColor.a + 0.00001;\n gl_FragColor.a = 1.0 - abs(strength);\n } else {\n gl_FragColor = texture2D(map, tUv);\n }\n }\n `,\n });\n\n mesh = new Mesh(geometry, material);\n }\n\n function setMap(value) {\n uMap.value = value;\n updateUV();\n }\n\n function updateUV() {\n const ratio = three.size.ratio;\n const iRatio = uMap.value.image.width / uMap.value.image.height;\n uUVOffset.value.set(0, 0);\n uUVScale.value.set(1, 1);\n if (iRatio > ratio) {\n uUVScale.value.x = ratio / iRatio;\n uUVOffset.value.x = (1 - uUVScale.value.x) / 2;\n } else {\n uUVScale.value.y = iRatio / ratio;\n uUVOffset.value.y = (1 - uUVScale.value.y) / 2;\n }\n }\n}\n","\n\n\n","\n\n\n","\n\n\n","\n\n\n","import * as TROIS from './index.js';\n\nexport const TroisJSVuePlugin = {\n install: (app) => {\n const comps = [\n 'Camera',\n 'OrthographicCamera',\n 'PerspectiveCamera',\n 'Renderer',\n 'Scene',\n 'Group',\n\n 'BoxGeometry',\n 'CircleGeometry',\n 'ConeGeometry',\n 'CylinderGeometry',\n 'DodecahedronGeometry',\n 'IcosahedronGeometry',\n 'LatheGeometry',\n 'OctahedronGeometry',\n 'PolyhedronGeometry',\n 'RingGeometry',\n 'SphereGeometry',\n 'TetrahedronGeometry',\n 'TorusGeometry',\n 'TorusKnotGeometry',\n 'TubeGeometry',\n\n 'AmbientLight',\n 'DirectionalLight',\n 'PointLight',\n 'SpotLight',\n\n 'BasicMaterial',\n 'LambertMaterial',\n 'MatcapMaterial',\n 'PhongMaterial',\n 'PhysicalMaterial',\n 'ShaderMaterial',\n 'StandardMaterial',\n 'SubSurfaceMaterial',\n 'ToonMaterial',\n\n 'Texture',\n 'CubeTexture',\n\n 'Box',\n 'Circle',\n 'Cone',\n 'Cylinder',\n 'Dodecahedron',\n 'Icosahedron',\n 'Mesh',\n 'Lathe',\n 'Octahedron',\n 'Plane',\n 'Polyhedron',\n 'Ring',\n 'Sphere',\n 'Tetrahedron',\n 'Text',\n 'Torus',\n 'TorusKnot',\n 'Tube',\n\n 'Gem',\n 'Image',\n 'InstancedMesh',\n 'MirrorMesh',\n 'RefractionMesh',\n 'Sprite',\n\n 'BokehPass',\n 'EffectComposer',\n 'FilmPass',\n 'FXAAPass',\n 'HalftonePass',\n 'RenderPass',\n 'SAOPass',\n 'SMAAPass',\n 'TiltShiftPass',\n 'UnrealBloomPass',\n 'ZoomBlurPass',\n\n 'GLTFViewer',\n ];\n\n comps.forEach(comp => {\n app.component(comp, TROIS[comp]);\n });\n 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{\n Plane,\n Raycaster,\n Vector2,\n Vector3,\n WebGLRenderer,\n} from 'three';\n\nimport { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';\n\n/**\n * Three.js helper\n */\nexport default function useThree() {\n // default conf\n const conf = {\n canvas: null,\n antialias: true,\n alpha: false,\n autoClear: true,\n orbit_ctrl: false,\n mouse_move: false,\n mouse_raycast: false,\n mouse_over: false,\n click: false,\n resize: true,\n width: 0,\n height: 0,\n };\n\n // size\n const size = {\n width: 1, height: 1,\n wWidth: 1, wHeight: 1,\n ratio: 1,\n };\n\n // handlers\n const afterInitCallbacks = [];\n let afterResizeCallbacks = [];\n let beforeRenderCallbacks = [];\n\n // mouse tracking\n const mouse = new Vector2();\n const mouseV3 = new Vector3();\n const mousePlane = new Plane(new Vector3(0, 0, 1), 0);\n const raycaster = new Raycaster();\n\n // raycast objects\n const intersectObjects = [];\n\n // returned object\n const obj = {\n conf,\n renderer: null,\n camera: null,\n cameraCtrl: null,\n materials: {},\n scene: null,\n size,\n mouse, mouseV3,\n init,\n dispose,\n render,\n renderC,\n setSize,\n onAfterInit,\n onAfterResize, offAfterResize,\n onBeforeRender, offBeforeRender,\n addIntersectObject, removeIntersectObject,\n };\n\n /**\n * init three\n */\n function init(params) {\n if (params) {\n Object.entries(params).forEach(([key, value]) => {\n conf[key] = value;\n });\n }\n\n if (!obj.scene) {\n console.error('Missing Scene');\n return;\n }\n\n if (!obj.camera) {\n console.error('Missing Camera');\n return;\n }\n\n obj.renderer = new WebGLRenderer({ canvas: conf.canvas, antialias: conf.antialias, alpha: conf.alpha });\n obj.renderer.autoClear = conf.autoClear;\n\n if (conf.orbit_ctrl) {\n obj.orbitCtrl = new OrbitControls(obj.camera, obj.renderer.domElement);\n if (conf.orbit_ctrl instanceof Object) {\n Object.entries(conf.orbit_ctrl).forEach(([key, value]) => {\n obj.orbitCtrl[key] = value;\n });\n }\n }\n\n if (conf.width && conf.height) {\n setSize(conf.width, conf.height);\n } else if (conf.resize) {\n onResize();\n window.addEventListener('resize', onResize);\n }\n\n conf.mouse_move = conf.mouse_move || conf.mouse_over;\n if (conf.mouse_move) {\n if (conf.mouse_move === 'body') {\n obj.mouse_move_element = document.body;\n } else {\n obj.mouse_move_element = obj.renderer.domElement;\n }\n obj.mouse_move_element.addEventListener('mousemove', onMousemove);\n obj.mouse_move_element.addEventListener('mouseleave', onMouseleave);\n }\n\n if (conf.click) {\n obj.renderer.domElement.addEventListener('click', onClick);\n }\n\n afterInitCallbacks.forEach(c => c());\n\n return true;\n };\n\n /**\n * add after init callback\n */\n function onAfterInit(callback) {\n afterInitCallbacks.push(callback);\n }\n\n /**\n * add after resize callback\n */\n function onAfterResize(callback) {\n afterResizeCallbacks.push(callback);\n }\n\n /**\n * remove after resize callback\n */\n function offAfterResize(callback) {\n afterResizeCallbacks = afterResizeCallbacks.filter(c => c !== callback);\n }\n\n /**\n * add before render callback\n */\n function onBeforeRender(callback) {\n beforeRenderCallbacks.push(callback);\n }\n\n /**\n * remove before render callback\n */\n function offBeforeRender(callback) {\n beforeRenderCallbacks = beforeRenderCallbacks.filter(c => c !== callback);\n }\n\n /**\n * default render\n */\n function render() {\n if (obj.orbitCtrl) obj.orbitCtrl.update();\n beforeRenderCallbacks.forEach(c => c());\n obj.renderer.render(obj.scene, obj.camera);\n }\n\n /**\n * composer render\n */\n function renderC() {\n if (obj.orbitCtrl) obj.orbitCtrl.update();\n beforeRenderCallbacks.forEach(c => c());\n obj.composer.render();\n }\n\n /**\n * add intersect object\n */\n function addIntersectObject(o) {\n if (intersectObjects.indexOf(o) === -1) {\n intersectObjects.push(o);\n }\n }\n\n /**\n * remove intersect object\n */\n function removeIntersectObject(o) {\n const i = intersectObjects.indexOf(o);\n if (i !== -1) {\n intersectObjects.splice(i, 1);\n }\n }\n\n /**\n * remove listeners\n */\n function dispose() {\n beforeRenderCallbacks = [];\n window.removeEventListener('resize', onResize);\n if (obj.mouse_move_element) {\n obj.mouse_move_element.removeEventListener('mousemove', onMousemove);\n obj.mouse_move_element.removeEventListener('mouseleave', onMouseleave);\n }\n obj.renderer.domElement.removeEventListener('click', onClick);\n if (obj.orbitCtrl) obj.orbitCtrl.dispose();\n this.renderer.dispose();\n }\n\n /**\n */\n function updateMouse(e) {\n const rect = e.target.getBoundingClientRect();\n mouse.x = ((e.clientX - rect.left) / size.width) * 2 - 1;\n mouse.y = -((e.clientY - rect.top) / size.height) * 2 + 1;\n }\n\n /**\n * click listener\n */\n function onClick(e) {\n updateMouse(e);\n raycaster.setFromCamera(mouse, obj.camera);\n const objects = raycaster.intersectObjects(intersectObjects);\n for (let i = 0; i < objects.length; i++) {\n const o = objects[i].object;\n if (o.onClick) o.onClick(e);\n }\n }\n\n /**\n * mousemove listener\n */\n function onMousemove(e) {\n updateMouse(e);\n onMousechange(e);\n }\n\n /**\n * mouseleave listener\n */\n function onMouseleave(e) {\n // mouse.x = 0;\n // mouse.y = 0;\n onMousechange(e);\n }\n\n /**\n * mouse change\n */\n function onMousechange(e) {\n if (conf.mouse_over || conf.mouse_raycast) {\n raycaster.setFromCamera(mouse, obj.camera);\n\n if (conf.mouse_raycast) {\n // get mouse 3d position\n obj.camera.getWorldDirection(mousePlane.normal);\n mousePlane.normal.normalize();\n raycaster.ray.intersectPlane(mousePlane, mouseV3);\n }\n\n if (conf.mouse_over) {\n const onObjects = raycaster.intersectObjects(intersectObjects);\n const offObjects = [...intersectObjects];\n for (let i = 0; i < onObjects.length; i++) {\n const o = onObjects[i].object;\n if (!o.hover && o.onHover) {\n o.hover = true;\n o.onHover(true);\n }\n offObjects.splice(offObjects.indexOf(o), 1);\n }\n for (let i = 0; i < offObjects.length; i++) {\n const o = offObjects[i];\n if (o.hover && o.onHover) {\n o.hover = false;\n o.onHover(false);\n }\n }\n }\n }\n }\n\n /**\n * resize listener\n */\n function onResize() {\n if (conf.resize === 'window') {\n setSize(window.innerWidth, window.innerHeight);\n } else {\n const elt = obj.renderer.domElement.parentNode;\n setSize(elt.clientWidth, elt.clientHeight);\n }\n afterResizeCallbacks.forEach(c => c());\n }\n\n /**\n * update renderer size and camera\n */\n function setSize(width, height) {\n size.width = width;\n size.height = height;\n size.ratio = width / height;\n\n obj.renderer.setSize(width, height, false);\n obj.camera.aspect = size.ratio;\n obj.camera.updateProjectionMatrix();\n\n if (obj.composer) {\n obj.composer.setSize(width, height);\n }\n\n if (obj.camera.type === 'OrthographicCamera') {\n size.wWidth = obj.camera.right - obj.camera.left;\n size.wHeight = obj.camera.top - obj.camera.bottom;\n } else {\n const wsize = getCameraSize();\n size.wWidth = wsize[0]; size.wHeight = wsize[1];\n }\n }\n\n /**\n * calculate camera visible area size\n */\n function getCameraSize() {\n const vFOV = (obj.camera.fov * Math.PI) / 180;\n const h = 2 * Math.tan(vFOV / 2) * Math.abs(obj.camera.position.z);\n const w = h * obj.camera.aspect;\n return [w, h];\n }\n\n return obj;\n}\n","import { h } from 'vue';\nimport useThree from './useThree';\n\nexport default {\n props: {\n antialias: Boolean,\n alpha: Boolean,\n autoClear: { type: Boolean, default: true },\n mouseMove: { type: [Boolean, String], default: false },\n mouseRaycast: { type: Boolean, default: false },\n mouseOver: { type: Boolean, default: false },\n click: { type: Boolean, default: false },\n orbitCtrl: { type: [Boolean, Object], default: false },\n resize: { type: [Boolean, String], default: true },\n shadow: Boolean,\n width: String,\n height: String,\n },\n setup() {\n return {\n three: useThree(),\n raf: true,\n onMountedCallbacks: [],\n };\n },\n provide() {\n return {\n three: this.three,\n // renderer: this.three.renderer,\n rendererComponent: this,\n };\n },\n mounted() {\n const params = {\n canvas: this.$el,\n antialias: this.antialias,\n alpha: this.alpha,\n autoClear: this.autoClear,\n orbit_ctrl: this.orbitCtrl,\n mouse_move: this.mouseMove,\n mouse_raycast: this.mouseRaycast,\n mouse_over: this.mouseOver,\n click: this.click,\n resize: this.resize,\n width: this.width,\n height: this.height,\n };\n\n if (this.three.init(params)) {\n this.three.renderer.shadowMap.enabled = this.shadow;\n if (this.three.composer) this.animateC();\n else this.animate();\n };\n\n this.onMountedCallbacks.forEach(c => c());\n },\n beforeUnmount() {\n this.raf = false;\n this.three.dispose();\n },\n methods: {\n onMounted(callback) {\n this.onMountedCallbacks.push(callback);\n },\n onBeforeRender(callback) {\n this.three.onBeforeRender(callback);\n },\n onAfterResize(callback) {\n this.three.onAfterResize(callback);\n },\n animate() {\n if (this.raf) requestAnimationFrame(this.animate);\n this.three.render();\n },\n animateC() {\n if (this.raf) requestAnimationFrame(this.animateC);\n this.three.renderC();\n },\n },\n render() {\n return h('canvas', {}, this.$slots.default());\n },\n};\n","export function setFromProp(o, prop) {\n if (prop instanceof Object) {\n Object.entries(prop).forEach(([key, value]) => {\n o[key] = value;\n });\n }\n};\n\nexport function propsValues(props, exclude) {\n const values = {};\n Object.entries(props).forEach(([key, value]) => {\n if (!exclude || (exclude && !exclude.includes(key))) {\n values[key] = value;\n }\n });\n return values;\n};\n\nexport function lerp(value1, value2, amount) {\n amount = amount < 0 ? 0 : amount;\n amount = amount > 1 ? 1 : amount;\n return value1 + (value2 - value1) * amount;\n};\n\nexport function lerpv2(v1, v2, amount) {\n v1.x = lerp(v1.x, v2.x, amount);\n v1.y = lerp(v1.y, v2.y, amount);\n};\n\nexport function lerpv3(v1, v2, amount) {\n v1.x = lerp(v1.x, v2.x, amount);\n v1.y = lerp(v1.y, v2.y, amount);\n v1.z = lerp(v1.z, v2.z, amount);\n};\n\nexport function limit(val, min, max) {\n return val < min ? min : (val > max ? max : val);\n};\n\n// from https://github.com/pmndrs/drei/blob/master/src/useMatcapTexture.tsx\nconst MATCAP_ROOT = 'https://rawcdn.githack.com/emmelleppi/matcaps/9b36ccaaf0a24881a39062d05566c9e92be4aa0d';\n\nexport function getMatcapUrl(hash, format = 1024) {\n const fileName = `${hash}${getMatcapFormatString(format)}.png`;\n return `${MATCAP_ROOT}/${format}/${fileName}`;\n};\n\nfunction getMatcapFormatString(format) {\n switch (format) {\n case 64:\n return '-64px';\n case 128:\n return '-128px';\n case 256:\n return '-256px';\n case 512:\n return '-512px';\n default:\n return '';\n }\n}\n","import { toRef, watch } from 'vue';\nimport { setFromProp } from '../tools.js';\n\nexport default function useBindProp(comp, prop, object) {\n if (comp[prop]) {\n const ref = toRef(comp, prop);\n setFromProp(object, ref.value);\n watch(ref, () => {\n setFromProp(object, ref.value);\n }, { deep: true });\n }\n};\n","import { OrthographicCamera, Vector3 } from 'three';\nimport { watch } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: ['three'],\n props: {\n left: { type: Number, default: -1 },\n right: { type: Number, default: 1 },\n top: { type: Number, default: 1 },\n bottom: { type: Number, default: -1 },\n near: { type: Number, default: 0.1 },\n far: { type: Number, default: 2000 },\n zoom: { type: Number, default: 1 },\n position: { type: [Object, Vector3], default: { x: 0, y: 0, z: 0 } },\n },\n created() {\n this.camera = new OrthographicCamera(this.left, this.right, this.top, this.bottom, this.near, this.far);\n useBindProp(this, 'position', this.camera.position);\n\n ['left', 'right', 'top', 'bottom', 'near', 'far', 'zoom'].forEach(p => {\n watch(() => this[p], () => {\n this.camera[p] = this[p];\n this.camera.updateProjectionMatrix();\n });\n });\n\n this.three.camera = this.camera;\n },\n render() {\n return [];\n },\n __hmrId: 'OrthographicCamera',\n};\n","import { PerspectiveCamera, Vector3 } from 'three';\nimport { watch } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: ['three'],\n props: {\n aspect: { type: Number, default: 1 },\n far: { type: Number, default: 2000 },\n fov: { type: Number, default: 50 },\n near: { type: Number, default: 0.1 },\n position: { type: [Object, Vector3], default: { x: 0, y: 0, z: 0 } },\n },\n created() {\n this.camera = new PerspectiveCamera(this.fov, this.aspect, this.near, this.far);\n useBindProp(this, 'position', this.camera.position);\n\n ['aspect', 'far', 'fov', 'near'].forEach(p => {\n watch(() => this[p], () => {\n this.camera[p] = this[p];\n this.camera.updateProjectionMatrix();\n });\n });\n\n this.three.camera = this.camera;\n },\n render() {\n return [];\n },\n __hmrId: 'PerspectiveCamera',\n};\n","import { Group } from 'three';\r\nimport { inject } from 'vue';\r\nimport useBindProp from '../use/useBindProp.js';\r\n\r\nexport default {\r\n inject: ['three', 'scene'],\r\n props: {\r\n position: Object,\r\n rotation: Object,\r\n scale: Object,\r\n },\r\n setup(props) {\r\n const parent = inject('group', inject('scene'));\r\n const group = new Group();\r\n useBindProp(props, 'position', group.position);\r\n useBindProp(props, 'rotation', group.rotation);\r\n useBindProp(props, 'scale', group.scale);\r\n return { parent, group };\r\n },\r\n provide() {\r\n return {\r\n group: this.group,\r\n };\r\n },\r\n created() {\r\n this.parent.add(this.group);\r\n },\r\n unmounted() {\r\n this.parent.remove(this.group);\r\n },\r\n render() {\r\n if (this.$slots.default) {\r\n return this.$slots.default();\r\n }\r\n return [];\r\n },\r\n __hmrId: 'Group',\r\n};\r\n","import { Scene, Color } from 'three';\nimport { watch } from 'vue';\n\nexport default {\n inject: ['three'],\n props: {\n id: String,\n background: [String, Number],\n },\n setup(props) {\n const scene = new Scene();\n if (props.background) scene.background = new Color(props.background);\n watch(() => props.background, (value) => { scene.background = new Color(value); });\n return { scene };\n },\n provide() {\n return {\n scene: this.scene,\n };\n },\n mounted() {\n if (!this.three.scene) {\n this.three.scene = this.scene;\n }\n },\n methods: {\n // add(o) {\n // this.scene.add(o);\n // },\n // remove(o) {\n // this.scene.remove(o);\n // },\n },\n render() {\n if (this.$slots.default) {\n return this.$slots.default();\n }\n return [];\n },\n};\n","import { watch } from 'vue';\n\nexport default {\n emits: ['ready'],\n inject: ['mesh'],\n props: {\n rotateX: Number,\n rotateY: Number,\n rotateZ: Number,\n },\n created() {\n if (!this.mesh) {\n console.error('Missing parent Mesh');\n }\n this.watchProps = [];\n Object.entries(this.$props).forEach(e => this.watchProps.push(e[0]));\n },\n beforeMount() {\n this.createGeometry();\n this.rotateGeometry();\n this.mesh.setGeometry(this.geometry);\n },\n mounted() {\n this.addWatchers();\n },\n unmounted() {\n this.geometry.dispose();\n },\n methods: {\n rotateGeometry() {\n if (this.rotateX) this.geometry.rotateX(this.rotateX);\n if (this.rotateY) this.geometry.rotateY(this.rotateY);\n if (this.rotateZ) this.geometry.rotateZ(this.rotateZ);\n },\n addWatchers() {\n this.watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n refreshGeometry() {\n const oldGeo = this.geometry;\n this.createGeometry();\n this.rotateGeometry();\n this.mesh.setGeometry(this.geometry);\n oldGeo.dispose();\n },\n },\n render() {\n return [];\n },\n};\n","import { BoxBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n size: Number,\n width: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n depth: { type: Number, default: 1 },\n widthSegments: { type: Number, default: 1 },\n heightSegments: { type: Number, default: 1 },\n depthSegments: { type: Number, default: 1 },\n },\n methods: {\n createGeometry() {\n let w = this.width, h = this.height, d = this.depth;\n if (this.size) {\n w = this.size; h = this.size; d = this.size;\n }\n this.geometry = new BoxBufferGeometry(w, h, d, this.widthSegments, this.heightSegments, this.depthSegments);\n },\n },\n};\n","import { CircleBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n segments: { type: Number, default: 8 },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new CircleBufferGeometry(this.radius, this.segments, this.thetaStart, this.thetaLength);\n },\n },\n};\n","import { ConeBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n heightSegments: { type: Number, default: 1 },\n openEnded: { type: Boolean, default: false },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new ConeBufferGeometry(this.radius, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength);\n },\n },\n};\n","import { CylinderBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radiusTop: { type: Number, default: 1 },\n radiusBottom: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n heightSegments: { type: Number, default: 1 },\n openEnded: { type: Boolean, default: false },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new CylinderBufferGeometry(this.radiusTop, this.radiusBottom, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength);\n },\n },\n};\n","import { DodecahedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new DodecahedronBufferGeometry(this.radius, this.detail);\n },\n },\n};\n","import { IcosahedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new IcosahedronBufferGeometry(this.radius, this.detail);\n },\n },\n};\n","import { LatheBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n points: Array,\n segments: { type: Number, default: 12 },\n phiStart: { type: Number, default: 0 },\n phiLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new LatheBufferGeometry(this.points, this.segments, this.phiStart, this.phiLength);\n },\n },\n};\n","import { OctahedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new OctahedronBufferGeometry(this.radius, this.detail);\n },\n },\n};\n","import { PolyhedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n vertices: Array,\n indices: Array,\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new PolyhedronBufferGeometry(this.vertices, this.indices, this.radius, this.detail);\n },\n },\n};\n","import { RingBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n innerRadius: { type: Number, default: 0.5 },\n outerRadius: { type: Number, default: 1 },\n thetaSegments: { type: Number, default: 8 },\n phiSegments: { type: Number, default: 1 },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new RingBufferGeometry(this.innerRadius, this.outerRadius, this.thetaSegments, this.phiSegments, this.thetaStart, this.thetaLength);\n },\n },\n};\n","import { SphereBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n widthSegments: { type: Number, default: 12 },\n heightSegments: { type: Number, default: 12 },\n },\n methods: {\n createGeometry() {\n this.geometry = new SphereBufferGeometry(this.radius, this.widthSegments, this.heightSegments);\n },\n },\n};\n","import { TetrahedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new TetrahedronBufferGeometry(this.radius, this.detail);\n },\n },\n};\n","import { TorusBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n tube: { type: Number, default: 0.4 },\n radialSegments: { type: Number, default: 8 },\n tubularSegments: { type: Number, default: 6 },\n arc: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new TorusBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.arc);\n },\n },\n};\n","import { TorusKnotBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n tube: { type: Number, default: 0.4 },\n radialSegments: { type: Number, default: 64 },\n tubularSegments: { type: Number, default: 8 },\n p: { type: Number, default: 2 },\n q: { type: Number, default: 3 },\n },\n methods: {\n createGeometry() {\n this.geometry = new TorusKnotBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q);\n },\n },\n};\n","import { Curve, TubeBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n path: Curve,\n tubularSegments: { type: Number, default: 64 },\n radius: { type: Number, default: 1 },\n radiusSegments: { type: Number, default: 8 },\n closed: { type: Boolean, default: false },\n },\n methods: {\n createGeometry() {\n this.geometry = new TubeBufferGeometry(this.path, this.tubularSegments, this.radius, this.radiusSegments, this.closed);\n },\n },\n};\n","import { Color } from 'three';\nimport { inject, watch } from 'vue';\nimport { setFromProp } from '../tools.js';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: {\n scene: 'scene',\n parent: {\n from: 'group',\n default: () => inject('scene'),\n },\n },\n props: {\n color: {\n type: String,\n default: '#ffffff',\n },\n intensity: {\n type: Number,\n default: 1,\n },\n castShadow: {\n type: Boolean,\n default: false,\n },\n shadowMapSize: Object,\n position: Object,\n },\n // can't use setup because it will not be used in sub components\n // setup() {},\n mounted() {\n useBindProp(this, 'position', this.light.position);\n\n if (this.light.target) {\n useBindProp(this, 'target', this.light.target.position);\n }\n\n if (this.light.shadow) {\n this.light.castShadow = this.castShadow;\n setFromProp(this.light.shadow.mapSize, this.shadowMapSize);\n }\n\n ['color', 'intensity', 'castShadow'].forEach(p => {\n watch(() => this[p], () => {\n if (p === 'color') {\n this.light.color = new Color(this.color);\n } else {\n this.light[p] = this[p];\n }\n });\n });\n\n this.parent.add(this.light);\n if (this.light.target) this.parent.add(this.light.target);\n },\n unmounted() {\n this.parent.remove(this.light);\n if (this.light.target) this.parent.remove(this.light.target);\n },\n render() {\n return [];\n },\n __hmrId: 'Light',\n};\n","import { AmbientLight } from 'three';\nimport Light from './Light.js';\n\nexport default {\n extends: Light,\n created() {\n this.light = new AmbientLight(this.color, this.intensity);\n },\n __hmrId: 'AmbientLight',\n};\n","import { DirectionalLight } from 'three';\nimport Light from './Light.js';\n\nexport default {\n extends: Light,\n props: {\n target: Object,\n },\n created() {\n this.light = new DirectionalLight(this.color, this.intensity);\n },\n __hmrId: 'DirectionalLight',\n};\n","import { PointLight } from 'three';\nimport Light from './Light.js';\n\nexport default {\n extends: Light,\n props: {\n distance: {\n type: Number,\n default: 0,\n },\n decay: {\n type: Number,\n default: 1,\n },\n },\n created() {\n this.light = new PointLight(this.color, this.intensity, this.distance, this.decay);\n },\n __hmrId: 'PointLight',\n};\n","import { SpotLight } from 'three';\nimport { watch } from 'vue';\nimport Light from './Light.js';\n\nexport default {\n extends: Light,\n props: {\n angle: {\n type: Number,\n default: Math.PI / 3,\n },\n decay: {\n type: Number,\n default: 1,\n },\n distance: {\n type: Number,\n default: 0,\n },\n penumbra: {\n type: Number,\n default: 0,\n },\n target: Object,\n },\n created() {\n this.light = new SpotLight(this.color, this.intensity, this.distance, this.angle, this.penumbra, this.decay);\n ['angle', 'decay', 'distance', 'penumbra'].forEach(p => {\n watch(() => this[p], () => {\n this.light[p] = this[p];\n });\n });\n },\n __hmrId: 'SpotLight',\n};\n","import { watch } from 'vue';\nimport { FrontSide } from 'three';\n\nexport default {\n inject: ['three', 'mesh'],\n props: {\n id: String,\n color: { type: [String, Number], default: '#ffffff' },\n depthTest: { type: Boolean, default: true },\n depthWrite: { type: Boolean, default: true },\n flatShading: Boolean,\n fog: { type: Boolean, default: true },\n opacity: { type: Number, default: 1 },\n side: { type: Number, default: FrontSide },\n transparent: Boolean,\n vertexColors: Boolean,\n },\n provide() {\n return {\n material: this,\n };\n },\n beforeMount() {\n this.createMaterial();\n if (this.id) this.three.materials[this.id] = this.material;\n this.mesh.setMaterial(this.material);\n },\n mounted() {\n this._addWatchers();\n if (this.addWatchers) this.addWatchers();\n },\n unmounted() {\n this.material.dispose();\n if (this.id) delete this.three.materials[this.id];\n },\n methods: {\n setProp(key, value, needsUpdate = false) {\n this.material[key] = value;\n this.material.needsUpdate = needsUpdate;\n },\n setTexture(texture, key = 'map') {\n this.setProp(key, texture, true);\n },\n _addWatchers() {\n // don't work for flatShading\n ['color', 'depthTest', 'depthWrite', 'fog', 'opacity', 'side', 'transparent'].forEach(p => {\n watch(() => this[p], () => {\n if (p === 'color') {\n this.material.color.set(this.color);\n } else {\n this.material[p] = this[p];\n }\n });\n });\n },\n },\n render() {\n if (this.$slots.default) {\n return this.$slots.default();\n }\n return [];\n },\n __hmrId: 'Material',\n};\n","import { MeshBasicMaterial } from 'three';\nimport { propsValues } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n methods: {\n createMaterial() {\n this.material = new MeshBasicMaterial(propsValues(this.$props, ['id']));\n },\n },\n __hmrId: 'BasicMaterial',\n};\n","import { MeshLambertMaterial } from 'three';\nimport { propsValues } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n methods: {\n createMaterial() {\n this.material = new MeshLambertMaterial(propsValues(this.$props, ['id']));\n },\n },\n __hmrId: 'LambertMaterial',\n};\n","import { MeshMatcapMaterial, TextureLoader } from 'three';\n// import { watch } from 'vue';\nimport { propsValues, getMatcapUrl } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n props: {\n src: String,\n name: String,\n },\n methods: {\n createMaterial() {\n const src = this.name ? getMatcapUrl(this.name) : this.src;\n const opts = propsValues(this.$props, ['id', 'src', 'name']);\n opts.matcap = new TextureLoader().load(src);\n this.material = new MeshMatcapMaterial(opts);\n },\n },\n __hmrId: 'MatcapMaterial',\n};\n","import { MeshPhongMaterial } from 'three';\nimport { watch } from 'vue';\nimport { propsValues } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n props: {\n emissive: { type: [Number, String], default: 0 },\n emissiveIntensity: { type: Number, default: 1 },\n reflectivity: { type: Number, default: 1 },\n shininess: { type: Number, default: 30 },\n specular: { type: [String, Number], default: 0x111111 },\n },\n methods: {\n createMaterial() {\n this.material = new MeshPhongMaterial(propsValues(this.$props, ['id']));\n },\n addWatchers() {\n ['emissive', 'emissiveIntensity', 'reflectivity', 'shininess', 'specular'].forEach(p => {\n watch(() => this[p], (value) => {\n if (p === 'emissive' || p === 'specular') {\n this.material[p].set(value);\n } else {\n this.material[p] = value;\n }\n });\n });\n },\n },\n __hmrId: 'PhongMaterial',\n};\n","import { MeshStandardMaterial, Vector2 } from 'three';\nimport { watch } from 'vue';\nimport { propsValues } from '../tools.js';\nimport useBindProp from '../use/useBindProp.js';\nimport Material from './Material';\n\nconst props = {\n aoMapIntensity: { type: Number, default: 1 },\n bumpScale: { type: Number, default: 1 },\n displacementBias: { type: Number, default: 0 },\n displacementScale: { type: Number, default: 1 },\n emissive: { type: [Number, String], default: 0 },\n emissiveIntensity: { type: Number, default: 1 },\n envMapIntensity: { type: Number, default: 1 },\n lightMapIntensity: { type: Number, default: 1 },\n metalness: { type: Number, default: 0 },\n normalScale: { type: Object, default: () => new Vector2(1, 1) },\n roughness: { type: Number, default: 1 },\n refractionRatio: { type: Number, default: 0.98 },\n wireframe: Boolean,\n};\n\nexport default {\n extends: Material,\n props,\n methods: {\n createMaterial() {\n this.material = new MeshStandardMaterial(propsValues(this.$props, ['id', 'normalScale']));\n },\n addWatchers() {\n // todo : use setProp ?\n Object.keys(props).forEach(p => {\n if (p === 'normalScale') return;\n watch(() => this[p], (value) => {\n if (p === 'emissive') {\n this.material[p].set(value);\n } else {\n this.material[p] = value;\n }\n });\n });\n useBindProp(this, 'normalScale', this.material.normalScale);\n },\n },\n __hmrId: 'StandardMaterial',\n};\n","import { MeshPhysicalMaterial } from 'three';\nimport { propsValues } from '../tools.js';\nimport StandardMaterial from './StandardMaterial';\n\nexport default {\n extends: StandardMaterial,\n methods: {\n createMaterial() {\n this.material = new MeshPhysicalMaterial(propsValues(this.$props, ['id']));\n },\n },\n __hmrId: 'PhysicalMaterial',\n};\n","/**\n * ------------------------------------------------------------------------------------------\n * Subsurface Scattering shader\n * Based on three/examples/jsm/shaders/SubsurfaceScatteringShader.js\n * Based on GDC 2011 – Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look\n * https://colinbarrebrisebois.com/2011/03/07/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look/\n *------------------------------------------------------------------------------------------\n */\nimport {\n Color,\n ShaderChunk,\n ShaderLib,\n UniformsUtils,\n} from 'three';\n\nfunction replaceAll(string, find, replace) {\n return string.split(find).join(replace);\n}\n\nconst meshphongFragHead = ShaderChunk.meshphong_frag.slice(0, ShaderChunk.meshphong_frag.indexOf('void main() {'));\nconst meshphongFragBody = ShaderChunk.meshphong_frag.slice(ShaderChunk.meshphong_frag.indexOf('void main() {'));\n\nconst SubsurfaceScatteringShader = {\n\n uniforms: UniformsUtils.merge([\n ShaderLib.phong.uniforms,\n {\n thicknessColor: { value: new Color(0x668597) },\n thicknessDistortion: { value: 0.1 },\n thicknessAmbient: { value: 0.0 },\n thicknessAttenuation: { value: 0.1 },\n thicknessPower: { value: 2.0 },\n thicknessScale: { value: 10.0 },\n },\n ]),\n\n vertexShader: `\n #define USE_UV\n ${ShaderChunk.meshphong_vert}\n `,\n\n fragmentShader: `\n #define USE_UV\n #define SUBSURFACE\n\n ${meshphongFragHead}\n\n uniform float thicknessPower;\n uniform float thicknessScale;\n uniform float thicknessDistortion;\n uniform float thicknessAmbient;\n uniform float thicknessAttenuation;\n uniform vec3 thicknessColor;\n\n void RE_Direct_Scattering(const in IncidentLight directLight, const in vec2 uv, const in GeometricContext geometry, inout ReflectedLight reflectedLight) {\n #ifdef USE_COLOR\n vec3 thickness = vColor * thicknessColor;\n #else\n vec3 thickness = thicknessColor;\n #endif\n vec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * thicknessDistortion));\n float scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), thicknessPower) * thicknessScale;\n vec3 scatteringIllu = (scatteringDot + thicknessAmbient) * thickness;\n reflectedLight.directDiffuse += scatteringIllu * thicknessAttenuation * directLight.color;\n }\n ` + meshphongFragBody.replace(\n '#include ',\n replaceAll(\n ShaderChunk.lights_fragment_begin,\n 'RE_Direct( directLight, geometry, material, reflectedLight );',\n `\n RE_Direct( directLight, geometry, material, reflectedLight );\n #if defined( SUBSURFACE ) && defined( USE_UV )\n RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);\n #endif\n `\n )\n ),\n};\n\nexport default SubsurfaceScatteringShader;\n","export default {\n inject: ['three', 'mesh'],\n props: {\n id: String,\n uniforms: Object,\n vertexShader: String,\n fragmentShader: String,\n },\n beforeMount() {\n this.createMaterial();\n if (this.id) this.three.materials[this.id] = this.material;\n this.mesh.setMaterial(this.material);\n },\n mounted() {\n if (this.addWatchers) this.addWatchers();\n },\n unmounted() {\n this.material.dispose();\n if (this.id) delete this.three.materials[this.id];\n },\n render() {\n return [];\n },\n __hmrId: 'ShaderMaterial',\n};\n","import { Color, ShaderMaterial as TShaderMaterial, UniformsUtils } from 'three';\nimport SubsurfaceScatteringShader from './SubsurfaceScatteringShader.js';\nimport ShaderMaterial from './ShaderMaterial';\n\nexport default {\n extends: ShaderMaterial,\n props: {\n color: { type: String, default: '#ffffff' },\n thicknessColor: { type: String, default: '#ffffff' },\n thicknessDistortion: { type: Number, default: 0.4 },\n thicknessAmbient: { type: Number, default: 0.01 },\n thicknessAttenuation: { type: Number, default: 0.7 },\n thicknessPower: { type: Number, default: 2 },\n thicknessScale: { type: Number, default: 4 },\n transparent: { type: Boolean, default: false },\n opacity: { type: Number, default: 1 },\n vertexColors: { type: Boolean, default: false },\n },\n methods: {\n createMaterial() {\n const params = SubsurfaceScatteringShader;\n const uniforms = UniformsUtils.clone(params.uniforms);\n\n Object.entries(this.$props).forEach(([key, value]) => {\n let _key = key, _value = value;\n if (['color', 'thicknessColor'].includes(key)) {\n if (key === 'color') _key = 'diffuse';\n _value = new Color(value);\n }\n if (!['id', 'transparent', 'vertexColors'].includes(key)) {\n uniforms[_key].value = _value;\n }\n });\n\n this.material = new TShaderMaterial({\n ...params,\n uniforms,\n lights: true,\n transparent: this.transparent,\n vertexColors: this.vertexColors,\n });\n },\n },\n __hmrId: 'SubSurfaceMaterial',\n};\n","import { MeshToonMaterial } from 'three';\nimport { propsValues } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n methods: {\n createMaterial() {\n this.material = new MeshToonMaterial(propsValues(this.$props, ['id']));\n },\n },\n __hmrId: 'ToonMaterial',\n};\n","import { TextureLoader } from 'three';\nimport { watch } from 'vue';\n\nexport default {\n inject: ['material'],\n emits: ['loaded'],\n props: {\n src: String,\n onLoad: Function,\n onProgress: Function,\n onError: Function,\n id: { type: String, default: 'map' },\n },\n created() {\n this.refreshTexture();\n watch(() => this.src, this.refreshTexture);\n },\n unmounted() {\n this.material.setTexture(null, this.id);\n this.texture.dispose();\n },\n methods: {\n createTexture() {\n this.texture = new TextureLoader().load(this.src, this.onLoaded, this.onProgress, this.onError);\n },\n refreshTexture() {\n this.createTexture();\n this.material.setTexture(this.texture, this.id);\n },\n onLoaded() {\n if (this.onLoad) this.onLoad();\n this.$emit('loaded');\n },\n },\n render() {\n return [];\n },\n};\n","import { CubeTextureLoader, CubeRefractionMapping } from 'three';\nimport { watch } from 'vue';\n\nexport default {\n inject: ['material'],\n emits: ['loaded'],\n props: {\n path: String,\n urls: {\n type: Array,\n default: ['px.jpg', 'nx.jpg', 'py.jpg', 'ny.jpg', 'pz.jpg', 'nz.jpg'],\n },\n onLoad: Function,\n onProgress: Function,\n onError: Function,\n id: { type: String, default: 'envMap' },\n refraction: Boolean,\n // todo: remove ?\n refractionRatio: { type: Number, default: 0.98 },\n },\n created() {\n this.refreshTexture();\n watch(() => this.path, this.refreshTexture);\n watch(() => this.urls, this.refreshTexture);\n },\n unmounted() {\n this.material.setTexture(null, this.id);\n this.texture.dispose();\n },\n methods: {\n createTexture() {\n this.texture = new CubeTextureLoader()\n .setPath(this.path)\n .load(this.urls, this.onLoaded, this.onProgress, this.onError);\n },\n refreshTexture() {\n this.createTexture();\n this.material.setTexture(this.texture, this.id);\n if (this.refraction) {\n this.texture.mapping = CubeRefractionMapping;\n this.material.setProp('refractionRatio', this.refractionRatio);\n }\n },\n onLoaded() {\n if (this.onLoad) this.onLoad();\n this.$emit('loaded');\n },\n },\n render() {\n return [];\n },\n};\n","import { Mesh } from 'three';\nimport { inject, watch } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: {\n three: 'three',\n scene: 'scene',\n rendererComponent: 'rendererComponent',\n parent: {\n from: 'group',\n default: () => inject('scene'),\n },\n },\n emits: ['ready'],\n props: {\n materialId: String,\n position: Object,\n rotation: Object,\n scale: Object,\n castShadow: Boolean,\n receiveShadow: Boolean,\n onHover: Function,\n onClick: Function,\n },\n // can't use setup because it will not be used in sub components\n // setup() {},\n provide() {\n return {\n mesh: this,\n };\n },\n mounted() {\n // console.log('Mesh mounted');\n if (this.geometry && !this.mesh) this.initMesh();\n },\n unmounted() {\n // console.log('Mesh unmounted');\n if (this.mesh) {\n this.three.removeIntersectObject(this.mesh);\n this.parent.remove(this.mesh);\n }\n if (this.geometry) this.geometry.dispose();\n if (this.material && !this.materialId) this.material.dispose();\n },\n methods: {\n initMesh() {\n if (!this.material && this.materialId) {\n this.material = this.three.materials[this.materialId];\n }\n this.mesh = new Mesh(this.geometry, this.material);\n\n if (this.onHover) {\n this.mesh.onHover = (over) => { this.onHover({ component: this, over }); };\n this.three.addIntersectObject(this.mesh);\n }\n\n if (this.onClick) {\n this.mesh.onClick = (e) => { this.onClick({ component: this, event: e }); };\n this.three.addIntersectObject(this.mesh);\n }\n\n this.bindProps();\n this.parent.add(this.mesh);\n this.$emit('ready');\n },\n bindProps() {\n useBindProp(this, 'position', this.mesh.position);\n useBindProp(this, 'rotation', this.mesh.rotation);\n useBindProp(this, 'scale', this.mesh.scale);\n\n ['castShadow', 'receiveShadow'].forEach(p => {\n this.mesh[p] = this[p];\n watch(() => this[p], () => { this.mesh[p] = this[p]; });\n });\n\n watch(() => this.materialId, () => {\n this.mesh.material = this.three.materials[this.materialId];\n });\n },\n setGeometry(geometry) {\n this.geometry = geometry;\n if (this.mesh) this.mesh.geometry = geometry;\n },\n setMaterial(material) {\n this.material = material;\n if (this.mesh) this.mesh.material = material;\n },\n refreshGeometry() {\n const oldGeo = this.geometry;\n this.createGeometry();\n this.mesh.geometry = this.geometry;\n oldGeo.dispose();\n },\n },\n render() {\n if (this.$slots.default) {\n return this.$slots.default();\n }\n return [];\n },\n __hmrId: 'Mesh',\n};\n","import { BoxBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n size: Number,\n width: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n depth: { type: Number, default: 1 },\n widthSegments: { type: Number, default: 1 },\n heightSegments: { type: Number, default: 1 },\n depthSegments: { type: Number, default: 1 },\n },\n created() {\n this.createGeometry();\n\n ['size', 'width', 'height', 'depth', 'widthSegments', 'heightSegments', 'depthSegments'].forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n if (this.size) {\n this.geometry = new BoxBufferGeometry(this.size, this.size, this.size);\n } else {\n this.geometry = new BoxBufferGeometry(this.width, this.height, this.depth);\n }\n },\n },\n __hmrId: 'Box',\n};\n","import { CircleBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n segments: { type: Number, default: 8 },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'segments', 'thetaStart', 'thetaLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new CircleBufferGeometry(this.radius, this.segments, this.thetaStart, this.thetaLength);\n },\n },\n __hmrId: 'Circle',\n};\n","import { ConeBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n heightSegments: { type: Number, default: 1 },\n openEnded: { type: Boolean, default: false },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'height', 'radialSegments', 'heightSegments', 'openEnded', 'thetaStart', 'thetaLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new ConeBufferGeometry(this.radius, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength);\n },\n },\n __hmrId: 'Cone',\n};\n","import { CylinderBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radiusTop: { type: Number, default: 1 },\n radiusBottom: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n heightSegments: { type: Number, default: 1 },\n openEnded: { type: Boolean, default: false },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radiusTop', 'radiusBottom', 'height', 'radialSegments', 'heightSegments', 'openEnded', 'thetaStart', 'thetaLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new CylinderBufferGeometry(this.radiusTop, this.radiusBottom, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength);\n },\n },\n __hmrId: 'Cylinder',\n};\n","import { DodecahedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new DodecahedronBufferGeometry(this.radius, this.detail);\n },\n },\n __hmrId: 'Dodecahedron',\n};\n","import { IcosahedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new IcosahedronBufferGeometry(this.radius, this.detail);\n },\n },\n __hmrId: 'Icosahedron',\n};\n","import { LatheBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n points: Array,\n segments: { type: Number, default: 12 },\n phiStart: { type: Number, default: 0 },\n phiLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['points', 'segments', 'phiStart', 'phiLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new LatheBufferGeometry(this.points, this.segments, this.phiStart, this.phiLength);\n },\n },\n __hmrId: 'Lathe',\n};\n","import { OctahedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new OctahedronBufferGeometry(this.radius, this.detail);\n },\n },\n __hmrId: 'Octahedron',\n};\n","import { PlaneBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n width: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n widthSegments: { type: Number, default: 1 },\n heightSegments: { type: Number, default: 1 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['width', 'height', 'widthSegments', 'heightSegments'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new PlaneBufferGeometry(this.width, this.height, this.widthSegments, this.heightSegments);\n },\n },\n __hmrId: 'Plane',\n};\n","import { PolyhedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n vertices: Array,\n indices: Array,\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['vertices', 'indices', 'radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new PolyhedronBufferGeometry(this.vertices, this.indices, this.radius, this.detail);\n },\n },\n __hmrId: 'Polyhedron',\n};\n","import { RingBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n innerRadius: { type: Number, default: 0.5 },\n outerRadius: { type: Number, default: 1 },\n thetaSegments: { type: Number, default: 8 },\n phiSegments: { type: Number, default: 1 },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['innerRadius', 'outerRadius', 'thetaSegments', 'phiSegments', 'thetaStart', 'thetaLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new RingBufferGeometry(this.innerRadius, this.outerRadius, this.thetaSegments, this.phiSegments, this.thetaStart, this.thetaLength);\n },\n },\n __hmrId: 'Ring',\n};\n","import { SphereBufferGeometry } from 'three';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: Number,\n widthSegments: { type: Number, default: 12 },\n heightSegments: { type: Number, default: 12 },\n },\n watch: {\n radius() { this.refreshGeometry(); },\n widthSegments() { this.refreshGeometry(); },\n heightSegments() { this.refreshGeometry(); },\n },\n created() {\n this.createGeometry();\n },\n methods: {\n createGeometry() {\n this.geometry = new SphereBufferGeometry(this.radius, this.widthSegments, this.heightSegments);\n },\n },\n __hmrId: 'Sphere',\n};\n","import { TetrahedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TetrahedronBufferGeometry(this.radius, this.detail);\n },\n },\n __hmrId: 'Tetrahedron',\n};\n","export default {\n text: String,\n fontSrc: String,\n size: { type: Number, default: 80 },\n height: { type: Number, default: 5 },\n depth: { type: Number, default: 1 },\n curveSegments: { type: Number, default: 12 },\n bevelEnabled: { type: Boolean, default: false },\n bevelThickness: { type: Number, default: 10 },\n bevelSize: { type: Number, default: 8 },\n bevelOffset: { type: Number, default: 0 },\n bevelSegments: { type: Number, default: 5 },\n align: { type: [Boolean, String], default: false },\n};\n","import { FontLoader, TextBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\nimport TextProps from './TextProps.js';\n\nexport default {\n extends: Mesh,\n props: {\n ...TextProps,\n },\n created() {\n // add watchers\n const watchProps = [\n 'text', 'size', 'height', 'curveSegments',\n 'bevelEnabled', 'bevelThickness', 'bevelSize', 'bevelOffset', 'bevelSegments',\n 'align',\n ];\n watchProps.forEach(p => {\n watch(() => this[p], () => {\n if (this.font) this.refreshGeometry();\n });\n });\n\n const loader = new FontLoader();\n loader.load(this.fontSrc, (font) => {\n this.font = font;\n this.createGeometry();\n this.initMesh();\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TextBufferGeometry(this.text, {\n font: this.font,\n size: this.size,\n height: this.height,\n depth: this.depth,\n curveSegments: this.curveSegments,\n bevelEnabled: this.bevelEnabled,\n bevelThickness: this.bevelThickness,\n bevelSize: this.bevelSize,\n bevelOffset: this.bevelOffset,\n bevelSegments: this.bevelSegments,\n });\n\n if (this.align === 'center') {\n this.geometry.center();\n }\n },\n },\n};\n","import { TorusBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 0.5 },\n tube: { type: Number, default: 0.4 },\n radialSegments: { type: Number, default: 8 },\n tubularSegments: { type: Number, default: 6 },\n arc: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'tube', 'radialSegments', 'tubularSegments', 'arc'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TorusBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.arc);\n },\n },\n __hmrId: 'Torus',\n};\n","import { TorusKnotBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 0.5 },\n tube: { type: Number, default: 0.4 },\n tubularSegments: { type: Number, default: 64 },\n radialSegments: { type: Number, default: 8 },\n p: { type: Number, default: 2 },\n q: { type: Number, default: 3 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'tube', 'radialSegments', 'tubularSegments', 'p', 'q'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TorusKnotBufferGeometry(this.radius, this.tube, this.tubularSegments, this.radialSegments, this.p, this.q);\n },\n },\n __hmrId: 'TorusKnot',\n};\n","import { Curve, TubeBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n path: Curve,\n tubularSegments: { type: Number, default: 64 },\n radius: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n closed: { type: Boolean, default: false },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['path', 'tubularSegments', 'radius', 'radialSegments', 'closed'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TubeBufferGeometry(this.path, this.tubularSegments, this.radius, this.radialSegments, this.closed);\n },\n },\n __hmrId: 'Tube',\n};\n","import {\n BackSide,\n CubeCamera,\n FrontSide,\n LinearMipmapLinearFilter,\n Mesh as TMesh,\n RGBFormat,\n WebGLCubeRenderTarget,\n} from 'three';\n// import { watch } from 'vue';\nimport Mesh from '../meshes/Mesh.js';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n extends: Mesh,\n props: {\n cubeRTSize: { type: Number, default: 256 },\n cubeCameraNear: { type: Number, default: 0.1 },\n cubeCameraFar: { type: Number, default: 2000 },\n autoUpdate: Boolean,\n },\n mounted() {\n this.initGem();\n if (this.autoUpdate) this.three.onBeforeRender(this.updateCubeRT);\n else this.rendererComponent.onMounted(this.updateCubeRT);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateCubeRT);\n if (this.meshBack) this.parent.remove(this.meshBack);\n if (this.materialBack) this.materialBack.dispose();\n },\n methods: {\n initGem() {\n const cubeRT = new WebGLCubeRenderTarget(this.cubeRTSize, { format: RGBFormat, generateMipmaps: true, minFilter: LinearMipmapLinearFilter });\n this.cubeCamera = new CubeCamera(this.cubeCameraNear, this.cubeCameraFar, cubeRT);\n useBindProp(this, 'position', this.cubeCamera.position);\n this.parent.add(this.cubeCamera);\n\n this.material.side = FrontSide;\n this.material.envMap = cubeRT.texture;\n this.material.envMapIntensity = 10;\n this.material.metalness = 0;\n this.material.roughness = 0;\n this.material.opacity = 0.75;\n this.material.transparent = true;\n this.material.premultipliedAlpha = true;\n this.material.needsUpdate = true;\n\n this.materialBack = this.material.clone();\n this.materialBack.side = BackSide;\n this.materialBack.envMapIntensity = 5;\n this.materialBack.metalness = 1;\n this.materialBack.roughness = 0;\n this.materialBack.opacity = 0.5;\n\n this.meshBack = new TMesh(this.geometry, this.materialBack);\n\n useBindProp(this, 'position', this.meshBack.position);\n useBindProp(this, 'rotation', this.meshBack.rotation);\n useBindProp(this, 'scale', this.meshBack.scale);\n this.parent.add(this.meshBack);\n },\n updateCubeRT() {\n this.mesh.visible = false;\n this.meshBack.visible = false;\n this.cubeCamera.update(this.three.renderer, this.scene);\n this.mesh.visible = true;\n this.meshBack.visible = true;\n },\n },\n __hmrId: 'Gem',\n};\n","import { DoubleSide, MeshBasicMaterial, PlaneBufferGeometry, TextureLoader } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n emits: ['loaded'],\n extends: Mesh,\n props: {\n src: String,\n width: Number,\n height: Number,\n keepSize: Boolean,\n },\n created() {\n this.createGeometry();\n this.createMaterial();\n this.initMesh();\n\n watch(() => this.src, this.refreshTexture);\n\n ['width', 'height'].forEach(p => {\n watch(() => this[p], this.resize);\n });\n\n if (this.keepSize) this.three.onAfterResize(this.resize);\n },\n methods: {\n createGeometry() {\n this.geometry = new PlaneBufferGeometry(1, 1, 1, 1);\n },\n createMaterial() {\n this.material = new MeshBasicMaterial({ side: DoubleSide, map: this.loadTexture() });\n },\n loadTexture() {\n return new TextureLoader().load(this.src, this.onLoaded);\n },\n refreshTexture() {\n if (this.texture) this.texture.dispose();\n this.material.map = this.loadTexture();\n this.material.needsUpdate = true;\n },\n onLoaded(texture) {\n this.texture = texture;\n this.resize();\n this.$emit('loaded');\n },\n resize() {\n if (!this.texture) return;\n const screen = this.three.size;\n const iW = this.texture.image.width;\n const iH = this.texture.image.height;\n const iRatio = iW / iH;\n let w, h;\n if (this.width && this.height) {\n w = this.width * screen.wWidth / screen.width;\n h = this.height * screen.wHeight / screen.height;\n } else if (this.width) {\n w = this.width * screen.wWidth / screen.width;\n h = w / iRatio;\n } else if (this.height) {\n h = this.height * screen.wHeight / screen.height;\n w = h * iRatio;\n }\n this.mesh.scale.x = w;\n this.mesh.scale.y = h;\n },\n },\n __hmrId: 'Image',\n};\n","import { InstancedMesh } from 'three';\nimport { inject, watch } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: ['three', 'scene'],\n props: {\n materialId: String,\n count: Number,\n position: Object,\n castShadow: Boolean,\n receiveShadow: Boolean,\n },\n setup() {\n const parent = inject('group', inject('scene'));\n return { parent };\n },\n provide() {\n return {\n mesh: this,\n };\n },\n beforeMount() {\n if (!this.$slots.default) {\n console.error('Missing Geometry');\n }\n },\n mounted() {\n this.initMesh();\n },\n unmounted() {\n this.parent.remove(this.mesh);\n },\n methods: {\n initMesh() {\n if (!this.material && this.materialId) {\n this.material = this.three.materials[this.materialId];\n }\n\n this.mesh = new InstancedMesh(this.geometry, this.material, this.count);\n\n useBindProp(this, 'position', this.mesh.position);\n useBindProp(this, 'rotation', this.mesh.rotation);\n useBindProp(this, 'scale', this.mesh.scale);\n\n ['castShadow', 'receiveShadow'].forEach(p => {\n this.mesh[p] = this[p];\n watch(() => this[p], () => { this.mesh[p] = this[p]; });\n });\n\n // watch(() => this.materialId, () => {\n // this.mesh.material = this.three.materials[this.materialId];\n // });\n\n this.parent.add(this.mesh);\n },\n setGeometry(geometry) {\n this.geometry = geometry;\n if (this.mesh) this.mesh.geometry = geometry;\n },\n setMaterial(material) {\n this.material = material;\n if (this.mesh) this.mesh.material = material;\n },\n },\n render() {\n return this.$slots.default();\n },\n __hmrId: 'InstancedMesh',\n};\n","import {\n CubeCamera,\n LinearMipmapLinearFilter,\n RGBFormat,\n WebGLCubeRenderTarget,\n} from 'three';\n// import { watch } from 'vue';\nimport Mesh from './Mesh.js';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n extends: Mesh,\n props: {\n cubeRTSize: { type: Number, default: 256 },\n cubeCameraNear: { type: Number, default: 0.1 },\n cubeCameraFar: { type: Number, default: 2000 },\n autoUpdate: Boolean,\n },\n mounted() {\n this.initMirrorMesh();\n if (this.autoUpdate) this.three.onBeforeRender(this.updateCubeRT);\n else this.rendererComponent.onMounted(this.updateCubeRT);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateCubeRT);\n if (this.cubeCamera) this.parent.remove(this.cubeCamera);\n },\n methods: {\n initMirrorMesh() {\n const cubeRT = new WebGLCubeRenderTarget(this.cubeRTSize, { format: RGBFormat, generateMipmaps: true, minFilter: LinearMipmapLinearFilter });\n this.cubeCamera = new CubeCamera(this.cubeCameraNear, this.cubeCameraFar, cubeRT);\n this.parent.add(this.cubeCamera);\n\n this.material.envMap = cubeRT.texture;\n this.material.needsUpdate = true;\n },\n updateCubeRT() {\n this.mesh.visible = false;\n this.cubeCamera.update(this.three.renderer, this.scene);\n this.mesh.visible = true;\n },\n },\n __hmrId: 'MirrorMesh',\n};\n","import {\n CubeCamera,\n CubeRefractionMapping,\n LinearMipmapLinearFilter,\n RGBFormat,\n WebGLCubeRenderTarget,\n} from 'three';\n// import { watch } from 'vue';\nimport Mesh from './Mesh.js';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n extends: Mesh,\n props: {\n cubeRTSize: { type: Number, default: 256 },\n cubeCameraNear: { type: Number, default: 0.1 },\n cubeCameraFar: { type: Number, default: 2000 },\n refractionRatio: { type: Number, default: 0.98 },\n autoUpdate: Boolean,\n },\n mounted() {\n this.initMirrorMesh();\n if (this.autoUpdate) this.three.onBeforeRender(this.updateCubeRT);\n else this.rendererComponent.onMounted(this.updateCubeRT);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateCubeRT);\n if (this.cubeCamera) this.parent.remove(this.cubeCamera);\n },\n methods: {\n initMirrorMesh() {\n const cubeRT = new WebGLCubeRenderTarget(this.cubeRTSize, { mapping: CubeRefractionMapping, format: RGBFormat, generateMipmaps: true, minFilter: LinearMipmapLinearFilter });\n this.cubeCamera = new CubeCamera(this.cubeCameraNear, this.cubeCameraFar, cubeRT);\n useBindProp(this, 'position', this.cubeCamera.position);\n this.parent.add(this.cubeCamera);\n\n this.material.envMap = cubeRT.texture;\n this.material.refractionRatio = this.refractionRatio;\n this.material.needsUpdate = true;\n },\n updateCubeRT() {\n this.mesh.visible = false;\n this.cubeCamera.update(this.three.renderer, this.scene);\n this.mesh.visible = true;\n },\n },\n __hmrId: 'RefractionMesh',\n};\n","import { Sprite, SpriteMaterial, TextureLoader } from 'three';\nimport { inject } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n emits: ['ready', 'loaded'],\n inject: ['three', 'scene'],\n props: {\n src: String,\n position: Object,\n scale: Object,\n },\n setup() {\n const parent = inject('group', inject('scene'));\n return { parent };\n },\n mounted() {\n this.texture = new TextureLoader().load(this.src, this.onLoaded);\n this.material = new SpriteMaterial({ map: this.texture });\n this.sprite = new Sprite(this.material);\n this.geometry = this.sprite.geometry;\n useBindProp(this, 'position', this.sprite.position);\n useBindProp(this, 'scale', this.sprite.scale);\n\n this.parent.add(this.sprite);\n this.$emit('ready');\n },\n unmounted() {\n this.texture.dispose();\n this.material.dispose();\n this.parent.remove(this.sprite);\n },\n methods: {\n onLoaded() {\n this.updateUV();\n this.$emit('loaded');\n },\n updateUV() {\n this.iWidth = this.texture.image.width;\n this.iHeight = this.texture.image.height;\n this.iRatio = this.iWidth / this.iHeight;\n\n let x = 0.5, y = 0.5;\n if (this.iRatio > 1) {\n y = 0.5 / this.iRatio;\n } else {\n x = 0.5 / this.iRatio;\n }\n\n const positions = this.geometry.attributes.position.array;\n positions[0] = -x; positions[1] = -y;\n positions[5] = x; positions[6] = -y;\n positions[10] = x; positions[11] = y;\n positions[15] = -x; positions[16] = y;\n this.geometry.attributes.position.needsUpdate = true;\n },\n },\n render() {\n return [];\n },\n __hmrId: 'Sprite',\n};\n","import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer.js';\n\nexport default {\n setup() {\n return {\n passes: [],\n };\n },\n inject: ['three'],\n provide() {\n return {\n passes: this.passes,\n };\n },\n mounted() {\n this.three.onAfterInit(() => {\n this.composer = new EffectComposer(this.three.renderer);\n this.three.renderer.autoClear = false;\n this.passes.forEach(pass => {\n this.composer.addPass(pass);\n });\n this.three.composer = this.composer;\n\n this.resize();\n this.three.onAfterResize(this.resize);\n });\n },\n unmounted() {\n this.three.offAfterResize(this.resize);\n },\n methods: {\n resize() {\n this.composer.setSize(this.three.size.width, this.three.size.height);\n },\n },\n render() {\n return this.$slots.default();\n },\n __hmrId: 'EffectComposer',\n};\n","export default {\n inject: ['three', 'passes'],\n beforeMount() {\n if (!this.passes) {\n console.error('Missing parent EffectComposer');\n }\n },\n unmounted() {\n if (this.pass.dispose) this.pass.dispose();\n },\n render() {\n return [];\n },\n __hmrId: 'EffectPass',\n};\n","import { RenderPass } from 'three/examples/jsm/postprocessing/RenderPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n mounted() {\n if (!this.three.scene) {\n console.error('Missing Scene');\n }\n if (!this.three.camera) {\n console.error('Missing Camera');\n }\n const pass = new RenderPass(this.three.scene, this.three.camera);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'RenderPass',\n};\n","import { BokehPass } from 'three/examples/jsm/postprocessing/BokehPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n props: {\n focus: {\n type: Number,\n default: 1,\n },\n aperture: {\n type: Number,\n default: 0.025,\n },\n maxblur: {\n type: Number,\n default: 0.01,\n },\n },\n watch: {\n focus() { this.pass.uniforms.focus.value = this.focus; },\n aperture() { this.pass.uniforms.aperture.value = this.aperture; },\n maxblur() { this.pass.uniforms.maxblur.value = this.maxblur; },\n },\n mounted() {\n if (!this.three.scene) {\n console.error('Missing Scene');\n }\n if (!this.three.camera) {\n console.error('Missing Camera');\n }\n const params = {\n focus: this.focus,\n aperture: this.aperture,\n maxblur: this.maxblur,\n width: this.three.size.width,\n height: this.three.size.height,\n };\n const pass = new BokehPass(this.three.scene, this.three.camera, params);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'BokehPass',\n};\n","import { FilmPass } from 'three/examples/jsm/postprocessing/FilmPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n props: {\n noiseIntensity: {\n type: Number,\n default: 0.5,\n },\n scanlinesIntensity: {\n type: Number,\n default: 0.05,\n },\n scanlinesCount: {\n type: Number,\n default: 4096,\n },\n grayscale: {\n type: Number,\n default: 0,\n },\n },\n watch: {\n noiseIntensity() { this.pass.uniforms.nIntensity.value = this.noiseIntensity; },\n scanlinesIntensity() { this.pass.uniforms.sIntensity.value = this.scanlinesIntensity; },\n scanlinesCount() { this.pass.uniforms.sCount.value = this.scanlinesCount; },\n grayscale() { this.pass.uniforms.grayscale.value = this.grayscale; },\n },\n mounted() {\n const pass = new FilmPass(this.noiseIntensity, this.scanlinesIntensity, this.scanlinesCount, this.grayscale);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'FilmPass',\n};\n","import { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js';\nimport { FXAAShader } from 'three/examples/jsm/shaders/FXAAShader.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n mounted() {\n const pass = new ShaderPass(FXAAShader);\n this.passes.push(pass);\n this.pass = pass;\n\n // resize will be called in three init\n this.three.onAfterResize(this.resize);\n },\n unmounted() {\n this.three.offAfterResize(this.resize);\n },\n methods: {\n resize() {\n const { resolution } = this.pass.material.uniforms;\n resolution.value.x = 1 / this.three.size.width;\n resolution.value.y = 1 / this.three.size.height;\n },\n },\n __hmrId: 'FXAAPass',\n};\n","import { HalftonePass } from 'three/examples/jsm/postprocessing/HalftonePass.js';\nimport { watch } from 'vue';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n props: {\n shape: { type: Number, default: 1 },\n radius: { type: Number, default: 4 },\n rotateR: { type: Number, default: Math.PI / 12 * 1 },\n rotateG: { type: Number, default: Math.PI / 12 * 2 },\n rotateB: { type: Number, default: Math.PI / 12 * 3 },\n scatter: { type: Number, default: 0 },\n },\n mounted() {\n const pass = new HalftonePass(this.three.size.width, this.three.size.height, {});\n\n ['shape', 'radius', 'rotateR', 'rotateG', 'rotateB', 'scatter'].forEach(p => {\n pass.uniforms[p].value = this[p];\n watch(() => this[p], () => {\n pass.uniforms[p].value = this[p];\n });\n });\n\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'HalftonePass',\n};\n","import { SMAAPass } from 'three/examples/jsm/postprocessing/SMAAPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n mounted() {\n // three size is not set yet, but this pass will be resized by effect composer\n const pass = new SMAAPass(this.three.size.width, this.three.size.height);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'SMAAPass',\n};\n","export default {\n uniforms: {},\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n varying vec2 vUv;\n void main() {\n gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n }\n `,\n};\n","// From https://github.com/evanw/glfx.js\nimport { Vector2 } from 'three';\nimport DefaultShader from './default';\n\nexport default {\n uniforms: {\n tDiffuse: { value: null },\n blurRadius: { value: 0 },\n gradientRadius: { value: 0 },\n start: { value: new Vector2() },\n end: { value: new Vector2() },\n delta: { value: new Vector2() },\n texSize: { value: new Vector2() },\n },\n vertexShader: DefaultShader.vertexShader,\n fragmentShader: `\n uniform sampler2D tDiffuse;\n uniform float blurRadius;\n uniform float gradientRadius;\n uniform vec2 start;\n uniform vec2 end;\n uniform vec2 delta;\n uniform vec2 texSize;\n varying vec2 vUv;\n\n float random(vec3 scale, float seed) {\n /* use the fragment position for a different seed per-pixel */\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n }\n\n void main() {\n vec4 color = vec4(0.0);\n float total = 0.0;\n\n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n\n vec2 normal = normalize(vec2(start.y - end.y, end.x - start.x));\n float radius = smoothstep(0.0, 1.0, abs(dot(vUv * texSize - start, normal)) / gradientRadius) * blurRadius;\n for (float t = -30.0; t <= 30.0; t++) {\n float percent = (t + offset - 0.5) / 30.0;\n float weight = 1.0 - abs(percent);\n vec4 texel = texture2D(tDiffuse, vUv + delta / texSize * percent * radius);\n // vec4 texel2 = texture2D(tDiffuse, vUv + vec2(-delta.y, delta.x) / texSize * percent * radius);\n\n /* switch to pre-multiplied alpha to correctly blur transparent images */\n texel.rgb *= texel.a;\n // texel2.rgb *= texel2.a;\n\n color += texel * weight;\n total += 2.0 * weight;\n }\n\n gl_FragColor = color / total;\n\n /* switch back from pre-multiplied alpha */\n gl_FragColor.rgb /= gl_FragColor.a + 0.00001;\n }\n `,\n};\n","import { watch } from 'vue';\n\nexport default function useBindPropValue(src, srcProp, dst, dstProp = 'value') {\n if (src[srcProp]) {\n dst[dstProp] = src[srcProp];\n watch(() => src[srcProp], (value) => {\n dst[dstProp] = value;\n });\n }\n};\n","import { Vector2 } from 'three';\nimport { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js';\nimport { watch } from 'vue';\nimport EffectPass from './EffectPass.js';\nimport TiltShift from '../shaders/TiltShift.js';\nimport useBindPropValue from '../use/useBindPropValue.js';\n\nexport default {\n extends: EffectPass,\n props: {\n blurRadius: { type: Number, default: 10 },\n gradientRadius: { type: Number, default: 100 },\n start: { type: Object, default: { x: 0, y: 100 } },\n end: { type: Object, default: { x: 10, y: 100 } },\n },\n mounted() {\n this.pass = new ShaderPass(TiltShift);\n this.passes.push(this.pass);\n\n this.pass1 = new ShaderPass(TiltShift);\n this.passes.push(this.pass1);\n\n const uniforms = this.uniforms = this.pass.uniforms;\n const uniforms1 = this.uniforms1 = this.pass1.uniforms;\n uniforms1.blurRadius = uniforms.blurRadius;\n uniforms1.gradientRadius = uniforms.gradientRadius;\n uniforms1.start = uniforms.start;\n uniforms1.end = uniforms.end;\n uniforms1.texSize = uniforms.texSize;\n\n useBindPropValue(this, 'blurRadius', uniforms.blurRadius);\n useBindPropValue(this, 'gradientRadius', uniforms.gradientRadius);\n\n this.updateFocusLine();\n ['start', 'end'].forEach(p => {\n watch(() => this[p], this.updateFocusLine);\n });\n\n this.pass.setSize = (width, height) => {\n uniforms.texSize.value.set(width, height);\n };\n },\n methods: {\n updateFocusLine() {\n this.uniforms.start.value.copy(this.start);\n this.uniforms.end.value.copy(this.end);\n const dv = new Vector2().copy(this.end).sub(this.start).normalize();\n this.uniforms.delta.value.copy(dv);\n this.uniforms1.delta.value.set(-dv.y, dv.x);\n },\n },\n __hmrId: 'TiltShiftPass',\n};\n","import { Vector2 } from 'three';\nimport { UnrealBloomPass } from 'three/examples/jsm/postprocessing/UnrealBloomPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n props: {\n strength: { type: Number, default: 1.5 },\n radius: { type: Number, default: 0 },\n threshold: { type: Number, default: 0 },\n },\n watch: {\n strength() { this.pass.strength = this.strength; },\n radius() { this.pass.radius = this.radius; },\n threshold() { this.pass.threshold = this.threshold; },\n },\n mounted() {\n const size = new Vector2(this.three.size.width, this.three.size.height);\n const pass = new UnrealBloomPass(size, this.strength, this.radius, this.threshold);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'UnrealBloomPass',\n};\n","// From https://github.com/evanw/glfx.js\nimport { Vector2 } from 'three';\nimport DefaultShader from './default';\n\nexport default {\n uniforms: {\n tDiffuse: { value: null },\n center: { value: new Vector2(0.5, 0.5) },\n strength: { value: 0 },\n },\n vertexShader: DefaultShader.vertexShader,\n fragmentShader: `\n uniform sampler2D tDiffuse;\n uniform vec2 center;\n uniform float strength;\n varying vec2 vUv;\n\n float random(vec3 scale, float seed) {\n /* use the fragment position for a different seed per-pixel */\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n }\n \n void main() {\n vec4 color = vec4(0.0);\n float total = 0.0;\n vec2 toCenter = center - vUv;\n \n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n \n for (float t = 0.0; t <= 40.0; t++) {\n float percent = (t + offset) / 40.0;\n float weight = 4.0 * (percent - percent * percent);\n vec4 texel = texture2D(tDiffuse, vUv + toCenter * percent * strength);\n\n /* switch to pre-multiplied alpha to correctly blur transparent images */\n texel.rgb *= texel.a;\n\n color += texel * weight;\n total += weight;\n }\n\n gl_FragColor = color / total;\n\n /* switch back from pre-multiplied alpha */\n gl_FragColor.rgb /= gl_FragColor.a + 0.00001;\n }\n `,\n};\n","import { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js';\nimport EffectPass from './EffectPass.js';\nimport ZoomBlur from '../shaders/ZoomBlur.js';\nimport useBindProp from '../use/useBindProp.js';\nimport useBindPropValue from '../use/useBindPropValue.js';\n\nexport default {\n extends: EffectPass,\n props: {\n center: { type: Object, default: { x: 0.5, y: 0.5 } },\n strength: { type: Number, default: 0.5 },\n },\n mounted() {\n this.pass = new ShaderPass(ZoomBlur);\n this.passes.push(this.pass);\n\n const uniforms = this.uniforms = this.pass.uniforms;\n useBindProp(this, 'center', uniforms.center.value);\n useBindPropValue(this, 'strength', uniforms.strength);\n },\n __hmrId: 'ZoomBlurPass',\n};\n","import * as TROIS from './index.js';\n\nexport const TroisJSVuePlugin = {\n install: (app) => {\n const comps = [\n 'Camera',\n 'OrthographicCamera',\n 'PerspectiveCamera',\n 'Renderer',\n 'Scene',\n 'Group',\n\n 'BoxGeometry',\n 'CircleGeometry',\n 'ConeGeometry',\n 'CylinderGeometry',\n 'DodecahedronGeometry',\n 'IcosahedronGeometry',\n 'LatheGeometry',\n 'OctahedronGeometry',\n 'PolyhedronGeometry',\n 'RingGeometry',\n 'SphereGeometry',\n 'TetrahedronGeometry',\n 'TorusGeometry',\n 'TorusKnotGeometry',\n 'TubeGeometry',\n\n 'AmbientLight',\n 'DirectionalLight',\n 'PointLight',\n 'SpotLight',\n\n 'BasicMaterial',\n 'LambertMaterial',\n 'MatcapMaterial',\n 'PhongMaterial',\n 'PhysicalMaterial',\n 'ShaderMaterial',\n 'StandardMaterial',\n 'SubSurfaceMaterial',\n 'ToonMaterial',\n\n 'Texture',\n 'CubeTexture',\n\n 'Box',\n 'Circle',\n 'Cone',\n 'Cylinder',\n 'Dodecahedron',\n 'Icosahedron',\n 'Mesh',\n 'Lathe',\n 'Octahedron',\n 'Plane',\n 'Polyhedron',\n 'Ring',\n 'Sphere',\n 'Tetrahedron',\n 'Text',\n 'Torus',\n 'TorusKnot',\n 'Tube',\n\n 'Gem',\n 'Image',\n 'InstancedMesh',\n 'MirrorMesh',\n 'RefractionMesh',\n 'Sprite',\n\n 'BokehPass',\n 'EffectComposer',\n 'FilmPass',\n 'FXAAPass',\n 'HalftonePass',\n 'RenderPass',\n 'SAOPass',\n 'SMAAPass',\n 'TiltShiftPass',\n 'UnrealBloomPass',\n 'ZoomBlurPass',\n\n 'GLTFViewer',\n ];\n\n comps.forEach(comp => {\n app.component(comp, TROIS[comp]);\n });\n 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\ No newline at end of file diff --git a/build/trois.module.cdn.min.js b/build/trois.module.cdn.min.js index 75c7a9f..b17cfbc 100644 --- a/build/trois.module.cdn.min.js +++ b/build/trois.module.cdn.min.js @@ -1,2 +1,2 @@ -import{h as e,toRef as t,watch as i,inject as r}from"https://unpkg.com/vue@3.0.5/dist/vue.esm-browser.prod.js";import{Vector2 as n,Vector3 as s,Plane as a,Raycaster as o,WebGLRenderer as h,OrthographicCamera as u,PerspectiveCamera as m,Group as d,Scene as c,Color as l,BoxBufferGeometry as f,CircleBufferGeometry as p,ConeBufferGeometry as v,CylinderBufferGeometry as g,DodecahedronBufferGeometry as y,IcosahedronBufferGeometry as x,LatheBufferGeometry as b,OctahedronBufferGeometry as S,PolyhedronBufferGeometry as w,RingBufferGeometry as C,SphereBufferGeometry as N,TetrahedronBufferGeometry as z,TorusBufferGeometry as _,TorusKnotBufferGeometry as M,Curve as P,TubeBufferGeometry as T,AmbientLight as G,DirectionalLight as I,PointLight as k,SpotLight as R,FrontSide as 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xe(fi),this.passes.push(this.pass1);var t=this.uniforms=this.pass.uniforms,r=this.uniforms1=this.pass1.uniforms;r.blurRadius=t.blurRadius,r.gradientRadius=t.gradientRadius,r.start=t.start,r.end=t.end,r.texSize=t.texSize,pi(this,"blurRadius",t.blurRadius),pi(this,"gradientRadius",t.gradientRadius),this.updateFocusLine(),["start","end"].forEach((function(t){i((function(){return e[t]}),e.updateFocusLine)})),this.pass.setSize=function(e,i){t.texSize.value.set(e,i)}},methods:{updateFocusLine:function(){this.uniforms.start.value.copy(this.start),this.uniforms.end.value.copy(this.end);var e=(new 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e=this.uniforms=this.pass.uniforms;We(this,"center",e.center.value),pi(this,"strength",e.strength)},__hmrId:"ZoomBlurPass"},bi="\n//\n// Description : Array and textureless GLSL 2D simplex noise function.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : ijm\n// Lastmod : 20110822 (ijm)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n//\n\nvec3 mod289(vec3 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec2 mod289(vec2 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec3 permute(vec3 x) {\n return mod289(((x*34.0)+1.0)*x);\n}\n\nfloat snoise(vec2 v)\n{\n const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0\n 0.366025403784439, // 0.5*(sqrt(3.0)-1.0)\n -0.577350269189626, // -1.0 + 2.0 * C.x\n 0.024390243902439); // 1.0 / 41.0\n // First corner\n vec2 i = floor(v + dot(v, C.yy) );\n vec2 x0 = v - i + dot(i, C.xx);\n\n // Other corners\n vec2 i1;\n i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);\n vec4 x12 = x0.xyxy + C.xxzz;\n x12.xy -= i1;\n\n // Permutations\n i = mod289(i); // Avoid truncation effects in permutation\n vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))\n + i.x + vec3(0.0, i1.x, 1.0 ));\n\n vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);\n m = m*m ;\n m = m*m ;\n\n // Gradients: 41 points uniformly over a line, mapped onto a diamond.\n // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)\n\n vec3 x = 2.0 * fract(p * C.www) - 1.0;\n vec3 h = abs(x) - 0.5;\n vec3 ox = floor(x + 0.5);\n vec3 a0 = x - ox;\n\n // Normalise gradients implicitly by scaling m\n // Approximation of: m *= inversesqrt( a0*a0 + h*h );\n m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );\n\n // Compute final noise value at P\n vec3 g;\n g.x = a0.x * x0.x + h.x * x0.y;\n g.yz = a0.yz * x12.xz + h.yz * x12.yw;\n return 130.0 * dot(m, g);\n}\n",Si={extends:ei,props:{widthSegments:{type:Number,default:20},heightSegments:{type:Number,default:20},timeCoef:{type:Number,default:.001},noiseCoef:{type:Number,default:1},zCoef:{type:Number,default:5},dispCoef:{type:Number,default:.05}},setup:function(e){var t={value:e.noiseCoef};i((function(){return e.noiseCoef}),(function(e){t.value=e}));var r={value:e.zCoef};i((function(){return e.zCoef}),(function(e){r.value=e}));var n={value:e.dispCoef};return i((function(){return e.dispCoef}),(function(e){n.value=e})),{uTime:{value:0},uNoiseCoef:t,uZCoef:r,uDispCoef:n}},mounted:function(){this.startTime=Date.now(),this.three.onBeforeRender(this.updateTime)},unmounted:function(){this.three.offBeforeRender(this.updateTime)},methods:{createGeometry:function(){this.geometry=new X(1,1,this.widthSegments,this.heightSegments)},createMaterial:function(){var e=this;this.material=new L({side:ne,map:this.loadTexture()}),this.material.onBeforeCompile=function(t){t.uniforms.uTime=e.uTime,t.uniforms.uNoiseCoef=e.uNoiseCoef,t.uniforms.uZCoef=e.uZCoef,t.uniforms.uDispCoef=e.uDispCoef,t.vertexShader="\n uniform float uTime;\n uniform float uNoiseCoef;\n uniform float uZCoef;\n varying float vNoise;\n "+bi+"\n "+t.vertexShader,t.vertexShader=t.vertexShader.replace("#include "," \n vec3 p = vec3(position * uNoiseCoef);\n p.x += uTime;\n vNoise = snoise(p.xy);\n vec3 transformed = vec3(position);\n transformed.z += vNoise * uZCoef;\n "),t.fragmentShader="\n uniform float uDispCoef;\n varying float vNoise;\n "+t.fragmentShader,t.fragmentShader=t.fragmentShader.replace("#include ","\n vec4 texelColor = texture2D(map, vUv);\n vec4 dispTexel = texture2D(map, vUv + vec2(vNoise * uDispCoef, 0));\n texelColor.r = dispTexel.r;\n diffuseColor = texelColor;\n "),e.materialShader=t}},updateTime:function(){this.uTime.value=(Date.now()-this.startTime)*this.timeCoef}},__hmrId:"NoisyImage"},wi={extends:$t,props:{timeCoef:{type:Number,default:.001},noiseCoef:{type:Number,default:5},deltaCoef:{type:Number,default:1/512},displacementScale:{type:Number,default:5}},setup:function(e){var t={value:e.noiseCoef};i((function(){return e.noiseCoef}),(function(e){t.value=e}));var r={value:new n(e.deltaCoef,e.deltaCoef)};return i((function(){return e.deltaCoef}),(function(e){r.value.set(e,e)})),{uTime:{value:0},uNoiseCoef:t,uDelta:r}},mounted:function(){var e=this;this.init(),i((function(){return e.displacementScale}),(function(t){e.material.displacementScale=t})),this.startTime=Date.now(),this.three.onBeforeRender(this.update)},unmounted:function(){this.three.offBeforeRender(this.update),this.fsQuad.dispose(),this.dispRT.dispose(),this.dispMat.dispose(),this.normRT.dispose(),this.normMat.dispose()},methods:{init:function(){this.fsQuad=new Ne.FullScreenQuad,this.dispRT=new he(512,512,{depthBuffer:!1,stencilBuffer:!1}),this.dispMat=new Z({uniforms:{uTime:this.uTime,uNoiseCoef:this.uNoiseCoef},vertexShader:"\n varying vec2 vUv;\n void main() {\n vUv = uv;\n // gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n gl_Position = vec4(position, 1.0);\n }\n ",fragmentShader:"\n uniform float uTime;\n uniform float uNoiseCoef;\n varying vec2 vUv;\n \n//\n// Description : Array and textureless GLSL 2D/3D/4D simplex\n// noise functions.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : ijm\n// Lastmod : 20110822 (ijm)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n//\n\nvec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }\nvec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }\nvec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); }\nvec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }\n\nfloat snoise(vec3 v)\n{\n const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;\n const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);\n\n // First corner\n vec3 i = floor(v + dot(v, C.yyy) );\n vec3 x0 = v - i + dot(i, C.xxx) ;\n\n // Other corners\n vec3 g = step(x0.yzx, x0.xyz);\n vec3 l = 1.0 - g;\n vec3 i1 = min( g.xyz, l.zxy );\n vec3 i2 = max( g.xyz, l.zxy );\n\n vec3 x1 = x0 - i1 + C.xxx;\n vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y\n vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y\n\n // Permutations\n i = mod289(i);\n vec4 p = permute( permute( permute(\n i.z + vec4(0.0, i1.z, i2.z, 1.0 ))\n + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))\n + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));\n\n // Gradients: 7x7 points over a square, mapped onto an octahedron.\n // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)\n float n_ = 0.142857142857; // 1.0/7.0\n vec3 ns = n_ * D.wyz - D.xzx;\n\n vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)\n\n vec4 x_ = floor(j * ns.z);\n vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)\n\n vec4 x = x_ *ns.x + ns.yyyy;\n vec4 y = y_ *ns.x + ns.yyyy;\n vec4 h = 1.0 - abs(x) - abs(y);\n\n vec4 b0 = vec4( x.xy, y.xy );\n vec4 b1 = vec4( x.zw, y.zw );\n\n vec4 s0 = floor(b0)*2.0 + 1.0;\n vec4 s1 = floor(b1)*2.0 + 1.0;\n vec4 sh = -step(h, vec4(0.0));\n\n vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;\n vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;\n\n vec3 p0 = vec3(a0.xy,h.x);\n vec3 p1 = vec3(a0.zw,h.y);\n vec3 p2 = vec3(a1.xy,h.z);\n vec3 p3 = vec3(a1.zw,h.w);\n\n // Normalise gradients\n vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n\n // Mix final noise value\n vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);\n m = m * m;\n return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),\n dot(p2,x2), dot(p3,x3) ) );\n}\n\n void main() {\n vec2 p = vec2(vUv * uNoiseCoef);\n float noise = (snoise(vec3(p.x, p.y, uTime)) + 1.0) / 2.0;\n gl_FragColor = vec4(noise, 0.0, 0.0, 1.0);\n }\n "}),this.normRT=new he(512,512,{depthBuffer:!1,stencilBuffer:!1}),this.normMat=new Z({uniforms:{dispMap:{value:this.dispRT.texture},delta:this.uDelta},vertexShader:"\n varying vec2 vUv;\n void main() {\n vUv = uv;\n // gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n gl_Position = vec4(position, 1.0);\n }\n ",fragmentShader:"\n uniform sampler2D dispMap;\n uniform vec2 delta;\n varying vec2 vUv;\n void main() {\n // gl_FragColor = vec4(0.5, 0.5, 1.0, 0.0);\n float x1 = texture2D(dispMap, vec2(vUv.x - delta.x, vUv.y)).r;\n float x2 = texture2D(dispMap, vec2(vUv.x + delta.x, vUv.y)).r;\n float y1 = texture2D(dispMap, vec2(vUv.x, vUv.y - delta.y)).r;\n float y2 = texture2D(dispMap, vec2(vUv.x, vUv.y + delta.y)).r;\n gl_FragColor = vec4(0.5 + (x1 - x2), 0.5 + (y1 - y2), 1.0, 1.0);\n }\n "}),this.material.displacementMap=this.dispRT.texture,this.material.displacementScale=this.displacementScale,this.material.normalMap=this.normRT.texture,this.material.normalMapType=ue},update:function(){this.uTime.value=(Date.now()-this.startTime)*this.timeCoef,this.renderDisp()},renderDisp:function(){this.renderMat(this.dispMat,this.dispRT),this.renderMat(this.normMat,this.normRT)},renderMat:function(e,t){var i=this.three.renderer;this.fsQuad.material=e;var r=i.getRenderTarget();i.setRenderTarget(t),this.fsQuad.render(i),i.setRenderTarget(r)}},__hmrId:"NoisyPlane"},Ci={extends:Ht,props:{radius:{type:Number,default:20},widthSegments:{type:Number,default:128},heightSegments:{type:Number,default:128},timeCoef:{type:Number,default:.001},noiseCoef:{type:Number,default:.05},dispCoef:{type:Number,default:5}},setup:function(e){var t={value:e.noiseCoef};i((function(){return e.noiseCoef}),(function(e){t.value=e}));var r={value:e.dispCoef};return i((function(){return e.dispCoef}),(function(e){r.value=e})),{uTime:{value:0},uNoiseCoef:t,uDispCoef:r}},mounted:function(){this.updateMaterial(),this.startTime=Date.now(),this.three.onBeforeRender(this.updateTime)},unmounted:function(){this.three.offBeforeRender(this.updateTime)},methods:{updateMaterial:function(){var e=this;this.material.onBeforeCompile=function(t){t.uniforms.uTime=e.uTime,t.uniforms.uNoiseCoef=e.uNoiseCoef,t.uniforms.uDispCoef=e.uDispCoef,t.vertexShader="\n uniform float uTime;\n uniform float uNoiseCoef;\n uniform float uDispCoef;\n varying float vNoise;\n \n//\n// Description : Array and textureless GLSL 2D/3D/4D simplex\n// noise functions.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : ijm\n// Lastmod : 20110822 (ijm)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n//\n\nvec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }\nfloat mod289(float x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }\nvec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); }\nfloat permute(float x) { return mod289(((x*34.0)+1.0)*x); }\nvec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }\nfloat taylorInvSqrt(float r) { return 1.79284291400159 - 0.85373472095314 * r; }\n\nvec4 grad4(float j, vec4 ip)\n{\n const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);\n vec4 p,s;\n\n p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;\n p.w = 1.5 - dot(abs(p.xyz), ones.xyz);\n s = vec4(lessThan(p, vec4(0.0)));\n p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;\n\n return p;\n}\n\n// (sqrt(5) - 1)/4 = F4, used once below\n#define F4 0.309016994374947451\n\nfloat snoise(vec4 v)\n{\n const vec4 C = vec4( 0.138196601125011, // (5 - sqrt(5))/20 G4\n 0.276393202250021, // 2 * G4\n 0.414589803375032, // 3 * G4\n -0.447213595499958); // -1 + 4 * G4\n\n // First corner\n vec4 i = floor(v + dot(v, vec4(F4)) );\n vec4 x0 = v - i + dot(i, C.xxxx);\n\n // Other corners\n\n // Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)\n vec4 i0;\n vec3 isX = step( x0.yzw, x0.xxx );\n vec3 isYZ = step( x0.zww, x0.yyz );\n // i0.x = dot( isX, vec3( 1.0 ) );\n i0.x = isX.x + isX.y + isX.z;\n i0.yzw = 1.0 - isX;\n // i0.y += dot( isYZ.xy, vec2( 1.0 ) );\n i0.y += isYZ.x + isYZ.y;\n i0.zw += 1.0 - isYZ.xy;\n i0.z += isYZ.z;\n i0.w += 1.0 - isYZ.z;\n\n // i0 now contains the unique values 0,1,2,3 in each channel\n vec4 i3 = clamp( i0, 0.0, 1.0 );\n vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );\n vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );\n\n vec4 x1 = x0 - i1 + C.xxxx;\n vec4 x2 = x0 - i2 + C.yyyy;\n vec4 x3 = x0 - i3 + C.zzzz;\n vec4 x4 = x0 + C.wwww;\n\n // Permutations\n i = mod289(i);\n float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);\n vec4 j1 = permute( permute( permute( permute (\n i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))\n + i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))\n + i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))\n + i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));\n\n // Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope\n // 7*7*6 = 294, which is close to the ring size 17*17 = 289.\n vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;\n\n vec4 p0 = grad4(j0, ip);\n vec4 p1 = grad4(j1.x, ip);\n vec4 p2 = grad4(j1.y, ip);\n vec4 p3 = grad4(j1.z, ip);\n vec4 p4 = grad4(j1.w, ip);\n\n // Normalise gradients\n vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n p4 *= taylorInvSqrt(dot(p4,p4));\n\n // Mix contributions from the five corners\n vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);\n vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);\n m0 = m0 * m0;\n m1 = m1 * m1;\n return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))\n + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;\n\n}\n\n "+t.vertexShader,t.vertexShader=t.vertexShader.replace("#include ","\n vec4 p = vec4(vec3(position * uNoiseCoef), uTime);\n vNoise = snoise(p);\n vec3 transformed = vec3(position);\n transformed += normalize(position) * vNoise * uDispCoef;\n "),e.materialShader=t},this.material.needsupdate=!0},updateTime:function(){this.uTime.value=(Date.now()-this.startTime)*this.timeCoef}},__hmrId:"NoisySphere"},Ni={extends:Yt,props:{timeCoef:{type:Number,default:.001},noiseCoef:{type:Number,default:.015},zCoef:{type:Number,default:10}},setup:function(e){var t={value:e.noiseCoef};i((function(){return e.noiseCoef}),(function(e){t.value=e}));var r={value:e.zCoef};return i((function(){return e.zCoef}),(function(e){r.value=e})),{uTime:{value:0},uNoiseCoef:t,uZCoef:r}},mounted:function(){this.updateMaterial(),this.startTime=Date.now(),this.three.onBeforeRender(this.updateTime)},unmounted:function(){this.three.offBeforeRender(this.updateTime)},methods:{updateMaterial:function(){var e=this;this.material.onBeforeCompile=function(t){t.uniforms.uTime=e.uTime,t.uniforms.uNoiseCoef=e.uNoiseCoef,t.uniforms.uZCoef=e.uZCoef,t.vertexShader="\n uniform float uTime;\n uniform float uNoiseCoef;\n uniform float uZCoef;\n "+bi+"\n "+t.vertexShader,t.vertexShader=t.vertexShader.replace("#include "," \n vec3 p = vec3(position * uNoiseCoef);\n p.x += uTime;\n float noise = snoise(p.xy);\n vec3 transformed = vec3(position);\n transformed.z += noise * uZCoef;\n "),e.materialShader=t},this.material.needsupdate=!0},updateTime:function(){this.uTime.value=(Date.now()-this.startTime)*this.timeCoef}},__hmrId:"NoisyText"},zi=function(e){var t=this;Object.entries(e).forEach((function(e){var i=e[0],r=e[1];t[i]=r})),this.o3d=new me,this.uProgress={value:0},this.uvScale=new n,this.initMaterial(),this.initPlane()};function _i(){var e={loader:new B,count:0,textures:[],loadProgress:0,loadTextures:function(i,r){e.count=i.length,e.textures.splice(0),e.loadProgress=0,Promise.all(i.map(t)).then(r)},dispose:function(){e.textures.forEach((function(e){return e.dispose()}))}};return e;function t(t,i){return new Promise((function(r){e.loader.load(t.src,(function(t){e.loadProgress+=1/e.count,e.textures[i]=t,r(t)}))}))}}zi.prototype.initMaterial=function(){var e=this;this.material=new L({side:ne,transparent:!0,map:this.texture,onBeforeCompile:function(t){t.uniforms.progress=e.uProgress,t.uniforms.uvScale={value:e.uvScale},t.vertexShader="\n uniform float progress;\n uniform vec2 uvScale;\n\n attribute vec3 offset;\n attribute vec3 rotation;\n attribute vec2 uvOffset;\n\n mat3 rotationMatrixXYZ(vec3 r)\n {\n float cx = cos(r.x);\n float sx = sin(r.x);\n float cy = cos(r.y);\n float sy = sin(r.y);\n float cz = cos(r.z);\n float sz = sin(r.z);\n\n return mat3(\n cy * cz, cx * sz + sx * sy * cz, sx * sz - cx * sy * cz,\n -cy * sz, cx * cz - sx * sy * sz, sx * cz + cx * sy * sz,\n sy, -sx * cy, cx * cy\n );\n }\n "+t.vertexShader,t.vertexShader=t.vertexShader.replace("#include ","\n #include \n vUv = vUv * uvScale + uvOffset;\n "),t.vertexShader=t.vertexShader.replace("#include ","\n mat3 rotMat = rotationMatrixXYZ(progress * rotation);\n transformed = rotMat * transformed;\n\n vec4 mvPosition = vec4(transformed, 1.0);\n #ifdef USE_INSTANCING\n mvPosition = instanceMatrix * mvPosition;\n #endif\n\n mvPosition.xyz += progress * offset;\n\n mvPosition = modelViewMatrix * mvPosition;\n gl_Position = projectionMatrix * mvPosition;\n ")}})},zi.prototype.initPlane=function(){var e=this.screen,t=e.width,i=e.wWidth,r=e.wHeight;this.wSize=this.size*i/t,this.nx=Math.ceil(i/this.wSize)+1,this.ny=Math.ceil(r/this.wSize)+1,this.icount=this.nx*this.ny,this.initGeometry(),this.initUV(),this.initAnimAttributes(),this.imesh&&this.o3d.remove(this.imesh),this.imesh=new se(this.bGeometry,this.material,this.icount),this.o3d.add(this.imesh);for(var n=new me,s=0,a=-(i-(i-this.nx*this.wSize))/2+this.dx,o=0;ot?this.uvScale.set(1/this.nx,t/e/this.ny):this.uvScale.set(e/t/this.nx,1/this.ny);for(var i=this.uvScale.x*this.nx,r=this.uvScale.y*this.ny,s=new n,a=new Float32Array(2*this.icount),o=0;o0?this.setTargetProgress(this.targetProgress+.05):this.setTargetProgress(this.targetProgress-.05)},onClick:function(e){e.clientY0&&r 0.001) {\n vec4 color = vec4(0.0);\n float total = 0.0;\n vec2 toCenter = center * uvScale + uvOffset - tUv;\n \n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n \n for (float t = 0.0; t <= 20.0; t++) {\n float percent = (t + offset) / 20.0;\n float weight = 2.0 * (percent - percent * percent);\n vec4 texel = texture2D(map, tUv + toCenter * percent * strength);\n\n /* switch to pre-multiplied alpha to correctly blur transparent images */\n texel.rgb *= texel.a;\n\n color += texel * weight;\n total += weight;\n }\n\n gl_FragColor = color / total;\n\n /* switch back from pre-multiplied alpha */\n gl_FragColor.rgb /= gl_FragColor.a + 0.00001;\n gl_FragColor.a = 1.0 - abs(strength);\n } else {\n gl_FragColor = texture2D(map, tUv);\n }\n }\n "}),r=new Y(t,i),{geometry:t,material:i,mesh:r,uCenter:a,uStrength:o,setMap:function(e){s.value=e,m()},updateUV:m};function m(){var t=e.size.ratio,i=s.value.image.width/s.value.image.height;h.value.set(0,0),u.value.set(1,1),i>t?(u.value.x=t/i,h.value.x=(1-u.value.x)/2):(u.value.y=i/t,h.value.y=(1-u.value.y)/2)}}Mi.render=function(e,t,i,r,n,s){var a=Pe("Camera"),o=Pe("Scene"),h=Pe("Renderer");return 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e=this;this.createGeometry(),["size","width","height","depth","widthSegments","heightSegments","depthSegments"].forEach((function(t){r((function(){return e[t]}),(function(){e.refreshGeometry()}))}))},methods:{createGeometry:function(){this.size?this.geometry=new f(this.size,this.size,this.size):this.geometry=new f(this.width,this.height,this.depth)}},__hmrId:"Box"},vt={extends:yt,props:{radius:{type:Number,default:1},segments:{type:Number,default:8},thetaStart:{type:Number,default:0},thetaLength:{type:Number,default:2*Math.PI}},created:function(){var e=this;this.createGeometry();["radius","segments","thetaStart","thetaLength"].forEach((function(t){r((function(){return e[t]}),(function(){e.refreshGeometry()}))}))},methods:{createGeometry:function(){this.geometry=new p(this.radius,this.segments,this.thetaStart,this.thetaLength)}},__hmrId:"Circle"},St={extends:yt,props:{radius:{type:Number,default:1},height:{type:Number,default:1},radialSegments:{type:Number,default:8},heightSegments:{type:Number,default:1},openEnded:{type:Boolean,default:!1},thetaStart:{type:Number,default:0},thetaLength:{type:Number,default:2*Math.PI}},created:function(){var e=this;this.createGeometry();["radius","height","radialSegments","heightSegments","openEnded","thetaStart","thetaLength"].forEach((function(t){r((function(){return e[t]}),(function(){e.refreshGeometry()}))}))},methods:{createGeometry:function(){this.geometry=new g(this.radius,this.height,this.radialSegments,this.heightSegments,this.openEnded,this.thetaStart,this.thetaLength)}},__hmrId:"Cone"},Nt={extends:yt,props:{radiusTop:{type:Number,default:1},radiusBottom:{type:Number,default:1},height:{type:Number,default:1},radialSegments:{type:Number,default:8},heightSegments:{type:Number,default:1},openEnded:{type:Boolean,default:!1},thetaStart:{type:Number,default:0},thetaLength:{type:Number,default:2*Math.PI}},created:function(){var e=this;this.createGeometry();["radiusTop","radiusBottom","height","radialSegments","heightSegments","openEnded","thetaStart","thetaLength"].forEach((function(t){r((function(){return e[t]}),(function(){e.refreshGeometry()}))}))},methods:{createGeometry:function(){this.geometry=new y(this.radiusTop,this.radiusBottom,this.height,this.radialSegments,this.heightSegments,this.openEnded,this.thetaStart,this.thetaLength)}},__hmrId:"Cylinder"},wt={extends:yt,props:{radius:{type:Number,default:1},detail:{type:Number,default:0}},created:function(){var e=this;this.createGeometry();["radius","detail"].forEach((function(t){r((function(){return e[t]}),(function(){e.refreshGeometry()}))}))},methods:{createGeometry:function(){this.geometry=new b(this.radius,this.detail)}},__hmrId:"Dodecahedron"},xt={extends:yt,props:{radius:{type:Number,default:1},detail:{type:Number,default:0}},created:function(){var e=this;this.createGeometry();["radius","detail"].forEach((function(t){r((function(){return e[t]}),(function(){e.refreshGeometry()}))}))},methods:{createGeometry:function(){this.geometry=new v(this.radius,this.detail)}},__hmrId:"Icosahedron"},_t={extends:yt,props:{points:Array,segments:{type:Number,default:12},phiStart:{type:Number,default:0},phiLength:{type:Number,default:2*Math.PI}},created:function(){var e=this;this.createGeometry();["points","segments","phiStart","phiLength"].forEach((function(t){r((function(){return e[t]}),(function(){e.refreshGeometry()}))}))},methods:{createGeometry:function(){this.geometry=new S(this.points,this.segments,this.phiStart,this.phiLength)}},__hmrId:"Lathe"},Ct={extends:yt,props:{radius:{type:Number,default:1},detail:{type:Number,default:0}},created:function(){var e=this;this.createGeometry();["radius","detail"].forEach((function(t){r((function(){return e[t]}),(function(){e.refreshGeometry()}))}))},methods:{createGeometry:function(){this.geometry=new 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x(this.innerRadius,this.outerRadius,this.thetaSegments,this.phiSegments,this.thetaStart,this.thetaLength)}},__hmrId:"Ring"},Pt={extends:yt,props:{radius:Number,widthSegments:{type:Number,default:12},heightSegments:{type:Number,default:12}},watch:{radius:function(){this.refreshGeometry()},widthSegments:function(){this.refreshGeometry()},heightSegments:function(){this.refreshGeometry()}},created:function(){this.createGeometry()},methods:{createGeometry:function(){this.geometry=new _(this.radius,this.widthSegments,this.heightSegments)}},__hmrId:"Sphere"},zt={extends:yt,props:{radius:{type:Number,default:1},detail:{type:Number,default:0}},created:function(){var e=this;this.createGeometry();["radius","detail"].forEach((function(t){r((function(){return e[t]}),(function(){e.refreshGeometry()}))}))},methods:{createGeometry:function(){this.geometry=new C(this.radius,this.detail)}},__hmrId:"Tetrahedron"},Rt={text:String,fontSrc:String,size:{type:Number,default:80},height:{type:Number,default:5},depth:{type:Number,default:1},curveSegments:{type:Number,default:12},bevelEnabled:{type:Boolean,default:!1},bevelThickness:{type:Number,default:10},bevelSize:{type:Number,default:8},bevelOffset:{type:Number,default:0},bevelSegments:{type:Number,default:5},align:{type:[Boolean,String],default:!1}},kt={extends:yt,props:Object.assign({},Rt),created:function(){var e=this;["text","size","height","curveSegments","bevelEnabled","bevelThickness","bevelSize","bevelOffset","bevelSegments","align"].forEach((function(t){r((function(){return e[t]}),(function(){e.font&&e.refreshGeometry()}))})),(new Y).load(this.fontSrc,(function(t){e.font=t,e.createGeometry(),e.initMesh()}))},methods:{createGeometry:function(){this.geometry=new J(this.text,{font:this.font,size:this.size,height:this.height,depth:this.depth,curveSegments:this.curveSegments,bevelEnabled:this.bevelEnabled,bevelThickness:this.bevelThickness,bevelSize:this.bevelSize,bevelOffset:this.bevelOffset,bevelSegments:this.bevelSegments}),"center"===this.align&&this.geometry.center()}}},Bt={extends:yt,props:{radius:{type:Number,default:.5},tube:{type:Number,default:.4},radialSegments:{type:Number,default:8},tubularSegments:{type:Number,default:6},arc:{type:Number,default:2*Math.PI}},created:function(){var e=this;this.createGeometry();["radius","tube","radialSegments","tubularSegments","arc"].forEach((function(t){r((function(){return e[t]}),(function(){e.refreshGeometry()}))}))},methods:{createGeometry:function(){this.geometry=new M(this.radius,this.tube,this.radialSegments,this.tubularSegments,this.arc)}},__hmrId:"Torus"},jt={extends:yt,props:{radius:{type:Number,default:.5},tube:{type:Number,default:.4},tubularSegments:{type:Number,default:64},radialSegments:{type:Number,default:8},p:{type:Number,default:2},q:{type:Number,default:3}},created:function(){var e=this;this.createGeometry();["radius","tube","radialSegments","tubularSegments","p","q"].forEach((function(t){r((function(){return e[t]}),(function(){e.refreshGeometry()}))}))},methods:{createGeometry:function(){this.geometry=new G(this.radius,this.tube,this.tubularSegments,this.radialSegments,this.p,this.q)}},__hmrId:"TorusKnot"},Et={extends:yt,props:{path:I,tubularSegments:{type:Number,default:64},radius:{type:Number,default:1},radialSegments:{type:Number,default:8},closed:{type:Boolean,default:!1}},created:function(){var e=this;this.createGeometry();["path","tubularSegments","radius","radialSegments","closed"].forEach((function(t){r((function(){return e[t]}),(function(){e.refreshGeometry()}))}))},methods:{createGeometry:function(){this.geometry=new P(this.path,this.tubularSegments,this.radius,this.radialSegments,this.closed)}},__hmrId:"Tube"},Lt={extends:yt,props:{cubeRTSize:{type:Number,default:256},cubeCameraNear:{type:Number,default:.1},cubeCameraFar:{type:Number,default:2e3},autoUpdate:Boolean},mounted:function(){this.initGem(),this.autoUpdate?this.three.onBeforeRender(this.updateCubeRT):this.rendererComponent.onMounted(this.updateCubeRT)},unmounted:function(){this.three.offBeforeRender(this.updateCubeRT),this.meshBack&&this.parent.remove(this.meshBack),this.materialBack&&this.materialBack.dispose()},methods:{initGem:function(){var e=new Q(this.cubeRTSize,{format:ee,generateMipmaps:!0,minFilter:te});this.cubeCamera=new re(this.cubeCameraNear,this.cubeCameraFar,e),Ge(this,"position",this.cubeCamera.position),this.parent.add(this.cubeCamera),this.material.side=j,this.material.envMap=e.texture,this.material.envMapIntensity=10,this.material.metalness=0,this.material.roughness=0,this.material.opacity=.75,this.material.transparent=!0,this.material.premultipliedAlpha=!0,this.material.needsUpdate=!0,this.materialBack=this.material.clone(),this.materialBack.side=ie,this.materialBack.envMapIntensity=5,this.materialBack.metalness=1,this.materialBack.roughness=0,this.materialBack.opacity=.5,this.meshBack=new Z(this.geometry,this.materialBack),Ge(this,"position",this.meshBack.position),Ge(this,"rotation",this.meshBack.rotation),Ge(this,"scale",this.meshBack.scale),this.parent.add(this.meshBack)},updateCubeRT:function(){this.mesh.visible=!1,this.meshBack.visible=!1,this.cubeCamera.update(this.three.renderer,this.scene),this.mesh.visible=!0,this.meshBack.visible=!0}},__hmrId:"Gem"},Tt={emits:["loaded"],extends:yt,props:{src:String,width:Number,height:Number,keepSize:Boolean},created:function(){var e=this;this.createGeometry(),this.createMaterial(),this.initMesh(),r((function(){return e.src}),this.refreshTexture),["width","height"].forEach((function(t){r((function(){return e[t]}),e.resize)})),this.keepSize&&this.three.onAfterResize(this.resize)},methods:{createGeometry:function(){this.geometry=new K(1,1,1,1)},createMaterial:function(){this.material=new E({side:se,map:this.loadTexture()})},loadTexture:function(){return(new T).load(this.src,this.onLoaded)},refreshTexture:function(){this.texture&&this.texture.dispose(),this.material.map=this.loadTexture(),this.material.needsUpdate=!0},onLoaded:function(e){this.texture=e,this.resize(),this.$emit("loaded")},resize:function(){if(this.texture){var e,t,r=this.three.size,i=this.texture.image.width/this.texture.image.height;this.width&&this.height?(e=this.width*r.wWidth/r.width,t=this.height*r.wHeight/r.height):this.width?t=(e=this.width*r.wWidth/r.width)/i:this.height&&(e=(t=this.height*r.wHeight/r.height)*i),this.mesh.scale.x=e,this.mesh.scale.y=t}}},__hmrId:"Image"},Ot={inject:["three","scene"],props:{materialId:String,count:Number,position:Object,castShadow:Boolean,receiveShadow:Boolean},setup:function(){return{parent:i("group",i("scene"))}},provide:function(){return{mesh:this}},beforeMount:function(){this.$slots.default||console.error("Missing 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this.$slots.default()},__hmrId:"InstancedMesh"},At={extends:yt,props:{cubeRTSize:{type:Number,default:256},cubeCameraNear:{type:Number,default:.1},cubeCameraFar:{type:Number,default:2e3},autoUpdate:Boolean},mounted:function(){this.initMirrorMesh(),this.autoUpdate?this.three.onBeforeRender(this.updateCubeRT):this.rendererComponent.onMounted(this.updateCubeRT)},unmounted:function(){this.three.offBeforeRender(this.updateCubeRT),this.cubeCamera&&this.parent.remove(this.cubeCamera)},methods:{initMirrorMesh:function(){var e=new Q(this.cubeRTSize,{format:ee,generateMipmaps:!0,minFilter:te});this.cubeCamera=new re(this.cubeCameraNear,this.cubeCameraFar,e),this.parent.add(this.cubeCamera),this.material.envMap=e.texture,this.material.needsUpdate=!0},updateCubeRT:function(){this.mesh.visible=!1,this.cubeCamera.update(this.three.renderer,this.scene),this.mesh.visible=!0}},__hmrId:"MirrorMesh"},Ft={extends:yt,props:{cubeRTSize:{type:Number,default:256},cubeCameraNear:{type:Number,default:.1},cubeCameraFar:{type:Number,default:2e3},refractionRatio:{type:Number,default:.98},autoUpdate:Boolean},mounted:function(){this.initMirrorMesh(),this.autoUpdate?this.three.onBeforeRender(this.updateCubeRT):this.rendererComponent.onMounted(this.updateCubeRT)},unmounted:function(){this.three.offBeforeRender(this.updateCubeRT),this.cubeCamera&&this.parent.remove(this.cubeCamera)},methods:{initMirrorMesh:function(){var e=new Q(this.cubeRTSize,{mapping:q,format:ee,generateMipmaps:!0,minFilter:te});this.cubeCamera=new re(this.cubeCameraNear,this.cubeCameraFar,e),Ge(this,"position",this.cubeCamera.position),this.parent.add(this.cubeCamera),this.material.envMap=e.texture,this.material.refractionRatio=this.refractionRatio,this.material.needsUpdate=!0},updateCubeRT:function(){this.mesh.visible=!1,this.cubeCamera.update(this.three.renderer,this.scene),this.mesh.visible=!0}},__hmrId:"RefractionMesh"},Ut={emits:["ready","loaded"],inject:["three","scene"],props:{src:String,position:Object,scale:Object},setup:function(){return{parent:i("group",i("scene"))}},mounted:function(){this.texture=(new T).load(this.src,this.onLoaded),this.material=new ae({map:this.texture}),this.sprite=new oe(this.material),this.geometry=this.sprite.geometry,Ge(this,"position",this.sprite.position),Ge(this,"scale",this.sprite.scale),this.parent.add(this.sprite),this.$emit("ready")},unmounted:function(){this.texture.dispose(),this.material.dispose(),this.parent.remove(this.sprite)},methods:{onLoaded:function(){this.updateUV(),this.$emit("loaded")},updateUV:function(){this.iWidth=this.texture.image.width,this.iHeight=this.texture.image.height,this.iRatio=this.iWidth/this.iHeight;var e=.5,t=.5;this.iRatio>1?t=.5/this.iRatio:e=.5/this.iRatio;var r=this.geometry.attributes.position.array;r[0]=-e,r[1]=-t,r[5]=e,r[6]=-t,r[10]=e,r[11]=t,r[15]=-e,r[16]=t,this.geometry.attributes.position.needsUpdate=!0}},render:function(){return[]},__hmrId:"Sprite"},Dt={setup:function(){return{passes:[]}},inject:["three"],provide:function(){return{passes:this.passes}},mounted:function(){var e=this;this.three.onAfterInit((function(){e.composer=new ue(e.three.renderer),e.three.renderer.autoClear=!1,e.passes.forEach((function(t){e.composer.addPass(t)})),e.three.composer=e.composer,e.resize(),e.three.onAfterResize(e.resize)}))},unmounted:function(){this.three.offAfterResize(this.resize)},methods:{resize:function(){this.composer.setSize(this.three.size.width,this.three.size.height)}},render:function(){return this.$slots.default()},__hmrId:"EffectComposer"},$t={inject:["three","passes"],beforeMount:function(){this.passes||console.error("Missing parent EffectComposer")},unmounted:function(){this.pass.dispose&&this.pass.dispose()},render:function(){return[]},__hmrId:"EffectPass"},Ht={extends:$t,mounted:function(){this.three.scene||console.error("Missing Scene"),this.three.camera||console.error("Missing Camera");var e=new me(this.three.scene,this.three.camera);this.passes.push(e),this.pass=e},__hmrId:"RenderPass"},Wt={extends:$t,props:{focus:{type:Number,default:1},aperture:{type:Number,default:.025},maxblur:{type:Number,default:.01}},watch:{focus:function(){this.pass.uniforms.focus.value=this.focus},aperture:function(){this.pass.uniforms.aperture.value=this.aperture},maxblur:function(){this.pass.uniforms.maxblur.value=this.maxblur}},mounted:function(){this.three.scene||console.error("Missing Scene"),this.three.camera||console.error("Missing Camera");var e={focus:this.focus,aperture:this.aperture,maxblur:this.maxblur,width:this.three.size.width,height:this.three.size.height},t=new de(this.three.scene,this.three.camera,e);this.passes.push(t),this.pass=t},__hmrId:"BokehPass"},Vt={extends:$t,props:{noiseIntensity:{type:Number,default:.5},scanlinesIntensity:{type:Number,default:.05},scanlinesCount:{type:Number,default:4096},grayscale:{type:Number,default:0}},watch:{noiseIntensity:function(){this.pass.uniforms.nIntensity.value=this.noiseIntensity},scanlinesIntensity:function(){this.pass.uniforms.sIntensity.value=this.scanlinesIntensity},scanlinesCount:function(){this.pass.uniforms.sCount.value=this.scanlinesCount},grayscale:function(){this.pass.uniforms.grayscale.value=this.grayscale}},mounted:function(){var e=new ce(this.noiseIntensity,this.scanlinesIntensity,this.scanlinesCount,this.grayscale);this.passes.push(e),this.pass=e},__hmrId:"FilmPass"},Xt={extends:$t,mounted:function(){var e=new le(fe);this.passes.push(e),this.pass=e,this.three.onAfterResize(this.resize)},unmounted:function(){this.three.offAfterResize(this.resize)},methods:{resize:function(){var e=this.pass.material.uniforms.resolution;e.value.x=1/this.three.size.width,e.value.y=1/this.three.size.height}},__hmrId:"FXAAPass"},qt={extends:$t,props:{shape:{type:Number,default:1},radius:{type:Number,default:4},rotateR:{type:Number,default:Math.PI/12*1},rotateG:{type:Number,default:Math.PI/12*2},rotateB:{type:Number,default:Math.PI/12*3},scatter:{type:Number,default:0}},mounted:function(){var e=this,t=new pe(this.three.size.width,this.three.size.height,{});["shape","radius","rotateR","rotateG","rotateB","scatter"].forEach((function(i){t.uniforms[i].value=e[i],r((function(){return e[i]}),(function(){t.uniforms[i].value=e[i]}))})),this.passes.push(t),this.pass=t},__hmrId:"HalftonePass"},Zt={extends:$t,mounted:function(){var e=new ge(this.three.size.width,this.three.size.height);this.passes.push(e),this.pass=e},__hmrId:"SMAAPass"},Kt="\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n ",Yt={uniforms:{tDiffuse:{value:null},blurRadius:{value:0},gradientRadius:{value:0},start:{value:new s},end:{value:new s},delta:{value:new s},texSize:{value:new s}},vertexShader:Kt,fragmentShader:"\n uniform sampler2D tDiffuse;\n uniform float blurRadius;\n uniform float gradientRadius;\n uniform vec2 start;\n uniform vec2 end;\n uniform vec2 delta;\n uniform vec2 texSize;\n varying vec2 vUv;\n\n float random(vec3 scale, float seed) {\n /* use the fragment position for a different seed per-pixel */\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n }\n\n void main() {\n vec4 color = vec4(0.0);\n float total = 0.0;\n\n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n\n vec2 normal = normalize(vec2(start.y - end.y, end.x - start.x));\n float radius = smoothstep(0.0, 1.0, abs(dot(vUv * texSize - start, normal)) / gradientRadius) * blurRadius;\n for (float t = -30.0; t <= 30.0; t++) {\n float percent = (t + offset - 0.5) / 30.0;\n float weight = 1.0 - abs(percent);\n vec4 texel = texture2D(tDiffuse, vUv + delta / texSize * percent * radius);\n // vec4 texel2 = texture2D(tDiffuse, vUv + vec2(-delta.y, delta.x) / texSize * percent * radius);\n\n /* switch to pre-multiplied alpha to correctly blur transparent images */\n texel.rgb *= texel.a;\n // texel2.rgb *= texel2.a;\n\n color += texel * weight;\n total += 2.0 * weight;\n }\n\n gl_FragColor = color / total;\n\n /* switch back from pre-multiplied alpha */\n gl_FragColor.rgb /= gl_FragColor.a + 0.00001;\n }\n "};function Jt(e,t,i,s){void 0===s&&(s="value"),e[t]&&(i[s]=e[t],r((function(){return e[t]}),(function(e){i[s]=e})))}var Qt={extends:$t,props:{blurRadius:{type:Number,default:10},gradientRadius:{type:Number,default:100},start:{type:Object,default:{x:0,y:100}},end:{type:Object,default:{x:10,y:100}}},mounted:function(){var e=this;this.pass=new le(Yt),this.passes.push(this.pass),this.pass1=new le(Yt),this.passes.push(this.pass1);var t=this.uniforms=this.pass.uniforms,i=this.uniforms1=this.pass1.uniforms;i.blurRadius=t.blurRadius,i.gradientRadius=t.gradientRadius,i.start=t.start,i.end=t.end,i.texSize=t.texSize,Jt(this,"blurRadius",t.blurRadius),Jt(this,"gradientRadius",t.gradientRadius),this.updateFocusLine(),["start","end"].forEach((function(t){r((function(){return e[t]}),e.updateFocusLine)})),this.pass.setSize=function(e,r){t.texSize.value.set(e,r)}},methods:{updateFocusLine:function(){this.uniforms.start.value.copy(this.start),this.uniforms.end.value.copy(this.end);var e=(new s).copy(this.end).sub(this.start).normalize();this.uniforms.delta.value.copy(e),this.uniforms1.delta.value.set(-e.y,e.x)}},__hmrId:"TiltShiftPass"},er={extends:$t,props:{strength:{type:Number,default:1.5},radius:{type:Number,default:0},threshold:{type:Number,default:0}},watch:{strength:function(){this.pass.strength=this.strength},radius:function(){this.pass.radius=this.radius},threshold:function(){this.pass.threshold=this.threshold}},mounted:function(){var e=new s(this.three.size.width,this.three.size.height),t=new ye(e,this.strength,this.radius,this.threshold);this.passes.push(t),this.pass=t},__hmrId:"UnrealBloomPass"},tr={uniforms:{tDiffuse:{value:null},center:{value:new s(.5,.5)},strength:{value:0}},vertexShader:Kt,fragmentShader:"\n uniform sampler2D tDiffuse;\n uniform vec2 center;\n uniform float strength;\n varying vec2 vUv;\n\n float random(vec3 scale, float seed) {\n /* use the fragment position for a different seed per-pixel */\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n }\n \n void main() {\n vec4 color = vec4(0.0);\n float total = 0.0;\n vec2 toCenter = center - vUv;\n \n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n \n for (float t = 0.0; t <= 40.0; t++) {\n float percent = (t + offset) / 40.0;\n float weight = 4.0 * (percent - percent * percent);\n vec4 texel = texture2D(tDiffuse, vUv + toCenter * percent * strength);\n\n /* switch to pre-multiplied alpha to correctly blur transparent images */\n texel.rgb *= texel.a;\n\n color += texel * weight;\n total += weight;\n }\n\n gl_FragColor = color / total;\n\n /* switch back from pre-multiplied alpha */\n gl_FragColor.rgb /= gl_FragColor.a + 0.00001;\n }\n "},rr={extends:$t,props:{center:{type:Object,default:{x:.5,y:.5}},strength:{type:Number,default:.5}},mounted:function(){this.pass=new le(tr),this.passes.push(this.pass);var e=this.uniforms=this.pass.uniforms;Ge(this,"center",e.center.value),Jt(this,"strength",e.strength)},__hmrId:"ZoomBlurPass"},ir=Object.freeze({__proto__:null,Renderer:ve,OrthographicCamera:Ie,PerspectiveCamera:Pe,Camera:Pe,Group:ze,Scene:Re,BoxGeometry:Be,CircleGeometry:je,ConeGeometry:Ee,CylinderGeometry:Le,DodecahedronGeometry:Te,IcosahedronGeometry:Oe,LatheGeometry:Ae,OctahedronGeometry:Fe,PolyhedronGeometry:Ue,RingGeometry:De,SphereGeometry:$e,TetrahedronGeometry:He,TorusGeometry:We,TorusKnotGeometry:Ve,TubeGeometry:Xe,AmbientLight:Ze,DirectionalLight:Ke,PointLight:Ye,SpotLight:Je,BasicMaterial:et,LambertMaterial:tt,MatcapMaterial:rt,PhongMaterial:it,PhysicalMaterial:at,StandardMaterial:nt,SubSurfaceMaterial:lt,ToonMaterial:ft,Texture:pt,CubeTexture:gt,Mesh:yt,Box:bt,Circle:vt,Cone:St,Cylinder:Nt,Dodecahedron:wt,Icosahedron:xt,Lathe:_t,Octahedron:Ct,Plane:Mt,Polyhedron:Gt,Ring:It,Sphere:Pt,Tetrahedron:zt,Text:kt,Torus:Bt,TorusKnot:jt,Tube:Et,Gem:Lt,Image:Tt,InstancedMesh:Ot,MirrorMesh:At,RefractionMesh:Ft,Sprite:Ut,EffectComposer:Dt,RenderPass:Ht,BokehPass:Wt,FilmPass:Vt,FXAAPass:Xt,HalftonePass:qt,SMAAPass:Zt,TiltShiftPass:Qt,UnrealBloomPass:er,ZoomBlurPass:rr,setFromProp:Se,propsValues:Ne,lerp:we,lerpv2:xe,lerpv3:_e,limit:Ce,getMatcapUrl:Me}),sr={install:function(e){["Camera","OrthographicCamera","PerspectiveCamera","Renderer","Scene","Group","BoxGeometry","CircleGeometry","ConeGeometry","CylinderGeometry","DodecahedronGeometry","IcosahedronGeometry","LatheGeometry","OctahedronGeometry","PolyhedronGeometry","RingGeometry","SphereGeometry","TetrahedronGeometry","TorusGeometry","TorusKnotGeometry","TubeGeometry","AmbientLight","DirectionalLight","PointLight","SpotLight","BasicMaterial","LambertMaterial","MatcapMaterial","PhongMaterial","PhysicalMaterial","ShaderMaterial","StandardMaterial","SubSurfaceMaterial","ToonMaterial","Texture","CubeTexture","Box","Circle","Cone","Cylinder","Dodecahedron","Icosahedron","Mesh","Lathe","Octahedron","Plane","Polyhedron","Ring","Sphere","Tetrahedron","Text","Torus","TorusKnot","Tube","Gem","Image","InstancedMesh","MirrorMesh","RefractionMesh","Sprite","BokehPass","EffectComposer","FilmPass","FXAAPass","HalftonePass","RenderPass","SAOPass","SMAAPass","TiltShiftPass","UnrealBloomPass","ZoomBlurPass","GLTFViewer"].forEach((function(t){e.component(t,ir[t])}))}};export{Ze as AmbientLight,et as BasicMaterial,Wt as BokehPass,bt as Box,Be as BoxGeometry,Pe as Camera,vt as Circle,je as CircleGeometry,St as Cone,Ee as ConeGeometry,gt as CubeTexture,Nt as Cylinder,Le as CylinderGeometry,Ke as DirectionalLight,wt as Dodecahedron,Te as DodecahedronGeometry,Dt as EffectComposer,Xt as FXAAPass,Vt as FilmPass,Lt as Gem,ze as Group,qt as HalftonePass,xt as Icosahedron,Oe as IcosahedronGeometry,Tt as Image,Ot as InstancedMesh,tt as LambertMaterial,_t as Lathe,Ae as LatheGeometry,rt as MatcapMaterial,yt as Mesh,At as MirrorMesh,Ct as Octahedron,Fe as OctahedronGeometry,Ie as OrthographicCamera,Pe as PerspectiveCamera,it as PhongMaterial,at as PhysicalMaterial,Mt as Plane,Ye as PointLight,Gt as Polyhedron,Ue as PolyhedronGeometry,Ft as RefractionMesh,Ht as RenderPass,ve as Renderer,It as Ring,De as RingGeometry,Zt as SMAAPass,Re as Scene,Pt as Sphere,$e as SphereGeometry,Je as SpotLight,Ut as Sprite,nt as StandardMaterial,lt as SubSurfaceMaterial,zt as Tetrahedron,He as TetrahedronGeometry,kt as Text,pt as Texture,Qt as TiltShiftPass,ft as ToonMaterial,Bt as Torus,We as TorusGeometry,jt as TorusKnot,Ve as TorusKnotGeometry,sr as TroisJSVuePlugin,Et as Tube,Xe as TubeGeometry,er as UnrealBloomPass,rr as ZoomBlurPass,Me as getMatcapUrl,we as lerp,xe as lerpv2,_e as lerpv3,Ce as limit,Ne as propsValues,Se as setFromProp}; //# sourceMappingURL=trois.module.cdn.min.js.map diff --git a/build/trois.module.cdn.min.js.map b/build/trois.module.cdn.min.js.map index 1ad1f59..c558558 100644 --- a/build/trois.module.cdn.min.js.map +++ b/build/trois.module.cdn.min.js.map @@ -1 +1 @@ -{"version":3,"file":"trois.module.cdn.min.js","sources":["../src/core/useThree.js","../src/core/Renderer.js","../src/tools.js","../src/use/useBindProp.js","../src/core/OrthographicCamera.js","../src/core/PerspectiveCamera.js","../src/core/Group.js","../src/core/Scene.js","../src/geometries/Geometry.js","../src/geometries/BoxGeometry.js","../src/geometries/CircleGeometry.js","../src/geometries/ConeGeometry.js","../src/geometries/CylinderGeometry.js","../src/geometries/DodecahedronGeometry.js","../src/geometries/IcosahedronGeometry.js","../src/geometries/LatheGeometry.js","../src/geometries/OctahedronGeometry.js","../src/geometries/PolyhedronGeometry.js","../src/geometries/RingGeometry.js","../src/geometries/SphereGeometry.js","../src/geometries/TetrahedronGeometry.js","../src/geometries/TorusGeometry.js","../src/geometries/TorusKnotGeometry.js","../src/geometries/TubeGeometry.js","../src/lights/Light.js","../src/lights/AmbientLight.js","../src/lights/DirectionalLight.js","../src/lights/PointLight.js","../src/lights/SpotLight.js","../src/materials/Material.js","../src/materials/BasicMaterial.js","../src/materials/LambertMaterial.js","../src/materials/MatcapMaterial.js","../src/materials/PhongMaterial.js","../src/materials/StandardMaterial.js","../src/materials/PhysicalMaterial.js","../src/materials/SubsurfaceScatteringShader.js","../src/materials/SubSurfaceMaterial.js","../src/materials/ShaderMaterial.js","../src/materials/ToonMaterial.js","../src/materials/Texture.js","../src/materials/CubeTexture.js","../src/meshes/Mesh.js","../src/meshes/Box.js","../src/meshes/Circle.js","../src/meshes/Cone.js","../src/meshes/Cylinder.js","../src/meshes/Dodecahedron.js","../src/meshes/Icosahedron.js","../src/meshes/Lathe.js","../src/meshes/Octahedron.js","../src/meshes/Plane.js","../src/meshes/Polyhedron.js","../src/meshes/Ring.js","../src/meshes/Sphere.js","../src/meshes/Tetrahedron.js","../src/meshes/TextProps.js","../src/meshes/Text.js","../src/meshes/Torus.js","../src/meshes/TorusKnot.js","../src/meshes/Tube.js","../src/meshes/Gem.js","../src/meshes/Image.js","../src/meshes/InstancedMesh.js","../src/meshes/MirrorMesh.js","../src/meshes/RefractionMesh.js","../src/meshes/Sprite.js","../src/effects/EffectComposer.js","../src/effects/EffectPass.js","../src/effects/RenderPass.js","../src/effects/BokehPass.js","../src/effects/FilmPass.js","../src/effects/FXAAPass.js","../src/effects/HalftonePass.js","../src/effects/SMAAPass.js","../src/shaders/default.js","../src/shaders/TiltShift.js","../src/use/useBindPropValue.js","../src/effects/TiltShiftPass.js","../src/effects/UnrealBloomPass.js","../src/shaders/ZoomBlur.js","../src/effects/ZoomBlurPass.js","../src/glsl/snoise2.glsl.js","../src/components/noisy/NoisyImage.js","../src/components/noisy/NoisyPlane.js","../src/components/noisy/NoisySphere.js","../src/components/noisy/NoisyText.js","../src/components/sliders/AnimatedPlane.js","../src/use/useTextures.js","../src/components/sliders/Slider1.vue","../src/components/sliders/ZoomBlurImage.js","../src/components/sliders/Slider1.vue?vue&type=template&id=23f29a93&lang.js","../src/components/sliders/Slider2.vue","../src/components/sliders/Slider2.vue?vue&type=template&id=2400b214&lang.js","../src/components/viewers/GLTFViewer.vue","../src/components/viewers/GLTFViewer.vue?vue&type=template&id=683b03c7&lang.js","../src/plugin.js"],"sourcesContent":["import {\n Plane,\n Raycaster,\n Vector2,\n Vector3,\n WebGLRenderer,\n} from 'three';\n\nimport { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';\n\n/**\n * Three.js helper\n */\nexport default function useThree() {\n // default conf\n const conf = {\n canvas: null,\n antialias: true,\n alpha: false,\n autoClear: true,\n orbit_ctrl: false,\n mouse_move: false,\n mouse_raycast: false,\n mouse_over: false,\n click: false,\n resize: true,\n width: 0,\n height: 0,\n };\n\n // size\n const size = {\n width: 1, height: 1,\n wWidth: 1, wHeight: 1,\n ratio: 1,\n };\n\n // handlers\n const afterInitCallbacks = [];\n let afterResizeCallbacks = [];\n let beforeRenderCallbacks = [];\n\n // mouse tracking\n const mouse = new Vector2();\n const mouseV3 = new Vector3();\n const mousePlane = new Plane(new Vector3(0, 0, 1), 0);\n const raycaster = new Raycaster();\n\n // raycast objects\n const intersectObjects = [];\n\n // returned object\n const obj = {\n conf,\n renderer: null,\n camera: null,\n cameraCtrl: null,\n materials: {},\n scene: null,\n size,\n mouse, mouseV3,\n init,\n dispose,\n render,\n renderC,\n setSize,\n onAfterInit,\n onAfterResize, offAfterResize,\n onBeforeRender, offBeforeRender,\n addIntersectObject, removeIntersectObject,\n };\n\n /**\n * init three\n */\n function init(params) {\n if (params) {\n Object.entries(params).forEach(([key, value]) => {\n conf[key] = value;\n });\n }\n\n if (!obj.scene) {\n console.error('Missing Scene');\n return;\n }\n\n if (!obj.camera) {\n console.error('Missing Camera');\n return;\n }\n\n obj.renderer = new WebGLRenderer({ canvas: conf.canvas, antialias: conf.antialias, alpha: conf.alpha });\n obj.renderer.autoClear = conf.autoClear;\n\n if (conf.orbit_ctrl) {\n obj.orbitCtrl = new OrbitControls(obj.camera, obj.renderer.domElement);\n if (conf.orbit_ctrl instanceof Object) {\n Object.entries(conf.orbit_ctrl).forEach(([key, value]) => {\n obj.orbitCtrl[key] = value;\n });\n }\n }\n\n if (conf.width && conf.height) {\n setSize(conf.width, conf.height);\n } else if (conf.resize) {\n onResize();\n window.addEventListener('resize', onResize);\n }\n\n conf.mouse_move = conf.mouse_move || conf.mouse_over;\n if (conf.mouse_move) {\n if (conf.mouse_move === 'body') {\n obj.mouse_move_element = document.body;\n } else {\n obj.mouse_move_element = obj.renderer.domElement;\n }\n obj.mouse_move_element.addEventListener('mousemove', onMousemove);\n obj.mouse_move_element.addEventListener('mouseleave', onMouseleave);\n }\n\n if (conf.click) {\n obj.renderer.domElement.addEventListener('click', onClick);\n }\n\n afterInitCallbacks.forEach(c => c());\n\n return true;\n };\n\n /**\n * add after init callback\n */\n function onAfterInit(callback) {\n afterInitCallbacks.push(callback);\n }\n\n /**\n * add after resize callback\n */\n function onAfterResize(callback) {\n afterResizeCallbacks.push(callback);\n }\n\n /**\n * remove after resize callback\n */\n function offAfterResize(callback) {\n afterResizeCallbacks = afterResizeCallbacks.filter(c => c !== callback);\n }\n\n /**\n * add before render callback\n */\n function onBeforeRender(callback) {\n beforeRenderCallbacks.push(callback);\n }\n\n /**\n * remove before render callback\n */\n function offBeforeRender(callback) {\n beforeRenderCallbacks = beforeRenderCallbacks.filter(c => c !== callback);\n }\n\n /**\n * default render\n */\n function render() {\n if (obj.orbitCtrl) obj.orbitCtrl.update();\n beforeRenderCallbacks.forEach(c => c());\n obj.renderer.render(obj.scene, obj.camera);\n }\n\n /**\n * composer render\n */\n function renderC() {\n if (obj.orbitCtrl) obj.orbitCtrl.update();\n beforeRenderCallbacks.forEach(c => c());\n obj.composer.render();\n }\n\n /**\n * add intersect object\n */\n function addIntersectObject(o) {\n if (intersectObjects.indexOf(o) === -1) {\n intersectObjects.push(o);\n }\n }\n\n /**\n * remove intersect object\n */\n function removeIntersectObject(o) {\n const i = intersectObjects.indexOf(o);\n if (i !== -1) {\n intersectObjects.splice(i, 1);\n }\n }\n\n /**\n * remove listeners\n */\n function dispose() {\n beforeRenderCallbacks = [];\n window.removeEventListener('resize', onResize);\n if (obj.mouse_move_element) {\n obj.mouse_move_element.removeEventListener('mousemove', onMousemove);\n obj.mouse_move_element.removeEventListener('mouseleave', onMouseleave);\n }\n obj.renderer.domElement.removeEventListener('click', onClick);\n if (obj.orbitCtrl) obj.orbitCtrl.dispose();\n this.renderer.dispose();\n }\n\n /**\n */\n function updateMouse(e) {\n const rect = e.target.getBoundingClientRect();\n mouse.x = ((e.clientX - rect.left) / size.width) * 2 - 1;\n mouse.y = -((e.clientY - rect.top) / size.height) * 2 + 1;\n }\n\n /**\n * click listener\n */\n function onClick(e) {\n updateMouse(e);\n raycaster.setFromCamera(mouse, obj.camera);\n const objects = raycaster.intersectObjects(intersectObjects);\n for (let i = 0; i < objects.length; i++) {\n const o = objects[i].object;\n if (o.onClick) o.onClick(e);\n }\n }\n\n /**\n * mousemove listener\n */\n function onMousemove(e) {\n updateMouse(e);\n onMousechange(e);\n }\n\n /**\n * mouseleave listener\n */\n function onMouseleave(e) {\n // mouse.x = 0;\n // mouse.y = 0;\n onMousechange(e);\n }\n\n /**\n * mouse change\n */\n function onMousechange(e) {\n if (conf.mouse_over || conf.mouse_raycast) {\n raycaster.setFromCamera(mouse, obj.camera);\n\n if (conf.mouse_raycast) {\n // get mouse 3d position\n obj.camera.getWorldDirection(mousePlane.normal);\n mousePlane.normal.normalize();\n raycaster.ray.intersectPlane(mousePlane, mouseV3);\n }\n\n if (conf.mouse_over) {\n const onObjects = raycaster.intersectObjects(intersectObjects);\n const offObjects = [...intersectObjects];\n for (let i = 0; i < onObjects.length; i++) {\n const o = onObjects[i].object;\n if (!o.hover && o.onHover) {\n o.hover = true;\n o.onHover(true);\n }\n offObjects.splice(offObjects.indexOf(o), 1);\n }\n for (let i = 0; i < offObjects.length; i++) {\n const o = offObjects[i];\n if (o.hover && o.onHover) {\n o.hover = false;\n o.onHover(false);\n }\n }\n }\n }\n }\n\n /**\n * resize listener\n */\n function onResize() {\n if (conf.resize === 'window') {\n setSize(window.innerWidth, window.innerHeight);\n } else {\n const elt = obj.renderer.domElement.parentNode;\n setSize(elt.clientWidth, elt.clientHeight);\n }\n afterResizeCallbacks.forEach(c => c());\n }\n\n /**\n * update renderer size and camera\n */\n function setSize(width, height) {\n size.width = width;\n size.height = height;\n size.ratio = width / height;\n\n obj.renderer.setSize(width, height, false);\n obj.camera.aspect = size.ratio;\n obj.camera.updateProjectionMatrix();\n\n if (obj.composer) {\n obj.composer.setSize(width, height);\n }\n\n if (obj.camera.type === 'OrthographicCamera') {\n size.wWidth = obj.camera.right - obj.camera.left;\n size.wHeight = obj.camera.top - obj.camera.bottom;\n } else {\n const wsize = getCameraSize();\n size.wWidth = wsize[0]; size.wHeight = wsize[1];\n }\n }\n\n /**\n * calculate camera visible area size\n */\n function getCameraSize() {\n const vFOV = (obj.camera.fov * Math.PI) / 180;\n const h = 2 * Math.tan(vFOV / 2) * Math.abs(obj.camera.position.z);\n const w = h * obj.camera.aspect;\n return [w, h];\n }\n\n return obj;\n}\n","import { h } from 'vue';\nimport useThree from './useThree';\n\nexport default {\n props: {\n antialias: Boolean,\n alpha: Boolean,\n autoClear: { type: Boolean, default: true },\n mouseMove: { type: [Boolean, String], default: false },\n mouseRaycast: { type: Boolean, default: false },\n mouseOver: { type: Boolean, default: false },\n click: { type: Boolean, default: false },\n orbitCtrl: { type: [Boolean, Object], default: false },\n resize: { type: [Boolean, String], default: true },\n shadow: Boolean,\n width: String,\n height: String,\n },\n setup() {\n return {\n three: useThree(),\n raf: true,\n onMountedCallbacks: [],\n };\n },\n provide() {\n return {\n three: this.three,\n // renderer: this.three.renderer,\n rendererComponent: this,\n };\n },\n mounted() {\n const params = {\n canvas: this.$el,\n antialias: this.antialias,\n alpha: this.alpha,\n autoClear: this.autoClear,\n orbit_ctrl: this.orbitCtrl,\n mouse_move: this.mouseMove,\n mouse_raycast: this.mouseRaycast,\n mouse_over: this.mouseOver,\n click: this.click,\n resize: this.resize,\n width: this.width,\n height: this.height,\n };\n\n if (this.three.init(params)) {\n this.three.renderer.shadowMap.enabled = this.shadow;\n if (this.three.composer) this.animateC();\n else this.animate();\n };\n\n this.onMountedCallbacks.forEach(c => c());\n },\n beforeUnmount() {\n this.raf = false;\n this.three.dispose();\n },\n methods: {\n onMounted(callback) {\n this.onMountedCallbacks.push(callback);\n },\n onBeforeRender(callback) {\n this.three.onBeforeRender(callback);\n },\n onAfterResize(callback) {\n this.three.onAfterResize(callback);\n },\n animate() {\n if (this.raf) requestAnimationFrame(this.animate);\n this.three.render();\n },\n animateC() {\n if (this.raf) requestAnimationFrame(this.animateC);\n this.three.renderC();\n },\n },\n render() {\n return h('canvas', {}, this.$slots.default());\n },\n};\n","export function setFromProp(o, prop) {\n if (prop instanceof Object) {\n Object.entries(prop).forEach(([key, value]) => {\n o[key] = value;\n });\n }\n};\n\nexport function propsValues(props, exclude) {\n const values = {};\n Object.entries(props).forEach(([key, value]) => {\n if (!exclude || (exclude && !exclude.includes(key))) {\n values[key] = value;\n }\n });\n return values;\n};\n\nexport function lerp(value1, value2, amount) {\n amount = amount < 0 ? 0 : amount;\n amount = amount > 1 ? 1 : amount;\n return value1 + (value2 - value1) * amount;\n};\n\nexport function lerpv2(v1, v2, amount) {\n v1.x = lerp(v1.x, v2.x, amount);\n v1.y = lerp(v1.y, v2.y, amount);\n};\n\nexport function lerpv3(v1, v2, amount) {\n v1.x = lerp(v1.x, v2.x, amount);\n v1.y = lerp(v1.y, v2.y, amount);\n v1.z = lerp(v1.z, v2.z, amount);\n};\n\nexport function limit(val, min, max) {\n return val < min ? min : (val > max ? max : val);\n};\n\n// from https://github.com/pmndrs/drei/blob/master/src/useMatcapTexture.tsx\nconst MATCAP_ROOT = 'https://rawcdn.githack.com/emmelleppi/matcaps/9b36ccaaf0a24881a39062d05566c9e92be4aa0d';\n\nexport function getMatcapUrl(hash, format = 1024) {\n const fileName = `${hash}${getMatcapFormatString(format)}.png`;\n return `${MATCAP_ROOT}/${format}/${fileName}`;\n};\n\nfunction getMatcapFormatString(format) {\n switch (format) {\n case 64:\n return '-64px';\n case 128:\n return '-128px';\n case 256:\n return '-256px';\n case 512:\n return '-512px';\n default:\n return '';\n }\n}\n","import { toRef, watch } from 'vue';\nimport { setFromProp } from '../tools.js';\n\nexport default function useBindProp(comp, prop, object) {\n if (comp[prop]) {\n const ref = toRef(comp, prop);\n setFromProp(object, ref.value);\n watch(ref, () => {\n setFromProp(object, ref.value);\n }, { deep: true });\n }\n};\n","import { OrthographicCamera, Vector3 } from 'three';\nimport { watch } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: ['three'],\n props: {\n left: { type: Number, default: -1 },\n right: { type: Number, default: 1 },\n top: { type: Number, default: 1 },\n bottom: { type: Number, default: -1 },\n near: { type: Number, default: 0.1 },\n far: { type: Number, default: 2000 },\n zoom: { type: Number, default: 1 },\n position: { type: [Object, Vector3], default: { x: 0, y: 0, z: 0 } },\n },\n created() {\n this.camera = new OrthographicCamera(this.left, this.right, this.top, this.bottom, this.near, this.far);\n useBindProp(this, 'position', this.camera.position);\n\n ['left', 'right', 'top', 'bottom', 'near', 'far', 'zoom'].forEach(p => {\n watch(() => this[p], () => {\n this.camera[p] = this[p];\n this.camera.updateProjectionMatrix();\n });\n });\n\n this.three.camera = this.camera;\n },\n render() {\n return [];\n },\n __hmrId: 'OrthographicCamera',\n};\n","import { PerspectiveCamera, Vector3 } from 'three';\nimport { watch } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: ['three'],\n props: {\n aspect: { type: Number, default: 1 },\n far: { type: Number, default: 2000 },\n fov: { type: Number, default: 50 },\n near: { type: Number, default: 0.1 },\n position: { type: [Object, Vector3], default: { x: 0, y: 0, z: 0 } },\n },\n created() {\n this.camera = new PerspectiveCamera(this.fov, this.aspect, this.near, this.far);\n useBindProp(this, 'position', this.camera.position);\n\n ['aspect', 'far', 'fov', 'near'].forEach(p => {\n watch(() => this[p], () => {\n this.camera[p] = this[p];\n this.camera.updateProjectionMatrix();\n });\n });\n\n this.three.camera = this.camera;\n },\n render() {\n return [];\n },\n __hmrId: 'PerspectiveCamera',\n};\n","import { Group } from 'three';\r\nimport { inject } from 'vue';\r\nimport useBindProp from '../use/useBindProp.js';\r\n\r\nexport default {\r\n inject: ['three', 'scene'],\r\n props: {\r\n position: Object,\r\n rotation: Object,\r\n scale: Object,\r\n },\r\n setup(props) {\r\n const parent = inject('group', inject('scene'));\r\n const group = new Group();\r\n useBindProp(props, 'position', group.position);\r\n useBindProp(props, 'rotation', group.rotation);\r\n useBindProp(props, 'scale', group.scale);\r\n return { parent, group };\r\n },\r\n provide() {\r\n return {\r\n group: this.group,\r\n };\r\n },\r\n created() {\r\n this.parent.add(this.group);\r\n },\r\n unmounted() {\r\n this.parent.remove(this.group);\r\n },\r\n render() {\r\n if (this.$slots.default) {\r\n return this.$slots.default();\r\n }\r\n return [];\r\n },\r\n __hmrId: 'Group',\r\n};\r\n","import { Scene, Color } from 'three';\nimport { watch } from 'vue';\n\nexport default {\n inject: ['three'],\n props: {\n id: String,\n background: [String, Number],\n },\n setup(props) {\n const scene = new Scene();\n if (props.background) scene.background = new Color(props.background);\n watch(() => props.background, (value) => { scene.background = new Color(value); });\n return { scene };\n },\n provide() {\n return {\n scene: this.scene,\n };\n },\n mounted() {\n if (!this.three.scene) {\n this.three.scene = this.scene;\n }\n },\n methods: {\n // add(o) {\n // this.scene.add(o);\n // },\n // remove(o) {\n // this.scene.remove(o);\n // },\n },\n render() {\n if (this.$slots.default) {\n return this.$slots.default();\n }\n return [];\n },\n};\n","import { watch } from 'vue';\n\nexport default {\n emits: ['ready'],\n inject: ['mesh'],\n props: {\n rotateX: Number,\n rotateY: Number,\n rotateZ: Number,\n },\n created() {\n if (!this.mesh) {\n console.error('Missing parent Mesh');\n }\n this.watchProps = [];\n Object.entries(this.$props).forEach(e => this.watchProps.push(e[0]));\n },\n beforeMount() {\n this.createGeometry();\n this.rotateGeometry();\n this.mesh.setGeometry(this.geometry);\n },\n mounted() {\n this.addWatchers();\n },\n unmounted() {\n this.geometry.dispose();\n },\n methods: {\n rotateGeometry() {\n if (this.rotateX) this.geometry.rotateX(this.rotateX);\n if (this.rotateY) this.geometry.rotateY(this.rotateY);\n if (this.rotateZ) this.geometry.rotateZ(this.rotateZ);\n },\n addWatchers() {\n this.watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n refreshGeometry() {\n const oldGeo = this.geometry;\n this.createGeometry();\n this.rotateGeometry();\n this.mesh.setGeometry(this.geometry);\n oldGeo.dispose();\n },\n },\n render() {\n return [];\n },\n};\n","import { BoxBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n size: Number,\n width: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n depth: { type: Number, default: 1 },\n widthSegments: { type: Number, default: 1 },\n heightSegments: { type: Number, default: 1 },\n depthSegments: { type: Number, default: 1 },\n },\n methods: {\n createGeometry() {\n let w = this.width, h = this.height, d = this.depth;\n if (this.size) {\n w = this.size; h = this.size; d = this.size;\n }\n this.geometry = new BoxBufferGeometry(w, h, d, this.widthSegments, this.heightSegments, this.depthSegments);\n },\n },\n};\n","import { CircleBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n segments: { type: Number, default: 8 },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new CircleBufferGeometry(this.radius, this.segments, this.thetaStart, this.thetaLength);\n },\n },\n};\n","import { ConeBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n heightSegments: { type: Number, default: 1 },\n openEnded: { type: Boolean, default: false },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new ConeBufferGeometry(this.radius, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength);\n },\n },\n};\n","import { CylinderBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radiusTop: { type: Number, default: 1 },\n radiusBottom: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n heightSegments: { type: Number, default: 1 },\n openEnded: { type: Boolean, default: false },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new CylinderBufferGeometry(this.radiusTop, this.radiusBottom, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength);\n },\n },\n};\n","import { DodecahedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new DodecahedronBufferGeometry(this.radius, this.detail);\n },\n },\n};\n","import { IcosahedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new IcosahedronBufferGeometry(this.radius, this.detail);\n },\n },\n};\n","import { LatheBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n points: Array,\n segments: { type: Number, default: 12 },\n phiStart: { type: Number, default: 0 },\n phiLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new LatheBufferGeometry(this.points, this.segments, this.phiStart, this.phiLength);\n },\n },\n};\n","import { OctahedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new OctahedronBufferGeometry(this.radius, this.detail);\n },\n },\n};\n","import { PolyhedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n vertices: Array,\n indices: Array,\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new PolyhedronBufferGeometry(this.vertices, this.indices, this.radius, this.detail);\n },\n },\n};\n","import { RingBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n innerRadius: { type: Number, default: 0.5 },\n outerRadius: { type: Number, default: 1 },\n thetaSegments: { type: Number, default: 8 },\n phiSegments: { type: Number, default: 1 },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new RingBufferGeometry(this.innerRadius, this.outerRadius, this.thetaSegments, this.phiSegments, this.thetaStart, this.thetaLength);\n },\n },\n};\n","import { SphereBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n widthSegments: { type: Number, default: 12 },\n heightSegments: { type: Number, default: 12 },\n },\n methods: {\n createGeometry() {\n this.geometry = new SphereBufferGeometry(this.radius, this.widthSegments, this.heightSegments);\n },\n },\n};\n","import { TetrahedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new TetrahedronBufferGeometry(this.radius, this.detail);\n },\n },\n};\n","import { TorusBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n tube: { type: Number, default: 0.4 },\n radialSegments: { type: Number, default: 8 },\n tubularSegments: { type: Number, default: 6 },\n arc: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new TorusBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.arc);\n },\n },\n};\n","import { TorusKnotBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n tube: { type: Number, default: 0.4 },\n radialSegments: { type: Number, default: 64 },\n tubularSegments: { type: Number, default: 8 },\n p: { type: Number, default: 2 },\n q: { type: Number, default: 3 },\n },\n methods: {\n createGeometry() {\n this.geometry = new TorusKnotBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q);\n },\n },\n};\n","import { Curve, TubeBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n path: Curve,\n tubularSegments: { type: Number, default: 64 },\n radius: { type: Number, default: 1 },\n radiusSegments: { type: Number, default: 8 },\n closed: { type: Boolean, default: false },\n },\n methods: {\n createGeometry() {\n this.geometry = new TubeBufferGeometry(this.path, this.tubularSegments, this.radius, this.radiusSegments, this.closed);\n },\n },\n};\n","import { Color } from 'three';\nimport { inject, watch } from 'vue';\nimport { setFromProp } from '../tools.js';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: {\n scene: 'scene',\n parent: {\n from: 'group',\n default: () => inject('scene'),\n },\n },\n props: {\n color: {\n type: String,\n default: '#ffffff',\n },\n intensity: {\n type: Number,\n default: 1,\n },\n castShadow: {\n type: Boolean,\n default: false,\n },\n shadowMapSize: Object,\n position: Object,\n },\n // can't use setup because it will not be used in sub components\n // setup() {},\n mounted() {\n useBindProp(this, 'position', this.light.position);\n\n if (this.light.target) {\n useBindProp(this, 'target', this.light.target.position);\n }\n\n if (this.light.shadow) {\n this.light.castShadow = this.castShadow;\n setFromProp(this.light.shadow.mapSize, this.shadowMapSize);\n }\n\n ['color', 'intensity', 'castShadow'].forEach(p => {\n watch(() => this[p], () => {\n if (p === 'color') {\n this.light.color = new Color(this.color);\n } else {\n this.light[p] = this[p];\n }\n });\n });\n\n this.parent.add(this.light);\n if (this.light.target) this.parent.add(this.light.target);\n },\n unmounted() {\n this.parent.remove(this.light);\n if (this.light.target) this.parent.remove(this.light.target);\n },\n render() {\n return [];\n },\n __hmrId: 'Light',\n};\n","import { AmbientLight } from 'three';\nimport Light from './Light.js';\n\nexport default {\n extends: Light,\n created() {\n this.light = new AmbientLight(this.color, this.intensity);\n },\n __hmrId: 'AmbientLight',\n};\n","import { DirectionalLight } from 'three';\nimport Light from './Light.js';\n\nexport default {\n extends: Light,\n props: {\n target: Object,\n },\n created() {\n this.light = new DirectionalLight(this.color, this.intensity);\n },\n __hmrId: 'DirectionalLight',\n};\n","import { PointLight } from 'three';\nimport Light from './Light.js';\n\nexport default {\n extends: Light,\n props: {\n distance: {\n type: Number,\n default: 0,\n },\n decay: {\n type: Number,\n default: 1,\n },\n },\n created() {\n this.light = new PointLight(this.color, this.intensity, this.distance, this.decay);\n },\n __hmrId: 'PointLight',\n};\n","import { SpotLight } from 'three';\nimport { watch } from 'vue';\nimport Light from './Light.js';\n\nexport default {\n extends: Light,\n props: {\n angle: {\n type: Number,\n default: Math.PI / 3,\n },\n decay: {\n type: Number,\n default: 1,\n },\n distance: {\n type: Number,\n default: 0,\n },\n penumbra: {\n type: Number,\n default: 0,\n },\n target: Object,\n },\n created() {\n this.light = new SpotLight(this.color, this.intensity, this.distance, this.angle, this.penumbra, this.decay);\n ['angle', 'decay', 'distance', 'penumbra'].forEach(p => {\n watch(() => this[p], () => {\n this.light[p] = this[p];\n });\n });\n },\n __hmrId: 'SpotLight',\n};\n","import { watch } from 'vue';\nimport { FrontSide } from 'three';\n\nexport default {\n inject: ['three', 'mesh'],\n props: {\n id: String,\n color: { type: [String, Number], default: '#ffffff' },\n depthTest: { type: Boolean, default: true },\n depthWrite: { type: Boolean, default: true },\n flatShading: Boolean,\n fog: { type: Boolean, default: true },\n opacity: { type: Number, default: 1 },\n side: { type: Number, default: FrontSide },\n transparent: Boolean,\n vertexColors: Boolean,\n },\n provide() {\n return {\n material: this,\n };\n },\n beforeMount() {\n this.createMaterial();\n if (this.id) this.three.materials[this.id] = this.material;\n this.mesh.setMaterial(this.material);\n },\n mounted() {\n this._addWatchers();\n if (this.addWatchers) this.addWatchers();\n },\n unmounted() {\n this.material.dispose();\n if (this.id) delete this.three.materials[this.id];\n },\n methods: {\n setProp(key, value, needsUpdate = false) {\n this.material[key] = value;\n this.material.needsUpdate = needsUpdate;\n },\n setTexture(texture, key = 'map') {\n this.setProp(key, texture, true);\n },\n _addWatchers() {\n // don't work for flatShading\n ['color', 'depthTest', 'depthWrite', 'fog', 'opacity', 'side', 'transparent'].forEach(p => {\n watch(() => this[p], () => {\n if (p === 'color') {\n this.material.color.set(this.color);\n } else {\n this.material[p] = this[p];\n }\n });\n });\n },\n },\n render() {\n if (this.$slots.default) {\n return this.$slots.default();\n }\n return [];\n },\n __hmrId: 'Material',\n};\n","import { MeshBasicMaterial } from 'three';\nimport { propsValues } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n methods: {\n createMaterial() {\n this.material = new MeshBasicMaterial(propsValues(this.$props, ['id']));\n },\n },\n __hmrId: 'BasicMaterial',\n};\n","import { MeshLambertMaterial } from 'three';\nimport { propsValues } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n methods: {\n createMaterial() {\n this.material = new MeshLambertMaterial(propsValues(this.$props, ['id']));\n },\n },\n __hmrId: 'LambertMaterial',\n};\n","import { MeshMatcapMaterial, TextureLoader } from 'three';\n// import { watch } from 'vue';\nimport { propsValues, getMatcapUrl } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n props: {\n src: String,\n name: String,\n },\n methods: {\n createMaterial() {\n const src = this.name ? getMatcapUrl(this.name) : this.src;\n const opts = propsValues(this.$props, ['id', 'src', 'name']);\n opts.matcap = new TextureLoader().load(src);\n this.material = new MeshMatcapMaterial(opts);\n },\n },\n __hmrId: 'MatcapMaterial',\n};\n","import { MeshPhongMaterial } from 'three';\nimport { watch } from 'vue';\nimport { propsValues } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n props: {\n emissive: { type: [Number, String], default: 0 },\n emissiveIntensity: { type: Number, default: 1 },\n reflectivity: { type: Number, default: 1 },\n shininess: { type: Number, default: 30 },\n specular: { type: [String, Number], default: 0x111111 },\n },\n methods: {\n createMaterial() {\n this.material = new MeshPhongMaterial(propsValues(this.$props, ['id']));\n },\n addWatchers() {\n ['emissive', 'emissiveIntensity', 'reflectivity', 'shininess', 'specular'].forEach(p => {\n watch(() => this[p], (value) => {\n if (p === 'emissive' || p === 'specular') {\n this.material[p].set(value);\n } else {\n this.material[p] = value;\n }\n });\n });\n },\n },\n __hmrId: 'PhongMaterial',\n};\n","import { MeshStandardMaterial, Vector2 } from 'three';\nimport { watch } from 'vue';\nimport { propsValues } from '../tools.js';\nimport useBindProp from '../use/useBindProp.js';\nimport Material from './Material';\n\nconst props = {\n aoMapIntensity: { type: Number, default: 1 },\n bumpScale: { type: Number, default: 1 },\n displacementBias: { type: Number, default: 0 },\n displacementScale: { type: Number, default: 1 },\n emissive: { type: [Number, String], default: 0 },\n emissiveIntensity: { type: Number, default: 1 },\n envMapIntensity: { type: Number, default: 1 },\n lightMapIntensity: { type: Number, default: 1 },\n metalness: { type: Number, default: 0 },\n normalScale: { type: Object, default: () => new Vector2(1, 1) },\n roughness: { type: Number, default: 1 },\n refractionRatio: { type: Number, default: 0.98 },\n wireframe: Boolean,\n};\n\nexport default {\n extends: Material,\n props,\n methods: {\n createMaterial() {\n this.material = new MeshStandardMaterial(propsValues(this.$props, ['id', 'normalScale']));\n },\n addWatchers() {\n // todo : use setProp ?\n Object.keys(props).forEach(p => {\n if (p === 'normalScale') return;\n watch(() => this[p], (value) => {\n if (p === 'emissive') {\n this.material[p].set(value);\n } else {\n this.material[p] = value;\n }\n });\n });\n useBindProp(this, 'normalScale', this.material.normalScale);\n },\n },\n __hmrId: 'StandardMaterial',\n};\n","import { MeshPhysicalMaterial } from 'three';\nimport { propsValues } from '../tools.js';\nimport StandardMaterial from './StandardMaterial';\n\nexport default {\n extends: StandardMaterial,\n methods: {\n createMaterial() {\n this.material = new MeshPhysicalMaterial(propsValues(this.$props, ['id']));\n },\n },\n __hmrId: 'PhysicalMaterial',\n};\n","/**\n * ------------------------------------------------------------------------------------------\n * Subsurface Scattering shader\n * Based on three/examples/jsm/shaders/SubsurfaceScatteringShader.js\n * Based on GDC 2011 – Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look\n * https://colinbarrebrisebois.com/2011/03/07/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look/\n *------------------------------------------------------------------------------------------\n */\nimport {\n Color,\n ShaderChunk,\n ShaderLib,\n UniformsUtils,\n} from 'three';\n\nfunction replaceAll(string, find, replace) {\n return string.split(find).join(replace);\n}\n\nconst meshphongFragHead = ShaderChunk.meshphong_frag.slice(0, ShaderChunk.meshphong_frag.indexOf('void main() {'));\nconst meshphongFragBody = ShaderChunk.meshphong_frag.slice(ShaderChunk.meshphong_frag.indexOf('void main() {'));\n\nconst SubsurfaceScatteringShader = {\n\n uniforms: UniformsUtils.merge([\n ShaderLib.phong.uniforms,\n {\n thicknessColor: { value: new Color(0x668597) },\n thicknessDistortion: { value: 0.1 },\n thicknessAmbient: { value: 0.0 },\n thicknessAttenuation: { value: 0.1 },\n thicknessPower: { value: 2.0 },\n thicknessScale: { value: 10.0 },\n },\n ]),\n\n vertexShader: `\n #define USE_UV\n ${ShaderChunk.meshphong_vert}\n `,\n\n fragmentShader: `\n #define USE_UV\n #define SUBSURFACE\n\n ${meshphongFragHead}\n\n uniform float thicknessPower;\n uniform float thicknessScale;\n uniform float thicknessDistortion;\n uniform float thicknessAmbient;\n uniform float thicknessAttenuation;\n uniform vec3 thicknessColor;\n\n void RE_Direct_Scattering(const in IncidentLight directLight, const in vec2 uv, const in GeometricContext geometry, inout ReflectedLight reflectedLight) {\n #ifdef USE_COLOR\n vec3 thickness = vColor * thicknessColor;\n #else\n vec3 thickness = thicknessColor;\n #endif\n vec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * thicknessDistortion));\n float scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), thicknessPower) * thicknessScale;\n vec3 scatteringIllu = (scatteringDot + thicknessAmbient) * thickness;\n reflectedLight.directDiffuse += scatteringIllu * thicknessAttenuation * directLight.color;\n }\n ` + meshphongFragBody.replace(\n '#include ',\n replaceAll(\n ShaderChunk.lights_fragment_begin,\n 'RE_Direct( directLight, geometry, material, reflectedLight );',\n `\n RE_Direct( directLight, geometry, material, reflectedLight );\n #if defined( SUBSURFACE ) && defined( USE_UV )\n RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);\n #endif\n `\n )\n ),\n};\n\nexport default SubsurfaceScatteringShader;\n","import { Color, ShaderMaterial as TShaderMaterial, UniformsUtils } from 'three';\nimport SubsurfaceScatteringShader from './SubsurfaceScatteringShader.js';\nimport ShaderMaterial from './ShaderMaterial';\n\nexport default {\n extends: ShaderMaterial,\n props: {\n diffuse: { type: String, default: '#ffffff' },\n thicknessColor: { type: String, default: '#ffffff' },\n thicknessDistortion: { type: Number, default: 0.4 },\n thicknessAmbient: { type: Number, default: 0.01 },\n thicknessAttenuation: { type: Number, default: 0.7 },\n thicknessPower: { type: Number, default: 2 },\n thicknessScale: { type: Number, default: 4 },\n transparent: { type: Boolean, default: false },\n opacity: { type: Number, default: 1 },\n vertexColors: { type: Boolean, default: false },\n },\n methods: {\n createMaterial() {\n const params = SubsurfaceScatteringShader;\n const uniforms = UniformsUtils.clone(params.uniforms);\n Object.entries(this.$props).forEach(([key, value]) => {\n if (key === 'diffuse' || key === 'thicknessColor') {\n value = new Color(value);\n }\n if (key !== 'id' && key !== 'transparent' && key !== 'vertexColors') {\n uniforms[key].value = value;\n }\n });\n\n this.material = new TShaderMaterial({\n ...params,\n uniforms,\n lights: true,\n transparent: this.transparent,\n vertexColors: this.vertexColors,\n });\n },\n },\n __hmrId: 'SubSurfaceMaterial',\n};\n","export default {\n inject: ['three', 'mesh'],\n props: {\n id: String,\n uniforms: Object,\n vertexShader: String,\n fragmentShader: String,\n },\n beforeMount() {\n this.createMaterial();\n if (this.id) this.three.materials[this.id] = this.material;\n this.mesh.setMaterial(this.material);\n },\n mounted() {\n if (this.addWatchers) this.addWatchers();\n },\n unmounted() {\n this.material.dispose();\n if (this.id) delete this.three.materials[this.id];\n },\n render() {\n return [];\n },\n __hmrId: 'ShaderMaterial',\n};\n","import { MeshToonMaterial } from 'three';\nimport { propsValues } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n methods: {\n createMaterial() {\n this.material = new MeshToonMaterial(propsValues(this.$props, ['id']));\n },\n },\n __hmrId: 'ToonMaterial',\n};\n","import { TextureLoader } from 'three';\nimport { watch } from 'vue';\n\nexport default {\n inject: ['material'],\n emits: ['loaded'],\n props: {\n src: String,\n onLoad: Function,\n onProgress: Function,\n onError: Function,\n id: { type: String, default: 'map' },\n },\n created() {\n this.refreshTexture();\n watch(() => this.src, this.refreshTexture);\n },\n unmounted() {\n this.material.setTexture(null, this.id);\n this.texture.dispose();\n },\n methods: {\n createTexture() {\n this.texture = new TextureLoader().load(this.src, this.onLoaded, this.onProgress, this.onError);\n },\n refreshTexture() {\n this.createTexture();\n this.material.setTexture(this.texture, this.id);\n },\n onLoaded() {\n if (this.onLoad) this.onLoad();\n this.$emit('loaded');\n },\n },\n render() {\n return [];\n },\n};\n","import { CubeTextureLoader, CubeRefractionMapping } from 'three';\nimport { watch } from 'vue';\n\nexport default {\n inject: ['material'],\n emits: ['loaded'],\n props: {\n path: String,\n urls: {\n type: Array,\n default: ['px.jpg', 'nx.jpg', 'py.jpg', 'ny.jpg', 'pz.jpg', 'nz.jpg'],\n },\n onLoad: Function,\n onProgress: Function,\n onError: Function,\n id: { type: String, default: 'envMap' },\n refraction: Boolean,\n // todo: remove ?\n refractionRatio: { type: Number, default: 0.98 },\n },\n created() {\n this.refreshTexture();\n watch(() => this.path, this.refreshTexture);\n watch(() => this.urls, this.refreshTexture);\n },\n unmounted() {\n this.material.setTexture(null, this.id);\n this.texture.dispose();\n },\n methods: {\n createTexture() {\n this.texture = new CubeTextureLoader()\n .setPath(this.path)\n .load(this.urls, this.onLoaded, this.onProgress, this.onError);\n },\n refreshTexture() {\n this.createTexture();\n this.material.setTexture(this.texture, this.id);\n if (this.refraction) {\n this.texture.mapping = CubeRefractionMapping;\n this.material.setProp('refractionRatio', this.refractionRatio);\n }\n },\n onLoaded() {\n if (this.onLoad) this.onLoad();\n this.$emit('loaded');\n },\n },\n render() {\n return [];\n },\n};\n","import { Mesh } from 'three';\nimport { inject, watch } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: {\n three: 'three',\n scene: 'scene',\n rendererComponent: 'rendererComponent',\n parent: {\n from: 'group',\n default: () => inject('scene'),\n },\n },\n emits: ['ready'],\n props: {\n materialId: String,\n position: Object,\n rotation: Object,\n scale: Object,\n castShadow: Boolean,\n receiveShadow: Boolean,\n onHover: Function,\n onClick: Function,\n },\n // can't use setup because it will not be used in sub components\n // setup() {},\n provide() {\n return {\n mesh: this,\n };\n },\n mounted() {\n // console.log('Mesh mounted');\n if (this.geometry && !this.mesh) this.initMesh();\n },\n unmounted() {\n // console.log('Mesh unmounted');\n if (this.mesh) {\n this.three.removeIntersectObject(this.mesh);\n this.parent.remove(this.mesh);\n }\n if (this.geometry) this.geometry.dispose();\n if (this.material && !this.materialId) this.material.dispose();\n },\n methods: {\n initMesh() {\n if (!this.material && this.materialId) {\n this.material = this.three.materials[this.materialId];\n }\n this.mesh = new Mesh(this.geometry, this.material);\n\n if (this.onHover) {\n this.mesh.onHover = (over) => { this.onHover({ component: this, over }); };\n this.three.addIntersectObject(this.mesh);\n }\n\n if (this.onClick) {\n this.mesh.onClick = (e) => { this.onClick({ component: this, event: e }); };\n this.three.addIntersectObject(this.mesh);\n }\n\n this.bindProps();\n this.parent.add(this.mesh);\n this.$emit('ready');\n },\n bindProps() {\n useBindProp(this, 'position', this.mesh.position);\n useBindProp(this, 'rotation', this.mesh.rotation);\n useBindProp(this, 'scale', this.mesh.scale);\n\n ['castShadow', 'receiveShadow'].forEach(p => {\n this.mesh[p] = this[p];\n watch(() => this[p], () => { this.mesh[p] = this[p]; });\n });\n\n watch(() => this.materialId, () => {\n this.mesh.material = this.three.materials[this.materialId];\n });\n },\n setGeometry(geometry) {\n this.geometry = geometry;\n if (this.mesh) this.mesh.geometry = geometry;\n },\n setMaterial(material) {\n this.material = material;\n if (this.mesh) this.mesh.material = material;\n },\n refreshGeometry() {\n const oldGeo = this.geometry;\n this.createGeometry();\n this.mesh.geometry = this.geometry;\n oldGeo.dispose();\n },\n },\n render() {\n if (this.$slots.default) {\n return this.$slots.default();\n }\n return [];\n },\n __hmrId: 'Mesh',\n};\n","import { BoxBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n size: Number,\n width: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n depth: { type: Number, default: 1 },\n widthSegments: { type: Number, default: 1 },\n heightSegments: { type: Number, default: 1 },\n depthSegments: { type: Number, default: 1 },\n },\n created() {\n this.createGeometry();\n\n ['size', 'width', 'height', 'depth', 'widthSegments', 'heightSegments', 'depthSegments'].forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n if (this.size) {\n this.geometry = new BoxBufferGeometry(this.size, this.size, this.size);\n } else {\n this.geometry = new BoxBufferGeometry(this.width, this.height, this.depth);\n }\n },\n },\n __hmrId: 'Box',\n};\n","import { CircleBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n segments: { type: Number, default: 8 },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'segments', 'thetaStart', 'thetaLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new CircleBufferGeometry(this.radius, this.segments, this.thetaStart, this.thetaLength);\n },\n },\n __hmrId: 'Circle',\n};\n","import { ConeBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n heightSegments: { type: Number, default: 1 },\n openEnded: { type: Boolean, default: false },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'height', 'radialSegments', 'heightSegments', 'openEnded', 'thetaStart', 'thetaLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new ConeBufferGeometry(this.radius, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength);\n },\n },\n __hmrId: 'Cone',\n};\n","import { CylinderBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radiusTop: { type: Number, default: 1 },\n radiusBottom: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n heightSegments: { type: Number, default: 1 },\n openEnded: { type: Boolean, default: false },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radiusTop', 'radiusBottom', 'height', 'radialSegments', 'heightSegments', 'openEnded', 'thetaStart', 'thetaLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new CylinderBufferGeometry(this.radiusTop, this.radiusBottom, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength);\n },\n },\n __hmrId: 'Cylinder',\n};\n","import { DodecahedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new DodecahedronBufferGeometry(this.radius, this.detail);\n },\n },\n __hmrId: 'Dodecahedron',\n};\n","import { IcosahedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new IcosahedronBufferGeometry(this.radius, this.detail);\n },\n },\n __hmrId: 'Icosahedron',\n};\n","import { LatheBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n points: Array,\n segments: { type: Number, default: 12 },\n phiStart: { type: Number, default: 0 },\n phiLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['points', 'segments', 'phiStart', 'phiLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new LatheBufferGeometry(this.points, this.segments, this.phiStart, this.phiLength);\n },\n },\n __hmrId: 'Lathe',\n};\n","import { OctahedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new OctahedronBufferGeometry(this.radius, this.detail);\n },\n },\n __hmrId: 'Octahedron',\n};\n","import { PlaneBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n width: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n widthSegments: { type: Number, default: 1 },\n heightSegments: { type: Number, default: 1 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['width', 'height', 'widthSegments', 'heightSegments'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new PlaneBufferGeometry(this.width, this.height, this.widthSegments, this.heightSegments);\n },\n },\n __hmrId: 'Plane',\n};\n","import { PolyhedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n vertices: Array,\n indices: Array,\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['vertices', 'indices', 'radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new PolyhedronBufferGeometry(this.vertices, this.indices, this.radius, this.detail);\n },\n },\n __hmrId: 'Polyhedron',\n};\n","import { RingBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n innerRadius: { type: Number, default: 0.5 },\n outerRadius: { type: Number, default: 1 },\n thetaSegments: { type: Number, default: 8 },\n phiSegments: { type: Number, default: 1 },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['innerRadius', 'outerRadius', 'thetaSegments', 'phiSegments', 'thetaStart', 'thetaLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new RingBufferGeometry(this.innerRadius, this.outerRadius, this.thetaSegments, this.phiSegments, this.thetaStart, this.thetaLength);\n },\n },\n __hmrId: 'Ring',\n};\n","import { SphereBufferGeometry } from 'three';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: Number,\n widthSegments: { type: Number, default: 12 },\n heightSegments: { type: Number, default: 12 },\n },\n watch: {\n radius() { this.refreshGeometry(); },\n widthSegments() { this.refreshGeometry(); },\n heightSegments() { this.refreshGeometry(); },\n },\n created() {\n this.createGeometry();\n },\n methods: {\n createGeometry() {\n this.geometry = new SphereBufferGeometry(this.radius, this.widthSegments, this.heightSegments);\n },\n },\n __hmrId: 'Sphere',\n};\n","import { TetrahedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TetrahedronBufferGeometry(this.radius, this.detail);\n },\n },\n __hmrId: 'Tetrahedron',\n};\n","export default {\n text: String,\n fontSrc: String,\n size: { type: Number, default: 80 },\n height: { type: Number, default: 5 },\n depth: { type: Number, default: 1 },\n curveSegments: { type: Number, default: 12 },\n bevelEnabled: { type: Boolean, default: false },\n bevelThickness: { type: Number, default: 10 },\n bevelSize: { type: Number, default: 8 },\n bevelOffset: { type: Number, default: 0 },\n bevelSegments: { type: Number, default: 5 },\n align: { type: [Boolean, String], default: false },\n};\n","import { FontLoader, TextBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\nimport TextProps from './TextProps.js';\n\nexport default {\n extends: Mesh,\n props: {\n ...TextProps,\n },\n created() {\n // add watchers\n const watchProps = [\n 'text', 'size', 'height', 'curveSegments',\n 'bevelEnabled', 'bevelThickness', 'bevelSize', 'bevelOffset', 'bevelSegments',\n 'align',\n ];\n watchProps.forEach(p => {\n watch(() => this[p], () => {\n if (this.font) this.refreshGeometry();\n });\n });\n\n const loader = new FontLoader();\n loader.load(this.fontSrc, (font) => {\n this.font = font;\n this.createGeometry();\n this.initMesh();\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TextBufferGeometry(this.text, {\n font: this.font,\n size: this.size,\n height: this.height,\n depth: this.depth,\n curveSegments: this.curveSegments,\n bevelEnabled: this.bevelEnabled,\n bevelThickness: this.bevelThickness,\n bevelSize: this.bevelSize,\n bevelOffset: this.bevelOffset,\n bevelSegments: this.bevelSegments,\n });\n\n if (this.align === 'center') {\n this.geometry.center();\n }\n },\n },\n};\n","import { TorusBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 0.5 },\n tube: { type: Number, default: 0.4 },\n radialSegments: { type: Number, default: 8 },\n tubularSegments: { type: Number, default: 6 },\n arc: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'tube', 'radialSegments', 'tubularSegments', 'arc'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TorusBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.arc);\n },\n },\n __hmrId: 'Torus',\n};\n","import { TorusKnotBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 0.5 },\n tube: { type: Number, default: 0.4 },\n radialSegments: { type: Number, default: 64 },\n tubularSegments: { type: Number, default: 8 },\n p: { type: Number, default: 2 },\n q: { type: Number, default: 3 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'tube', 'radialSegments', 'tubularSegments', 'p', 'q'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TorusKnotBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q);\n },\n },\n __hmrId: 'TorusKnot',\n};\n","import { Curve, TubeBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n path: Curve,\n tubularSegments: { type: Number, default: 64 },\n radius: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n closed: { type: Boolean, default: false },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['path', 'tubularSegments', 'radius', 'radialSegments', 'closed'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TubeBufferGeometry(this.path, this.tubularSegments, this.radius, this.radialSegments, this.closed);\n },\n },\n __hmrId: 'Tube',\n};\n","import {\n BackSide,\n CubeCamera,\n FrontSide,\n LinearMipmapLinearFilter,\n Mesh as TMesh,\n RGBFormat,\n WebGLCubeRenderTarget,\n} from 'three';\n// import { watch } from 'vue';\nimport Mesh from '../meshes/Mesh.js';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n extends: Mesh,\n props: {\n cubeRTSize: { type: Number, default: 256 },\n cubeCameraNear: { type: Number, default: 0.1 },\n cubeCameraFar: { type: Number, default: 2000 },\n autoUpdate: Boolean,\n },\n mounted() {\n this.initGem();\n if (this.autoUpdate) this.three.onBeforeRender(this.updateCubeRT);\n else this.rendererComponent.onMounted(this.updateCubeRT);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateCubeRT);\n if (this.meshBack) this.parent.remove(this.meshBack);\n if (this.materialBack) this.materialBack.dispose();\n },\n methods: {\n initGem() {\n const cubeRT = new WebGLCubeRenderTarget(this.cubeRTSize, { format: RGBFormat, generateMipmaps: true, minFilter: LinearMipmapLinearFilter });\n this.cubeCamera = new CubeCamera(this.cubeCameraNear, this.cubeCameraFar, cubeRT);\n useBindProp(this, 'position', this.cubeCamera.position);\n this.parent.add(this.cubeCamera);\n\n this.material.side = FrontSide;\n this.material.envMap = cubeRT.texture;\n this.material.envMapIntensity = 10;\n this.material.metalness = 0;\n this.material.roughness = 0;\n this.material.opacity = 0.75;\n this.material.transparent = true;\n this.material.premultipliedAlpha = true;\n this.material.needsUpdate = true;\n\n this.materialBack = this.material.clone();\n this.materialBack.side = BackSide;\n this.materialBack.envMapIntensity = 5;\n this.materialBack.metalness = 1;\n this.materialBack.roughness = 0;\n this.materialBack.opacity = 0.5;\n\n this.meshBack = new TMesh(this.geometry, this.materialBack);\n\n useBindProp(this, 'position', this.meshBack.position);\n useBindProp(this, 'rotation', this.meshBack.rotation);\n useBindProp(this, 'scale', this.meshBack.scale);\n this.parent.add(this.meshBack);\n },\n updateCubeRT() {\n this.mesh.visible = false;\n this.meshBack.visible = false;\n this.cubeCamera.update(this.three.renderer, this.scene);\n this.mesh.visible = true;\n this.meshBack.visible = true;\n },\n },\n __hmrId: 'Gem',\n};\n","import { DoubleSide, MeshBasicMaterial, PlaneBufferGeometry, TextureLoader } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n emits: ['loaded'],\n extends: Mesh,\n props: {\n src: String,\n width: Number,\n height: Number,\n keepSize: Boolean,\n },\n created() {\n this.createGeometry();\n this.createMaterial();\n this.initMesh();\n\n watch(() => this.src, this.refreshTexture);\n\n ['width', 'height'].forEach(p => {\n watch(() => this[p], this.resize);\n });\n\n if (this.keepSize) this.three.onAfterResize(this.resize);\n },\n methods: {\n createGeometry() {\n this.geometry = new PlaneBufferGeometry(1, 1, 1, 1);\n },\n createMaterial() {\n this.material = new MeshBasicMaterial({ side: DoubleSide, map: this.loadTexture() });\n },\n loadTexture() {\n return new TextureLoader().load(this.src, this.onLoaded);\n },\n refreshTexture() {\n if (this.texture) this.texture.dispose();\n this.material.map = this.loadTexture();\n this.material.needsUpdate = true;\n },\n onLoaded(texture) {\n this.texture = texture;\n this.resize();\n this.$emit('loaded');\n },\n resize() {\n if (!this.texture) return;\n const screen = this.three.size;\n const iW = this.texture.image.width;\n const iH = this.texture.image.height;\n const iRatio = iW / iH;\n let w, h;\n if (this.width && this.height) {\n w = this.width * screen.wWidth / screen.width;\n h = this.height * screen.wHeight / screen.height;\n } else if (this.width) {\n w = this.width * screen.wWidth / screen.width;\n h = w / iRatio;\n } else if (this.height) {\n h = this.height * screen.wHeight / screen.height;\n w = h * iRatio;\n }\n this.mesh.scale.x = w;\n this.mesh.scale.y = h;\n },\n },\n __hmrId: 'Image',\n};\n","import { InstancedMesh } from 'three';\nimport { inject, watch } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: ['three', 'scene'],\n props: {\n materialId: String,\n count: Number,\n position: Object,\n castShadow: Boolean,\n receiveShadow: Boolean,\n },\n setup() {\n const parent = inject('group', inject('scene'));\n return { parent };\n },\n provide() {\n return {\n mesh: this,\n };\n },\n beforeMount() {\n if (!this.$slots.default) {\n console.error('Missing Geometry');\n }\n },\n mounted() {\n this.initMesh();\n },\n unmounted() {\n this.parent.remove(this.mesh);\n },\n methods: {\n initMesh() {\n if (!this.material && this.materialId) {\n this.material = this.three.materials[this.materialId];\n }\n\n this.mesh = new InstancedMesh(this.geometry, this.material, this.count);\n\n useBindProp(this, 'position', this.mesh.position);\n useBindProp(this, 'rotation', this.mesh.rotation);\n useBindProp(this, 'scale', this.mesh.scale);\n\n ['castShadow', 'receiveShadow'].forEach(p => {\n this.mesh[p] = this[p];\n watch(() => this[p], () => { this.mesh[p] = this[p]; });\n });\n\n // watch(() => this.materialId, () => {\n // this.mesh.material = this.three.materials[this.materialId];\n // });\n\n this.parent.add(this.mesh);\n },\n setGeometry(geometry) {\n this.geometry = geometry;\n if (this.mesh) this.mesh.geometry = geometry;\n },\n setMaterial(material) {\n this.material = material;\n if (this.mesh) this.mesh.material = material;\n },\n },\n render() {\n return this.$slots.default();\n },\n __hmrId: 'InstancedMesh',\n};\n","import {\n CubeCamera,\n LinearMipmapLinearFilter,\n RGBFormat,\n WebGLCubeRenderTarget,\n} from 'three';\n// import { watch } from 'vue';\nimport Mesh from './Mesh.js';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n extends: Mesh,\n props: {\n cubeRTSize: { type: Number, default: 256 },\n cubeCameraNear: { type: Number, default: 0.1 },\n cubeCameraFar: { type: Number, default: 2000 },\n autoUpdate: Boolean,\n },\n mounted() {\n this.initMirrorMesh();\n if (this.autoUpdate) this.three.onBeforeRender(this.updateCubeRT);\n else this.rendererComponent.onMounted(this.updateCubeRT);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateCubeRT);\n if (this.cubeCamera) this.parent.remove(this.cubeCamera);\n },\n methods: {\n initMirrorMesh() {\n const cubeRT = new WebGLCubeRenderTarget(this.cubeRTSize, { format: RGBFormat, generateMipmaps: true, minFilter: LinearMipmapLinearFilter });\n this.cubeCamera = new CubeCamera(this.cubeCameraNear, this.cubeCameraFar, cubeRT);\n this.parent.add(this.cubeCamera);\n\n this.material.envMap = cubeRT.texture;\n this.material.needsUpdate = true;\n },\n updateCubeRT() {\n this.mesh.visible = false;\n this.cubeCamera.update(this.three.renderer, this.scene);\n this.mesh.visible = true;\n },\n },\n __hmrId: 'MirrorMesh',\n};\n","import {\n CubeCamera,\n CubeRefractionMapping,\n LinearMipmapLinearFilter,\n RGBFormat,\n WebGLCubeRenderTarget,\n} from 'three';\n// import { watch } from 'vue';\nimport Mesh from './Mesh.js';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n extends: Mesh,\n props: {\n cubeRTSize: { type: Number, default: 256 },\n cubeCameraNear: { type: Number, default: 0.1 },\n cubeCameraFar: { type: Number, default: 2000 },\n refractionRatio: { type: Number, default: 0.98 },\n autoUpdate: Boolean,\n },\n mounted() {\n this.initMirrorMesh();\n if (this.autoUpdate) this.three.onBeforeRender(this.updateCubeRT);\n else this.rendererComponent.onMounted(this.updateCubeRT);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateCubeRT);\n if (this.cubeCamera) this.parent.remove(this.cubeCamera);\n },\n methods: {\n initMirrorMesh() {\n const cubeRT = new WebGLCubeRenderTarget(this.cubeRTSize, { mapping: CubeRefractionMapping, format: RGBFormat, generateMipmaps: true, minFilter: LinearMipmapLinearFilter });\n this.cubeCamera = new CubeCamera(this.cubeCameraNear, this.cubeCameraFar, cubeRT);\n useBindProp(this, 'position', this.cubeCamera.position);\n this.parent.add(this.cubeCamera);\n\n this.material.envMap = cubeRT.texture;\n this.material.refractionRatio = this.refractionRatio;\n this.material.needsUpdate = true;\n },\n updateCubeRT() {\n this.mesh.visible = false;\n this.cubeCamera.update(this.three.renderer, this.scene);\n this.mesh.visible = true;\n },\n },\n __hmrId: 'RefractionMesh',\n};\n","import { Sprite, SpriteMaterial, TextureLoader } from 'three';\nimport { inject } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n emits: ['ready', 'loaded'],\n inject: ['three', 'scene'],\n props: {\n src: String,\n position: Object,\n scale: Object,\n },\n setup() {\n const parent = inject('group', inject('scene'));\n return { parent };\n },\n mounted() {\n this.texture = new TextureLoader().load(this.src, this.onLoaded);\n this.material = new SpriteMaterial({ map: this.texture });\n this.sprite = new Sprite(this.material);\n this.geometry = this.sprite.geometry;\n useBindProp(this, 'position', this.sprite.position);\n useBindProp(this, 'scale', this.sprite.scale);\n\n this.parent.add(this.sprite);\n this.$emit('ready');\n },\n unmounted() {\n this.texture.dispose();\n this.material.dispose();\n this.parent.remove(this.sprite);\n },\n methods: {\n onLoaded() {\n this.updateUV();\n this.$emit('loaded');\n },\n updateUV() {\n this.iWidth = this.texture.image.width;\n this.iHeight = this.texture.image.height;\n this.iRatio = this.iWidth / this.iHeight;\n\n let x = 0.5, y = 0.5;\n if (this.iRatio > 1) {\n y = 0.5 / this.iRatio;\n } else {\n x = 0.5 / this.iRatio;\n }\n\n const positions = this.geometry.attributes.position.array;\n positions[0] = -x; positions[1] = -y;\n positions[5] = x; positions[6] = -y;\n positions[10] = x; positions[11] = y;\n positions[15] = -x; positions[16] = y;\n this.geometry.attributes.position.needsUpdate = true;\n },\n },\n render() {\n return [];\n },\n __hmrId: 'Sprite',\n};\n","import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer.js';\n\nexport default {\n setup() {\n return {\n passes: [],\n };\n },\n inject: ['three'],\n provide() {\n return {\n passes: this.passes,\n };\n },\n mounted() {\n this.three.onAfterInit(() => {\n this.composer = new EffectComposer(this.three.renderer);\n this.three.renderer.autoClear = false;\n this.passes.forEach(pass => {\n this.composer.addPass(pass);\n });\n this.three.composer = this.composer;\n\n this.resize();\n this.three.onAfterResize(this.resize);\n });\n },\n unmounted() {\n this.three.offAfterResize(this.resize);\n },\n methods: {\n resize() {\n this.composer.setSize(this.three.size.width, this.three.size.height);\n },\n },\n render() {\n return this.$slots.default();\n },\n __hmrId: 'EffectComposer',\n};\n","export default {\n inject: ['three', 'passes'],\n beforeMount() {\n if (!this.passes) {\n console.error('Missing parent EffectComposer');\n }\n },\n unmounted() {\n if (this.pass.dispose) this.pass.dispose();\n },\n render() {\n return [];\n },\n __hmrId: 'EffectPass',\n};\n","import { RenderPass } from 'three/examples/jsm/postprocessing/RenderPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n mounted() {\n if (!this.three.scene) {\n console.error('Missing Scene');\n }\n if (!this.three.camera) {\n console.error('Missing Camera');\n }\n const pass = new RenderPass(this.three.scene, this.three.camera);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'RenderPass',\n};\n","import { BokehPass } from 'three/examples/jsm/postprocessing/BokehPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n props: {\n focus: {\n type: Number,\n default: 1,\n },\n aperture: {\n type: Number,\n default: 0.025,\n },\n maxblur: {\n type: Number,\n default: 0.01,\n },\n },\n watch: {\n focus() { this.pass.uniforms.focus.value = this.focus; },\n aperture() { this.pass.uniforms.aperture.value = this.aperture; },\n maxblur() { this.pass.uniforms.maxblur.value = this.maxblur; },\n },\n mounted() {\n if (!this.three.scene) {\n console.error('Missing Scene');\n }\n if (!this.three.camera) {\n console.error('Missing Camera');\n }\n const params = {\n focus: this.focus,\n aperture: this.aperture,\n maxblur: this.maxblur,\n width: this.three.size.width,\n height: this.three.size.height,\n };\n const pass = new BokehPass(this.three.scene, this.three.camera, params);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'BokehPass',\n};\n","import { FilmPass } from 'three/examples/jsm/postprocessing/FilmPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n props: {\n noiseIntensity: {\n type: Number,\n default: 0.5,\n },\n scanlinesIntensity: {\n type: Number,\n default: 0.05,\n },\n scanlinesCount: {\n type: Number,\n default: 4096,\n },\n grayscale: {\n type: Number,\n default: 0,\n },\n },\n watch: {\n noiseIntensity() { this.pass.uniforms.nIntensity.value = this.noiseIntensity; },\n scanlinesIntensity() { this.pass.uniforms.sIntensity.value = this.scanlinesIntensity; },\n scanlinesCount() { this.pass.uniforms.sCount.value = this.scanlinesCount; },\n grayscale() { this.pass.uniforms.grayscale.value = this.grayscale; },\n },\n mounted() {\n const pass = new FilmPass(this.noiseIntensity, this.scanlinesIntensity, this.scanlinesCount, this.grayscale);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'FilmPass',\n};\n","import { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js';\nimport { FXAAShader } from 'three/examples/jsm/shaders/FXAAShader.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n mounted() {\n const pass = new ShaderPass(FXAAShader);\n this.passes.push(pass);\n this.pass = pass;\n\n // resize will be called in three init\n this.three.onAfterResize(this.resize);\n },\n unmounted() {\n this.three.offAfterResize(this.resize);\n },\n methods: {\n resize() {\n const { resolution } = this.pass.material.uniforms;\n resolution.value.x = 1 / this.three.size.width;\n resolution.value.y = 1 / this.three.size.height;\n },\n },\n __hmrId: 'FXAAPass',\n};\n","import { HalftonePass } from 'three/examples/jsm/postprocessing/HalftonePass.js';\nimport { watch } from 'vue';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n props: {\n shape: { type: Number, default: 1 },\n radius: { type: Number, default: 4 },\n rotateR: { type: Number, default: Math.PI / 12 * 1 },\n rotateG: { type: Number, default: Math.PI / 12 * 2 },\n rotateB: { type: Number, default: Math.PI / 12 * 3 },\n scatter: { type: Number, default: 0 },\n },\n mounted() {\n const pass = new HalftonePass(this.three.size.width, this.three.size.height, {});\n\n ['shape', 'radius', 'rotateR', 'rotateG', 'rotateB', 'scatter'].forEach(p => {\n pass.uniforms[p].value = this[p];\n watch(() => this[p], () => {\n pass.uniforms[p].value = this[p];\n });\n });\n\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'HalftonePass',\n};\n","import { SMAAPass } from 'three/examples/jsm/postprocessing/SMAAPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n mounted() {\n // three size is not set yet, but this pass will be resized by effect composer\n const pass = new SMAAPass(this.three.size.width, this.three.size.height);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'SMAAPass',\n};\n","export default {\n uniforms: {},\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n varying vec2 vUv;\n void main() {\n gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n }\n `,\n};\n","// From https://github.com/evanw/glfx.js\nimport { Vector2 } from 'three';\nimport DefaultShader from './default';\n\nexport default {\n uniforms: {\n tDiffuse: { value: null },\n blurRadius: { value: 0 },\n gradientRadius: { value: 0 },\n start: { value: new Vector2() },\n end: { value: new Vector2() },\n delta: { value: new Vector2() },\n texSize: { value: new Vector2() },\n },\n vertexShader: DefaultShader.vertexShader,\n fragmentShader: `\n uniform sampler2D tDiffuse;\n uniform float blurRadius;\n uniform float gradientRadius;\n uniform vec2 start;\n uniform vec2 end;\n uniform vec2 delta;\n uniform vec2 texSize;\n varying vec2 vUv;\n\n float random(vec3 scale, float seed) {\n /* use the fragment position for a different seed per-pixel */\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n }\n\n void main() {\n vec4 color = vec4(0.0);\n float total = 0.0;\n\n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n\n vec2 normal = normalize(vec2(start.y - end.y, end.x - start.x));\n float radius = smoothstep(0.0, 1.0, abs(dot(vUv * texSize - start, normal)) / gradientRadius) * blurRadius;\n for (float t = -30.0; t <= 30.0; t++) {\n float percent = (t + offset - 0.5) / 30.0;\n float weight = 1.0 - abs(percent);\n vec4 texel = texture2D(tDiffuse, vUv + delta / texSize * percent * radius);\n // vec4 texel2 = texture2D(tDiffuse, vUv + vec2(-delta.y, delta.x) / texSize * percent * radius);\n\n /* switch to pre-multiplied alpha to correctly blur transparent images */\n texel.rgb *= texel.a;\n // texel2.rgb *= texel2.a;\n\n color += texel * weight;\n total += 2.0 * weight;\n }\n\n gl_FragColor = color / total;\n\n /* switch back from pre-multiplied alpha */\n gl_FragColor.rgb /= gl_FragColor.a + 0.00001;\n }\n `,\n};\n","import { watch } from 'vue';\n\nexport default function useBindPropValue(src, srcProp, dst, dstProp = 'value') {\n if (src[srcProp]) {\n dst[dstProp] = src[srcProp];\n watch(() => src[srcProp], (value) => {\n dst[dstProp] = value;\n });\n }\n};\n","import { Vector2 } from 'three';\nimport { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js';\nimport { watch } from 'vue';\nimport EffectPass from './EffectPass.js';\nimport TiltShift from '../shaders/TiltShift.js';\nimport useBindPropValue from '../use/useBindPropValue.js';\n\nexport default {\n extends: EffectPass,\n props: {\n blurRadius: { type: Number, default: 10 },\n gradientRadius: { type: Number, default: 100 },\n start: { type: Object, default: { x: 0, y: 100 } },\n end: { type: Object, default: { x: 10, y: 100 } },\n },\n mounted() {\n this.pass = new ShaderPass(TiltShift);\n this.passes.push(this.pass);\n\n this.pass1 = new ShaderPass(TiltShift);\n this.passes.push(this.pass1);\n\n const uniforms = this.uniforms = this.pass.uniforms;\n const uniforms1 = this.uniforms1 = this.pass1.uniforms;\n uniforms1.blurRadius = uniforms.blurRadius;\n uniforms1.gradientRadius = uniforms.gradientRadius;\n uniforms1.start = uniforms.start;\n uniforms1.end = uniforms.end;\n uniforms1.texSize = uniforms.texSize;\n\n useBindPropValue(this, 'blurRadius', uniforms.blurRadius);\n useBindPropValue(this, 'gradientRadius', uniforms.gradientRadius);\n\n this.updateFocusLine();\n ['start', 'end'].forEach(p => {\n watch(() => this[p], this.updateFocusLine);\n });\n\n this.pass.setSize = (width, height) => {\n uniforms.texSize.value.set(width, height);\n };\n },\n methods: {\n updateFocusLine() {\n this.uniforms.start.value.copy(this.start);\n this.uniforms.end.value.copy(this.end);\n const dv = new Vector2().copy(this.end).sub(this.start).normalize();\n this.uniforms.delta.value.copy(dv);\n this.uniforms1.delta.value.set(-dv.y, dv.x);\n },\n },\n __hmrId: 'TiltShiftPass',\n};\n","import { Vector2 } from 'three';\nimport { UnrealBloomPass } from 'three/examples/jsm/postprocessing/UnrealBloomPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n props: {\n strength: { type: Number, default: 1.5 },\n radius: { type: Number, default: 0 },\n threshold: { type: Number, default: 0 },\n },\n watch: {\n strength() { this.pass.strength = this.strength; },\n radius() { this.pass.radius = this.radius; },\n threshold() { this.pass.threshold = this.threshold; },\n },\n mounted() {\n const size = new Vector2(this.three.size.width, this.three.size.height);\n const pass = new UnrealBloomPass(size, this.strength, this.radius, this.threshold);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'UnrealBloomPass',\n};\n","// From https://github.com/evanw/glfx.js\nimport { Vector2 } from 'three';\nimport DefaultShader from './default';\n\nexport default {\n uniforms: {\n tDiffuse: { value: null },\n center: { value: new Vector2(0.5, 0.5) },\n strength: { value: 0 },\n },\n vertexShader: DefaultShader.vertexShader,\n fragmentShader: `\n uniform sampler2D tDiffuse;\n uniform vec2 center;\n uniform float strength;\n varying vec2 vUv;\n\n float random(vec3 scale, float seed) {\n /* use the fragment position for a different seed per-pixel */\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n }\n \n void main() {\n vec4 color = vec4(0.0);\n float total = 0.0;\n vec2 toCenter = center - vUv;\n \n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n \n for (float t = 0.0; t <= 40.0; t++) {\n float percent = (t + offset) / 40.0;\n float weight = 4.0 * (percent - percent * percent);\n vec4 texel = texture2D(tDiffuse, vUv + toCenter * percent * strength);\n\n /* switch to pre-multiplied alpha to correctly blur transparent images */\n texel.rgb *= texel.a;\n\n color += texel * weight;\n total += weight;\n }\n\n gl_FragColor = color / total;\n\n /* switch back from pre-multiplied alpha */\n gl_FragColor.rgb /= gl_FragColor.a + 0.00001;\n }\n `,\n};\n","import { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js';\nimport EffectPass from './EffectPass.js';\nimport ZoomBlur from '../shaders/ZoomBlur.js';\nimport useBindProp from '../use/useBindProp.js';\nimport useBindPropValue from '../use/useBindPropValue.js';\n\nexport default {\n extends: EffectPass,\n props: {\n center: { type: Object, default: { x: 0.5, y: 0.5 } },\n strength: { type: Number, default: 0.5 },\n },\n mounted() {\n this.pass = new ShaderPass(ZoomBlur);\n this.passes.push(this.pass);\n\n const uniforms = this.uniforms = this.pass.uniforms;\n useBindProp(this, 'center', uniforms.center.value);\n useBindPropValue(this, 'strength', uniforms.strength);\n },\n __hmrId: 'ZoomBlurPass',\n};\n","export default `\n//\n// Description : Array and textureless GLSL 2D simplex noise function.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : ijm\n// Lastmod : 20110822 (ijm)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n//\n\nvec3 mod289(vec3 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec2 mod289(vec2 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec3 permute(vec3 x) {\n return mod289(((x*34.0)+1.0)*x);\n}\n\nfloat snoise(vec2 v)\n{\n const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0\n 0.366025403784439, // 0.5*(sqrt(3.0)-1.0)\n -0.577350269189626, // -1.0 + 2.0 * C.x\n 0.024390243902439); // 1.0 / 41.0\n // First corner\n vec2 i = floor(v + dot(v, C.yy) );\n vec2 x0 = v - i + dot(i, C.xx);\n\n // Other corners\n vec2 i1;\n i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);\n vec4 x12 = x0.xyxy + C.xxzz;\n x12.xy -= i1;\n\n // Permutations\n i = mod289(i); // Avoid truncation effects in permutation\n vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))\n + i.x + vec3(0.0, i1.x, 1.0 ));\n\n vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);\n m = m*m ;\n m = m*m ;\n\n // Gradients: 41 points uniformly over a line, mapped onto a diamond.\n // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)\n\n vec3 x = 2.0 * fract(p * C.www) - 1.0;\n vec3 h = abs(x) - 0.5;\n vec3 ox = floor(x + 0.5);\n vec3 a0 = x - ox;\n\n // Normalise gradients implicitly by scaling m\n // Approximation of: m *= inversesqrt( a0*a0 + h*h );\n m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );\n\n // Compute final noise value at P\n vec3 g;\n g.x = a0.x * x0.x + h.x * x0.y;\n g.yz = a0.yz * x12.xz + h.yz * x12.yw;\n return 130.0 * dot(m, g);\n}\n`;\n","import { DoubleSide, MeshBasicMaterial, PlaneBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Image from '../../meshes/Image.js';\nimport snoise2 from '../../glsl/snoise2.glsl.js';\n\nexport default {\n extends: Image,\n props: {\n widthSegments: { type: Number, default: 20 },\n heightSegments: { type: Number, default: 20 },\n timeCoef: { type: Number, default: 0.001 },\n noiseCoef: { type: Number, default: 1 },\n zCoef: { type: Number, default: 5 },\n dispCoef: { type: Number, default: 0.05 },\n },\n setup(props) {\n // uniforms\n const uTime = { value: 0 };\n const uNoiseCoef = { value: props.noiseCoef };\n watch(() => props.noiseCoef, (value) => { uNoiseCoef.value = value; });\n const uZCoef = { value: props.zCoef };\n watch(() => props.zCoef, (value) => { uZCoef.value = value; });\n const uDispCoef = { value: props.dispCoef };\n watch(() => props.dispCoef, (value) => { uDispCoef.value = value; });\n\n return {\n uTime, uNoiseCoef, uZCoef, uDispCoef,\n };\n },\n mounted() {\n this.startTime = Date.now();\n this.three.onBeforeRender(this.updateTime);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateTime);\n },\n methods: {\n createGeometry() {\n this.geometry = new PlaneBufferGeometry(1, 1, this.widthSegments, this.heightSegments);\n },\n createMaterial() {\n this.material = new MeshBasicMaterial({ side: DoubleSide, map: this.loadTexture() });\n this.material.onBeforeCompile = (shader) => {\n shader.uniforms.uTime = this.uTime;\n shader.uniforms.uNoiseCoef = this.uNoiseCoef;\n shader.uniforms.uZCoef = this.uZCoef;\n shader.uniforms.uDispCoef = this.uDispCoef;\n shader.vertexShader = `\n uniform float uTime;\n uniform float uNoiseCoef;\n uniform float uZCoef;\n varying float vNoise;\n ${snoise2}\n ` + shader.vertexShader;\n\n shader.vertexShader = shader.vertexShader.replace(\n '#include ',\n ` \n vec3 p = vec3(position * uNoiseCoef);\n p.x += uTime;\n vNoise = snoise(p.xy);\n vec3 transformed = vec3(position);\n transformed.z += vNoise * uZCoef;\n `\n );\n\n shader.fragmentShader = `\n uniform float uDispCoef;\n varying float vNoise;\n ` + shader.fragmentShader;\n\n shader.fragmentShader = shader.fragmentShader.replace(\n '#include ',\n `\n vec4 texelColor = texture2D(map, vUv);\n vec4 dispTexel = texture2D(map, vUv + vec2(vNoise * uDispCoef, 0));\n texelColor.r = dispTexel.r;\n diffuseColor = texelColor;\n `\n );\n this.materialShader = shader;\n };\n },\n updateTime() {\n this.uTime.value = (Date.now() - this.startTime) * this.timeCoef;\n },\n },\n __hmrId: 'NoisyImage',\n};\n","import { ObjectSpaceNormalMap, ShaderMaterial, Vector2, WebGLRenderTarget } from 'three';\nimport { Pass } from 'three/examples/jsm/postprocessing/Pass.js';\nimport { watch } from 'vue';\nimport Plane from '../../meshes/Plane.js';\nimport snoise3 from '../../glsl/snoise3.glsl.js';\n\nexport default {\n extends: Plane,\n props: {\n timeCoef: { type: Number, default: 0.001 },\n noiseCoef: { type: Number, default: 5 },\n deltaCoef: { type: Number, default: 1 / 512 },\n displacementScale: { type: Number, default: 5 },\n },\n setup(props) {\n // uniforms\n const uTime = { value: 0 };\n const uNoiseCoef = { value: props.noiseCoef };\n watch(() => props.noiseCoef, (value) => { uNoiseCoef.value = value; });\n const uDelta = { value: new Vector2(props.deltaCoef, props.deltaCoef) };\n watch(() => props.deltaCoef, (value) => { uDelta.value.set(value, value); });\n\n return {\n uTime, uNoiseCoef, uDelta,\n };\n },\n mounted() {\n this.init();\n\n watch(() => this.displacementScale, (value) => { this.material.displacementScale = value; });\n\n this.startTime = Date.now();\n this.three.onBeforeRender(this.update);\n },\n unmounted() {\n this.three.offBeforeRender(this.update);\n this.fsQuad.dispose();\n this.dispRT.dispose();\n this.dispMat.dispose();\n this.normRT.dispose();\n this.normMat.dispose();\n },\n methods: {\n init() {\n this.fsQuad = new Pass.FullScreenQuad();\n\n // displacement map\n this.dispRT = new WebGLRenderTarget(512, 512, { depthBuffer: false, stencilBuffer: false });\n this.dispMat = new ShaderMaterial({\n uniforms: {\n uTime: this.uTime,\n uNoiseCoef: this.uNoiseCoef,\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n // gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n gl_Position = vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform float uTime;\n uniform float uNoiseCoef;\n varying vec2 vUv;\n ${snoise3}\n void main() {\n vec2 p = vec2(vUv * uNoiseCoef);\n float noise = (snoise(vec3(p.x, p.y, uTime)) + 1.0) / 2.0;\n gl_FragColor = vec4(noise, 0.0, 0.0, 1.0);\n }\n `,\n });\n\n // normal map\n this.normRT = new WebGLRenderTarget(512, 512, { depthBuffer: false, stencilBuffer: false });\n this.normMat = new ShaderMaterial({\n uniforms: {\n dispMap: { value: this.dispRT.texture },\n delta: this.uDelta,\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n // gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n gl_Position = vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform sampler2D dispMap;\n uniform vec2 delta;\n varying vec2 vUv;\n void main() {\n // gl_FragColor = vec4(0.5, 0.5, 1.0, 0.0);\n float x1 = texture2D(dispMap, vec2(vUv.x - delta.x, vUv.y)).r;\n float x2 = texture2D(dispMap, vec2(vUv.x + delta.x, vUv.y)).r;\n float y1 = texture2D(dispMap, vec2(vUv.x, vUv.y - delta.y)).r;\n float y2 = texture2D(dispMap, vec2(vUv.x, vUv.y + delta.y)).r;\n gl_FragColor = vec4(0.5 + (x1 - x2), 0.5 + (y1 - y2), 1.0, 1.0);\n }\n `,\n });\n\n this.material.displacementMap = this.dispRT.texture;\n this.material.displacementScale = this.displacementScale;\n this.material.normalMap = this.normRT.texture;\n this.material.normalMapType = ObjectSpaceNormalMap;\n // this.material.needsUpdate = true;\n },\n update() {\n this.uTime.value = (Date.now() - this.startTime) * this.timeCoef;\n this.renderDisp();\n },\n renderDisp() {\n this.renderMat(this.dispMat, this.dispRT);\n this.renderMat(this.normMat, this.normRT);\n },\n renderMat(mat, target) {\n const renderer = this.three.renderer;\n this.fsQuad.material = mat;\n const oldTarget = renderer.getRenderTarget();\n renderer.setRenderTarget(target);\n this.fsQuad.render(renderer);\n renderer.setRenderTarget(oldTarget);\n },\n },\n __hmrId: 'NoisyPlane',\n};\n","import { watch } from 'vue';\nimport Sphere from '../../meshes/Sphere.js';\nimport snoise4 from '../../glsl/snoise4.glsl.js';\n\nexport default {\n extends: Sphere,\n props: {\n radius: { type: Number, default: 20 },\n widthSegments: { type: Number, default: 128 },\n heightSegments: { type: Number, default: 128 },\n timeCoef: { type: Number, default: 0.001 },\n noiseCoef: { type: Number, default: 0.05 },\n dispCoef: { type: Number, default: 5 },\n },\n setup(props) {\n // uniforms\n const uTime = { value: 0 };\n const uNoiseCoef = { value: props.noiseCoef };\n watch(() => props.noiseCoef, (value) => { uNoiseCoef.value = value; });\n const uDispCoef = { value: props.dispCoef };\n watch(() => props.dispCoef, (value) => { uDispCoef.value = value; });\n\n return {\n uTime, uNoiseCoef, uDispCoef,\n };\n },\n mounted() {\n this.updateMaterial();\n\n this.startTime = Date.now();\n this.three.onBeforeRender(this.updateTime);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateTime);\n },\n methods: {\n updateMaterial() {\n this.material.onBeforeCompile = (shader) => {\n shader.uniforms.uTime = this.uTime;\n shader.uniforms.uNoiseCoef = this.uNoiseCoef;\n shader.uniforms.uDispCoef = this.uDispCoef;\n shader.vertexShader = `\n uniform float uTime;\n uniform float uNoiseCoef;\n uniform float uDispCoef;\n varying float vNoise;\n ${snoise4}\n ` + shader.vertexShader;\n\n shader.vertexShader = shader.vertexShader.replace(\n '#include ',\n `\n vec4 p = vec4(vec3(position * uNoiseCoef), uTime);\n vNoise = snoise(p);\n vec3 transformed = vec3(position);\n transformed += normalize(position) * vNoise * uDispCoef;\n `\n );\n this.materialShader = shader;\n };\n this.material.needsupdate = true;\n },\n updateTime() {\n this.uTime.value = (Date.now() - this.startTime) * this.timeCoef;\n },\n },\n __hmrId: 'NoisySphere',\n};\n","import { watch } from 'vue';\nimport Text from '../../meshes/Text.js';\nimport snoise2 from '../../glsl/snoise2.glsl.js';\n\nexport default {\n extends: Text,\n props: {\n timeCoef: { type: Number, default: 0.001 },\n noiseCoef: { type: Number, default: 0.015 },\n zCoef: { type: Number, default: 10 },\n },\n setup(props) {\n // uniforms\n const uTime = { value: 0 };\n const uNoiseCoef = { value: props.noiseCoef };\n watch(() => props.noiseCoef, (value) => { uNoiseCoef.value = value; });\n const uZCoef = { value: props.zCoef };\n watch(() => props.zCoef, (value) => { uZCoef.value = value; });\n\n return {\n uTime, uNoiseCoef, uZCoef,\n };\n },\n mounted() {\n this.updateMaterial();\n\n this.startTime = Date.now();\n this.three.onBeforeRender(this.updateTime);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateTime);\n },\n methods: {\n updateMaterial() {\n this.material.onBeforeCompile = (shader) => {\n shader.uniforms.uTime = this.uTime;\n shader.uniforms.uNoiseCoef = this.uNoiseCoef;\n shader.uniforms.uZCoef = this.uZCoef;\n shader.vertexShader = `\n uniform float uTime;\n uniform float uNoiseCoef;\n uniform float uZCoef;\n ${snoise2}\n ` + shader.vertexShader;\n\n shader.vertexShader = shader.vertexShader.replace(\n '#include ',\n ` \n vec3 p = vec3(position * uNoiseCoef);\n p.x += uTime;\n float noise = snoise(p.xy);\n vec3 transformed = vec3(position);\n transformed.z += noise * uZCoef;\n `\n );\n this.materialShader = shader;\n };\n this.material.needsupdate = true;\n },\n updateTime() {\n this.uTime.value = (Date.now() - this.startTime) * this.timeCoef;\n },\n },\n __hmrId: 'NoisyText',\n};\n","import {\n DoubleSide,\n Face3,\n InstancedBufferAttribute,\n InstancedMesh,\n MathUtils,\n MeshBasicMaterial,\n Object3D,\n Vector2,\n Vector3,\n} from 'three';\n\nimport { Geometry } from 'three/examples/jsm/deprecated/Geometry.js';\n\nexport default class AnimatedPlane {\n constructor(params) {\n Object.entries(params).forEach(([key, value]) => {\n this[key] = value;\n });\n\n this.o3d = new Object3D();\n this.uProgress = { value: 0 };\n this.uvScale = new Vector2();\n\n this.initMaterial();\n this.initPlane();\n }\n\n initMaterial() {\n this.material = new MeshBasicMaterial({\n side: DoubleSide,\n transparent: true,\n map: this.texture,\n onBeforeCompile: shader => {\n shader.uniforms.progress = this.uProgress;\n shader.uniforms.uvScale = { value: this.uvScale };\n shader.vertexShader = `\n uniform float progress;\n uniform vec2 uvScale;\n\n attribute vec3 offset;\n attribute vec3 rotation;\n attribute vec2 uvOffset;\n\n mat3 rotationMatrixXYZ(vec3 r)\n {\n float cx = cos(r.x);\n float sx = sin(r.x);\n float cy = cos(r.y);\n float sy = sin(r.y);\n float cz = cos(r.z);\n float sz = sin(r.z);\n\n return mat3(\n cy * cz, cx * sz + sx * sy * cz, sx * sz - cx * sy * cz,\n -cy * sz, cx * cz - sx * sy * sz, sx * cz + cx * sy * sz,\n sy, -sx * cy, cx * cy\n );\n }\n ` + shader.vertexShader;\n\n shader.vertexShader = shader.vertexShader.replace('#include ', `\n #include \n vUv = vUv * uvScale + uvOffset;\n `);\n\n shader.vertexShader = shader.vertexShader.replace('#include ', `\n mat3 rotMat = rotationMatrixXYZ(progress * rotation);\n transformed = rotMat * transformed;\n\n vec4 mvPosition = vec4(transformed, 1.0);\n #ifdef USE_INSTANCING\n mvPosition = instanceMatrix * mvPosition;\n #endif\n\n mvPosition.xyz += progress * offset;\n\n mvPosition = modelViewMatrix * mvPosition;\n gl_Position = projectionMatrix * mvPosition;\n `);\n },\n });\n }\n\n initPlane() {\n const { width, wWidth, wHeight } = this.screen;\n this.wSize = this.size * wWidth / width;\n this.nx = Math.ceil(wWidth / this.wSize) + 1;\n this.ny = Math.ceil(wHeight / this.wSize) + 1;\n this.icount = this.nx * this.ny;\n\n this.initGeometry();\n this.initUV();\n this.initAnimAttributes();\n\n if (this.imesh) {\n this.o3d.remove(this.imesh);\n }\n this.imesh = new InstancedMesh(this.bGeometry, this.material, this.icount);\n this.o3d.add(this.imesh);\n\n const dummy = new Object3D();\n let index = 0;\n let x = -(wWidth - (wWidth - this.nx * this.wSize)) / 2 + this.dx;\n for (let i = 0; i < this.nx; i++) {\n let y = -(wHeight - (wHeight - this.ny * this.wSize)) / 2 + this.dy;\n for (let j = 0; j < this.ny; j++) {\n dummy.position.set(x, y, 0);\n dummy.updateMatrix();\n this.imesh.setMatrixAt(index++, dummy.matrix);\n y += this.wSize;\n }\n x += this.wSize;\n }\n }\n\n initGeometry() {\n // square\n const geometry = new Geometry();\n geometry.vertices.push(new Vector3(0, 0, 0));\n geometry.vertices.push(new Vector3(this.wSize, 0, 0));\n geometry.vertices.push(new Vector3(0, this.wSize, 0));\n geometry.vertices.push(new Vector3(this.wSize, this.wSize, 0));\n geometry.faces.push(new Face3(0, 2, 1));\n geometry.faces.push(new Face3(2, 3, 1));\n\n geometry.faceVertexUvs[0].push([\n new Vector2(0, 0),\n new Vector2(0, 1),\n new Vector2(1, 0),\n ]);\n geometry.faceVertexUvs[0].push([\n new Vector2(0, 1),\n new Vector2(1, 1),\n new Vector2(1, 0),\n ]);\n\n // geometry.computeFaceNormals();\n // geometry.computeVertexNormals();\n\n // center\n this.dx = this.wSize / 2;\n this.dy = this.wSize / 2;\n geometry.translate(-this.dx, -this.dy, 0);\n\n this.bGeometry = geometry.toBufferGeometry();\n }\n\n initAnimAttributes() {\n const { randFloat: rnd, randFloatSpread: rndFS } = MathUtils;\n const v3 = new Vector3();\n\n const offsets = new Float32Array(this.icount * 3);\n for (let i = 0; i < offsets.length; i += 3) {\n if (this.anim === 1) v3.set(rndFS(10), rnd(50, 100), rnd(20, 50)).toArray(offsets, i);\n else v3.set(rndFS(20), rndFS(20), rnd(20, 200)).toArray(offsets, i);\n }\n this.bGeometry.setAttribute('offset', new InstancedBufferAttribute(offsets, 3));\n\n const rotations = new Float32Array(this.icount * 3);\n const angle = Math.PI * 4;\n for (let i = 0; i < rotations.length; i += 3) {\n rotations[i] = rndFS(angle);\n rotations[i + 1] = rndFS(angle);\n rotations[i + 2] = rndFS(angle);\n }\n this.bGeometry.setAttribute('rotation', new InstancedBufferAttribute(rotations, 3));\n }\n\n initUV() {\n const ratio = this.nx / this.ny;\n const tRatio = this.texture.image.width / this.texture.image.height;\n if (ratio > tRatio) this.uvScale.set(1 / this.nx, (tRatio / ratio) / this.ny);\n else this.uvScale.set((ratio / tRatio) / this.nx, 1 / this.ny);\n const nW = this.uvScale.x * this.nx;\n const nH = this.uvScale.y * this.ny;\n\n const v2 = new Vector2();\n const uvOffsets = new Float32Array(this.icount * 2);\n for (let i = 0; i < this.nx; i++) {\n for (let j = 0; j < this.ny; j++) {\n v2.set(\n this.uvScale.x * i + (1 - nW) / 2,\n this.uvScale.y * j + (1 - nH) / 2\n ).toArray(uvOffsets, (i * this.ny + j) * 2);\n }\n }\n this.bGeometry.setAttribute('uvOffset', new InstancedBufferAttribute(uvOffsets, 2));\n }\n\n setTexture(texture) {\n this.texture = texture;\n this.material.map = texture;\n this.initUV();\n }\n\n resize() {\n this.initPlane();\n }\n}\n","import { TextureLoader } from 'three';\n\nexport default function useTextures() {\n const obj = {\n loader: new TextureLoader(),\n count: 0,\n textures: [],\n loadProgress: 0,\n loadTextures,\n dispose,\n };\n return obj;\n\n function loadTextures(images, cb) {\n obj.count = images.length;\n obj.textures.splice(0);\n obj.loadProgress = 0;\n Promise.all(images.map(loadTexture)).then(cb);\n };\n\n function loadTexture(img, index) {\n return new Promise(resolve => {\n obj.loader.load(\n img.src,\n texture => {\n obj.loadProgress += 1 / obj.count;\n obj.textures[index] = texture;\n resolve(texture);\n }\n );\n });\n };\n\n function dispose() {\n obj.textures.forEach(t => t.dispose());\n }\n};\n","\n\n\n","import {\n Mesh,\n PlaneBufferGeometry,\n ShaderMaterial,\n Vector2,\n} from 'three';\n\nexport default function ZoomBlurImage(three) {\n let geometry, material, mesh;\n\n const uMap = { value: null };\n const uCenter = { value: new Vector2(0.5, 0.5) };\n const uStrength = { value: 0 };\n const uUVOffset = { value: new Vector2(0, 0) };\n const uUVScale = { value: new Vector2(1, 1) };\n\n init();\n\n return { geometry, material, mesh, uCenter, uStrength, setMap, updateUV };\n\n function init() {\n geometry = new PlaneBufferGeometry(2, 2, 1, 1);\n\n material = new ShaderMaterial({\n transparent: true,\n uniforms: {\n map: uMap,\n center: uCenter,\n strength: uStrength,\n uvOffset: uUVOffset,\n uvScale: uUVScale,\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n // adapted from https://github.com/evanw/glfx.js\n fragmentShader: `\n uniform sampler2D map;\n uniform vec2 center;\n uniform float strength;\n uniform vec2 uvOffset;\n uniform vec2 uvScale;\n varying vec2 vUv;\n\n float random(vec3 scale, float seed) {\n /* use the fragment position for a different seed per-pixel */\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n }\n \n void main() {\n vec2 tUv = vUv * uvScale + uvOffset;\n if (abs(strength) > 0.001) {\n vec4 color = vec4(0.0);\n float total = 0.0;\n vec2 toCenter = center * uvScale + uvOffset - tUv;\n \n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n \n for (float t = 0.0; t <= 20.0; t++) {\n float percent = (t + offset) / 20.0;\n float weight = 2.0 * (percent - percent * percent);\n vec4 texel = texture2D(map, tUv + toCenter * percent * strength);\n\n /* switch to pre-multiplied alpha to correctly blur transparent images */\n texel.rgb *= texel.a;\n\n color += texel * weight;\n total += weight;\n }\n\n gl_FragColor = color / total;\n\n /* switch back from pre-multiplied alpha */\n gl_FragColor.rgb /= gl_FragColor.a + 0.00001;\n gl_FragColor.a = 1.0 - abs(strength);\n } else {\n gl_FragColor = texture2D(map, tUv);\n }\n }\n `,\n });\n\n mesh = new Mesh(geometry, material);\n }\n\n function setMap(value) {\n uMap.value = value;\n updateUV();\n }\n\n function updateUV() {\n const ratio = three.size.ratio;\n const iRatio = uMap.value.image.width / uMap.value.image.height;\n uUVOffset.value.set(0, 0);\n uUVScale.value.set(1, 1);\n if (iRatio > ratio) {\n uUVScale.value.x = ratio / iRatio;\n uUVOffset.value.x = (1 - uUVScale.value.x) / 2;\n } else {\n uUVScale.value.y = iRatio / ratio;\n uUVOffset.value.y = (1 - uUVScale.value.y) / 2;\n }\n }\n}\n","\n\n\n","\n\n\n","\n\n\n","\n\n\n","\n\n\n","import * as TROIS from './index.js';\n\nexport const TroisJSVuePlugin = {\n install: (app) => {\n const comps = [\n 'Camera',\n 'OrthographicCamera',\n 'PerspectiveCamera',\n 'Renderer',\n 'Scene',\n 'Group',\n\n 'BoxGeometry',\n 'CircleGeometry',\n 'ConeGeometry',\n 'CylinderGeometry',\n 'DodecahedronGeometry',\n 'IcosahedronGeometry',\n 'LatheGeometry',\n 'OctahedronGeometry',\n 'PolyhedronGeometry',\n 'RingGeometry',\n 'SphereGeometry',\n 'TetrahedronGeometry',\n 'TorusGeometry',\n 'TorusKnotGeometry',\n 'TubeGeometry',\n\n 'AmbientLight',\n 'DirectionalLight',\n 'PointLight',\n 'SpotLight',\n\n 'BasicMaterial',\n 'LambertMaterial',\n 'MatcapMaterial',\n 'PhongMaterial',\n 'PhysicalMaterial',\n 'ShaderMaterial',\n 'StandardMaterial',\n 'SubSurfaceMaterial',\n 'ToonMaterial',\n\n 'Texture',\n 'CubeTexture',\n\n 'Box',\n 'Circle',\n 'Cone',\n 'Cylinder',\n 'Dodecahedron',\n 'Icosahedron',\n 'Mesh',\n 'Lathe',\n 'Octahedron',\n 'Plane',\n 'Polyhedron',\n 'Ring',\n 'Sphere',\n 'Tetrahedron',\n 'Text',\n 'Torus',\n 'TorusKnot',\n 'Tube',\n\n 'Gem',\n 'Image',\n 'InstancedMesh',\n 'MirrorMesh',\n 'RefractionMesh',\n 'Sprite',\n\n 'BokehPass',\n 'EffectComposer',\n 'FilmPass',\n 'FXAAPass',\n 'HalftonePass',\n 'RenderPass',\n 'SAOPass',\n 'SMAAPass',\n 'TiltShiftPass',\n 'UnrealBloomPass',\n 'ZoomBlurPass',\n\n 'GLTFViewer',\n ];\n\n comps.forEach(comp => {\n app.component(comp, TROIS[comp]);\n });\n 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{\n Plane,\n Raycaster,\n Vector2,\n Vector3,\n WebGLRenderer,\n} from 'three';\n\nimport { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';\n\n/**\n * Three.js helper\n */\nexport default function useThree() {\n // default conf\n const conf = {\n canvas: null,\n antialias: true,\n alpha: false,\n autoClear: true,\n orbit_ctrl: false,\n mouse_move: false,\n mouse_raycast: false,\n mouse_over: false,\n click: false,\n resize: true,\n width: 0,\n height: 0,\n };\n\n // size\n const size = {\n width: 1, height: 1,\n wWidth: 1, wHeight: 1,\n ratio: 1,\n };\n\n // handlers\n const afterInitCallbacks = [];\n let afterResizeCallbacks = [];\n let beforeRenderCallbacks = [];\n\n // mouse tracking\n const mouse = new Vector2();\n const mouseV3 = new Vector3();\n const mousePlane = new Plane(new Vector3(0, 0, 1), 0);\n const raycaster = new Raycaster();\n\n // raycast objects\n const intersectObjects = [];\n\n // returned object\n const obj = {\n conf,\n renderer: null,\n camera: null,\n cameraCtrl: null,\n materials: {},\n scene: null,\n size,\n mouse, mouseV3,\n init,\n dispose,\n render,\n renderC,\n setSize,\n onAfterInit,\n onAfterResize, offAfterResize,\n onBeforeRender, offBeforeRender,\n addIntersectObject, removeIntersectObject,\n };\n\n /**\n * init three\n */\n function init(params) {\n if (params) {\n Object.entries(params).forEach(([key, value]) => {\n conf[key] = value;\n });\n }\n\n if (!obj.scene) {\n console.error('Missing Scene');\n return;\n }\n\n if (!obj.camera) {\n console.error('Missing Camera');\n return;\n }\n\n obj.renderer = new WebGLRenderer({ canvas: conf.canvas, antialias: conf.antialias, alpha: conf.alpha });\n obj.renderer.autoClear = conf.autoClear;\n\n if (conf.orbit_ctrl) {\n obj.orbitCtrl = new OrbitControls(obj.camera, obj.renderer.domElement);\n if (conf.orbit_ctrl instanceof Object) {\n Object.entries(conf.orbit_ctrl).forEach(([key, value]) => {\n obj.orbitCtrl[key] = value;\n });\n }\n }\n\n if (conf.width && conf.height) {\n setSize(conf.width, conf.height);\n } else if (conf.resize) {\n onResize();\n window.addEventListener('resize', onResize);\n }\n\n conf.mouse_move = conf.mouse_move || conf.mouse_over;\n if (conf.mouse_move) {\n if (conf.mouse_move === 'body') {\n obj.mouse_move_element = document.body;\n } else {\n obj.mouse_move_element = obj.renderer.domElement;\n }\n obj.mouse_move_element.addEventListener('mousemove', onMousemove);\n obj.mouse_move_element.addEventListener('mouseleave', onMouseleave);\n }\n\n if (conf.click) {\n obj.renderer.domElement.addEventListener('click', onClick);\n }\n\n afterInitCallbacks.forEach(c => c());\n\n return true;\n };\n\n /**\n * add after init callback\n */\n function onAfterInit(callback) {\n afterInitCallbacks.push(callback);\n }\n\n /**\n * add after resize callback\n */\n function onAfterResize(callback) {\n afterResizeCallbacks.push(callback);\n }\n\n /**\n * remove after resize callback\n */\n function offAfterResize(callback) {\n afterResizeCallbacks = afterResizeCallbacks.filter(c => c !== callback);\n }\n\n /**\n * add before render callback\n */\n function onBeforeRender(callback) {\n beforeRenderCallbacks.push(callback);\n }\n\n /**\n * remove before render callback\n */\n function offBeforeRender(callback) {\n beforeRenderCallbacks = beforeRenderCallbacks.filter(c => c !== callback);\n }\n\n /**\n * default render\n */\n function render() {\n if (obj.orbitCtrl) obj.orbitCtrl.update();\n beforeRenderCallbacks.forEach(c => c());\n obj.renderer.render(obj.scene, obj.camera);\n }\n\n /**\n * composer render\n */\n function renderC() {\n if (obj.orbitCtrl) obj.orbitCtrl.update();\n beforeRenderCallbacks.forEach(c => c());\n obj.composer.render();\n }\n\n /**\n * add intersect object\n */\n function addIntersectObject(o) {\n if (intersectObjects.indexOf(o) === -1) {\n intersectObjects.push(o);\n }\n }\n\n /**\n * remove intersect object\n */\n function removeIntersectObject(o) {\n const i = intersectObjects.indexOf(o);\n if (i !== -1) {\n intersectObjects.splice(i, 1);\n }\n }\n\n /**\n * remove listeners\n */\n function dispose() {\n beforeRenderCallbacks = [];\n window.removeEventListener('resize', onResize);\n if (obj.mouse_move_element) {\n obj.mouse_move_element.removeEventListener('mousemove', onMousemove);\n obj.mouse_move_element.removeEventListener('mouseleave', onMouseleave);\n }\n obj.renderer.domElement.removeEventListener('click', onClick);\n if (obj.orbitCtrl) obj.orbitCtrl.dispose();\n this.renderer.dispose();\n }\n\n /**\n */\n function updateMouse(e) {\n const rect = e.target.getBoundingClientRect();\n mouse.x = ((e.clientX - rect.left) / size.width) * 2 - 1;\n mouse.y = -((e.clientY - rect.top) / size.height) * 2 + 1;\n }\n\n /**\n * click listener\n */\n function onClick(e) {\n updateMouse(e);\n raycaster.setFromCamera(mouse, obj.camera);\n const objects = raycaster.intersectObjects(intersectObjects);\n for (let i = 0; i < objects.length; i++) {\n const o = objects[i].object;\n if (o.onClick) o.onClick(e);\n }\n }\n\n /**\n * mousemove listener\n */\n function onMousemove(e) {\n updateMouse(e);\n onMousechange(e);\n }\n\n /**\n * mouseleave listener\n */\n function onMouseleave(e) {\n // mouse.x = 0;\n // mouse.y = 0;\n onMousechange(e);\n }\n\n /**\n * mouse change\n */\n function onMousechange(e) {\n if (conf.mouse_over || conf.mouse_raycast) {\n raycaster.setFromCamera(mouse, obj.camera);\n\n if (conf.mouse_raycast) {\n // get mouse 3d position\n obj.camera.getWorldDirection(mousePlane.normal);\n mousePlane.normal.normalize();\n raycaster.ray.intersectPlane(mousePlane, mouseV3);\n }\n\n if (conf.mouse_over) {\n const onObjects = raycaster.intersectObjects(intersectObjects);\n const offObjects = [...intersectObjects];\n for (let i = 0; i < onObjects.length; i++) {\n const o = onObjects[i].object;\n if (!o.hover && o.onHover) {\n o.hover = true;\n o.onHover(true);\n }\n offObjects.splice(offObjects.indexOf(o), 1);\n }\n for (let i = 0; i < offObjects.length; i++) {\n const o = offObjects[i];\n if (o.hover && o.onHover) {\n o.hover = false;\n o.onHover(false);\n }\n }\n }\n }\n }\n\n /**\n * resize listener\n */\n function onResize() {\n if (conf.resize === 'window') {\n setSize(window.innerWidth, window.innerHeight);\n } else {\n const elt = obj.renderer.domElement.parentNode;\n setSize(elt.clientWidth, elt.clientHeight);\n }\n afterResizeCallbacks.forEach(c => c());\n }\n\n /**\n * update renderer size and camera\n */\n function setSize(width, height) {\n size.width = width;\n size.height = height;\n size.ratio = width / height;\n\n obj.renderer.setSize(width, height, false);\n obj.camera.aspect = size.ratio;\n obj.camera.updateProjectionMatrix();\n\n if (obj.composer) {\n obj.composer.setSize(width, height);\n }\n\n if (obj.camera.type === 'OrthographicCamera') {\n size.wWidth = obj.camera.right - obj.camera.left;\n size.wHeight = obj.camera.top - obj.camera.bottom;\n } else {\n const wsize = getCameraSize();\n size.wWidth = wsize[0]; size.wHeight = wsize[1];\n }\n }\n\n /**\n * calculate camera visible area size\n */\n function getCameraSize() {\n const vFOV = (obj.camera.fov * Math.PI) / 180;\n const h = 2 * Math.tan(vFOV / 2) * Math.abs(obj.camera.position.z);\n const w = h * obj.camera.aspect;\n return [w, h];\n }\n\n return obj;\n}\n","import { h } from 'vue';\nimport useThree from './useThree';\n\nexport default {\n props: {\n antialias: Boolean,\n alpha: Boolean,\n autoClear: { type: Boolean, default: true },\n mouseMove: { type: [Boolean, String], default: false },\n mouseRaycast: { type: Boolean, default: false },\n mouseOver: { type: Boolean, default: false },\n click: { type: Boolean, default: false },\n orbitCtrl: { type: [Boolean, Object], default: false },\n resize: { type: [Boolean, String], default: true },\n shadow: Boolean,\n width: String,\n height: String,\n },\n setup() {\n return {\n three: useThree(),\n raf: true,\n onMountedCallbacks: [],\n };\n },\n provide() {\n return {\n three: this.three,\n // renderer: this.three.renderer,\n rendererComponent: this,\n };\n },\n mounted() {\n const params = {\n canvas: this.$el,\n antialias: this.antialias,\n alpha: this.alpha,\n autoClear: this.autoClear,\n orbit_ctrl: this.orbitCtrl,\n mouse_move: this.mouseMove,\n mouse_raycast: this.mouseRaycast,\n mouse_over: this.mouseOver,\n click: this.click,\n resize: this.resize,\n width: this.width,\n height: this.height,\n };\n\n if (this.three.init(params)) {\n this.three.renderer.shadowMap.enabled = this.shadow;\n if (this.three.composer) this.animateC();\n else this.animate();\n };\n\n this.onMountedCallbacks.forEach(c => c());\n },\n beforeUnmount() {\n this.raf = false;\n this.three.dispose();\n },\n methods: {\n onMounted(callback) {\n this.onMountedCallbacks.push(callback);\n },\n onBeforeRender(callback) {\n this.three.onBeforeRender(callback);\n },\n onAfterResize(callback) {\n this.three.onAfterResize(callback);\n },\n animate() {\n if (this.raf) requestAnimationFrame(this.animate);\n this.three.render();\n },\n animateC() {\n if (this.raf) requestAnimationFrame(this.animateC);\n this.three.renderC();\n },\n },\n render() {\n return h('canvas', {}, this.$slots.default());\n },\n};\n","export function setFromProp(o, prop) {\n if (prop instanceof Object) {\n Object.entries(prop).forEach(([key, value]) => {\n o[key] = value;\n });\n }\n};\n\nexport function propsValues(props, exclude) {\n const values = {};\n Object.entries(props).forEach(([key, value]) => {\n if (!exclude || (exclude && !exclude.includes(key))) {\n values[key] = value;\n }\n });\n return values;\n};\n\nexport function lerp(value1, value2, amount) {\n amount = amount < 0 ? 0 : amount;\n amount = amount > 1 ? 1 : amount;\n return value1 + (value2 - value1) * amount;\n};\n\nexport function lerpv2(v1, v2, amount) {\n v1.x = lerp(v1.x, v2.x, amount);\n v1.y = lerp(v1.y, v2.y, amount);\n};\n\nexport function lerpv3(v1, v2, amount) {\n v1.x = lerp(v1.x, v2.x, amount);\n v1.y = lerp(v1.y, v2.y, amount);\n v1.z = lerp(v1.z, v2.z, amount);\n};\n\nexport function limit(val, min, max) {\n return val < min ? min : (val > max ? max : val);\n};\n\n// from https://github.com/pmndrs/drei/blob/master/src/useMatcapTexture.tsx\nconst MATCAP_ROOT = 'https://rawcdn.githack.com/emmelleppi/matcaps/9b36ccaaf0a24881a39062d05566c9e92be4aa0d';\n\nexport function getMatcapUrl(hash, format = 1024) {\n const fileName = `${hash}${getMatcapFormatString(format)}.png`;\n return `${MATCAP_ROOT}/${format}/${fileName}`;\n};\n\nfunction getMatcapFormatString(format) {\n switch (format) {\n case 64:\n return '-64px';\n case 128:\n return '-128px';\n case 256:\n return '-256px';\n case 512:\n return '-512px';\n default:\n return '';\n }\n}\n","import { toRef, watch } from 'vue';\nimport { setFromProp } from '../tools.js';\n\nexport default function useBindProp(comp, prop, object) {\n if (comp[prop]) {\n const ref = toRef(comp, prop);\n setFromProp(object, ref.value);\n watch(ref, () => {\n setFromProp(object, ref.value);\n }, { deep: true });\n }\n};\n","import { OrthographicCamera, Vector3 } from 'three';\nimport { watch } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: ['three'],\n props: {\n left: { type: Number, default: -1 },\n right: { type: Number, default: 1 },\n top: { type: Number, default: 1 },\n bottom: { type: Number, default: -1 },\n near: { type: Number, default: 0.1 },\n far: { type: Number, default: 2000 },\n zoom: { type: Number, default: 1 },\n position: { type: [Object, Vector3], default: { x: 0, y: 0, z: 0 } },\n },\n created() {\n this.camera = new OrthographicCamera(this.left, this.right, this.top, this.bottom, this.near, this.far);\n useBindProp(this, 'position', this.camera.position);\n\n ['left', 'right', 'top', 'bottom', 'near', 'far', 'zoom'].forEach(p => {\n watch(() => this[p], () => {\n this.camera[p] = this[p];\n this.camera.updateProjectionMatrix();\n });\n });\n\n this.three.camera = this.camera;\n },\n render() {\n return [];\n },\n __hmrId: 'OrthographicCamera',\n};\n","import { PerspectiveCamera, Vector3 } from 'three';\nimport { watch } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: ['three'],\n props: {\n aspect: { type: Number, default: 1 },\n far: { type: Number, default: 2000 },\n fov: { type: Number, default: 50 },\n near: { type: Number, default: 0.1 },\n position: { type: [Object, Vector3], default: { x: 0, y: 0, z: 0 } },\n },\n created() {\n this.camera = new PerspectiveCamera(this.fov, this.aspect, this.near, this.far);\n useBindProp(this, 'position', this.camera.position);\n\n ['aspect', 'far', 'fov', 'near'].forEach(p => {\n watch(() => this[p], () => {\n this.camera[p] = this[p];\n this.camera.updateProjectionMatrix();\n });\n });\n\n this.three.camera = this.camera;\n },\n render() {\n return [];\n },\n __hmrId: 'PerspectiveCamera',\n};\n","import { Group } from 'three';\r\nimport { inject } from 'vue';\r\nimport useBindProp from '../use/useBindProp.js';\r\n\r\nexport default {\r\n inject: ['three', 'scene'],\r\n props: {\r\n position: Object,\r\n rotation: Object,\r\n scale: Object,\r\n },\r\n setup(props) {\r\n const parent = inject('group', inject('scene'));\r\n const group = new Group();\r\n useBindProp(props, 'position', group.position);\r\n useBindProp(props, 'rotation', group.rotation);\r\n useBindProp(props, 'scale', group.scale);\r\n return { parent, group };\r\n },\r\n provide() {\r\n return {\r\n group: this.group,\r\n };\r\n },\r\n created() {\r\n this.parent.add(this.group);\r\n },\r\n unmounted() {\r\n this.parent.remove(this.group);\r\n },\r\n render() {\r\n if (this.$slots.default) {\r\n return this.$slots.default();\r\n }\r\n return [];\r\n },\r\n __hmrId: 'Group',\r\n};\r\n","import { Scene, Color } from 'three';\nimport { watch } from 'vue';\n\nexport default {\n inject: ['three'],\n props: {\n id: String,\n background: [String, Number],\n },\n setup(props) {\n const scene = new Scene();\n if (props.background) scene.background = new Color(props.background);\n watch(() => props.background, (value) => { scene.background = new Color(value); });\n return { scene };\n },\n provide() {\n return {\n scene: this.scene,\n };\n },\n mounted() {\n if (!this.three.scene) {\n this.three.scene = this.scene;\n }\n },\n methods: {\n // add(o) {\n // this.scene.add(o);\n // },\n // remove(o) {\n // this.scene.remove(o);\n // },\n },\n render() {\n if (this.$slots.default) {\n return this.$slots.default();\n }\n return [];\n },\n};\n","import { watch } from 'vue';\n\nexport default {\n emits: ['ready'],\n inject: ['mesh'],\n props: {\n rotateX: Number,\n rotateY: Number,\n rotateZ: Number,\n },\n created() {\n if (!this.mesh) {\n console.error('Missing parent Mesh');\n }\n this.watchProps = [];\n Object.entries(this.$props).forEach(e => this.watchProps.push(e[0]));\n },\n beforeMount() {\n this.createGeometry();\n this.rotateGeometry();\n this.mesh.setGeometry(this.geometry);\n },\n mounted() {\n this.addWatchers();\n },\n unmounted() {\n this.geometry.dispose();\n },\n methods: {\n rotateGeometry() {\n if (this.rotateX) this.geometry.rotateX(this.rotateX);\n if (this.rotateY) this.geometry.rotateY(this.rotateY);\n if (this.rotateZ) this.geometry.rotateZ(this.rotateZ);\n },\n addWatchers() {\n this.watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n refreshGeometry() {\n const oldGeo = this.geometry;\n this.createGeometry();\n this.rotateGeometry();\n this.mesh.setGeometry(this.geometry);\n oldGeo.dispose();\n },\n },\n render() {\n return [];\n },\n};\n","import { BoxBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n size: Number,\n width: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n depth: { type: Number, default: 1 },\n widthSegments: { type: Number, default: 1 },\n heightSegments: { type: Number, default: 1 },\n depthSegments: { type: Number, default: 1 },\n },\n methods: {\n createGeometry() {\n let w = this.width, h = this.height, d = this.depth;\n if (this.size) {\n w = this.size; h = this.size; d = this.size;\n }\n this.geometry = new BoxBufferGeometry(w, h, d, this.widthSegments, this.heightSegments, this.depthSegments);\n },\n },\n};\n","import { CircleBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n segments: { type: Number, default: 8 },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new CircleBufferGeometry(this.radius, this.segments, this.thetaStart, this.thetaLength);\n },\n },\n};\n","import { ConeBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n heightSegments: { type: Number, default: 1 },\n openEnded: { type: Boolean, default: false },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new ConeBufferGeometry(this.radius, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength);\n },\n },\n};\n","import { CylinderBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radiusTop: { type: Number, default: 1 },\n radiusBottom: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n heightSegments: { type: Number, default: 1 },\n openEnded: { type: Boolean, default: false },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new CylinderBufferGeometry(this.radiusTop, this.radiusBottom, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength);\n },\n },\n};\n","import { DodecahedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new DodecahedronBufferGeometry(this.radius, this.detail);\n },\n },\n};\n","import { IcosahedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new IcosahedronBufferGeometry(this.radius, this.detail);\n },\n },\n};\n","import { LatheBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n points: Array,\n segments: { type: Number, default: 12 },\n phiStart: { type: Number, default: 0 },\n phiLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new LatheBufferGeometry(this.points, this.segments, this.phiStart, this.phiLength);\n },\n },\n};\n","import { OctahedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new OctahedronBufferGeometry(this.radius, this.detail);\n },\n },\n};\n","import { PolyhedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n vertices: Array,\n indices: Array,\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new PolyhedronBufferGeometry(this.vertices, this.indices, this.radius, this.detail);\n },\n },\n};\n","import { RingBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n innerRadius: { type: Number, default: 0.5 },\n outerRadius: { type: Number, default: 1 },\n thetaSegments: { type: Number, default: 8 },\n phiSegments: { type: Number, default: 1 },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new RingBufferGeometry(this.innerRadius, this.outerRadius, this.thetaSegments, this.phiSegments, this.thetaStart, this.thetaLength);\n },\n },\n};\n","import { SphereBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n widthSegments: { type: Number, default: 12 },\n heightSegments: { type: Number, default: 12 },\n },\n methods: {\n createGeometry() {\n this.geometry = new SphereBufferGeometry(this.radius, this.widthSegments, this.heightSegments);\n },\n },\n};\n","import { TetrahedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new TetrahedronBufferGeometry(this.radius, this.detail);\n },\n },\n};\n","import { TorusBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n tube: { type: Number, default: 0.4 },\n radialSegments: { type: Number, default: 8 },\n tubularSegments: { type: Number, default: 6 },\n arc: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new TorusBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.arc);\n },\n },\n};\n","import { TorusKnotBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n tube: { type: Number, default: 0.4 },\n radialSegments: { type: Number, default: 64 },\n tubularSegments: { type: Number, default: 8 },\n p: { type: Number, default: 2 },\n q: { type: Number, default: 3 },\n },\n methods: {\n createGeometry() {\n this.geometry = new TorusKnotBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q);\n },\n },\n};\n","import { Curve, TubeBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n path: Curve,\n tubularSegments: { type: Number, default: 64 },\n radius: { type: Number, default: 1 },\n radiusSegments: { type: Number, default: 8 },\n closed: { type: Boolean, default: false },\n },\n methods: {\n createGeometry() {\n this.geometry = new TubeBufferGeometry(this.path, this.tubularSegments, this.radius, this.radiusSegments, this.closed);\n },\n },\n};\n","import { Color } from 'three';\nimport { inject, watch } from 'vue';\nimport { setFromProp } from '../tools.js';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: {\n scene: 'scene',\n parent: {\n from: 'group',\n default: () => inject('scene'),\n },\n },\n props: {\n color: {\n type: String,\n default: '#ffffff',\n },\n intensity: {\n type: Number,\n default: 1,\n },\n castShadow: {\n type: Boolean,\n default: false,\n },\n shadowMapSize: Object,\n position: Object,\n },\n // can't use setup because it will not be used in sub components\n // setup() {},\n mounted() {\n useBindProp(this, 'position', this.light.position);\n\n if (this.light.target) {\n useBindProp(this, 'target', this.light.target.position);\n }\n\n if (this.light.shadow) {\n this.light.castShadow = this.castShadow;\n setFromProp(this.light.shadow.mapSize, this.shadowMapSize);\n }\n\n ['color', 'intensity', 'castShadow'].forEach(p => {\n watch(() => this[p], () => {\n if (p === 'color') {\n this.light.color = new Color(this.color);\n } else {\n this.light[p] = this[p];\n }\n });\n });\n\n this.parent.add(this.light);\n if (this.light.target) this.parent.add(this.light.target);\n },\n unmounted() {\n this.parent.remove(this.light);\n if (this.light.target) this.parent.remove(this.light.target);\n },\n render() {\n return [];\n },\n __hmrId: 'Light',\n};\n","import { AmbientLight } from 'three';\nimport Light from './Light.js';\n\nexport default {\n extends: Light,\n created() {\n this.light = new AmbientLight(this.color, this.intensity);\n },\n __hmrId: 'AmbientLight',\n};\n","import { DirectionalLight } from 'three';\nimport Light from './Light.js';\n\nexport default {\n extends: Light,\n props: {\n target: Object,\n },\n created() {\n this.light = new DirectionalLight(this.color, this.intensity);\n },\n __hmrId: 'DirectionalLight',\n};\n","import { PointLight } from 'three';\nimport Light from './Light.js';\n\nexport default {\n extends: Light,\n props: {\n distance: {\n type: Number,\n default: 0,\n },\n decay: {\n type: Number,\n default: 1,\n },\n },\n created() {\n this.light = new PointLight(this.color, this.intensity, this.distance, this.decay);\n },\n __hmrId: 'PointLight',\n};\n","import { SpotLight } from 'three';\nimport { watch } from 'vue';\nimport Light from './Light.js';\n\nexport default {\n extends: Light,\n props: {\n angle: {\n type: Number,\n default: Math.PI / 3,\n },\n decay: {\n type: Number,\n default: 1,\n },\n distance: {\n type: Number,\n default: 0,\n },\n penumbra: {\n type: Number,\n default: 0,\n },\n target: Object,\n },\n created() {\n this.light = new SpotLight(this.color, this.intensity, this.distance, this.angle, this.penumbra, this.decay);\n ['angle', 'decay', 'distance', 'penumbra'].forEach(p => {\n watch(() => this[p], () => {\n this.light[p] = this[p];\n });\n });\n },\n __hmrId: 'SpotLight',\n};\n","import { watch } from 'vue';\nimport { FrontSide } from 'three';\n\nexport default {\n inject: ['three', 'mesh'],\n props: {\n id: String,\n color: { type: [String, Number], default: '#ffffff' },\n depthTest: { type: Boolean, default: true },\n depthWrite: { type: Boolean, default: true },\n flatShading: Boolean,\n fog: { type: Boolean, default: true },\n opacity: { type: Number, default: 1 },\n side: { type: Number, default: FrontSide },\n transparent: Boolean,\n vertexColors: Boolean,\n },\n provide() {\n return {\n material: this,\n };\n },\n beforeMount() {\n this.createMaterial();\n if (this.id) this.three.materials[this.id] = this.material;\n this.mesh.setMaterial(this.material);\n },\n mounted() {\n this._addWatchers();\n if (this.addWatchers) this.addWatchers();\n },\n unmounted() {\n this.material.dispose();\n if (this.id) delete this.three.materials[this.id];\n },\n methods: {\n setProp(key, value, needsUpdate = false) {\n this.material[key] = value;\n this.material.needsUpdate = needsUpdate;\n },\n setTexture(texture, key = 'map') {\n this.setProp(key, texture, true);\n },\n _addWatchers() {\n // don't work for flatShading\n ['color', 'depthTest', 'depthWrite', 'fog', 'opacity', 'side', 'transparent'].forEach(p => {\n watch(() => this[p], () => {\n if (p === 'color') {\n this.material.color.set(this.color);\n } else {\n this.material[p] = this[p];\n }\n });\n });\n },\n },\n render() {\n if (this.$slots.default) {\n return this.$slots.default();\n }\n return [];\n },\n __hmrId: 'Material',\n};\n","import { MeshBasicMaterial } from 'three';\nimport { propsValues } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n methods: {\n createMaterial() {\n this.material = new MeshBasicMaterial(propsValues(this.$props, ['id']));\n },\n },\n __hmrId: 'BasicMaterial',\n};\n","import { MeshLambertMaterial } from 'three';\nimport { propsValues } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n methods: {\n createMaterial() {\n this.material = new MeshLambertMaterial(propsValues(this.$props, ['id']));\n },\n },\n __hmrId: 'LambertMaterial',\n};\n","import { MeshMatcapMaterial, TextureLoader } from 'three';\n// import { watch } from 'vue';\nimport { propsValues, getMatcapUrl } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n props: {\n src: String,\n name: String,\n },\n methods: {\n createMaterial() {\n const src = this.name ? getMatcapUrl(this.name) : this.src;\n const opts = propsValues(this.$props, ['id', 'src', 'name']);\n opts.matcap = new TextureLoader().load(src);\n this.material = new MeshMatcapMaterial(opts);\n },\n },\n __hmrId: 'MatcapMaterial',\n};\n","import { MeshPhongMaterial } from 'three';\nimport { watch } from 'vue';\nimport { propsValues } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n props: {\n emissive: { type: [Number, String], default: 0 },\n emissiveIntensity: { type: Number, default: 1 },\n reflectivity: { type: Number, default: 1 },\n shininess: { type: Number, default: 30 },\n specular: { type: [String, Number], default: 0x111111 },\n },\n methods: {\n createMaterial() {\n this.material = new MeshPhongMaterial(propsValues(this.$props, ['id']));\n },\n addWatchers() {\n ['emissive', 'emissiveIntensity', 'reflectivity', 'shininess', 'specular'].forEach(p => {\n watch(() => this[p], (value) => {\n if (p === 'emissive' || p === 'specular') {\n this.material[p].set(value);\n } else {\n this.material[p] = value;\n }\n });\n });\n },\n },\n __hmrId: 'PhongMaterial',\n};\n","import { MeshStandardMaterial, Vector2 } from 'three';\nimport { watch } from 'vue';\nimport { propsValues } from '../tools.js';\nimport useBindProp from '../use/useBindProp.js';\nimport Material from './Material';\n\nconst props = {\n aoMapIntensity: { type: Number, default: 1 },\n bumpScale: { type: Number, default: 1 },\n displacementBias: { type: Number, default: 0 },\n displacementScale: { type: Number, default: 1 },\n emissive: { type: [Number, String], default: 0 },\n emissiveIntensity: { type: Number, default: 1 },\n envMapIntensity: { type: Number, default: 1 },\n lightMapIntensity: { type: Number, default: 1 },\n metalness: { type: Number, default: 0 },\n normalScale: { type: Object, default: () => new Vector2(1, 1) },\n roughness: { type: Number, default: 1 },\n refractionRatio: { type: Number, default: 0.98 },\n wireframe: Boolean,\n};\n\nexport default {\n extends: Material,\n props,\n methods: {\n createMaterial() {\n this.material = new MeshStandardMaterial(propsValues(this.$props, ['id', 'normalScale']));\n },\n addWatchers() {\n // todo : use setProp ?\n Object.keys(props).forEach(p => {\n if (p === 'normalScale') return;\n watch(() => this[p], (value) => {\n if (p === 'emissive') {\n this.material[p].set(value);\n } else {\n this.material[p] = value;\n }\n });\n });\n useBindProp(this, 'normalScale', this.material.normalScale);\n },\n },\n __hmrId: 'StandardMaterial',\n};\n","import { MeshPhysicalMaterial } from 'three';\nimport { propsValues } from '../tools.js';\nimport StandardMaterial from './StandardMaterial';\n\nexport default {\n extends: StandardMaterial,\n methods: {\n createMaterial() {\n this.material = new MeshPhysicalMaterial(propsValues(this.$props, ['id']));\n },\n },\n __hmrId: 'PhysicalMaterial',\n};\n","/**\n * ------------------------------------------------------------------------------------------\n * Subsurface Scattering shader\n * Based on three/examples/jsm/shaders/SubsurfaceScatteringShader.js\n * Based on GDC 2011 – Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look\n * https://colinbarrebrisebois.com/2011/03/07/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look/\n *------------------------------------------------------------------------------------------\n */\nimport {\n Color,\n ShaderChunk,\n ShaderLib,\n UniformsUtils,\n} from 'three';\n\nfunction replaceAll(string, find, replace) {\n return string.split(find).join(replace);\n}\n\nconst meshphongFragHead = ShaderChunk.meshphong_frag.slice(0, ShaderChunk.meshphong_frag.indexOf('void main() {'));\nconst meshphongFragBody = ShaderChunk.meshphong_frag.slice(ShaderChunk.meshphong_frag.indexOf('void main() {'));\n\nconst SubsurfaceScatteringShader = {\n\n uniforms: UniformsUtils.merge([\n ShaderLib.phong.uniforms,\n {\n thicknessColor: { value: new Color(0x668597) },\n thicknessDistortion: { value: 0.1 },\n thicknessAmbient: { value: 0.0 },\n thicknessAttenuation: { value: 0.1 },\n thicknessPower: { value: 2.0 },\n thicknessScale: { value: 10.0 },\n },\n ]),\n\n vertexShader: `\n #define USE_UV\n ${ShaderChunk.meshphong_vert}\n `,\n\n fragmentShader: `\n #define USE_UV\n #define SUBSURFACE\n\n ${meshphongFragHead}\n\n uniform float thicknessPower;\n uniform float thicknessScale;\n uniform float thicknessDistortion;\n uniform float thicknessAmbient;\n uniform float thicknessAttenuation;\n uniform vec3 thicknessColor;\n\n void RE_Direct_Scattering(const in IncidentLight directLight, const in vec2 uv, const in GeometricContext geometry, inout ReflectedLight reflectedLight) {\n #ifdef USE_COLOR\n vec3 thickness = vColor * thicknessColor;\n #else\n vec3 thickness = thicknessColor;\n #endif\n vec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * thicknessDistortion));\n float scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), thicknessPower) * thicknessScale;\n vec3 scatteringIllu = (scatteringDot + thicknessAmbient) * thickness;\n reflectedLight.directDiffuse += scatteringIllu * thicknessAttenuation * directLight.color;\n }\n ` + meshphongFragBody.replace(\n '#include ',\n replaceAll(\n ShaderChunk.lights_fragment_begin,\n 'RE_Direct( directLight, geometry, material, reflectedLight );',\n `\n RE_Direct( directLight, geometry, material, reflectedLight );\n #if defined( SUBSURFACE ) && defined( USE_UV )\n RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);\n #endif\n `\n )\n ),\n};\n\nexport default SubsurfaceScatteringShader;\n","import { Color, ShaderMaterial as TShaderMaterial, UniformsUtils } from 'three';\nimport SubsurfaceScatteringShader from './SubsurfaceScatteringShader.js';\nimport ShaderMaterial from './ShaderMaterial';\n\nexport default {\n extends: ShaderMaterial,\n props: {\n color: { type: String, default: '#ffffff' },\n thicknessColor: { type: String, default: '#ffffff' },\n thicknessDistortion: { type: Number, default: 0.4 },\n thicknessAmbient: { type: Number, default: 0.01 },\n thicknessAttenuation: { type: Number, default: 0.7 },\n thicknessPower: { type: Number, default: 2 },\n thicknessScale: { type: Number, default: 4 },\n transparent: { type: Boolean, default: false },\n opacity: { type: Number, default: 1 },\n vertexColors: { type: Boolean, default: false },\n },\n methods: {\n createMaterial() {\n const params = SubsurfaceScatteringShader;\n const uniforms = UniformsUtils.clone(params.uniforms);\n\n Object.entries(this.$props).forEach(([key, value]) => {\n let _key = key, _value = value;\n if (['color', 'thicknessColor'].includes(key)) {\n if (key === 'color') _key = 'diffuse';\n _value = new Color(value);\n }\n if (!['id', 'transparent', 'vertexColors'].includes(key)) {\n uniforms[_key].value = _value;\n }\n });\n\n this.material = new TShaderMaterial({\n ...params,\n uniforms,\n lights: true,\n transparent: this.transparent,\n vertexColors: this.vertexColors,\n });\n },\n },\n __hmrId: 'SubSurfaceMaterial',\n};\n","export default {\n inject: ['three', 'mesh'],\n props: {\n id: String,\n uniforms: Object,\n vertexShader: String,\n fragmentShader: String,\n },\n beforeMount() {\n this.createMaterial();\n if (this.id) this.three.materials[this.id] = this.material;\n this.mesh.setMaterial(this.material);\n },\n mounted() {\n if (this.addWatchers) this.addWatchers();\n },\n unmounted() {\n this.material.dispose();\n if (this.id) delete this.three.materials[this.id];\n },\n render() {\n return [];\n },\n __hmrId: 'ShaderMaterial',\n};\n","import { MeshToonMaterial } from 'three';\nimport { propsValues } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n methods: {\n createMaterial() {\n this.material = new MeshToonMaterial(propsValues(this.$props, ['id']));\n },\n },\n __hmrId: 'ToonMaterial',\n};\n","import { TextureLoader } from 'three';\nimport { watch } from 'vue';\n\nexport default {\n inject: ['material'],\n emits: ['loaded'],\n props: {\n src: String,\n onLoad: Function,\n onProgress: Function,\n onError: Function,\n id: { type: String, default: 'map' },\n },\n created() {\n this.refreshTexture();\n watch(() => this.src, this.refreshTexture);\n },\n unmounted() {\n this.material.setTexture(null, this.id);\n this.texture.dispose();\n },\n methods: {\n createTexture() {\n this.texture = new TextureLoader().load(this.src, this.onLoaded, this.onProgress, this.onError);\n },\n refreshTexture() {\n this.createTexture();\n this.material.setTexture(this.texture, this.id);\n },\n onLoaded() {\n if (this.onLoad) this.onLoad();\n this.$emit('loaded');\n },\n },\n render() {\n return [];\n },\n};\n","import { CubeTextureLoader, CubeRefractionMapping } from 'three';\nimport { watch } from 'vue';\n\nexport default {\n inject: ['material'],\n emits: ['loaded'],\n props: {\n path: String,\n urls: {\n type: Array,\n default: ['px.jpg', 'nx.jpg', 'py.jpg', 'ny.jpg', 'pz.jpg', 'nz.jpg'],\n },\n onLoad: Function,\n onProgress: Function,\n onError: Function,\n id: { type: String, default: 'envMap' },\n refraction: Boolean,\n // todo: remove ?\n refractionRatio: { type: Number, default: 0.98 },\n },\n created() {\n this.refreshTexture();\n watch(() => this.path, this.refreshTexture);\n watch(() => this.urls, this.refreshTexture);\n },\n unmounted() {\n this.material.setTexture(null, this.id);\n this.texture.dispose();\n },\n methods: {\n createTexture() {\n this.texture = new CubeTextureLoader()\n .setPath(this.path)\n .load(this.urls, this.onLoaded, this.onProgress, this.onError);\n },\n refreshTexture() {\n this.createTexture();\n this.material.setTexture(this.texture, this.id);\n if (this.refraction) {\n this.texture.mapping = CubeRefractionMapping;\n this.material.setProp('refractionRatio', this.refractionRatio);\n }\n },\n onLoaded() {\n if (this.onLoad) this.onLoad();\n this.$emit('loaded');\n },\n },\n render() {\n return [];\n },\n};\n","import { Mesh } from 'three';\nimport { inject, watch } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: {\n three: 'three',\n scene: 'scene',\n rendererComponent: 'rendererComponent',\n parent: {\n from: 'group',\n default: () => inject('scene'),\n },\n },\n emits: ['ready'],\n props: {\n materialId: String,\n position: Object,\n rotation: Object,\n scale: Object,\n castShadow: Boolean,\n receiveShadow: Boolean,\n onHover: Function,\n onClick: Function,\n },\n // can't use setup because it will not be used in sub components\n // setup() {},\n provide() {\n return {\n mesh: this,\n };\n },\n mounted() {\n // console.log('Mesh mounted');\n if (this.geometry && !this.mesh) this.initMesh();\n },\n unmounted() {\n // console.log('Mesh unmounted');\n if (this.mesh) {\n this.three.removeIntersectObject(this.mesh);\n this.parent.remove(this.mesh);\n }\n if (this.geometry) this.geometry.dispose();\n if (this.material && !this.materialId) this.material.dispose();\n },\n methods: {\n initMesh() {\n if (!this.material && this.materialId) {\n this.material = this.three.materials[this.materialId];\n }\n this.mesh = new Mesh(this.geometry, this.material);\n\n if (this.onHover) {\n this.mesh.onHover = (over) => { this.onHover({ component: this, over }); };\n this.three.addIntersectObject(this.mesh);\n }\n\n if (this.onClick) {\n this.mesh.onClick = (e) => { this.onClick({ component: this, event: e }); };\n this.three.addIntersectObject(this.mesh);\n }\n\n this.bindProps();\n this.parent.add(this.mesh);\n this.$emit('ready');\n },\n bindProps() {\n useBindProp(this, 'position', this.mesh.position);\n useBindProp(this, 'rotation', this.mesh.rotation);\n useBindProp(this, 'scale', this.mesh.scale);\n\n ['castShadow', 'receiveShadow'].forEach(p => {\n this.mesh[p] = this[p];\n watch(() => this[p], () => { this.mesh[p] = this[p]; });\n });\n\n watch(() => this.materialId, () => {\n this.mesh.material = this.three.materials[this.materialId];\n });\n },\n setGeometry(geometry) {\n this.geometry = geometry;\n if (this.mesh) this.mesh.geometry = geometry;\n },\n setMaterial(material) {\n this.material = material;\n if (this.mesh) this.mesh.material = material;\n },\n refreshGeometry() {\n const oldGeo = this.geometry;\n this.createGeometry();\n this.mesh.geometry = this.geometry;\n oldGeo.dispose();\n },\n },\n render() {\n if (this.$slots.default) {\n return this.$slots.default();\n }\n return [];\n },\n __hmrId: 'Mesh',\n};\n","import { BoxBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n size: Number,\n width: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n depth: { type: Number, default: 1 },\n widthSegments: { type: Number, default: 1 },\n heightSegments: { type: Number, default: 1 },\n depthSegments: { type: Number, default: 1 },\n },\n created() {\n this.createGeometry();\n\n ['size', 'width', 'height', 'depth', 'widthSegments', 'heightSegments', 'depthSegments'].forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n if (this.size) {\n this.geometry = new BoxBufferGeometry(this.size, this.size, this.size);\n } else {\n this.geometry = new BoxBufferGeometry(this.width, this.height, this.depth);\n }\n },\n },\n __hmrId: 'Box',\n};\n","import { CircleBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n segments: { type: Number, default: 8 },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'segments', 'thetaStart', 'thetaLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new CircleBufferGeometry(this.radius, this.segments, this.thetaStart, this.thetaLength);\n },\n },\n __hmrId: 'Circle',\n};\n","import { ConeBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n heightSegments: { type: Number, default: 1 },\n openEnded: { type: Boolean, default: false },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'height', 'radialSegments', 'heightSegments', 'openEnded', 'thetaStart', 'thetaLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new ConeBufferGeometry(this.radius, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength);\n },\n },\n __hmrId: 'Cone',\n};\n","import { CylinderBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radiusTop: { type: Number, default: 1 },\n radiusBottom: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n heightSegments: { type: Number, default: 1 },\n openEnded: { type: Boolean, default: false },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radiusTop', 'radiusBottom', 'height', 'radialSegments', 'heightSegments', 'openEnded', 'thetaStart', 'thetaLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new CylinderBufferGeometry(this.radiusTop, this.radiusBottom, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength);\n },\n },\n __hmrId: 'Cylinder',\n};\n","import { DodecahedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new DodecahedronBufferGeometry(this.radius, this.detail);\n },\n },\n __hmrId: 'Dodecahedron',\n};\n","import { IcosahedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new IcosahedronBufferGeometry(this.radius, this.detail);\n },\n },\n __hmrId: 'Icosahedron',\n};\n","import { LatheBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n points: Array,\n segments: { type: Number, default: 12 },\n phiStart: { type: Number, default: 0 },\n phiLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['points', 'segments', 'phiStart', 'phiLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new LatheBufferGeometry(this.points, this.segments, this.phiStart, this.phiLength);\n },\n },\n __hmrId: 'Lathe',\n};\n","import { OctahedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new OctahedronBufferGeometry(this.radius, this.detail);\n },\n },\n __hmrId: 'Octahedron',\n};\n","import { PlaneBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n width: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n widthSegments: { type: Number, default: 1 },\n heightSegments: { type: Number, default: 1 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['width', 'height', 'widthSegments', 'heightSegments'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new PlaneBufferGeometry(this.width, this.height, this.widthSegments, this.heightSegments);\n },\n },\n __hmrId: 'Plane',\n};\n","import { PolyhedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n vertices: Array,\n indices: Array,\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['vertices', 'indices', 'radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new PolyhedronBufferGeometry(this.vertices, this.indices, this.radius, this.detail);\n },\n },\n __hmrId: 'Polyhedron',\n};\n","import { RingBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n innerRadius: { type: Number, default: 0.5 },\n outerRadius: { type: Number, default: 1 },\n thetaSegments: { type: Number, default: 8 },\n phiSegments: { type: Number, default: 1 },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['innerRadius', 'outerRadius', 'thetaSegments', 'phiSegments', 'thetaStart', 'thetaLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new RingBufferGeometry(this.innerRadius, this.outerRadius, this.thetaSegments, this.phiSegments, this.thetaStart, this.thetaLength);\n },\n },\n __hmrId: 'Ring',\n};\n","import { SphereBufferGeometry } from 'three';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: Number,\n widthSegments: { type: Number, default: 12 },\n heightSegments: { type: Number, default: 12 },\n },\n watch: {\n radius() { this.refreshGeometry(); },\n widthSegments() { this.refreshGeometry(); },\n heightSegments() { this.refreshGeometry(); },\n },\n created() {\n this.createGeometry();\n },\n methods: {\n createGeometry() {\n this.geometry = new SphereBufferGeometry(this.radius, this.widthSegments, this.heightSegments);\n },\n },\n __hmrId: 'Sphere',\n};\n","import { TetrahedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TetrahedronBufferGeometry(this.radius, this.detail);\n },\n },\n __hmrId: 'Tetrahedron',\n};\n","export default {\n text: String,\n fontSrc: String,\n size: { type: Number, default: 80 },\n height: { type: Number, default: 5 },\n depth: { type: Number, default: 1 },\n curveSegments: { type: Number, default: 12 },\n bevelEnabled: { type: Boolean, default: false },\n bevelThickness: { type: Number, default: 10 },\n bevelSize: { type: Number, default: 8 },\n bevelOffset: { type: Number, default: 0 },\n bevelSegments: { type: Number, default: 5 },\n align: { type: [Boolean, String], default: false },\n};\n","import { FontLoader, TextBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\nimport TextProps from './TextProps.js';\n\nexport default {\n extends: Mesh,\n props: {\n ...TextProps,\n },\n created() {\n // add watchers\n const watchProps = [\n 'text', 'size', 'height', 'curveSegments',\n 'bevelEnabled', 'bevelThickness', 'bevelSize', 'bevelOffset', 'bevelSegments',\n 'align',\n ];\n watchProps.forEach(p => {\n watch(() => this[p], () => {\n if (this.font) this.refreshGeometry();\n });\n });\n\n const loader = new FontLoader();\n loader.load(this.fontSrc, (font) => {\n this.font = font;\n this.createGeometry();\n this.initMesh();\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TextBufferGeometry(this.text, {\n font: this.font,\n size: this.size,\n height: this.height,\n depth: this.depth,\n curveSegments: this.curveSegments,\n bevelEnabled: this.bevelEnabled,\n bevelThickness: this.bevelThickness,\n bevelSize: this.bevelSize,\n bevelOffset: this.bevelOffset,\n bevelSegments: this.bevelSegments,\n });\n\n if (this.align === 'center') {\n this.geometry.center();\n }\n },\n },\n};\n","import { TorusBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 0.5 },\n tube: { type: Number, default: 0.4 },\n radialSegments: { type: Number, default: 8 },\n tubularSegments: { type: Number, default: 6 },\n arc: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'tube', 'radialSegments', 'tubularSegments', 'arc'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TorusBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.arc);\n },\n },\n __hmrId: 'Torus',\n};\n","import { TorusKnotBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 0.5 },\n tube: { type: Number, default: 0.4 },\n tubularSegments: { type: Number, default: 64 },\n radialSegments: { type: Number, default: 8 },\n p: { type: Number, default: 2 },\n q: { type: Number, default: 3 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'tube', 'radialSegments', 'tubularSegments', 'p', 'q'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TorusKnotBufferGeometry(this.radius, this.tube, this.tubularSegments, this.radialSegments, this.p, this.q);\n },\n },\n __hmrId: 'TorusKnot',\n};\n","import { Curve, TubeBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n path: Curve,\n tubularSegments: { type: Number, default: 64 },\n radius: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n closed: { type: Boolean, default: false },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['path', 'tubularSegments', 'radius', 'radialSegments', 'closed'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TubeBufferGeometry(this.path, this.tubularSegments, this.radius, this.radialSegments, this.closed);\n },\n },\n __hmrId: 'Tube',\n};\n","import {\n BackSide,\n CubeCamera,\n FrontSide,\n LinearMipmapLinearFilter,\n Mesh as TMesh,\n RGBFormat,\n WebGLCubeRenderTarget,\n} from 'three';\n// import { watch } from 'vue';\nimport Mesh from '../meshes/Mesh.js';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n extends: Mesh,\n props: {\n cubeRTSize: { type: Number, default: 256 },\n cubeCameraNear: { type: Number, default: 0.1 },\n cubeCameraFar: { type: Number, default: 2000 },\n autoUpdate: Boolean,\n },\n mounted() {\n this.initGem();\n if (this.autoUpdate) this.three.onBeforeRender(this.updateCubeRT);\n else this.rendererComponent.onMounted(this.updateCubeRT);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateCubeRT);\n if (this.meshBack) this.parent.remove(this.meshBack);\n if (this.materialBack) this.materialBack.dispose();\n },\n methods: {\n initGem() {\n const cubeRT = new WebGLCubeRenderTarget(this.cubeRTSize, { format: RGBFormat, generateMipmaps: true, minFilter: LinearMipmapLinearFilter });\n this.cubeCamera = new CubeCamera(this.cubeCameraNear, this.cubeCameraFar, cubeRT);\n useBindProp(this, 'position', this.cubeCamera.position);\n this.parent.add(this.cubeCamera);\n\n this.material.side = FrontSide;\n this.material.envMap = cubeRT.texture;\n this.material.envMapIntensity = 10;\n this.material.metalness = 0;\n this.material.roughness = 0;\n this.material.opacity = 0.75;\n this.material.transparent = true;\n this.material.premultipliedAlpha = true;\n this.material.needsUpdate = true;\n\n this.materialBack = this.material.clone();\n this.materialBack.side = BackSide;\n this.materialBack.envMapIntensity = 5;\n this.materialBack.metalness = 1;\n this.materialBack.roughness = 0;\n this.materialBack.opacity = 0.5;\n\n this.meshBack = new TMesh(this.geometry, this.materialBack);\n\n useBindProp(this, 'position', this.meshBack.position);\n useBindProp(this, 'rotation', this.meshBack.rotation);\n useBindProp(this, 'scale', this.meshBack.scale);\n this.parent.add(this.meshBack);\n },\n updateCubeRT() {\n this.mesh.visible = false;\n this.meshBack.visible = false;\n this.cubeCamera.update(this.three.renderer, this.scene);\n this.mesh.visible = true;\n this.meshBack.visible = true;\n },\n },\n __hmrId: 'Gem',\n};\n","import { DoubleSide, MeshBasicMaterial, PlaneBufferGeometry, TextureLoader } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n emits: ['loaded'],\n extends: Mesh,\n props: {\n src: String,\n width: Number,\n height: Number,\n keepSize: Boolean,\n },\n created() {\n this.createGeometry();\n this.createMaterial();\n this.initMesh();\n\n watch(() => this.src, this.refreshTexture);\n\n ['width', 'height'].forEach(p => {\n watch(() => this[p], this.resize);\n });\n\n if (this.keepSize) this.three.onAfterResize(this.resize);\n },\n methods: {\n createGeometry() {\n this.geometry = new PlaneBufferGeometry(1, 1, 1, 1);\n },\n createMaterial() {\n this.material = new MeshBasicMaterial({ side: DoubleSide, map: this.loadTexture() });\n },\n loadTexture() {\n return new TextureLoader().load(this.src, this.onLoaded);\n },\n refreshTexture() {\n if (this.texture) this.texture.dispose();\n this.material.map = this.loadTexture();\n this.material.needsUpdate = true;\n },\n onLoaded(texture) {\n this.texture = texture;\n this.resize();\n this.$emit('loaded');\n },\n resize() {\n if (!this.texture) return;\n const screen = this.three.size;\n const iW = this.texture.image.width;\n const iH = this.texture.image.height;\n const iRatio = iW / iH;\n let w, h;\n if (this.width && this.height) {\n w = this.width * screen.wWidth / screen.width;\n h = this.height * screen.wHeight / screen.height;\n } else if (this.width) {\n w = this.width * screen.wWidth / screen.width;\n h = w / iRatio;\n } else if (this.height) {\n h = this.height * screen.wHeight / screen.height;\n w = h * iRatio;\n }\n this.mesh.scale.x = w;\n this.mesh.scale.y = h;\n },\n },\n __hmrId: 'Image',\n};\n","import { InstancedMesh } from 'three';\nimport { inject, watch } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: ['three', 'scene'],\n props: {\n materialId: String,\n count: Number,\n position: Object,\n castShadow: Boolean,\n receiveShadow: Boolean,\n },\n setup() {\n const parent = inject('group', inject('scene'));\n return { parent };\n },\n provide() {\n return {\n mesh: this,\n };\n },\n beforeMount() {\n if (!this.$slots.default) {\n console.error('Missing Geometry');\n }\n },\n mounted() {\n this.initMesh();\n },\n unmounted() {\n this.parent.remove(this.mesh);\n },\n methods: {\n initMesh() {\n if (!this.material && this.materialId) {\n this.material = this.three.materials[this.materialId];\n }\n\n this.mesh = new InstancedMesh(this.geometry, this.material, this.count);\n\n useBindProp(this, 'position', this.mesh.position);\n useBindProp(this, 'rotation', this.mesh.rotation);\n useBindProp(this, 'scale', this.mesh.scale);\n\n ['castShadow', 'receiveShadow'].forEach(p => {\n this.mesh[p] = this[p];\n watch(() => this[p], () => { this.mesh[p] = this[p]; });\n });\n\n // watch(() => this.materialId, () => {\n // this.mesh.material = this.three.materials[this.materialId];\n // });\n\n this.parent.add(this.mesh);\n },\n setGeometry(geometry) {\n this.geometry = geometry;\n if (this.mesh) this.mesh.geometry = geometry;\n },\n setMaterial(material) {\n this.material = material;\n if (this.mesh) this.mesh.material = material;\n },\n },\n render() {\n return this.$slots.default();\n },\n __hmrId: 'InstancedMesh',\n};\n","import {\n CubeCamera,\n LinearMipmapLinearFilter,\n RGBFormat,\n WebGLCubeRenderTarget,\n} from 'three';\n// import { watch } from 'vue';\nimport Mesh from './Mesh.js';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n extends: Mesh,\n props: {\n cubeRTSize: { type: Number, default: 256 },\n cubeCameraNear: { type: Number, default: 0.1 },\n cubeCameraFar: { type: Number, default: 2000 },\n autoUpdate: Boolean,\n },\n mounted() {\n this.initMirrorMesh();\n if (this.autoUpdate) this.three.onBeforeRender(this.updateCubeRT);\n else this.rendererComponent.onMounted(this.updateCubeRT);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateCubeRT);\n if (this.cubeCamera) this.parent.remove(this.cubeCamera);\n },\n methods: {\n initMirrorMesh() {\n const cubeRT = new WebGLCubeRenderTarget(this.cubeRTSize, { format: RGBFormat, generateMipmaps: true, minFilter: LinearMipmapLinearFilter });\n this.cubeCamera = new CubeCamera(this.cubeCameraNear, this.cubeCameraFar, cubeRT);\n this.parent.add(this.cubeCamera);\n\n this.material.envMap = cubeRT.texture;\n this.material.needsUpdate = true;\n },\n updateCubeRT() {\n this.mesh.visible = false;\n this.cubeCamera.update(this.three.renderer, this.scene);\n this.mesh.visible = true;\n },\n },\n __hmrId: 'MirrorMesh',\n};\n","import {\n CubeCamera,\n CubeRefractionMapping,\n LinearMipmapLinearFilter,\n RGBFormat,\n WebGLCubeRenderTarget,\n} from 'three';\n// import { watch } from 'vue';\nimport Mesh from './Mesh.js';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n extends: Mesh,\n props: {\n cubeRTSize: { type: Number, default: 256 },\n cubeCameraNear: { type: Number, default: 0.1 },\n cubeCameraFar: { type: Number, default: 2000 },\n refractionRatio: { type: Number, default: 0.98 },\n autoUpdate: Boolean,\n },\n mounted() {\n this.initMirrorMesh();\n if (this.autoUpdate) this.three.onBeforeRender(this.updateCubeRT);\n else this.rendererComponent.onMounted(this.updateCubeRT);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateCubeRT);\n if (this.cubeCamera) this.parent.remove(this.cubeCamera);\n },\n methods: {\n initMirrorMesh() {\n const cubeRT = new WebGLCubeRenderTarget(this.cubeRTSize, { mapping: CubeRefractionMapping, format: RGBFormat, generateMipmaps: true, minFilter: LinearMipmapLinearFilter });\n this.cubeCamera = new CubeCamera(this.cubeCameraNear, this.cubeCameraFar, cubeRT);\n useBindProp(this, 'position', this.cubeCamera.position);\n this.parent.add(this.cubeCamera);\n\n this.material.envMap = cubeRT.texture;\n this.material.refractionRatio = this.refractionRatio;\n this.material.needsUpdate = true;\n },\n updateCubeRT() {\n this.mesh.visible = false;\n this.cubeCamera.update(this.three.renderer, this.scene);\n this.mesh.visible = true;\n },\n },\n __hmrId: 'RefractionMesh',\n};\n","import { Sprite, SpriteMaterial, TextureLoader } from 'three';\nimport { inject } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n emits: ['ready', 'loaded'],\n inject: ['three', 'scene'],\n props: {\n src: String,\n position: Object,\n scale: Object,\n },\n setup() {\n const parent = inject('group', inject('scene'));\n return { parent };\n },\n mounted() {\n this.texture = new TextureLoader().load(this.src, this.onLoaded);\n this.material = new SpriteMaterial({ map: this.texture });\n this.sprite = new Sprite(this.material);\n this.geometry = this.sprite.geometry;\n useBindProp(this, 'position', this.sprite.position);\n useBindProp(this, 'scale', this.sprite.scale);\n\n this.parent.add(this.sprite);\n this.$emit('ready');\n },\n unmounted() {\n this.texture.dispose();\n this.material.dispose();\n this.parent.remove(this.sprite);\n },\n methods: {\n onLoaded() {\n this.updateUV();\n this.$emit('loaded');\n },\n updateUV() {\n this.iWidth = this.texture.image.width;\n this.iHeight = this.texture.image.height;\n this.iRatio = this.iWidth / this.iHeight;\n\n let x = 0.5, y = 0.5;\n if (this.iRatio > 1) {\n y = 0.5 / this.iRatio;\n } else {\n x = 0.5 / this.iRatio;\n }\n\n const positions = this.geometry.attributes.position.array;\n positions[0] = -x; positions[1] = -y;\n positions[5] = x; positions[6] = -y;\n positions[10] = x; positions[11] = y;\n positions[15] = -x; positions[16] = y;\n this.geometry.attributes.position.needsUpdate = true;\n },\n },\n render() {\n return [];\n },\n __hmrId: 'Sprite',\n};\n","import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer.js';\n\nexport default {\n setup() {\n return {\n passes: [],\n };\n },\n inject: ['three'],\n provide() {\n return {\n passes: this.passes,\n };\n },\n mounted() {\n this.three.onAfterInit(() => {\n this.composer = new EffectComposer(this.three.renderer);\n this.three.renderer.autoClear = false;\n this.passes.forEach(pass => {\n this.composer.addPass(pass);\n });\n this.three.composer = this.composer;\n\n this.resize();\n this.three.onAfterResize(this.resize);\n });\n },\n unmounted() {\n this.three.offAfterResize(this.resize);\n },\n methods: {\n resize() {\n this.composer.setSize(this.three.size.width, this.three.size.height);\n },\n },\n render() {\n return this.$slots.default();\n },\n __hmrId: 'EffectComposer',\n};\n","export default {\n inject: ['three', 'passes'],\n beforeMount() {\n if (!this.passes) {\n console.error('Missing parent EffectComposer');\n }\n },\n unmounted() {\n if (this.pass.dispose) this.pass.dispose();\n },\n render() {\n return [];\n },\n __hmrId: 'EffectPass',\n};\n","import { RenderPass } from 'three/examples/jsm/postprocessing/RenderPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n mounted() {\n if (!this.three.scene) {\n console.error('Missing Scene');\n }\n if (!this.three.camera) {\n console.error('Missing Camera');\n }\n const pass = new RenderPass(this.three.scene, this.three.camera);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'RenderPass',\n};\n","import { BokehPass } from 'three/examples/jsm/postprocessing/BokehPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n props: {\n focus: {\n type: Number,\n default: 1,\n },\n aperture: {\n type: Number,\n default: 0.025,\n },\n maxblur: {\n type: Number,\n default: 0.01,\n },\n },\n watch: {\n focus() { this.pass.uniforms.focus.value = this.focus; },\n aperture() { this.pass.uniforms.aperture.value = this.aperture; },\n maxblur() { this.pass.uniforms.maxblur.value = this.maxblur; },\n },\n mounted() {\n if (!this.three.scene) {\n console.error('Missing Scene');\n }\n if (!this.three.camera) {\n console.error('Missing Camera');\n }\n const params = {\n focus: this.focus,\n aperture: this.aperture,\n maxblur: this.maxblur,\n width: this.three.size.width,\n height: this.three.size.height,\n };\n const pass = new BokehPass(this.three.scene, this.three.camera, params);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'BokehPass',\n};\n","import { FilmPass } from 'three/examples/jsm/postprocessing/FilmPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n props: {\n noiseIntensity: {\n type: Number,\n default: 0.5,\n },\n scanlinesIntensity: {\n type: Number,\n default: 0.05,\n },\n scanlinesCount: {\n type: Number,\n default: 4096,\n },\n grayscale: {\n type: Number,\n default: 0,\n },\n },\n watch: {\n noiseIntensity() { this.pass.uniforms.nIntensity.value = this.noiseIntensity; },\n scanlinesIntensity() { this.pass.uniforms.sIntensity.value = this.scanlinesIntensity; },\n scanlinesCount() { this.pass.uniforms.sCount.value = this.scanlinesCount; },\n grayscale() { this.pass.uniforms.grayscale.value = this.grayscale; },\n },\n mounted() {\n const pass = new FilmPass(this.noiseIntensity, this.scanlinesIntensity, this.scanlinesCount, this.grayscale);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'FilmPass',\n};\n","import { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js';\nimport { FXAAShader } from 'three/examples/jsm/shaders/FXAAShader.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n mounted() {\n const pass = new ShaderPass(FXAAShader);\n this.passes.push(pass);\n this.pass = pass;\n\n // resize will be called in three init\n this.three.onAfterResize(this.resize);\n },\n unmounted() {\n this.three.offAfterResize(this.resize);\n },\n methods: {\n resize() {\n const { resolution } = this.pass.material.uniforms;\n resolution.value.x = 1 / this.three.size.width;\n resolution.value.y = 1 / this.three.size.height;\n },\n },\n __hmrId: 'FXAAPass',\n};\n","import { HalftonePass } from 'three/examples/jsm/postprocessing/HalftonePass.js';\nimport { watch } from 'vue';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n props: {\n shape: { type: Number, default: 1 },\n radius: { type: Number, default: 4 },\n rotateR: { type: Number, default: Math.PI / 12 * 1 },\n rotateG: { type: Number, default: Math.PI / 12 * 2 },\n rotateB: { type: Number, default: Math.PI / 12 * 3 },\n scatter: { type: Number, default: 0 },\n },\n mounted() {\n const pass = new HalftonePass(this.three.size.width, this.three.size.height, {});\n\n ['shape', 'radius', 'rotateR', 'rotateG', 'rotateB', 'scatter'].forEach(p => {\n pass.uniforms[p].value = this[p];\n watch(() => this[p], () => {\n pass.uniforms[p].value = this[p];\n });\n });\n\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'HalftonePass',\n};\n","import { SMAAPass } from 'three/examples/jsm/postprocessing/SMAAPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n mounted() {\n // three size is not set yet, but this pass will be resized by effect composer\n const pass = new SMAAPass(this.three.size.width, this.three.size.height);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'SMAAPass',\n};\n","export default {\n uniforms: {},\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n varying vec2 vUv;\n void main() {\n gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n }\n `,\n};\n","// From https://github.com/evanw/glfx.js\nimport { Vector2 } from 'three';\nimport DefaultShader from './default';\n\nexport default {\n uniforms: {\n tDiffuse: { value: null },\n blurRadius: { value: 0 },\n gradientRadius: { value: 0 },\n start: { value: new Vector2() },\n end: { value: new Vector2() },\n delta: { value: new Vector2() },\n texSize: { value: new Vector2() },\n },\n vertexShader: DefaultShader.vertexShader,\n fragmentShader: `\n uniform sampler2D tDiffuse;\n uniform float blurRadius;\n uniform float gradientRadius;\n uniform vec2 start;\n uniform vec2 end;\n uniform vec2 delta;\n uniform vec2 texSize;\n varying vec2 vUv;\n\n float random(vec3 scale, float seed) {\n /* use the fragment position for a different seed per-pixel */\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n }\n\n void main() {\n vec4 color = vec4(0.0);\n float total = 0.0;\n\n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n\n vec2 normal = normalize(vec2(start.y - end.y, end.x - start.x));\n float radius = smoothstep(0.0, 1.0, abs(dot(vUv * texSize - start, normal)) / gradientRadius) * blurRadius;\n for (float t = -30.0; t <= 30.0; t++) {\n float percent = (t + offset - 0.5) / 30.0;\n float weight = 1.0 - abs(percent);\n vec4 texel = texture2D(tDiffuse, vUv + delta / texSize * percent * radius);\n // vec4 texel2 = texture2D(tDiffuse, vUv + vec2(-delta.y, delta.x) / texSize * percent * radius);\n\n /* switch to pre-multiplied alpha to correctly blur transparent images */\n texel.rgb *= texel.a;\n // texel2.rgb *= texel2.a;\n\n color += texel * weight;\n total += 2.0 * weight;\n }\n\n gl_FragColor = color / total;\n\n /* switch back from pre-multiplied alpha */\n gl_FragColor.rgb /= gl_FragColor.a + 0.00001;\n }\n `,\n};\n","import { watch } from 'vue';\n\nexport default function useBindPropValue(src, srcProp, dst, dstProp = 'value') {\n if (src[srcProp]) {\n dst[dstProp] = src[srcProp];\n watch(() => src[srcProp], (value) => {\n dst[dstProp] = value;\n });\n }\n};\n","import { Vector2 } from 'three';\nimport { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js';\nimport { watch } from 'vue';\nimport EffectPass from './EffectPass.js';\nimport TiltShift from '../shaders/TiltShift.js';\nimport useBindPropValue from '../use/useBindPropValue.js';\n\nexport default {\n extends: EffectPass,\n props: {\n blurRadius: { type: Number, default: 10 },\n gradientRadius: { type: Number, default: 100 },\n start: { type: Object, default: { x: 0, y: 100 } },\n end: { type: Object, default: { x: 10, y: 100 } },\n },\n mounted() {\n this.pass = new ShaderPass(TiltShift);\n this.passes.push(this.pass);\n\n this.pass1 = new ShaderPass(TiltShift);\n this.passes.push(this.pass1);\n\n const uniforms = this.uniforms = this.pass.uniforms;\n const uniforms1 = this.uniforms1 = this.pass1.uniforms;\n uniforms1.blurRadius = uniforms.blurRadius;\n uniforms1.gradientRadius = uniforms.gradientRadius;\n uniforms1.start = uniforms.start;\n uniforms1.end = uniforms.end;\n uniforms1.texSize = uniforms.texSize;\n\n useBindPropValue(this, 'blurRadius', uniforms.blurRadius);\n useBindPropValue(this, 'gradientRadius', uniforms.gradientRadius);\n\n this.updateFocusLine();\n ['start', 'end'].forEach(p => {\n watch(() => this[p], this.updateFocusLine);\n });\n\n this.pass.setSize = (width, height) => {\n uniforms.texSize.value.set(width, height);\n };\n },\n methods: {\n updateFocusLine() {\n this.uniforms.start.value.copy(this.start);\n this.uniforms.end.value.copy(this.end);\n const dv = new Vector2().copy(this.end).sub(this.start).normalize();\n this.uniforms.delta.value.copy(dv);\n this.uniforms1.delta.value.set(-dv.y, dv.x);\n },\n },\n __hmrId: 'TiltShiftPass',\n};\n","import { Vector2 } from 'three';\nimport { UnrealBloomPass } from 'three/examples/jsm/postprocessing/UnrealBloomPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n props: {\n strength: { type: Number, default: 1.5 },\n radius: { type: Number, default: 0 },\n threshold: { type: Number, default: 0 },\n },\n watch: {\n strength() { this.pass.strength = this.strength; },\n radius() { this.pass.radius = this.radius; },\n threshold() { this.pass.threshold = this.threshold; },\n },\n mounted() {\n const size = new Vector2(this.three.size.width, this.three.size.height);\n const pass = new UnrealBloomPass(size, this.strength, this.radius, this.threshold);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'UnrealBloomPass',\n};\n","// From https://github.com/evanw/glfx.js\nimport { Vector2 } from 'three';\nimport DefaultShader from './default';\n\nexport default {\n uniforms: {\n tDiffuse: { value: null },\n center: { value: new Vector2(0.5, 0.5) },\n strength: { value: 0 },\n },\n vertexShader: DefaultShader.vertexShader,\n fragmentShader: `\n uniform sampler2D tDiffuse;\n uniform vec2 center;\n uniform float strength;\n varying vec2 vUv;\n\n float random(vec3 scale, float seed) {\n /* use the fragment position for a different seed per-pixel */\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n }\n \n void main() {\n vec4 color = vec4(0.0);\n float total = 0.0;\n vec2 toCenter = center - vUv;\n \n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n \n for (float t = 0.0; t <= 40.0; t++) {\n float percent = (t + offset) / 40.0;\n float weight = 4.0 * (percent - percent * percent);\n vec4 texel = texture2D(tDiffuse, vUv + toCenter * percent * strength);\n\n /* switch to pre-multiplied alpha to correctly blur transparent images */\n texel.rgb *= texel.a;\n\n color += texel * weight;\n total += weight;\n }\n\n gl_FragColor = color / total;\n\n /* switch back from pre-multiplied alpha */\n gl_FragColor.rgb /= gl_FragColor.a + 0.00001;\n }\n `,\n};\n","import { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js';\nimport EffectPass from './EffectPass.js';\nimport ZoomBlur from '../shaders/ZoomBlur.js';\nimport useBindProp from '../use/useBindProp.js';\nimport useBindPropValue from '../use/useBindPropValue.js';\n\nexport default {\n extends: EffectPass,\n props: {\n center: { type: Object, default: { x: 0.5, y: 0.5 } },\n strength: { type: Number, default: 0.5 },\n },\n mounted() {\n this.pass = new ShaderPass(ZoomBlur);\n this.passes.push(this.pass);\n\n const uniforms = this.uniforms = this.pass.uniforms;\n useBindProp(this, 'center', uniforms.center.value);\n useBindPropValue(this, 'strength', uniforms.strength);\n },\n __hmrId: 'ZoomBlurPass',\n};\n","import * as TROIS from './index.js';\n\nexport const TroisJSVuePlugin = {\n install: (app) => {\n const comps = [\n 'Camera',\n 'OrthographicCamera',\n 'PerspectiveCamera',\n 'Renderer',\n 'Scene',\n 'Group',\n\n 'BoxGeometry',\n 'CircleGeometry',\n 'ConeGeometry',\n 'CylinderGeometry',\n 'DodecahedronGeometry',\n 'IcosahedronGeometry',\n 'LatheGeometry',\n 'OctahedronGeometry',\n 'PolyhedronGeometry',\n 'RingGeometry',\n 'SphereGeometry',\n 'TetrahedronGeometry',\n 'TorusGeometry',\n 'TorusKnotGeometry',\n 'TubeGeometry',\n\n 'AmbientLight',\n 'DirectionalLight',\n 'PointLight',\n 'SpotLight',\n\n 'BasicMaterial',\n 'LambertMaterial',\n 'MatcapMaterial',\n 'PhongMaterial',\n 'PhysicalMaterial',\n 'ShaderMaterial',\n 'StandardMaterial',\n 'SubSurfaceMaterial',\n 'ToonMaterial',\n\n 'Texture',\n 'CubeTexture',\n\n 'Box',\n 'Circle',\n 'Cone',\n 'Cylinder',\n 'Dodecahedron',\n 'Icosahedron',\n 'Mesh',\n 'Lathe',\n 'Octahedron',\n 'Plane',\n 'Polyhedron',\n 'Ring',\n 'Sphere',\n 'Tetrahedron',\n 'Text',\n 'Torus',\n 'TorusKnot',\n 'Tube',\n\n 'Gem',\n 'Image',\n 'InstancedMesh',\n 'MirrorMesh',\n 'RefractionMesh',\n 'Sprite',\n\n 'BokehPass',\n 'EffectComposer',\n 'FilmPass',\n 'FXAAPass',\n 'HalftonePass',\n 'RenderPass',\n 'SAOPass',\n 'SMAAPass',\n 'TiltShiftPass',\n 'UnrealBloomPass',\n 'ZoomBlurPass',\n\n 'GLTFViewer',\n ];\n\n comps.forEach(comp => {\n app.component(comp, TROIS[comp]);\n });\n 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\ No newline at end of file diff --git a/build/trois.module.js b/build/trois.module.js index 5d27981..8a640f1 100644 --- a/build/trois.module.js +++ b/build/trois.module.js @@ -1,5 +1,5 @@ -import { h, toRef, watch, inject, resolveComponent, openBlock, createBlock, withCtx, createVNode, renderSlot } from 'vue'; -import { Vector2, Vector3, Plane as Plane$1, Raycaster, WebGLRenderer, OrthographicCamera as OrthographicCamera$1, PerspectiveCamera as PerspectiveCamera$1, Group as Group$1, Scene as Scene$1, Color, BoxBufferGeometry, CircleBufferGeometry, ConeBufferGeometry, CylinderBufferGeometry, DodecahedronBufferGeometry, IcosahedronBufferGeometry, LatheBufferGeometry, OctahedronBufferGeometry, PolyhedronBufferGeometry, RingBufferGeometry, SphereBufferGeometry, TetrahedronBufferGeometry, TorusBufferGeometry, TorusKnotBufferGeometry, Curve, TubeBufferGeometry, AmbientLight as AmbientLight$1, DirectionalLight as DirectionalLight$1, PointLight as PointLight$1, SpotLight as SpotLight$1, FrontSide, MeshBasicMaterial, MeshLambertMaterial, TextureLoader, MeshMatcapMaterial, MeshPhongMaterial, MeshStandardMaterial, MeshPhysicalMaterial, ShaderChunk, UniformsUtils, ShaderLib, ShaderMaterial as ShaderMaterial$1, MeshToonMaterial, CubeTextureLoader, CubeRefractionMapping, Mesh as Mesh$1, PlaneBufferGeometry, FontLoader, TextBufferGeometry, WebGLCubeRenderTarget, RGBFormat, LinearMipmapLinearFilter, CubeCamera, BackSide, DoubleSide, InstancedMesh as InstancedMesh$1, SpriteMaterial, Sprite as Sprite$1, WebGLRenderTarget, ObjectSpaceNormalMap, Object3D, Face3, MathUtils, InstancedBufferAttribute } from 'three'; +import { h, toRef, watch, inject } from 'vue'; +import { Vector2, Vector3, Plane as Plane$1, Raycaster, WebGLRenderer, OrthographicCamera as OrthographicCamera$1, PerspectiveCamera as PerspectiveCamera$1, Group as Group$1, Scene as Scene$1, Color, BoxBufferGeometry, CircleBufferGeometry, ConeBufferGeometry, CylinderBufferGeometry, DodecahedronBufferGeometry, IcosahedronBufferGeometry, LatheBufferGeometry, OctahedronBufferGeometry, PolyhedronBufferGeometry, RingBufferGeometry, SphereBufferGeometry, TetrahedronBufferGeometry, TorusBufferGeometry, TorusKnotBufferGeometry, Curve, TubeBufferGeometry, AmbientLight as AmbientLight$1, DirectionalLight as DirectionalLight$1, PointLight as PointLight$1, SpotLight as SpotLight$1, FrontSide, MeshBasicMaterial, MeshLambertMaterial, TextureLoader, MeshMatcapMaterial, MeshPhongMaterial, MeshStandardMaterial, MeshPhysicalMaterial, ShaderChunk, UniformsUtils, ShaderLib, ShaderMaterial as ShaderMaterial$1, MeshToonMaterial, CubeTextureLoader, CubeRefractionMapping, Mesh as Mesh$1, PlaneBufferGeometry, FontLoader, TextBufferGeometry, WebGLCubeRenderTarget, RGBFormat, LinearMipmapLinearFilter, CubeCamera, BackSide, DoubleSide, InstancedMesh as InstancedMesh$1, SpriteMaterial, Sprite as Sprite$1 } from 'three'; import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'; import { EffectComposer as EffectComposer$1 } from 'three/examples/jsm/postprocessing/EffectComposer.js'; import { RenderPass as RenderPass$1 } from 'three/examples/jsm/postprocessing/RenderPass.js'; @@ -10,10 +10,6 @@ import { FXAAShader } from 'three/examples/jsm/shaders/FXAAShader.js'; import { HalftonePass as HalftonePass$1 } from 'three/examples/jsm/postprocessing/HalftonePass.js'; import { SMAAPass as SMAAPass$1 } from 'three/examples/jsm/postprocessing/SMAAPass.js'; import { UnrealBloomPass as UnrealBloomPass$1 } from 'three/examples/jsm/postprocessing/UnrealBloomPass.js'; -import { Pass } from 'three/examples/jsm/postprocessing/Pass.js'; -import { gsap, Power4 } from 'gsap'; -import { Geometry as Geometry$1 } from 'three/examples/jsm/deprecated/Geometry.js'; -import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js'; /** * Three.js helper @@ -1326,7 +1322,7 @@ var ShaderMaterial = { var SubSurfaceMaterial = { extends: ShaderMaterial, props: { - diffuse: { type: String, default: '#ffffff' }, + color: { type: String, default: '#ffffff' }, thicknessColor: { type: String, default: '#ffffff' }, thicknessDistortion: { type: Number, default: 0.4 }, thicknessAmbient: { type: Number, default: 0.01 }, @@ -1341,15 +1337,18 @@ var SubSurfaceMaterial = { createMaterial: function createMaterial() { var params = SubsurfaceScatteringShader; var uniforms = UniformsUtils.clone(params.uniforms); + Object.entries(this.$props).forEach(function (ref) { var key = ref[0]; var value = ref[1]; - if (key === 'diffuse' || key === 'thicknessColor') { - value = new Color(value); + var _key = key, _value = value; + if (['color', 'thicknessColor'].includes(key)) { + if (key === 'color') { _key = 'diffuse'; } + _value = new Color(value); } - if (key !== 'id' && key !== 'transparent' && key !== 'vertexColors') { - uniforms[key].value = value; + if (!['id', 'transparent', 'vertexColors'].includes(key)) { + uniforms[_key].value = _value; } }); @@ -2028,8 +2027,8 @@ var TorusKnot = { props: { radius: { type: Number, default: 0.5 }, tube: { type: Number, default: 0.4 }, - radialSegments: { type: Number, default: 64 }, - tubularSegments: { type: Number, default: 8 }, + tubularSegments: { type: Number, default: 64 }, + radialSegments: { type: Number, default: 8 }, p: { type: Number, default: 2 }, q: { type: Number, default: 3 }, }, @@ -2047,7 +2046,7 @@ var TorusKnot = { }, methods: { createGeometry: function createGeometry() { - this.geometry = new TorusKnotBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q); + this.geometry = new TorusKnotBufferGeometry(this.radius, this.tube, this.tubularSegments, this.radialSegments, this.p, this.q); }, }, __hmrId: 'TorusKnot', @@ -2755,895 +2754,6 @@ var ZoomBlurPass = { __hmrId: 'ZoomBlurPass', }; -var snoise2 = "\n//\n// Description : Array and textureless GLSL 2D simplex noise function.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : ijm\n// Lastmod : 20110822 (ijm)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n//\n\nvec3 mod289(vec3 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec2 mod289(vec2 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec3 permute(vec3 x) {\n return mod289(((x*34.0)+1.0)*x);\n}\n\nfloat snoise(vec2 v)\n{\n const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0\n 0.366025403784439, // 0.5*(sqrt(3.0)-1.0)\n -0.577350269189626, // -1.0 + 2.0 * C.x\n 0.024390243902439); // 1.0 / 41.0\n // First corner\n vec2 i = floor(v + dot(v, C.yy) );\n vec2 x0 = v - i + dot(i, C.xx);\n\n // Other corners\n vec2 i1;\n i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);\n vec4 x12 = x0.xyxy + C.xxzz;\n x12.xy -= i1;\n\n // Permutations\n i = mod289(i); // Avoid truncation effects in permutation\n vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))\n + i.x + vec3(0.0, i1.x, 1.0 ));\n\n vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);\n m = m*m ;\n m = m*m ;\n\n // Gradients: 41 points uniformly over a line, mapped onto a diamond.\n // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)\n\n vec3 x = 2.0 * fract(p * C.www) - 1.0;\n vec3 h = abs(x) - 0.5;\n vec3 ox = floor(x + 0.5);\n vec3 a0 = x - ox;\n\n // Normalise gradients implicitly by scaling m\n // Approximation of: m *= inversesqrt( a0*a0 + h*h );\n m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );\n\n // Compute final noise value at P\n vec3 g;\n g.x = a0.x * x0.x + h.x * x0.y;\n g.yz = a0.yz * x12.xz + h.yz * x12.yw;\n return 130.0 * dot(m, g);\n}\n"; - -var NoisyImage = { - extends: Image, - props: { - widthSegments: { type: Number, default: 20 }, - heightSegments: { type: Number, default: 20 }, - timeCoef: { type: Number, default: 0.001 }, - noiseCoef: { type: Number, default: 1 }, - zCoef: { type: Number, default: 5 }, - dispCoef: { type: Number, default: 0.05 }, - }, - setup: function setup(props) { - // uniforms - var uTime = { value: 0 }; - var uNoiseCoef = { value: props.noiseCoef }; - watch(function () { return props.noiseCoef; }, function (value) { uNoiseCoef.value = value; }); - var uZCoef = { value: props.zCoef }; - watch(function () { return props.zCoef; }, function (value) { uZCoef.value = value; }); - var uDispCoef = { value: props.dispCoef }; - watch(function () { return props.dispCoef; }, function (value) { uDispCoef.value = value; }); - - return { - uTime: uTime, uNoiseCoef: uNoiseCoef, uZCoef: uZCoef, uDispCoef: uDispCoef, - }; - }, - mounted: function mounted() { - this.startTime = Date.now(); - this.three.onBeforeRender(this.updateTime); - }, - unmounted: function unmounted() { - this.three.offBeforeRender(this.updateTime); - }, - methods: { - createGeometry: function createGeometry() { - this.geometry = new PlaneBufferGeometry(1, 1, this.widthSegments, this.heightSegments); - }, - createMaterial: function createMaterial() { - var this$1 = this; - - this.material = new MeshBasicMaterial({ side: DoubleSide, map: this.loadTexture() }); - this.material.onBeforeCompile = function (shader) { - shader.uniforms.uTime = this$1.uTime; - shader.uniforms.uNoiseCoef = this$1.uNoiseCoef; - shader.uniforms.uZCoef = this$1.uZCoef; - shader.uniforms.uDispCoef = this$1.uDispCoef; - shader.vertexShader = "\n uniform float uTime;\n uniform float uNoiseCoef;\n uniform float uZCoef;\n varying float vNoise;\n " + snoise2 + "\n " + shader.vertexShader; - - shader.vertexShader = shader.vertexShader.replace( - '#include ', - " \n vec3 p = vec3(position * uNoiseCoef);\n p.x += uTime;\n vNoise = snoise(p.xy);\n vec3 transformed = vec3(position);\n transformed.z += vNoise * uZCoef;\n " - ); - - shader.fragmentShader = "\n uniform float uDispCoef;\n varying float vNoise;\n " + shader.fragmentShader; - - shader.fragmentShader = shader.fragmentShader.replace( - '#include ', - "\n vec4 texelColor = texture2D(map, vUv);\n vec4 dispTexel = texture2D(map, vUv + vec2(vNoise * uDispCoef, 0));\n texelColor.r = dispTexel.r;\n diffuseColor = texelColor;\n " - ); - this$1.materialShader = shader; - }; - }, - updateTime: function updateTime() { - this.uTime.value = (Date.now() - this.startTime) * this.timeCoef; - }, - }, - __hmrId: 'NoisyImage', -}; - -var snoise3 = "\n//\n// Description : Array and textureless GLSL 2D/3D/4D simplex\n// noise functions.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : ijm\n// Lastmod : 20110822 (ijm)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n//\n\nvec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }\nvec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }\nvec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); }\nvec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }\n\nfloat snoise(vec3 v)\n{\n const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;\n const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);\n\n // First corner\n vec3 i = floor(v + dot(v, C.yyy) );\n vec3 x0 = v - i + dot(i, C.xxx) ;\n\n // Other corners\n vec3 g = step(x0.yzx, x0.xyz);\n vec3 l = 1.0 - g;\n vec3 i1 = min( g.xyz, l.zxy );\n vec3 i2 = max( g.xyz, l.zxy );\n\n vec3 x1 = x0 - i1 + C.xxx;\n vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y\n vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y\n\n // Permutations\n i = mod289(i);\n vec4 p = permute( permute( permute(\n i.z + vec4(0.0, i1.z, i2.z, 1.0 ))\n + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))\n + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));\n\n // Gradients: 7x7 points over a square, mapped onto an octahedron.\n // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)\n float n_ = 0.142857142857; // 1.0/7.0\n vec3 ns = n_ * D.wyz - D.xzx;\n\n vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)\n\n vec4 x_ = floor(j * ns.z);\n vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)\n\n vec4 x = x_ *ns.x + ns.yyyy;\n vec4 y = y_ *ns.x + ns.yyyy;\n vec4 h = 1.0 - abs(x) - abs(y);\n\n vec4 b0 = vec4( x.xy, y.xy );\n vec4 b1 = vec4( x.zw, y.zw );\n\n vec4 s0 = floor(b0)*2.0 + 1.0;\n vec4 s1 = floor(b1)*2.0 + 1.0;\n vec4 sh = -step(h, vec4(0.0));\n\n vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;\n vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;\n\n vec3 p0 = vec3(a0.xy,h.x);\n vec3 p1 = vec3(a0.zw,h.y);\n vec3 p2 = vec3(a1.xy,h.z);\n vec3 p3 = vec3(a1.zw,h.w);\n\n // Normalise gradients\n vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n\n // Mix final noise value\n vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);\n m = m * m;\n return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),\n dot(p2,x2), dot(p3,x3) ) );\n}\n"; - -var NoisyPlane = { - extends: Plane, - props: { - timeCoef: { type: Number, default: 0.001 }, - noiseCoef: { type: Number, default: 5 }, - deltaCoef: { type: Number, default: 1 / 512 }, - displacementScale: { type: Number, default: 5 }, - }, - setup: function setup(props) { - // uniforms - var uTime = { value: 0 }; - var uNoiseCoef = { value: props.noiseCoef }; - watch(function () { return props.noiseCoef; }, function (value) { uNoiseCoef.value = value; }); - var uDelta = { value: new Vector2(props.deltaCoef, props.deltaCoef) }; - watch(function () { return props.deltaCoef; }, function (value) { uDelta.value.set(value, value); }); - - return { - uTime: uTime, uNoiseCoef: uNoiseCoef, uDelta: uDelta, - }; - }, - mounted: function mounted() { - var this$1 = this; - - this.init(); - - watch(function () { return this$1.displacementScale; }, function (value) { this$1.material.displacementScale = value; }); - - this.startTime = Date.now(); - this.three.onBeforeRender(this.update); - }, - unmounted: function unmounted() { - this.three.offBeforeRender(this.update); - this.fsQuad.dispose(); - this.dispRT.dispose(); - this.dispMat.dispose(); - this.normRT.dispose(); - this.normMat.dispose(); - }, - methods: { - init: function init() { - this.fsQuad = new Pass.FullScreenQuad(); - - // displacement map - this.dispRT = new WebGLRenderTarget(512, 512, { depthBuffer: false, stencilBuffer: false }); - this.dispMat = new ShaderMaterial$1({ - uniforms: { - uTime: this.uTime, - uNoiseCoef: this.uNoiseCoef, - }, - vertexShader: "\n varying vec2 vUv;\n void main() {\n vUv = uv;\n // gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n gl_Position = vec4(position, 1.0);\n }\n ", - fragmentShader: ("\n uniform float uTime;\n uniform float uNoiseCoef;\n varying vec2 vUv;\n " + snoise3 + "\n void main() {\n vec2 p = vec2(vUv * uNoiseCoef);\n float noise = (snoise(vec3(p.x, p.y, uTime)) + 1.0) / 2.0;\n gl_FragColor = vec4(noise, 0.0, 0.0, 1.0);\n }\n "), - }); - - // normal map - this.normRT = new WebGLRenderTarget(512, 512, { depthBuffer: false, stencilBuffer: false }); - this.normMat = new ShaderMaterial$1({ - uniforms: { - dispMap: { value: this.dispRT.texture }, - delta: this.uDelta, - }, - vertexShader: "\n varying vec2 vUv;\n void main() {\n vUv = uv;\n // gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n gl_Position = vec4(position, 1.0);\n }\n ", - fragmentShader: "\n uniform sampler2D dispMap;\n uniform vec2 delta;\n varying vec2 vUv;\n void main() {\n // gl_FragColor = vec4(0.5, 0.5, 1.0, 0.0);\n float x1 = texture2D(dispMap, vec2(vUv.x - delta.x, vUv.y)).r;\n float x2 = texture2D(dispMap, vec2(vUv.x + delta.x, vUv.y)).r;\n float y1 = texture2D(dispMap, vec2(vUv.x, vUv.y - delta.y)).r;\n float y2 = texture2D(dispMap, vec2(vUv.x, vUv.y + delta.y)).r;\n gl_FragColor = vec4(0.5 + (x1 - x2), 0.5 + (y1 - y2), 1.0, 1.0);\n }\n ", - }); - - this.material.displacementMap = this.dispRT.texture; - this.material.displacementScale = this.displacementScale; - this.material.normalMap = this.normRT.texture; - this.material.normalMapType = ObjectSpaceNormalMap; - // this.material.needsUpdate = true; - }, - update: function update() { - this.uTime.value = (Date.now() - this.startTime) * this.timeCoef; - this.renderDisp(); - }, - renderDisp: function renderDisp() { - this.renderMat(this.dispMat, this.dispRT); - this.renderMat(this.normMat, this.normRT); - }, - renderMat: function renderMat(mat, target) { - var renderer = this.three.renderer; - this.fsQuad.material = mat; - var oldTarget = renderer.getRenderTarget(); - renderer.setRenderTarget(target); - this.fsQuad.render(renderer); - renderer.setRenderTarget(oldTarget); - }, - }, - __hmrId: 'NoisyPlane', -}; - -var snoise4 = "\n//\n// Description : Array and textureless GLSL 2D/3D/4D simplex\n// noise functions.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : ijm\n// Lastmod : 20110822 (ijm)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n//\n\nvec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }\nfloat mod289(float x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }\nvec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); }\nfloat permute(float x) { return mod289(((x*34.0)+1.0)*x); }\nvec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }\nfloat taylorInvSqrt(float r) { return 1.79284291400159 - 0.85373472095314 * r; }\n\nvec4 grad4(float j, vec4 ip)\n{\n const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);\n vec4 p,s;\n\n p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;\n p.w = 1.5 - dot(abs(p.xyz), ones.xyz);\n s = vec4(lessThan(p, vec4(0.0)));\n p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;\n\n return p;\n}\n\n// (sqrt(5) - 1)/4 = F4, used once below\n#define F4 0.309016994374947451\n\nfloat snoise(vec4 v)\n{\n const vec4 C = vec4( 0.138196601125011, // (5 - sqrt(5))/20 G4\n 0.276393202250021, // 2 * G4\n 0.414589803375032, // 3 * G4\n -0.447213595499958); // -1 + 4 * G4\n\n // First corner\n vec4 i = floor(v + dot(v, vec4(F4)) );\n vec4 x0 = v - i + dot(i, C.xxxx);\n\n // Other corners\n\n // Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)\n vec4 i0;\n vec3 isX = step( x0.yzw, x0.xxx );\n vec3 isYZ = step( x0.zww, x0.yyz );\n // i0.x = dot( isX, vec3( 1.0 ) );\n i0.x = isX.x + isX.y + isX.z;\n i0.yzw = 1.0 - isX;\n // i0.y += dot( isYZ.xy, vec2( 1.0 ) );\n i0.y += isYZ.x + isYZ.y;\n i0.zw += 1.0 - isYZ.xy;\n i0.z += isYZ.z;\n i0.w += 1.0 - isYZ.z;\n\n // i0 now contains the unique values 0,1,2,3 in each channel\n vec4 i3 = clamp( i0, 0.0, 1.0 );\n vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );\n vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );\n\n vec4 x1 = x0 - i1 + C.xxxx;\n vec4 x2 = x0 - i2 + C.yyyy;\n vec4 x3 = x0 - i3 + C.zzzz;\n vec4 x4 = x0 + C.wwww;\n\n // Permutations\n i = mod289(i);\n float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);\n vec4 j1 = permute( permute( permute( permute (\n i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))\n + i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))\n + i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))\n + i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));\n\n // Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope\n // 7*7*6 = 294, which is close to the ring size 17*17 = 289.\n vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;\n\n vec4 p0 = grad4(j0, ip);\n vec4 p1 = grad4(j1.x, ip);\n vec4 p2 = grad4(j1.y, ip);\n vec4 p3 = grad4(j1.z, ip);\n vec4 p4 = grad4(j1.w, ip);\n\n // Normalise gradients\n vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n p4 *= taylorInvSqrt(dot(p4,p4));\n\n // Mix contributions from the five corners\n vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);\n vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);\n m0 = m0 * m0;\n m1 = m1 * m1;\n return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))\n + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;\n\n}\n"; - -var NoisySphere = { - extends: Sphere, - props: { - radius: { type: Number, default: 20 }, - widthSegments: { type: Number, default: 128 }, - heightSegments: { type: Number, default: 128 }, - timeCoef: { type: Number, default: 0.001 }, - noiseCoef: { type: Number, default: 0.05 }, - dispCoef: { type: Number, default: 5 }, - }, - setup: function setup(props) { - // uniforms - var uTime = { value: 0 }; - var uNoiseCoef = { value: props.noiseCoef }; - watch(function () { return props.noiseCoef; }, function (value) { uNoiseCoef.value = value; }); - var uDispCoef = { value: props.dispCoef }; - watch(function () { return props.dispCoef; }, function (value) { uDispCoef.value = value; }); - - return { - uTime: uTime, uNoiseCoef: uNoiseCoef, uDispCoef: uDispCoef, - }; - }, - mounted: function mounted() { - this.updateMaterial(); - - this.startTime = Date.now(); - this.three.onBeforeRender(this.updateTime); - }, - unmounted: function unmounted() { - this.three.offBeforeRender(this.updateTime); - }, - methods: { - updateMaterial: function updateMaterial() { - var this$1 = this; - - this.material.onBeforeCompile = function (shader) { - shader.uniforms.uTime = this$1.uTime; - shader.uniforms.uNoiseCoef = this$1.uNoiseCoef; - shader.uniforms.uDispCoef = this$1.uDispCoef; - shader.vertexShader = "\n uniform float uTime;\n uniform float uNoiseCoef;\n uniform float uDispCoef;\n varying float vNoise;\n " + snoise4 + "\n " + shader.vertexShader; - - shader.vertexShader = shader.vertexShader.replace( - '#include ', - "\n vec4 p = vec4(vec3(position * uNoiseCoef), uTime);\n vNoise = snoise(p);\n vec3 transformed = vec3(position);\n transformed += normalize(position) * vNoise * uDispCoef;\n " - ); - this$1.materialShader = shader; - }; - this.material.needsupdate = true; - }, - updateTime: function updateTime() { - this.uTime.value = (Date.now() - this.startTime) * this.timeCoef; - }, - }, - __hmrId: 'NoisySphere', -}; - -var NoisyText = { - extends: Text, - props: { - timeCoef: { type: Number, default: 0.001 }, - noiseCoef: { type: Number, default: 0.015 }, - zCoef: { type: Number, default: 10 }, - }, - setup: function setup(props) { - // uniforms - var uTime = { value: 0 }; - var uNoiseCoef = { value: props.noiseCoef }; - watch(function () { return props.noiseCoef; }, function (value) { uNoiseCoef.value = value; }); - var uZCoef = { value: props.zCoef }; - watch(function () { return props.zCoef; }, function (value) { uZCoef.value = value; }); - - return { - uTime: uTime, uNoiseCoef: uNoiseCoef, uZCoef: uZCoef, - }; - }, - mounted: function mounted() { - this.updateMaterial(); - - this.startTime = Date.now(); - this.three.onBeforeRender(this.updateTime); - }, - unmounted: function unmounted() { - this.three.offBeforeRender(this.updateTime); - }, - methods: { - updateMaterial: function updateMaterial() { - var this$1 = this; - - this.material.onBeforeCompile = function (shader) { - shader.uniforms.uTime = this$1.uTime; - shader.uniforms.uNoiseCoef = this$1.uNoiseCoef; - shader.uniforms.uZCoef = this$1.uZCoef; - shader.vertexShader = "\n uniform float uTime;\n uniform float uNoiseCoef;\n uniform float uZCoef;\n " + snoise2 + "\n " + shader.vertexShader; - - shader.vertexShader = shader.vertexShader.replace( - '#include ', - " \n vec3 p = vec3(position * uNoiseCoef);\n p.x += uTime;\n float noise = snoise(p.xy);\n vec3 transformed = vec3(position);\n transformed.z += noise * uZCoef;\n " - ); - this$1.materialShader = shader; - }; - this.material.needsupdate = true; - }, - updateTime: function updateTime() { - this.uTime.value = (Date.now() - this.startTime) * this.timeCoef; - }, - }, - __hmrId: 'NoisyText', -}; - -var AnimatedPlane = function AnimatedPlane(params) { - var this$1 = this; - - Object.entries(params).forEach(function (ref) { - var key = ref[0]; - var value = ref[1]; - - this$1[key] = value; - }); - - this.o3d = new Object3D(); - this.uProgress = { value: 0 }; - this.uvScale = new Vector2(); - - this.initMaterial(); - this.initPlane(); -}; - -AnimatedPlane.prototype.initMaterial = function initMaterial () { - var this$1 = this; - - this.material = new MeshBasicMaterial({ - side: DoubleSide, - transparent: true, - map: this.texture, - onBeforeCompile: function (shader) { - shader.uniforms.progress = this$1.uProgress; - shader.uniforms.uvScale = { value: this$1.uvScale }; - shader.vertexShader = "\n uniform float progress;\n uniform vec2 uvScale;\n\n attribute vec3 offset;\n attribute vec3 rotation;\n attribute vec2 uvOffset;\n\n mat3 rotationMatrixXYZ(vec3 r)\n {\n float cx = cos(r.x);\n float sx = sin(r.x);\n float cy = cos(r.y);\n float sy = sin(r.y);\n float cz = cos(r.z);\n float sz = sin(r.z);\n\n return mat3(\n cy * cz, cx * sz + sx * sy * cz, sx * sz - cx * sy * cz,\n -cy * sz, cx * cz - sx * sy * sz, sx * cz + cx * sy * sz,\n sy, -sx * cy, cx * cy\n );\n }\n " + shader.vertexShader; - - shader.vertexShader = shader.vertexShader.replace('#include ', "\n #include \n vUv = vUv * uvScale + uvOffset;\n "); - - shader.vertexShader = shader.vertexShader.replace('#include ', "\n mat3 rotMat = rotationMatrixXYZ(progress * rotation);\n transformed = rotMat * transformed;\n\n vec4 mvPosition = vec4(transformed, 1.0);\n #ifdef USE_INSTANCING\n mvPosition = instanceMatrix * mvPosition;\n #endif\n\n mvPosition.xyz += progress * offset;\n\n mvPosition = modelViewMatrix * mvPosition;\n gl_Position = projectionMatrix * mvPosition;\n "); - }, - }); -}; - -AnimatedPlane.prototype.initPlane = function initPlane () { - var ref = this.screen; - var width = ref.width; - var wWidth = ref.wWidth; - var wHeight = ref.wHeight; - this.wSize = this.size * wWidth / width; - this.nx = Math.ceil(wWidth / this.wSize) + 1; - this.ny = Math.ceil(wHeight / this.wSize) + 1; - this.icount = this.nx * this.ny; - - this.initGeometry(); - this.initUV(); - this.initAnimAttributes(); - - if (this.imesh) { - this.o3d.remove(this.imesh); - } - this.imesh = new InstancedMesh$1(this.bGeometry, this.material, this.icount); - this.o3d.add(this.imesh); - - var dummy = new Object3D(); - var index = 0; - var x = -(wWidth - (wWidth - this.nx * this.wSize)) / 2 + this.dx; - for (var i = 0; i < this.nx; i++) { - var y = -(wHeight - (wHeight - this.ny * this.wSize)) / 2 + this.dy; - for (var j = 0; j < this.ny; j++) { - dummy.position.set(x, y, 0); - dummy.updateMatrix(); - this.imesh.setMatrixAt(index++, dummy.matrix); - y += this.wSize; - } - x += this.wSize; - } -}; - -AnimatedPlane.prototype.initGeometry = function initGeometry () { - // square - var geometry = new Geometry$1(); - geometry.vertices.push(new Vector3(0, 0, 0)); - geometry.vertices.push(new Vector3(this.wSize, 0, 0)); - geometry.vertices.push(new Vector3(0, this.wSize, 0)); - geometry.vertices.push(new Vector3(this.wSize, this.wSize, 0)); - geometry.faces.push(new Face3(0, 2, 1)); - geometry.faces.push(new Face3(2, 3, 1)); - - geometry.faceVertexUvs[0].push([ - new Vector2(0, 0), - new Vector2(0, 1), - new Vector2(1, 0) ]); - geometry.faceVertexUvs[0].push([ - new Vector2(0, 1), - new Vector2(1, 1), - new Vector2(1, 0) ]); - - // geometry.computeFaceNormals(); - // geometry.computeVertexNormals(); - - // center - this.dx = this.wSize / 2; - this.dy = this.wSize / 2; - geometry.translate(-this.dx, -this.dy, 0); - - this.bGeometry = geometry.toBufferGeometry(); -}; - -AnimatedPlane.prototype.initAnimAttributes = function initAnimAttributes () { - var rnd = MathUtils.randFloat; - var rndFS = MathUtils.randFloatSpread; - var v3 = new Vector3(); - - var offsets = new Float32Array(this.icount * 3); - for (var i = 0; i < offsets.length; i += 3) { - if (this.anim === 1) { v3.set(rndFS(10), rnd(50, 100), rnd(20, 50)).toArray(offsets, i); } - else { v3.set(rndFS(20), rndFS(20), rnd(20, 200)).toArray(offsets, i); } - } - this.bGeometry.setAttribute('offset', new InstancedBufferAttribute(offsets, 3)); - - var rotations = new Float32Array(this.icount * 3); - var angle = Math.PI * 4; - for (var i$1 = 0; i$1 < rotations.length; i$1 += 3) { - rotations[i$1] = rndFS(angle); - rotations[i$1 + 1] = rndFS(angle); - rotations[i$1 + 2] = rndFS(angle); - } - this.bGeometry.setAttribute('rotation', new InstancedBufferAttribute(rotations, 3)); -}; - -AnimatedPlane.prototype.initUV = function initUV () { - var ratio = this.nx / this.ny; - var tRatio = this.texture.image.width / this.texture.image.height; - if (ratio > tRatio) { this.uvScale.set(1 / this.nx, (tRatio / ratio) / this.ny); } - else { this.uvScale.set((ratio / tRatio) / this.nx, 1 / this.ny); } - var nW = this.uvScale.x * this.nx; - var nH = this.uvScale.y * this.ny; - - var v2 = new Vector2(); - var uvOffsets = new Float32Array(this.icount * 2); - for (var i = 0; i < this.nx; i++) { - for (var j = 0; j < this.ny; j++) { - v2.set( - this.uvScale.x * i + (1 - nW) / 2, - this.uvScale.y * j + (1 - nH) / 2 - ).toArray(uvOffsets, (i * this.ny + j) * 2); - } - } - this.bGeometry.setAttribute('uvOffset', new InstancedBufferAttribute(uvOffsets, 2)); -}; - -AnimatedPlane.prototype.setTexture = function setTexture (texture) { - this.texture = texture; - this.material.map = texture; - this.initUV(); -}; - -AnimatedPlane.prototype.resize = function resize () { - this.initPlane(); -}; - -function useTextures() { - var obj = { - loader: new TextureLoader(), - count: 0, - textures: [], - loadProgress: 0, - loadTextures: loadTextures, - dispose: dispose, - }; - return obj; - - function loadTextures(images, cb) { - obj.count = images.length; - obj.textures.splice(0); - obj.loadProgress = 0; - Promise.all(images.map(loadTexture)).then(cb); - } - function loadTexture(img, index) { - return new Promise(function (resolve) { - obj.loader.load( - img.src, - function (texture) { - obj.loadProgress += 1 / obj.count; - obj.textures[index] = texture; - resolve(texture); - } - ); - }); - } - function dispose() { - obj.textures.forEach(function (t) { return t.dispose(); }); - } -} - -var script = { - props: { - images: Array, - events: { type: Object, default: function () { return { wheel: true, click: true, keyup: true }; } }, - }, - setup: function setup() { - var loader = useTextures(); - return { - loader: loader, - progress: 0, - targetProgress: 0, - }; - }, - mounted: function mounted() { - this.three = this.$refs.renderer.three; - - if (this.images.length < 2) { - console.error('This slider needs at least 2 images.'); - } else { - this.loader.loadTextures(this.images, this.init); - } - }, - unmounted: function unmounted() { - this.loader.dispose(); - var domElement = this.three.renderer.domElement; - domElement.removeEventListener('click', this.onClick); - domElement.removeEventListener('wheel', this.onWheel); - document.removeEventListener('keyup', this.onKeyup); - }, - methods: { - init: function init() { - this.initScene(); - - gsap.fromTo(this.plane1.uProgress, - { - value: -2, - }, - { - value: 0, - duration: 2.5, - ease: Power4.easeOut, - } - ); - - var domElement = this.three.renderer.domElement; - if (this.events.click) { domElement.addEventListener('click', this.onClick); } - if (this.events.wheel) { domElement.addEventListener('wheel', this.onWheel); } - if (this.events.keyup) { document.addEventListener('keyup', this.onKeyup); } - this.three.onBeforeRender(this.updateProgress); - this.three.onAfterResize(this.onResize); - }, - initScene: function initScene() { - var renderer = this.three.renderer; - var scene = this.$refs.scene.scene; - - this.plane1 = new AnimatedPlane({ - renderer: renderer, screen: this.three.size, - size: 10, - anim: 1, - texture: this.loader.textures[0], - }); - - this.plane2 = new AnimatedPlane({ - renderer: renderer, screen: this.three.size, - size: 10, - anim: 2, - texture: this.loader.textures[1], - }); - - this.setPlanesProgress(0); - this.planes = new Object3D(); - this.planes.add(this.plane1.o3d); - this.planes.add(this.plane2.o3d); - scene.add(this.planes); - }, - onResize: function onResize() { - this.plane1.resize(); - this.plane2.resize(); - }, - onWheel: function onWheel(e) { - // e.preventDefault(); - if (e.deltaY > 0) { - this.setTargetProgress(this.targetProgress + 1 / 20); - } else { - this.setTargetProgress(this.targetProgress - 1 / 20); - } - }, - onClick: function onClick(e) { - if (e.clientY < this.three.size.height / 2) { - this.navPrevious(); - } else { - this.navNext(); - } - }, - onKeyup: function onKeyup(e) { - if (e.keyCode === 37 || e.keyCode === 38) { - this.navPrevious(); - } else if (e.keyCode === 39 || e.keyCode === 40) { - this.navNext(); - } - }, - navNext: function navNext() { - if (Number.isInteger(this.targetProgress)) { this.setTargetProgress(this.targetProgress + 1); } - else { this.setTargetProgress(Math.ceil(this.targetProgress)); } - }, - navPrevious: function navPrevious() { - if (Number.isInteger(this.targetProgress)) { this.setTargetProgress(this.targetProgress - 1); } - else { this.setTargetProgress(Math.floor(this.targetProgress)); } - }, - setTargetProgress: function setTargetProgress(value) { - this.targetProgress = value; - if (this.targetProgress < 0) { - this.progress += this.images.length; - this.targetProgress += this.images.length; - } - }, - updateProgress: function updateProgress() { - var progress1 = lerp(this.progress, this.targetProgress, 0.1); - var pdiff = progress1 - this.progress; - if (pdiff === 0) { return; } - - var p0 = this.progress % 1; - var p1 = progress1 % 1; - if ((pdiff > 0 && p1 < p0) || (pdiff < 0 && p0 < p1)) { - var i = Math.floor(progress1) % this.images.length; - var j = (i + 1) % this.images.length; - this.plane1.setTexture(this.loader.textures[i]); - this.plane2.setTexture(this.loader.textures[j]); - } - - this.progress = progress1; - this.setPlanesProgress(this.progress % 1); - }, - setPlanesProgress: function setPlanesProgress(progress) { - this.plane1.uProgress.value = progress; - this.plane2.uProgress.value = -1 + progress; - this.plane1.material.opacity = 1 - progress; - this.plane2.material.opacity = progress; - this.plane1.o3d.position.z = progress; - this.plane2.o3d.position.z = progress - 1; - }, - }, -}; - -function render(_ctx, _cache, $props, $setup, $data, $options) { - var _component_Camera = resolveComponent("Camera"); - var _component_Scene = resolveComponent("Scene"); - var _component_Renderer = resolveComponent("Renderer"); - - return (openBlock(), createBlock(_component_Renderer, { - ref: "renderer", - antialias: "" - }, { - default: withCtx(function () { return [ - createVNode(_component_Camera, { - ref: "camera", - position: { z: 150 } - }, null, 512 /* NEED_PATCH */), - createVNode(_component_Scene, { ref: "scene" }, null, 512 /* NEED_PATCH */) - ]; }), - _: 1 /* STABLE */ - }, 512 /* NEED_PATCH */)) -} - -script.render = render; -script.__file = "src/components/sliders/Slider1.vue"; - -function ZoomBlurImage(three) { - var geometry, material, mesh; - - var uMap = { value: null }; - var uCenter = { value: new Vector2(0.5, 0.5) }; - var uStrength = { value: 0 }; - var uUVOffset = { value: new Vector2(0, 0) }; - var uUVScale = { value: new Vector2(1, 1) }; - - init(); - - return { geometry: geometry, material: material, mesh: mesh, uCenter: uCenter, uStrength: uStrength, setMap: setMap, updateUV: updateUV }; - - function init() { - geometry = new PlaneBufferGeometry(2, 2, 1, 1); - - material = new ShaderMaterial$1({ - transparent: true, - uniforms: { - map: uMap, - center: uCenter, - strength: uStrength, - uvOffset: uUVOffset, - uvScale: uUVScale, - }, - vertexShader: "\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n ", - // adapted from https://github.com/evanw/glfx.js - fragmentShader: "\n uniform sampler2D map;\n uniform vec2 center;\n uniform float strength;\n uniform vec2 uvOffset;\n uniform vec2 uvScale;\n varying vec2 vUv;\n\n float random(vec3 scale, float seed) {\n /* use the fragment position for a different seed per-pixel */\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n }\n \n void main() {\n vec2 tUv = vUv * uvScale + uvOffset;\n if (abs(strength) > 0.001) {\n vec4 color = vec4(0.0);\n float total = 0.0;\n vec2 toCenter = center * uvScale + uvOffset - tUv;\n \n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n \n for (float t = 0.0; t <= 20.0; t++) {\n float percent = (t + offset) / 20.0;\n float weight = 2.0 * (percent - percent * percent);\n vec4 texel = texture2D(map, tUv + toCenter * percent * strength);\n\n /* switch to pre-multiplied alpha to correctly blur transparent images */\n texel.rgb *= texel.a;\n\n color += texel * weight;\n total += weight;\n }\n\n gl_FragColor = color / total;\n\n /* switch back from pre-multiplied alpha */\n gl_FragColor.rgb /= gl_FragColor.a + 0.00001;\n gl_FragColor.a = 1.0 - abs(strength);\n } else {\n gl_FragColor = texture2D(map, tUv);\n }\n }\n ", - }); - - mesh = new Mesh$1(geometry, material); - } - - function setMap(value) { - uMap.value = value; - updateUV(); - } - - function updateUV() { - var ratio = three.size.ratio; - var iRatio = uMap.value.image.width / uMap.value.image.height; - uUVOffset.value.set(0, 0); - uUVScale.value.set(1, 1); - if (iRatio > ratio) { - uUVScale.value.x = ratio / iRatio; - uUVOffset.value.x = (1 - uUVScale.value.x) / 2; - } else { - uUVScale.value.y = iRatio / ratio; - uUVOffset.value.y = (1 - uUVScale.value.y) / 2; - } - } -} - -var script$1 = { - props: { - images: Array, - events: { type: Object, default: function () { return { wheel: true, click: true, keyup: true }; } }, - }, - setup: function setup() { - var center = new Vector2(); - var loader = useTextures(); - - return { - loader: loader, - center: center, - progress: 0, - targetProgress: 0, - }; - }, - mounted: function mounted() { - this.three = this.$refs.renderer.three; - - if (this.images.length < 2) { - console.error('This slider needs at least 2 images.'); - } else { - this.loader.loadTextures(this.images, this.init); - } - }, - unmounted: function unmounted() { - this.loader.dispose(); - var domElement = this.three.renderer.domElement; - domElement.removeEventListener('click', this.onClick); - domElement.removeEventListener('wheel', this.onWheel); - document.removeEventListener('keyup', this.onKeyup); - }, - methods: { - init: function init() { - this.initScene(); - gsap.fromTo(this.image1.uStrength, - { - value: -2, - }, - { - value: 0, - duration: 2.5, - ease: Power4.easeOut, - } - ); - - var domElement = this.three.renderer.domElement; - if (this.events.click) { domElement.addEventListener('click', this.onClick); } - if (this.events.wheel) { domElement.addEventListener('wheel', this.onWheel); } - if (this.events.keyup) { document.addEventListener('keyup', this.onKeyup); } - this.three.onBeforeRender(this.animate); - this.three.onAfterResize(this.onResize); - }, - initScene: function initScene() { - var scene = this.$refs.scene.scene; - - this.image1 = new ZoomBlurImage(this.three); - this.image1.setMap(this.loader.textures[0]); - this.image2 = new ZoomBlurImage(this.three); - this.image2.setMap(this.loader.textures[1]); - this.setImagesProgress(0); - - scene.add(this.image1.mesh); - scene.add(this.image2.mesh); - }, - animate: function animate() { - var ref = this.three; - var mouse = ref.mouse; - this.center.copy(mouse).divideScalar(2).addScalar(0.5); - lerpv2(this.image1.uCenter.value, this.center, 0.1); - lerpv2(this.image2.uCenter.value, this.center, 0.1); - - this.updateProgress(); - }, - onResize: function onResize() { - this.image1.updateUV(); - this.image2.updateUV(); - }, - onWheel: function onWheel(e) { - // e.preventDefault(); - if (e.deltaY > 0) { - this.setTargetProgress(this.targetProgress + 1 / 20); - } else { - this.setTargetProgress(this.targetProgress - 1 / 20); - } - }, - onClick: function onClick(e) { - if (e.clientY < this.three.size.height / 2) { - this.navPrevious(); - } else { - this.navNext(); - } - }, - onKeyup: function onKeyup(e) { - if (e.keyCode === 37 || e.keyCode === 38) { - this.navPrevious(); - } else if (e.keyCode === 39 || e.keyCode === 40) { - this.navNext(); - } - }, - navNext: function navNext() { - if (Number.isInteger(this.targetProgress)) { this.setTargetProgress(this.targetProgress + 1); } - else { this.setTargetProgress(Math.ceil(this.targetProgress)); } - }, - navPrevious: function navPrevious() { - if (Number.isInteger(this.targetProgress)) { this.setTargetProgress(this.targetProgress - 1); } - else { this.setTargetProgress(Math.floor(this.targetProgress)); } - }, - setTargetProgress: function setTargetProgress(value) { - this.targetProgress = value; - if (this.targetProgress < 0) { - this.progress += this.images.length; - this.targetProgress += this.images.length; - } - }, - updateProgress: function updateProgress() { - var progress1 = lerp(this.progress, this.targetProgress, 0.1); - var pdiff = progress1 - this.progress; - if (pdiff === 0) { return; } - - var p0 = this.progress % 1; - var p1 = progress1 % 1; - if ((pdiff > 0 && p1 < p0) || (pdiff < 0 && p0 < p1)) { - var i = Math.floor(progress1) % this.images.length; - var j = (i + 1) % this.images.length; - this.image1.setMap(this.loader.textures[i]); - this.image2.setMap(this.loader.textures[j]); - } - - this.progress = progress1; - this.setImagesProgress(this.progress % 1); - }, - setImagesProgress: function setImagesProgress(progress) { - this.image1.uStrength.value = progress; - this.image2.uStrength.value = -1 + progress; - }, - }, -}; - -function render$1(_ctx, _cache, $props, $setup, $data, $options) { - var _component_OrthographicCamera = resolveComponent("OrthographicCamera"); - var _component_Scene = resolveComponent("Scene"); - var _component_Renderer = resolveComponent("Renderer"); - - return (openBlock(), createBlock(_component_Renderer, { - ref: "renderer", - antialias: "", - "mouse-move": "" - }, { - default: withCtx(function () { return [ - createVNode(_component_OrthographicCamera, { - ref: "camera", - position: { z: 10 } - }, null, 512 /* NEED_PATCH */), - createVNode(_component_Scene, { ref: "scene" }, null, 512 /* NEED_PATCH */) - ]; }), - _: 1 /* STABLE */ - }, 512 /* NEED_PATCH */)) -} - -script$1.render = render$1; -script$1.__file = "src/components/sliders/Slider2.vue"; - -var script$2 = { - props: { - src: String, - cameraPosition: Object, - }, - mounted: function mounted() { - var this$1 = this; - - this.renderer = this.$refs.renderer; - - var loader = new GLTFLoader(); - loader.load(this.src, function (gltf) { - this$1.renderer.three.scene.add(gltf.scene); - }); - }, -}; - -function render$2(_ctx, _cache, $props, $setup, $data, $options) { - var _component_Camera = resolveComponent("Camera"); - var _component_Scene = resolveComponent("Scene"); - var _component_Renderer = resolveComponent("Renderer"); - - return (openBlock(), createBlock(_component_Renderer, { - ref: "renderer", - "orbit-ctrl": { enableDamping: true, dampingFactor: 0.05 } - }, { - default: withCtx(function () { return [ - createVNode(_component_Camera, { - ref: "camera", - position: $props.cameraPosition - }, null, 8 /* PROPS */, ["position"]), - createVNode(_component_Scene, null, { - default: withCtx(function () { return [ - renderSlot(_ctx.$slots, "default") - ]; }), - _: 3 /* FORWARDED */ - }) - ]; }), - _: 1 /* STABLE */ - }, 8 /* PROPS */, ["orbit-ctrl"])) -} - -script$2.render = render$2; -script$2.__file = "src/components/viewers/GLTFViewer.vue"; - var TROIS = /*#__PURE__*/Object.freeze({ __proto__: null, Renderer: Renderer, @@ -3715,13 +2825,6 @@ var TROIS = /*#__PURE__*/Object.freeze({ TiltShiftPass: TiltShiftPass, UnrealBloomPass: UnrealBloomPass, ZoomBlurPass: ZoomBlurPass, - NoisyImage: NoisyImage, - NoisyPlane: NoisyPlane, - NoisySphere: NoisySphere, - NoisyText: NoisyText, - Slider1: script, - Slider2: script$1, - GLTFViewer: script$2, setFromProp: setFromProp, propsValues: propsValues, lerp: lerp, @@ -3821,5 +2924,5 @@ var TroisJSVuePlugin = { }, }; -export { AmbientLight, BasicMaterial, BokehPass, Box, BoxGeometry, PerspectiveCamera as Camera, Circle, CircleGeometry, Cone, ConeGeometry, CubeTexture, Cylinder, CylinderGeometry, DirectionalLight, Dodecahedron, DodecahedronGeometry, EffectComposer, FXAAPass, FilmPass, script$2 as GLTFViewer, Gem, Group, HalftonePass, Icosahedron, IcosahedronGeometry, Image, InstancedMesh, LambertMaterial, Lathe, LatheGeometry, MatcapMaterial, Mesh, MirrorMesh, NoisyImage, NoisyPlane, NoisySphere, NoisyText, Octahedron, OctahedronGeometry, OrthographicCamera, PerspectiveCamera, PhongMaterial, PhysicalMaterial, Plane, PointLight, Polyhedron, PolyhedronGeometry, RefractionMesh, RenderPass, Renderer, Ring, RingGeometry, SMAAPass, Scene, script as Slider1, script$1 as Slider2, Sphere, SphereGeometry, SpotLight, Sprite, StandardMaterial, SubSurfaceMaterial, Tetrahedron, TetrahedronGeometry, Text, Texture, TiltShiftPass, ToonMaterial, Torus, TorusGeometry, TorusKnot, TorusKnotGeometry, TroisJSVuePlugin, Tube, TubeGeometry, UnrealBloomPass, ZoomBlurPass, getMatcapUrl, lerp, lerpv2, lerpv3, limit, propsValues, setFromProp }; +export { AmbientLight, BasicMaterial, BokehPass, Box, BoxGeometry, PerspectiveCamera as Camera, Circle, CircleGeometry, Cone, ConeGeometry, CubeTexture, Cylinder, CylinderGeometry, DirectionalLight, Dodecahedron, DodecahedronGeometry, EffectComposer, FXAAPass, FilmPass, Gem, Group, HalftonePass, Icosahedron, IcosahedronGeometry, Image, InstancedMesh, LambertMaterial, Lathe, LatheGeometry, MatcapMaterial, Mesh, MirrorMesh, Octahedron, OctahedronGeometry, OrthographicCamera, PerspectiveCamera, PhongMaterial, PhysicalMaterial, Plane, PointLight, Polyhedron, PolyhedronGeometry, RefractionMesh, RenderPass, Renderer, Ring, RingGeometry, SMAAPass, Scene, Sphere, SphereGeometry, SpotLight, Sprite, StandardMaterial, SubSurfaceMaterial, Tetrahedron, TetrahedronGeometry, Text, Texture, TiltShiftPass, ToonMaterial, Torus, TorusGeometry, TorusKnot, TorusKnotGeometry, TroisJSVuePlugin, Tube, TubeGeometry, UnrealBloomPass, ZoomBlurPass, getMatcapUrl, lerp, lerpv2, lerpv3, limit, propsValues, setFromProp }; //# sourceMappingURL=trois.module.js.map diff --git a/build/trois.module.js.map b/build/trois.module.js.map index df301ad..948550c 100644 --- a/build/trois.module.js.map +++ b/build/trois.module.js.map @@ -1 +1 @@ -{"version":3,"file":"trois.module.js","sources":["../src/core/useThree.js","../src/core/Renderer.js","../src/tools.js","../src/use/useBindProp.js","../src/core/OrthographicCamera.js","../src/core/PerspectiveCamera.js","../src/core/Group.js","../src/core/Scene.js","../src/geometries/Geometry.js","../src/geometries/BoxGeometry.js","../src/geometries/CircleGeometry.js","../src/geometries/ConeGeometry.js","../src/geometries/CylinderGeometry.js","../src/geometries/DodecahedronGeometry.js","../src/geometries/IcosahedronGeometry.js","../src/geometries/LatheGeometry.js","../src/geometries/OctahedronGeometry.js","../src/geometries/PolyhedronGeometry.js","../src/geometries/RingGeometry.js","../src/geometries/SphereGeometry.js","../src/geometries/TetrahedronGeometry.js","../src/geometries/TorusGeometry.js","../src/geometries/TorusKnotGeometry.js","../src/geometries/TubeGeometry.js","../src/lights/Light.js","../src/lights/AmbientLight.js","../src/lights/DirectionalLight.js","../src/lights/PointLight.js","../src/lights/SpotLight.js","../src/materials/Material.js","../src/materials/BasicMaterial.js","../src/materials/LambertMaterial.js","../src/materials/MatcapMaterial.js","../src/materials/PhongMaterial.js","../src/materials/StandardMaterial.js","../src/materials/PhysicalMaterial.js","../src/materials/SubsurfaceScatteringShader.js","../src/materials/ShaderMaterial.js","../src/materials/SubSurfaceMaterial.js","../src/materials/ToonMaterial.js","../src/materials/Texture.js","../src/materials/CubeTexture.js","../src/meshes/Mesh.js","../src/meshes/Box.js","../src/meshes/Circle.js","../src/meshes/Cone.js","../src/meshes/Cylinder.js","../src/meshes/Dodecahedron.js","../src/meshes/Icosahedron.js","../src/meshes/Lathe.js","../src/meshes/Octahedron.js","../src/meshes/Plane.js","../src/meshes/Polyhedron.js","../src/meshes/Ring.js","../src/meshes/Sphere.js","../src/meshes/Tetrahedron.js","../src/meshes/TextProps.js","../src/meshes/Text.js","../src/meshes/Torus.js","../src/meshes/TorusKnot.js","../src/meshes/Tube.js","../src/meshes/Gem.js","../src/meshes/Image.js","../src/meshes/InstancedMesh.js","../src/meshes/MirrorMesh.js","../src/meshes/RefractionMesh.js","../src/meshes/Sprite.js","../src/effects/EffectComposer.js","../src/effects/EffectPass.js","../src/effects/RenderPass.js","../src/effects/BokehPass.js","../src/effects/FilmPass.js","../src/effects/FXAAPass.js","../src/effects/HalftonePass.js","../src/effects/SMAAPass.js","../src/shaders/default.js","../src/shaders/TiltShift.js","../src/use/useBindPropValue.js","../src/effects/TiltShiftPass.js","../src/effects/UnrealBloomPass.js","../src/shaders/ZoomBlur.js","../src/effects/ZoomBlurPass.js","../src/glsl/snoise2.glsl.js","../src/components/noisy/NoisyImage.js","../src/glsl/snoise3.glsl.js","../src/components/noisy/NoisyPlane.js","../src/glsl/snoise4.glsl.js","../src/components/noisy/NoisySphere.js","../src/components/noisy/NoisyText.js","../src/components/sliders/AnimatedPlane.js","../src/use/useTextures.js","../src/components/sliders/Slider1.vue","../src/components/sliders/Slider1.vue?vue&type=template&id=23f29a93&lang.js","../src/components/sliders/ZoomBlurImage.js","../src/components/sliders/Slider2.vue","../src/components/sliders/Slider2.vue?vue&type=template&id=2400b214&lang.js","../src/components/viewers/GLTFViewer.vue","../src/components/viewers/GLTFViewer.vue?vue&type=template&id=683b03c7&lang.js","../src/plugin.js"],"sourcesContent":["import {\n Plane,\n Raycaster,\n Vector2,\n Vector3,\n WebGLRenderer,\n} from 'three';\n\nimport { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';\n\n/**\n * Three.js helper\n */\nexport default function useThree() {\n // default conf\n const conf = {\n canvas: null,\n antialias: true,\n alpha: false,\n autoClear: true,\n orbit_ctrl: false,\n mouse_move: false,\n mouse_raycast: false,\n mouse_over: false,\n click: false,\n resize: true,\n width: 0,\n height: 0,\n };\n\n // size\n const size = {\n width: 1, height: 1,\n wWidth: 1, wHeight: 1,\n ratio: 1,\n };\n\n // handlers\n const afterInitCallbacks = [];\n let afterResizeCallbacks = [];\n let beforeRenderCallbacks = [];\n\n // mouse tracking\n const mouse = new Vector2();\n const mouseV3 = new Vector3();\n const mousePlane = new Plane(new Vector3(0, 0, 1), 0);\n const raycaster = new Raycaster();\n\n // raycast objects\n const intersectObjects = [];\n\n // returned object\n const obj = {\n conf,\n renderer: null,\n camera: null,\n cameraCtrl: null,\n materials: {},\n scene: null,\n size,\n mouse, mouseV3,\n init,\n dispose,\n render,\n renderC,\n setSize,\n onAfterInit,\n onAfterResize, offAfterResize,\n onBeforeRender, offBeforeRender,\n addIntersectObject, removeIntersectObject,\n };\n\n /**\n * init three\n */\n function init(params) {\n if (params) {\n Object.entries(params).forEach(([key, value]) => {\n conf[key] = value;\n });\n }\n\n if (!obj.scene) {\n console.error('Missing Scene');\n return;\n }\n\n if (!obj.camera) {\n console.error('Missing Camera');\n return;\n }\n\n obj.renderer = new WebGLRenderer({ canvas: conf.canvas, antialias: conf.antialias, alpha: conf.alpha });\n obj.renderer.autoClear = conf.autoClear;\n\n if (conf.orbit_ctrl) {\n obj.orbitCtrl = new OrbitControls(obj.camera, obj.renderer.domElement);\n if (conf.orbit_ctrl instanceof Object) {\n Object.entries(conf.orbit_ctrl).forEach(([key, value]) => {\n obj.orbitCtrl[key] = value;\n });\n }\n }\n\n if (conf.width && conf.height) {\n setSize(conf.width, conf.height);\n } else if (conf.resize) {\n onResize();\n window.addEventListener('resize', onResize);\n }\n\n conf.mouse_move = conf.mouse_move || conf.mouse_over;\n if (conf.mouse_move) {\n if (conf.mouse_move === 'body') {\n obj.mouse_move_element = document.body;\n } else {\n obj.mouse_move_element = obj.renderer.domElement;\n }\n obj.mouse_move_element.addEventListener('mousemove', onMousemove);\n obj.mouse_move_element.addEventListener('mouseleave', onMouseleave);\n }\n\n if (conf.click) {\n obj.renderer.domElement.addEventListener('click', onClick);\n }\n\n afterInitCallbacks.forEach(c => c());\n\n return true;\n };\n\n /**\n * add after init callback\n */\n function onAfterInit(callback) {\n afterInitCallbacks.push(callback);\n }\n\n /**\n * add after resize callback\n */\n function onAfterResize(callback) {\n afterResizeCallbacks.push(callback);\n }\n\n /**\n * remove after resize callback\n */\n function offAfterResize(callback) {\n afterResizeCallbacks = afterResizeCallbacks.filter(c => c !== callback);\n }\n\n /**\n * add before render callback\n */\n function onBeforeRender(callback) {\n beforeRenderCallbacks.push(callback);\n }\n\n /**\n * remove before render callback\n */\n function offBeforeRender(callback) {\n beforeRenderCallbacks = beforeRenderCallbacks.filter(c => c !== callback);\n }\n\n /**\n * default render\n */\n function render() {\n if (obj.orbitCtrl) obj.orbitCtrl.update();\n beforeRenderCallbacks.forEach(c => c());\n obj.renderer.render(obj.scene, obj.camera);\n }\n\n /**\n * composer render\n */\n function renderC() {\n if (obj.orbitCtrl) obj.orbitCtrl.update();\n beforeRenderCallbacks.forEach(c => c());\n obj.composer.render();\n }\n\n /**\n * add intersect object\n */\n function addIntersectObject(o) {\n if (intersectObjects.indexOf(o) === -1) {\n intersectObjects.push(o);\n }\n }\n\n /**\n * remove intersect object\n */\n function removeIntersectObject(o) {\n const i = intersectObjects.indexOf(o);\n if (i !== -1) {\n intersectObjects.splice(i, 1);\n }\n }\n\n /**\n * remove listeners\n */\n function dispose() {\n beforeRenderCallbacks = [];\n window.removeEventListener('resize', onResize);\n if (obj.mouse_move_element) {\n obj.mouse_move_element.removeEventListener('mousemove', onMousemove);\n obj.mouse_move_element.removeEventListener('mouseleave', onMouseleave);\n }\n obj.renderer.domElement.removeEventListener('click', onClick);\n if (obj.orbitCtrl) obj.orbitCtrl.dispose();\n this.renderer.dispose();\n }\n\n /**\n */\n function updateMouse(e) {\n const rect = e.target.getBoundingClientRect();\n mouse.x = ((e.clientX - rect.left) / size.width) * 2 - 1;\n mouse.y = -((e.clientY - rect.top) / size.height) * 2 + 1;\n }\n\n /**\n * click listener\n */\n function onClick(e) {\n updateMouse(e);\n raycaster.setFromCamera(mouse, obj.camera);\n const objects = raycaster.intersectObjects(intersectObjects);\n for (let i = 0; i < objects.length; i++) {\n const o = objects[i].object;\n if (o.onClick) o.onClick(e);\n }\n }\n\n /**\n * mousemove listener\n */\n function onMousemove(e) {\n updateMouse(e);\n onMousechange(e);\n }\n\n /**\n * mouseleave listener\n */\n function onMouseleave(e) {\n // mouse.x = 0;\n // mouse.y = 0;\n onMousechange(e);\n }\n\n /**\n * mouse change\n */\n function onMousechange(e) {\n if (conf.mouse_over || conf.mouse_raycast) {\n raycaster.setFromCamera(mouse, obj.camera);\n\n if (conf.mouse_raycast) {\n // get mouse 3d position\n obj.camera.getWorldDirection(mousePlane.normal);\n mousePlane.normal.normalize();\n raycaster.ray.intersectPlane(mousePlane, mouseV3);\n }\n\n if (conf.mouse_over) {\n const onObjects = raycaster.intersectObjects(intersectObjects);\n const offObjects = [...intersectObjects];\n for (let i = 0; i < onObjects.length; i++) {\n const o = onObjects[i].object;\n if (!o.hover && o.onHover) {\n o.hover = true;\n o.onHover(true);\n }\n offObjects.splice(offObjects.indexOf(o), 1);\n }\n for (let i = 0; i < offObjects.length; i++) {\n const o = offObjects[i];\n if (o.hover && o.onHover) {\n o.hover = false;\n o.onHover(false);\n }\n }\n }\n }\n }\n\n /**\n * resize listener\n */\n function onResize() {\n if (conf.resize === 'window') {\n setSize(window.innerWidth, window.innerHeight);\n } else {\n const elt = obj.renderer.domElement.parentNode;\n setSize(elt.clientWidth, elt.clientHeight);\n }\n afterResizeCallbacks.forEach(c => c());\n }\n\n /**\n * update renderer size and camera\n */\n function setSize(width, height) {\n size.width = width;\n size.height = height;\n size.ratio = width / height;\n\n obj.renderer.setSize(width, height, false);\n obj.camera.aspect = size.ratio;\n obj.camera.updateProjectionMatrix();\n\n if (obj.composer) {\n obj.composer.setSize(width, height);\n }\n\n if (obj.camera.type === 'OrthographicCamera') {\n size.wWidth = obj.camera.right - obj.camera.left;\n size.wHeight = obj.camera.top - obj.camera.bottom;\n } else {\n const wsize = getCameraSize();\n size.wWidth = wsize[0]; size.wHeight = wsize[1];\n }\n }\n\n /**\n * calculate camera visible area size\n */\n function getCameraSize() {\n const vFOV = (obj.camera.fov * Math.PI) / 180;\n const h = 2 * Math.tan(vFOV / 2) * Math.abs(obj.camera.position.z);\n const w = h * obj.camera.aspect;\n return [w, h];\n }\n\n return obj;\n}\n","import { h } from 'vue';\nimport useThree from './useThree';\n\nexport default {\n props: {\n antialias: Boolean,\n alpha: Boolean,\n autoClear: { type: Boolean, default: true },\n mouseMove: { type: [Boolean, String], default: false },\n mouseRaycast: { type: Boolean, default: false },\n mouseOver: { type: Boolean, default: false },\n click: { type: Boolean, default: false },\n orbitCtrl: { type: [Boolean, Object], default: false },\n resize: { type: [Boolean, String], default: true },\n shadow: Boolean,\n width: String,\n height: String,\n },\n setup() {\n return {\n three: useThree(),\n raf: true,\n onMountedCallbacks: [],\n };\n },\n provide() {\n return {\n three: this.three,\n // renderer: this.three.renderer,\n rendererComponent: this,\n };\n },\n mounted() {\n const params = {\n canvas: this.$el,\n antialias: this.antialias,\n alpha: this.alpha,\n autoClear: this.autoClear,\n orbit_ctrl: this.orbitCtrl,\n mouse_move: this.mouseMove,\n mouse_raycast: this.mouseRaycast,\n mouse_over: this.mouseOver,\n click: this.click,\n resize: this.resize,\n width: this.width,\n height: this.height,\n };\n\n if (this.three.init(params)) {\n this.three.renderer.shadowMap.enabled = this.shadow;\n if (this.three.composer) this.animateC();\n else this.animate();\n };\n\n this.onMountedCallbacks.forEach(c => c());\n },\n beforeUnmount() {\n this.raf = false;\n this.three.dispose();\n },\n methods: {\n onMounted(callback) {\n this.onMountedCallbacks.push(callback);\n },\n onBeforeRender(callback) {\n this.three.onBeforeRender(callback);\n },\n onAfterResize(callback) {\n this.three.onAfterResize(callback);\n },\n animate() {\n if (this.raf) requestAnimationFrame(this.animate);\n this.three.render();\n },\n animateC() {\n if (this.raf) requestAnimationFrame(this.animateC);\n this.three.renderC();\n },\n },\n render() {\n return h('canvas', {}, this.$slots.default());\n },\n};\n","export function setFromProp(o, prop) {\n if (prop instanceof Object) {\n Object.entries(prop).forEach(([key, value]) => {\n o[key] = value;\n });\n }\n};\n\nexport function propsValues(props, exclude) {\n const values = {};\n Object.entries(props).forEach(([key, value]) => {\n if (!exclude || (exclude && !exclude.includes(key))) {\n values[key] = value;\n }\n });\n return values;\n};\n\nexport function lerp(value1, value2, amount) {\n amount = amount < 0 ? 0 : amount;\n amount = amount > 1 ? 1 : amount;\n return value1 + (value2 - value1) * amount;\n};\n\nexport function lerpv2(v1, v2, amount) {\n v1.x = lerp(v1.x, v2.x, amount);\n v1.y = lerp(v1.y, v2.y, amount);\n};\n\nexport function lerpv3(v1, v2, amount) {\n v1.x = lerp(v1.x, v2.x, amount);\n v1.y = lerp(v1.y, v2.y, amount);\n v1.z = lerp(v1.z, v2.z, amount);\n};\n\nexport function limit(val, min, max) {\n return val < min ? min : (val > max ? max : val);\n};\n\n// from https://github.com/pmndrs/drei/blob/master/src/useMatcapTexture.tsx\nconst MATCAP_ROOT = 'https://rawcdn.githack.com/emmelleppi/matcaps/9b36ccaaf0a24881a39062d05566c9e92be4aa0d';\n\nexport function getMatcapUrl(hash, format = 1024) {\n const fileName = `${hash}${getMatcapFormatString(format)}.png`;\n return `${MATCAP_ROOT}/${format}/${fileName}`;\n};\n\nfunction getMatcapFormatString(format) {\n switch (format) {\n case 64:\n return '-64px';\n case 128:\n return '-128px';\n case 256:\n return '-256px';\n case 512:\n return '-512px';\n default:\n return '';\n }\n}\n","import { toRef, watch } from 'vue';\nimport { setFromProp } from '../tools.js';\n\nexport default function useBindProp(comp, prop, object) {\n if (comp[prop]) {\n const ref = toRef(comp, prop);\n setFromProp(object, ref.value);\n watch(ref, () => {\n setFromProp(object, ref.value);\n }, { deep: true });\n }\n};\n","import { OrthographicCamera, Vector3 } from 'three';\nimport { watch } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: ['three'],\n props: {\n left: { type: Number, default: -1 },\n right: { type: Number, default: 1 },\n top: { type: Number, default: 1 },\n bottom: { type: Number, default: -1 },\n near: { type: Number, default: 0.1 },\n far: { type: Number, default: 2000 },\n zoom: { type: Number, default: 1 },\n position: { type: [Object, Vector3], default: { x: 0, y: 0, z: 0 } },\n },\n created() {\n this.camera = new OrthographicCamera(this.left, this.right, this.top, this.bottom, this.near, this.far);\n useBindProp(this, 'position', this.camera.position);\n\n ['left', 'right', 'top', 'bottom', 'near', 'far', 'zoom'].forEach(p => {\n watch(() => this[p], () => {\n this.camera[p] = this[p];\n this.camera.updateProjectionMatrix();\n });\n });\n\n this.three.camera = this.camera;\n },\n render() {\n return [];\n },\n __hmrId: 'OrthographicCamera',\n};\n","import { PerspectiveCamera, Vector3 } from 'three';\nimport { watch } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: ['three'],\n props: {\n aspect: { type: Number, default: 1 },\n far: { type: Number, default: 2000 },\n fov: { type: Number, default: 50 },\n near: { type: Number, default: 0.1 },\n position: { type: [Object, Vector3], default: { x: 0, y: 0, z: 0 } },\n },\n created() {\n this.camera = new PerspectiveCamera(this.fov, this.aspect, this.near, this.far);\n useBindProp(this, 'position', this.camera.position);\n\n ['aspect', 'far', 'fov', 'near'].forEach(p => {\n watch(() => this[p], () => {\n this.camera[p] = this[p];\n this.camera.updateProjectionMatrix();\n });\n });\n\n this.three.camera = this.camera;\n },\n render() {\n return [];\n },\n __hmrId: 'PerspectiveCamera',\n};\n","import { Group } from 'three';\r\nimport { inject } from 'vue';\r\nimport useBindProp from '../use/useBindProp.js';\r\n\r\nexport default {\r\n inject: ['three', 'scene'],\r\n props: {\r\n position: Object,\r\n rotation: Object,\r\n scale: Object,\r\n },\r\n setup(props) {\r\n const parent = inject('group', inject('scene'));\r\n const group = new Group();\r\n useBindProp(props, 'position', group.position);\r\n useBindProp(props, 'rotation', group.rotation);\r\n useBindProp(props, 'scale', group.scale);\r\n return { parent, group };\r\n },\r\n provide() {\r\n return {\r\n group: this.group,\r\n };\r\n },\r\n created() {\r\n this.parent.add(this.group);\r\n },\r\n unmounted() {\r\n this.parent.remove(this.group);\r\n },\r\n render() {\r\n if (this.$slots.default) {\r\n return this.$slots.default();\r\n }\r\n return [];\r\n },\r\n __hmrId: 'Group',\r\n};\r\n","import { Scene, Color } from 'three';\nimport { watch } from 'vue';\n\nexport default {\n inject: ['three'],\n props: {\n id: String,\n background: [String, Number],\n },\n setup(props) {\n const scene = new Scene();\n if (props.background) scene.background = new Color(props.background);\n watch(() => props.background, (value) => { scene.background = new Color(value); });\n return { scene };\n },\n provide() {\n return {\n scene: this.scene,\n };\n },\n mounted() {\n if (!this.three.scene) {\n this.three.scene = this.scene;\n }\n },\n methods: {\n // add(o) {\n // this.scene.add(o);\n // },\n // remove(o) {\n // this.scene.remove(o);\n // },\n },\n render() {\n if (this.$slots.default) {\n return this.$slots.default();\n }\n return [];\n },\n};\n","import { watch } from 'vue';\n\nexport default {\n emits: ['ready'],\n inject: ['mesh'],\n props: {\n rotateX: Number,\n rotateY: Number,\n rotateZ: Number,\n },\n created() {\n if (!this.mesh) {\n console.error('Missing parent Mesh');\n }\n this.watchProps = [];\n Object.entries(this.$props).forEach(e => this.watchProps.push(e[0]));\n },\n beforeMount() {\n this.createGeometry();\n this.rotateGeometry();\n this.mesh.setGeometry(this.geometry);\n },\n mounted() {\n this.addWatchers();\n },\n unmounted() {\n this.geometry.dispose();\n },\n methods: {\n rotateGeometry() {\n if (this.rotateX) this.geometry.rotateX(this.rotateX);\n if (this.rotateY) this.geometry.rotateY(this.rotateY);\n if (this.rotateZ) this.geometry.rotateZ(this.rotateZ);\n },\n addWatchers() {\n this.watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n refreshGeometry() {\n const oldGeo = this.geometry;\n this.createGeometry();\n this.rotateGeometry();\n this.mesh.setGeometry(this.geometry);\n oldGeo.dispose();\n },\n },\n render() {\n return [];\n },\n};\n","import { BoxBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n size: Number,\n width: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n depth: { type: Number, default: 1 },\n widthSegments: { type: Number, default: 1 },\n heightSegments: { type: Number, default: 1 },\n depthSegments: { type: Number, default: 1 },\n },\n methods: {\n createGeometry() {\n let w = this.width, h = this.height, d = this.depth;\n if (this.size) {\n w = this.size; h = this.size; d = this.size;\n }\n this.geometry = new BoxBufferGeometry(w, h, d, this.widthSegments, this.heightSegments, this.depthSegments);\n },\n },\n};\n","import { CircleBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n segments: { type: Number, default: 8 },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new CircleBufferGeometry(this.radius, this.segments, this.thetaStart, this.thetaLength);\n },\n },\n};\n","import { ConeBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n heightSegments: { type: Number, default: 1 },\n openEnded: { type: Boolean, default: false },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new ConeBufferGeometry(this.radius, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength);\n },\n },\n};\n","import { CylinderBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radiusTop: { type: Number, default: 1 },\n radiusBottom: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n heightSegments: { type: Number, default: 1 },\n openEnded: { type: Boolean, default: false },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new CylinderBufferGeometry(this.radiusTop, this.radiusBottom, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength);\n },\n },\n};\n","import { DodecahedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new DodecahedronBufferGeometry(this.radius, this.detail);\n },\n },\n};\n","import { IcosahedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new IcosahedronBufferGeometry(this.radius, this.detail);\n },\n },\n};\n","import { LatheBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n points: Array,\n segments: { type: Number, default: 12 },\n phiStart: { type: Number, default: 0 },\n phiLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new LatheBufferGeometry(this.points, this.segments, this.phiStart, this.phiLength);\n },\n },\n};\n","import { OctahedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new OctahedronBufferGeometry(this.radius, this.detail);\n },\n },\n};\n","import { PolyhedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n vertices: Array,\n indices: Array,\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new PolyhedronBufferGeometry(this.vertices, this.indices, this.radius, this.detail);\n },\n },\n};\n","import { RingBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n innerRadius: { type: Number, default: 0.5 },\n outerRadius: { type: Number, default: 1 },\n thetaSegments: { type: Number, default: 8 },\n phiSegments: { type: Number, default: 1 },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new RingBufferGeometry(this.innerRadius, this.outerRadius, this.thetaSegments, this.phiSegments, this.thetaStart, this.thetaLength);\n },\n },\n};\n","import { SphereBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n widthSegments: { type: Number, default: 12 },\n heightSegments: { type: Number, default: 12 },\n },\n methods: {\n createGeometry() {\n this.geometry = new SphereBufferGeometry(this.radius, this.widthSegments, this.heightSegments);\n },\n },\n};\n","import { TetrahedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new TetrahedronBufferGeometry(this.radius, this.detail);\n },\n },\n};\n","import { TorusBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n tube: { type: Number, default: 0.4 },\n radialSegments: { type: Number, default: 8 },\n tubularSegments: { type: Number, default: 6 },\n arc: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new TorusBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.arc);\n },\n },\n};\n","import { TorusKnotBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n tube: { type: Number, default: 0.4 },\n radialSegments: { type: Number, default: 64 },\n tubularSegments: { type: Number, default: 8 },\n p: { type: Number, default: 2 },\n q: { type: Number, default: 3 },\n },\n methods: {\n createGeometry() {\n this.geometry = new TorusKnotBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q);\n },\n },\n};\n","import { Curve, TubeBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n path: Curve,\n tubularSegments: { type: Number, default: 64 },\n radius: { type: Number, default: 1 },\n radiusSegments: { type: Number, default: 8 },\n closed: { type: Boolean, default: false },\n },\n methods: {\n createGeometry() {\n this.geometry = new TubeBufferGeometry(this.path, this.tubularSegments, this.radius, this.radiusSegments, this.closed);\n },\n },\n};\n","import { Color } from 'three';\nimport { inject, watch } from 'vue';\nimport { setFromProp } from '../tools.js';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: {\n scene: 'scene',\n parent: {\n from: 'group',\n default: () => inject('scene'),\n },\n },\n props: {\n color: {\n type: String,\n default: '#ffffff',\n },\n intensity: {\n type: Number,\n default: 1,\n },\n castShadow: {\n type: Boolean,\n default: false,\n },\n shadowMapSize: Object,\n position: Object,\n },\n // can't use setup because it will not be used in sub components\n // setup() {},\n mounted() {\n useBindProp(this, 'position', this.light.position);\n\n if (this.light.target) {\n useBindProp(this, 'target', this.light.target.position);\n }\n\n if (this.light.shadow) {\n this.light.castShadow = this.castShadow;\n setFromProp(this.light.shadow.mapSize, this.shadowMapSize);\n }\n\n ['color', 'intensity', 'castShadow'].forEach(p => {\n watch(() => this[p], () => {\n if (p === 'color') {\n this.light.color = new Color(this.color);\n } else {\n this.light[p] = this[p];\n }\n });\n });\n\n this.parent.add(this.light);\n if (this.light.target) this.parent.add(this.light.target);\n },\n unmounted() {\n this.parent.remove(this.light);\n if (this.light.target) this.parent.remove(this.light.target);\n },\n render() {\n return [];\n },\n __hmrId: 'Light',\n};\n","import { AmbientLight } from 'three';\nimport Light from './Light.js';\n\nexport default {\n extends: Light,\n created() {\n this.light = new AmbientLight(this.color, this.intensity);\n },\n __hmrId: 'AmbientLight',\n};\n","import { DirectionalLight } from 'three';\nimport Light from './Light.js';\n\nexport default {\n extends: Light,\n props: {\n target: Object,\n },\n created() {\n this.light = new DirectionalLight(this.color, this.intensity);\n },\n __hmrId: 'DirectionalLight',\n};\n","import { PointLight } from 'three';\nimport Light from './Light.js';\n\nexport default {\n extends: Light,\n props: {\n distance: {\n type: Number,\n default: 0,\n },\n decay: {\n type: Number,\n default: 1,\n },\n },\n created() {\n this.light = new PointLight(this.color, this.intensity, this.distance, this.decay);\n },\n __hmrId: 'PointLight',\n};\n","import { SpotLight } from 'three';\nimport { watch } from 'vue';\nimport Light from './Light.js';\n\nexport default {\n extends: Light,\n props: {\n angle: {\n type: Number,\n default: Math.PI / 3,\n },\n decay: {\n type: Number,\n default: 1,\n },\n distance: {\n type: Number,\n default: 0,\n },\n penumbra: {\n type: Number,\n default: 0,\n },\n target: Object,\n },\n created() {\n this.light = new SpotLight(this.color, this.intensity, this.distance, this.angle, this.penumbra, this.decay);\n ['angle', 'decay', 'distance', 'penumbra'].forEach(p => {\n watch(() => this[p], () => {\n this.light[p] = this[p];\n });\n });\n },\n __hmrId: 'SpotLight',\n};\n","import { watch } from 'vue';\nimport { FrontSide } from 'three';\n\nexport default {\n inject: ['three', 'mesh'],\n props: {\n id: String,\n color: { type: [String, Number], default: '#ffffff' },\n depthTest: { type: Boolean, default: true },\n depthWrite: { type: Boolean, default: true },\n flatShading: Boolean,\n fog: { type: Boolean, default: true },\n opacity: { type: Number, default: 1 },\n side: { type: Number, default: FrontSide },\n transparent: Boolean,\n vertexColors: Boolean,\n },\n provide() {\n return {\n material: this,\n };\n },\n beforeMount() {\n this.createMaterial();\n if (this.id) this.three.materials[this.id] = this.material;\n this.mesh.setMaterial(this.material);\n },\n mounted() {\n this._addWatchers();\n if (this.addWatchers) this.addWatchers();\n },\n unmounted() {\n this.material.dispose();\n if (this.id) delete this.three.materials[this.id];\n },\n methods: {\n setProp(key, value, needsUpdate = false) {\n this.material[key] = value;\n this.material.needsUpdate = needsUpdate;\n },\n setTexture(texture, key = 'map') {\n this.setProp(key, texture, true);\n },\n _addWatchers() {\n // don't work for flatShading\n ['color', 'depthTest', 'depthWrite', 'fog', 'opacity', 'side', 'transparent'].forEach(p => {\n watch(() => this[p], () => {\n if (p === 'color') {\n this.material.color.set(this.color);\n } else {\n this.material[p] = this[p];\n }\n });\n });\n },\n },\n render() {\n if (this.$slots.default) {\n return this.$slots.default();\n }\n return [];\n },\n __hmrId: 'Material',\n};\n","import { MeshBasicMaterial } from 'three';\nimport { propsValues } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n methods: {\n createMaterial() {\n this.material = new MeshBasicMaterial(propsValues(this.$props, ['id']));\n },\n },\n __hmrId: 'BasicMaterial',\n};\n","import { MeshLambertMaterial } from 'three';\nimport { propsValues } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n methods: {\n createMaterial() {\n this.material = new MeshLambertMaterial(propsValues(this.$props, ['id']));\n },\n },\n __hmrId: 'LambertMaterial',\n};\n","import { MeshMatcapMaterial, TextureLoader } from 'three';\n// import { watch } from 'vue';\nimport { propsValues, getMatcapUrl } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n props: {\n src: String,\n name: String,\n },\n methods: {\n createMaterial() {\n const src = this.name ? getMatcapUrl(this.name) : this.src;\n const opts = propsValues(this.$props, ['id', 'src', 'name']);\n opts.matcap = new TextureLoader().load(src);\n this.material = new MeshMatcapMaterial(opts);\n },\n },\n __hmrId: 'MatcapMaterial',\n};\n","import { MeshPhongMaterial } from 'three';\nimport { watch } from 'vue';\nimport { propsValues } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n props: {\n emissive: { type: [Number, String], default: 0 },\n emissiveIntensity: { type: Number, default: 1 },\n reflectivity: { type: Number, default: 1 },\n shininess: { type: Number, default: 30 },\n specular: { type: [String, Number], default: 0x111111 },\n },\n methods: {\n createMaterial() {\n this.material = new MeshPhongMaterial(propsValues(this.$props, ['id']));\n },\n addWatchers() {\n ['emissive', 'emissiveIntensity', 'reflectivity', 'shininess', 'specular'].forEach(p => {\n watch(() => this[p], (value) => {\n if (p === 'emissive' || p === 'specular') {\n this.material[p].set(value);\n } else {\n this.material[p] = value;\n }\n });\n });\n },\n },\n __hmrId: 'PhongMaterial',\n};\n","import { MeshStandardMaterial, Vector2 } from 'three';\nimport { watch } from 'vue';\nimport { propsValues } from '../tools.js';\nimport useBindProp from '../use/useBindProp.js';\nimport Material from './Material';\n\nconst props = {\n aoMapIntensity: { type: Number, default: 1 },\n bumpScale: { type: Number, default: 1 },\n displacementBias: { type: Number, default: 0 },\n displacementScale: { type: Number, default: 1 },\n emissive: { type: [Number, String], default: 0 },\n emissiveIntensity: { type: Number, default: 1 },\n envMapIntensity: { type: Number, default: 1 },\n lightMapIntensity: { type: Number, default: 1 },\n metalness: { type: Number, default: 0 },\n normalScale: { type: Object, default: () => new Vector2(1, 1) },\n roughness: { type: Number, default: 1 },\n refractionRatio: { type: Number, default: 0.98 },\n wireframe: Boolean,\n};\n\nexport default {\n extends: Material,\n props,\n methods: {\n createMaterial() {\n this.material = new MeshStandardMaterial(propsValues(this.$props, ['id', 'normalScale']));\n },\n addWatchers() {\n // todo : use setProp ?\n Object.keys(props).forEach(p => {\n if (p === 'normalScale') return;\n watch(() => this[p], (value) => {\n if (p === 'emissive') {\n this.material[p].set(value);\n } else {\n this.material[p] = value;\n }\n });\n });\n useBindProp(this, 'normalScale', this.material.normalScale);\n },\n },\n __hmrId: 'StandardMaterial',\n};\n","import { MeshPhysicalMaterial } from 'three';\nimport { propsValues } from '../tools.js';\nimport StandardMaterial from './StandardMaterial';\n\nexport default {\n extends: StandardMaterial,\n methods: {\n createMaterial() {\n this.material = new MeshPhysicalMaterial(propsValues(this.$props, ['id']));\n },\n },\n __hmrId: 'PhysicalMaterial',\n};\n","/**\n * ------------------------------------------------------------------------------------------\n * Subsurface Scattering shader\n * Based on three/examples/jsm/shaders/SubsurfaceScatteringShader.js\n * Based on GDC 2011 – Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look\n * https://colinbarrebrisebois.com/2011/03/07/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look/\n *------------------------------------------------------------------------------------------\n */\nimport {\n Color,\n ShaderChunk,\n ShaderLib,\n UniformsUtils,\n} from 'three';\n\nfunction replaceAll(string, find, replace) {\n return string.split(find).join(replace);\n}\n\nconst meshphongFragHead = ShaderChunk.meshphong_frag.slice(0, ShaderChunk.meshphong_frag.indexOf('void main() {'));\nconst meshphongFragBody = ShaderChunk.meshphong_frag.slice(ShaderChunk.meshphong_frag.indexOf('void main() {'));\n\nconst SubsurfaceScatteringShader = {\n\n uniforms: UniformsUtils.merge([\n ShaderLib.phong.uniforms,\n {\n thicknessColor: { value: new Color(0x668597) },\n thicknessDistortion: { value: 0.1 },\n thicknessAmbient: { value: 0.0 },\n thicknessAttenuation: { value: 0.1 },\n thicknessPower: { value: 2.0 },\n thicknessScale: { value: 10.0 },\n },\n ]),\n\n vertexShader: `\n #define USE_UV\n ${ShaderChunk.meshphong_vert}\n `,\n\n fragmentShader: `\n #define USE_UV\n #define SUBSURFACE\n\n ${meshphongFragHead}\n\n uniform float thicknessPower;\n uniform float thicknessScale;\n uniform float thicknessDistortion;\n uniform float thicknessAmbient;\n uniform float thicknessAttenuation;\n uniform vec3 thicknessColor;\n\n void RE_Direct_Scattering(const in IncidentLight directLight, const in vec2 uv, const in GeometricContext geometry, inout ReflectedLight reflectedLight) {\n #ifdef USE_COLOR\n vec3 thickness = vColor * thicknessColor;\n #else\n vec3 thickness = thicknessColor;\n #endif\n vec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * thicknessDistortion));\n float scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), thicknessPower) * thicknessScale;\n vec3 scatteringIllu = (scatteringDot + thicknessAmbient) * thickness;\n reflectedLight.directDiffuse += scatteringIllu * thicknessAttenuation * directLight.color;\n }\n ` + meshphongFragBody.replace(\n '#include ',\n replaceAll(\n ShaderChunk.lights_fragment_begin,\n 'RE_Direct( directLight, geometry, material, reflectedLight );',\n `\n RE_Direct( directLight, geometry, material, reflectedLight );\n #if defined( SUBSURFACE ) && defined( USE_UV )\n RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);\n #endif\n `\n )\n ),\n};\n\nexport default SubsurfaceScatteringShader;\n","export default {\n inject: ['three', 'mesh'],\n props: {\n id: String,\n uniforms: Object,\n vertexShader: String,\n fragmentShader: String,\n },\n beforeMount() {\n this.createMaterial();\n if (this.id) this.three.materials[this.id] = this.material;\n this.mesh.setMaterial(this.material);\n },\n mounted() {\n if (this.addWatchers) this.addWatchers();\n },\n unmounted() {\n this.material.dispose();\n if (this.id) delete this.three.materials[this.id];\n },\n render() {\n return [];\n },\n __hmrId: 'ShaderMaterial',\n};\n","import { Color, ShaderMaterial as TShaderMaterial, UniformsUtils } from 'three';\nimport SubsurfaceScatteringShader from './SubsurfaceScatteringShader.js';\nimport ShaderMaterial from './ShaderMaterial';\n\nexport default {\n extends: ShaderMaterial,\n props: {\n diffuse: { type: String, default: '#ffffff' },\n thicknessColor: { type: String, default: '#ffffff' },\n thicknessDistortion: { type: Number, default: 0.4 },\n thicknessAmbient: { type: Number, default: 0.01 },\n thicknessAttenuation: { type: Number, default: 0.7 },\n thicknessPower: { type: Number, default: 2 },\n thicknessScale: { type: Number, default: 4 },\n transparent: { type: Boolean, default: false },\n opacity: { type: Number, default: 1 },\n vertexColors: { type: Boolean, default: false },\n },\n methods: {\n createMaterial() {\n const params = SubsurfaceScatteringShader;\n const uniforms = UniformsUtils.clone(params.uniforms);\n Object.entries(this.$props).forEach(([key, value]) => {\n if (key === 'diffuse' || key === 'thicknessColor') {\n value = new Color(value);\n }\n if (key !== 'id' && key !== 'transparent' && key !== 'vertexColors') {\n uniforms[key].value = value;\n }\n });\n\n this.material = new TShaderMaterial({\n ...params,\n uniforms,\n lights: true,\n transparent: this.transparent,\n vertexColors: this.vertexColors,\n });\n },\n },\n __hmrId: 'SubSurfaceMaterial',\n};\n","import { MeshToonMaterial } from 'three';\nimport { propsValues } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n methods: {\n createMaterial() {\n this.material = new MeshToonMaterial(propsValues(this.$props, ['id']));\n },\n },\n __hmrId: 'ToonMaterial',\n};\n","import { TextureLoader } from 'three';\nimport { watch } from 'vue';\n\nexport default {\n inject: ['material'],\n emits: ['loaded'],\n props: {\n src: String,\n onLoad: Function,\n onProgress: Function,\n onError: Function,\n id: { type: String, default: 'map' },\n },\n created() {\n this.refreshTexture();\n watch(() => this.src, this.refreshTexture);\n },\n unmounted() {\n this.material.setTexture(null, this.id);\n this.texture.dispose();\n },\n methods: {\n createTexture() {\n this.texture = new TextureLoader().load(this.src, this.onLoaded, this.onProgress, this.onError);\n },\n refreshTexture() {\n this.createTexture();\n this.material.setTexture(this.texture, this.id);\n },\n onLoaded() {\n if (this.onLoad) this.onLoad();\n this.$emit('loaded');\n },\n },\n render() {\n return [];\n },\n};\n","import { CubeTextureLoader, CubeRefractionMapping } from 'three';\nimport { watch } from 'vue';\n\nexport default {\n inject: ['material'],\n emits: ['loaded'],\n props: {\n path: String,\n urls: {\n type: Array,\n default: ['px.jpg', 'nx.jpg', 'py.jpg', 'ny.jpg', 'pz.jpg', 'nz.jpg'],\n },\n onLoad: Function,\n onProgress: Function,\n onError: Function,\n id: { type: String, default: 'envMap' },\n refraction: Boolean,\n // todo: remove ?\n refractionRatio: { type: Number, default: 0.98 },\n },\n created() {\n this.refreshTexture();\n watch(() => this.path, this.refreshTexture);\n watch(() => this.urls, this.refreshTexture);\n },\n unmounted() {\n this.material.setTexture(null, this.id);\n this.texture.dispose();\n },\n methods: {\n createTexture() {\n this.texture = new CubeTextureLoader()\n .setPath(this.path)\n .load(this.urls, this.onLoaded, this.onProgress, this.onError);\n },\n refreshTexture() {\n this.createTexture();\n this.material.setTexture(this.texture, this.id);\n if (this.refraction) {\n this.texture.mapping = CubeRefractionMapping;\n this.material.setProp('refractionRatio', this.refractionRatio);\n }\n },\n onLoaded() {\n if (this.onLoad) this.onLoad();\n this.$emit('loaded');\n },\n },\n render() {\n return [];\n },\n};\n","import { Mesh } from 'three';\nimport { inject, watch } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: {\n three: 'three',\n scene: 'scene',\n rendererComponent: 'rendererComponent',\n parent: {\n from: 'group',\n default: () => inject('scene'),\n },\n },\n emits: ['ready'],\n props: {\n materialId: String,\n position: Object,\n rotation: Object,\n scale: Object,\n castShadow: Boolean,\n receiveShadow: Boolean,\n onHover: Function,\n onClick: Function,\n },\n // can't use setup because it will not be used in sub components\n // setup() {},\n provide() {\n return {\n mesh: this,\n };\n },\n mounted() {\n // console.log('Mesh mounted');\n if (this.geometry && !this.mesh) this.initMesh();\n },\n unmounted() {\n // console.log('Mesh unmounted');\n if (this.mesh) {\n this.three.removeIntersectObject(this.mesh);\n this.parent.remove(this.mesh);\n }\n if (this.geometry) this.geometry.dispose();\n if (this.material && !this.materialId) this.material.dispose();\n },\n methods: {\n initMesh() {\n if (!this.material && this.materialId) {\n this.material = this.three.materials[this.materialId];\n }\n this.mesh = new Mesh(this.geometry, this.material);\n\n if (this.onHover) {\n this.mesh.onHover = (over) => { this.onHover({ component: this, over }); };\n this.three.addIntersectObject(this.mesh);\n }\n\n if (this.onClick) {\n this.mesh.onClick = (e) => { this.onClick({ component: this, event: e }); };\n this.three.addIntersectObject(this.mesh);\n }\n\n this.bindProps();\n this.parent.add(this.mesh);\n this.$emit('ready');\n },\n bindProps() {\n useBindProp(this, 'position', this.mesh.position);\n useBindProp(this, 'rotation', this.mesh.rotation);\n useBindProp(this, 'scale', this.mesh.scale);\n\n ['castShadow', 'receiveShadow'].forEach(p => {\n this.mesh[p] = this[p];\n watch(() => this[p], () => { this.mesh[p] = this[p]; });\n });\n\n watch(() => this.materialId, () => {\n this.mesh.material = this.three.materials[this.materialId];\n });\n },\n setGeometry(geometry) {\n this.geometry = geometry;\n if (this.mesh) this.mesh.geometry = geometry;\n },\n setMaterial(material) {\n this.material = material;\n if (this.mesh) this.mesh.material = material;\n },\n refreshGeometry() {\n const oldGeo = this.geometry;\n this.createGeometry();\n this.mesh.geometry = this.geometry;\n oldGeo.dispose();\n },\n },\n render() {\n if (this.$slots.default) {\n return this.$slots.default();\n }\n return [];\n },\n __hmrId: 'Mesh',\n};\n","import { BoxBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n size: Number,\n width: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n depth: { type: Number, default: 1 },\n widthSegments: { type: Number, default: 1 },\n heightSegments: { type: Number, default: 1 },\n depthSegments: { type: Number, default: 1 },\n },\n created() {\n this.createGeometry();\n\n ['size', 'width', 'height', 'depth', 'widthSegments', 'heightSegments', 'depthSegments'].forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n if (this.size) {\n this.geometry = new BoxBufferGeometry(this.size, this.size, this.size);\n } else {\n this.geometry = new BoxBufferGeometry(this.width, this.height, this.depth);\n }\n },\n },\n __hmrId: 'Box',\n};\n","import { CircleBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n segments: { type: Number, default: 8 },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'segments', 'thetaStart', 'thetaLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new CircleBufferGeometry(this.radius, this.segments, this.thetaStart, this.thetaLength);\n },\n },\n __hmrId: 'Circle',\n};\n","import { ConeBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n heightSegments: { type: Number, default: 1 },\n openEnded: { type: Boolean, default: false },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'height', 'radialSegments', 'heightSegments', 'openEnded', 'thetaStart', 'thetaLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new ConeBufferGeometry(this.radius, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength);\n },\n },\n __hmrId: 'Cone',\n};\n","import { CylinderBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radiusTop: { type: Number, default: 1 },\n radiusBottom: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n heightSegments: { type: Number, default: 1 },\n openEnded: { type: Boolean, default: false },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radiusTop', 'radiusBottom', 'height', 'radialSegments', 'heightSegments', 'openEnded', 'thetaStart', 'thetaLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new CylinderBufferGeometry(this.radiusTop, this.radiusBottom, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength);\n },\n },\n __hmrId: 'Cylinder',\n};\n","import { DodecahedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new DodecahedronBufferGeometry(this.radius, this.detail);\n },\n },\n __hmrId: 'Dodecahedron',\n};\n","import { IcosahedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new IcosahedronBufferGeometry(this.radius, this.detail);\n },\n },\n __hmrId: 'Icosahedron',\n};\n","import { LatheBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n points: Array,\n segments: { type: Number, default: 12 },\n phiStart: { type: Number, default: 0 },\n phiLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['points', 'segments', 'phiStart', 'phiLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new LatheBufferGeometry(this.points, this.segments, this.phiStart, this.phiLength);\n },\n },\n __hmrId: 'Lathe',\n};\n","import { OctahedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new OctahedronBufferGeometry(this.radius, this.detail);\n },\n },\n __hmrId: 'Octahedron',\n};\n","import { PlaneBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n width: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n widthSegments: { type: Number, default: 1 },\n heightSegments: { type: Number, default: 1 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['width', 'height', 'widthSegments', 'heightSegments'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new PlaneBufferGeometry(this.width, this.height, this.widthSegments, this.heightSegments);\n },\n },\n __hmrId: 'Plane',\n};\n","import { PolyhedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n vertices: Array,\n indices: Array,\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['vertices', 'indices', 'radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new PolyhedronBufferGeometry(this.vertices, this.indices, this.radius, this.detail);\n },\n },\n __hmrId: 'Polyhedron',\n};\n","import { RingBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n innerRadius: { type: Number, default: 0.5 },\n outerRadius: { type: Number, default: 1 },\n thetaSegments: { type: Number, default: 8 },\n phiSegments: { type: Number, default: 1 },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['innerRadius', 'outerRadius', 'thetaSegments', 'phiSegments', 'thetaStart', 'thetaLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new RingBufferGeometry(this.innerRadius, this.outerRadius, this.thetaSegments, this.phiSegments, this.thetaStart, this.thetaLength);\n },\n },\n __hmrId: 'Ring',\n};\n","import { SphereBufferGeometry } from 'three';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: Number,\n widthSegments: { type: Number, default: 12 },\n heightSegments: { type: Number, default: 12 },\n },\n watch: {\n radius() { this.refreshGeometry(); },\n widthSegments() { this.refreshGeometry(); },\n heightSegments() { this.refreshGeometry(); },\n },\n created() {\n this.createGeometry();\n },\n methods: {\n createGeometry() {\n this.geometry = new SphereBufferGeometry(this.radius, this.widthSegments, this.heightSegments);\n },\n },\n __hmrId: 'Sphere',\n};\n","import { TetrahedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TetrahedronBufferGeometry(this.radius, this.detail);\n },\n },\n __hmrId: 'Tetrahedron',\n};\n","export default {\n text: String,\n fontSrc: String,\n size: { type: Number, default: 80 },\n height: { type: Number, default: 5 },\n depth: { type: Number, default: 1 },\n curveSegments: { type: Number, default: 12 },\n bevelEnabled: { type: Boolean, default: false },\n bevelThickness: { type: Number, default: 10 },\n bevelSize: { type: Number, default: 8 },\n bevelOffset: { type: Number, default: 0 },\n bevelSegments: { type: Number, default: 5 },\n align: { type: [Boolean, String], default: false },\n};\n","import { FontLoader, TextBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\nimport TextProps from './TextProps.js';\n\nexport default {\n extends: Mesh,\n props: {\n ...TextProps,\n },\n created() {\n // add watchers\n const watchProps = [\n 'text', 'size', 'height', 'curveSegments',\n 'bevelEnabled', 'bevelThickness', 'bevelSize', 'bevelOffset', 'bevelSegments',\n 'align',\n ];\n watchProps.forEach(p => {\n watch(() => this[p], () => {\n if (this.font) this.refreshGeometry();\n });\n });\n\n const loader = new FontLoader();\n loader.load(this.fontSrc, (font) => {\n this.font = font;\n this.createGeometry();\n this.initMesh();\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TextBufferGeometry(this.text, {\n font: this.font,\n size: this.size,\n height: this.height,\n depth: this.depth,\n curveSegments: this.curveSegments,\n bevelEnabled: this.bevelEnabled,\n bevelThickness: this.bevelThickness,\n bevelSize: this.bevelSize,\n bevelOffset: this.bevelOffset,\n bevelSegments: this.bevelSegments,\n });\n\n if (this.align === 'center') {\n this.geometry.center();\n }\n },\n },\n};\n","import { TorusBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 0.5 },\n tube: { type: Number, default: 0.4 },\n radialSegments: { type: Number, default: 8 },\n tubularSegments: { type: Number, default: 6 },\n arc: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'tube', 'radialSegments', 'tubularSegments', 'arc'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TorusBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.arc);\n },\n },\n __hmrId: 'Torus',\n};\n","import { TorusKnotBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 0.5 },\n tube: { type: Number, default: 0.4 },\n radialSegments: { type: Number, default: 64 },\n tubularSegments: { type: Number, default: 8 },\n p: { type: Number, default: 2 },\n q: { type: Number, default: 3 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'tube', 'radialSegments', 'tubularSegments', 'p', 'q'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TorusKnotBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q);\n },\n },\n __hmrId: 'TorusKnot',\n};\n","import { Curve, TubeBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n path: Curve,\n tubularSegments: { type: Number, default: 64 },\n radius: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n closed: { type: Boolean, default: false },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['path', 'tubularSegments', 'radius', 'radialSegments', 'closed'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TubeBufferGeometry(this.path, this.tubularSegments, this.radius, this.radialSegments, this.closed);\n },\n },\n __hmrId: 'Tube',\n};\n","import {\n BackSide,\n CubeCamera,\n FrontSide,\n LinearMipmapLinearFilter,\n Mesh as TMesh,\n RGBFormat,\n WebGLCubeRenderTarget,\n} from 'three';\n// import { watch } from 'vue';\nimport Mesh from '../meshes/Mesh.js';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n extends: Mesh,\n props: {\n cubeRTSize: { type: Number, default: 256 },\n cubeCameraNear: { type: Number, default: 0.1 },\n cubeCameraFar: { type: Number, default: 2000 },\n autoUpdate: Boolean,\n },\n mounted() {\n this.initGem();\n if (this.autoUpdate) this.three.onBeforeRender(this.updateCubeRT);\n else this.rendererComponent.onMounted(this.updateCubeRT);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateCubeRT);\n if (this.meshBack) this.parent.remove(this.meshBack);\n if (this.materialBack) this.materialBack.dispose();\n },\n methods: {\n initGem() {\n const cubeRT = new WebGLCubeRenderTarget(this.cubeRTSize, { format: RGBFormat, generateMipmaps: true, minFilter: LinearMipmapLinearFilter });\n this.cubeCamera = new CubeCamera(this.cubeCameraNear, this.cubeCameraFar, cubeRT);\n useBindProp(this, 'position', this.cubeCamera.position);\n this.parent.add(this.cubeCamera);\n\n this.material.side = FrontSide;\n this.material.envMap = cubeRT.texture;\n this.material.envMapIntensity = 10;\n this.material.metalness = 0;\n this.material.roughness = 0;\n this.material.opacity = 0.75;\n this.material.transparent = true;\n this.material.premultipliedAlpha = true;\n this.material.needsUpdate = true;\n\n this.materialBack = this.material.clone();\n this.materialBack.side = BackSide;\n this.materialBack.envMapIntensity = 5;\n this.materialBack.metalness = 1;\n this.materialBack.roughness = 0;\n this.materialBack.opacity = 0.5;\n\n this.meshBack = new TMesh(this.geometry, this.materialBack);\n\n useBindProp(this, 'position', this.meshBack.position);\n useBindProp(this, 'rotation', this.meshBack.rotation);\n useBindProp(this, 'scale', this.meshBack.scale);\n this.parent.add(this.meshBack);\n },\n updateCubeRT() {\n this.mesh.visible = false;\n this.meshBack.visible = false;\n this.cubeCamera.update(this.three.renderer, this.scene);\n this.mesh.visible = true;\n this.meshBack.visible = true;\n },\n },\n __hmrId: 'Gem',\n};\n","import { DoubleSide, MeshBasicMaterial, PlaneBufferGeometry, TextureLoader } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n emits: ['loaded'],\n extends: Mesh,\n props: {\n src: String,\n width: Number,\n height: Number,\n keepSize: Boolean,\n },\n created() {\n this.createGeometry();\n this.createMaterial();\n this.initMesh();\n\n watch(() => this.src, this.refreshTexture);\n\n ['width', 'height'].forEach(p => {\n watch(() => this[p], this.resize);\n });\n\n if (this.keepSize) this.three.onAfterResize(this.resize);\n },\n methods: {\n createGeometry() {\n this.geometry = new PlaneBufferGeometry(1, 1, 1, 1);\n },\n createMaterial() {\n this.material = new MeshBasicMaterial({ side: DoubleSide, map: this.loadTexture() });\n },\n loadTexture() {\n return new TextureLoader().load(this.src, this.onLoaded);\n },\n refreshTexture() {\n if (this.texture) this.texture.dispose();\n this.material.map = this.loadTexture();\n this.material.needsUpdate = true;\n },\n onLoaded(texture) {\n this.texture = texture;\n this.resize();\n this.$emit('loaded');\n },\n resize() {\n if (!this.texture) return;\n const screen = this.three.size;\n const iW = this.texture.image.width;\n const iH = this.texture.image.height;\n const iRatio = iW / iH;\n let w, h;\n if (this.width && this.height) {\n w = this.width * screen.wWidth / screen.width;\n h = this.height * screen.wHeight / screen.height;\n } else if (this.width) {\n w = this.width * screen.wWidth / screen.width;\n h = w / iRatio;\n } else if (this.height) {\n h = this.height * screen.wHeight / screen.height;\n w = h * iRatio;\n }\n this.mesh.scale.x = w;\n this.mesh.scale.y = h;\n },\n },\n __hmrId: 'Image',\n};\n","import { InstancedMesh } from 'three';\nimport { inject, watch } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: ['three', 'scene'],\n props: {\n materialId: String,\n count: Number,\n position: Object,\n castShadow: Boolean,\n receiveShadow: Boolean,\n },\n setup() {\n const parent = inject('group', inject('scene'));\n return { parent };\n },\n provide() {\n return {\n mesh: this,\n };\n },\n beforeMount() {\n if (!this.$slots.default) {\n console.error('Missing Geometry');\n }\n },\n mounted() {\n this.initMesh();\n },\n unmounted() {\n this.parent.remove(this.mesh);\n },\n methods: {\n initMesh() {\n if (!this.material && this.materialId) {\n this.material = this.three.materials[this.materialId];\n }\n\n this.mesh = new InstancedMesh(this.geometry, this.material, this.count);\n\n useBindProp(this, 'position', this.mesh.position);\n useBindProp(this, 'rotation', this.mesh.rotation);\n useBindProp(this, 'scale', this.mesh.scale);\n\n ['castShadow', 'receiveShadow'].forEach(p => {\n this.mesh[p] = this[p];\n watch(() => this[p], () => { this.mesh[p] = this[p]; });\n });\n\n // watch(() => this.materialId, () => {\n // this.mesh.material = this.three.materials[this.materialId];\n // });\n\n this.parent.add(this.mesh);\n },\n setGeometry(geometry) {\n this.geometry = geometry;\n if (this.mesh) this.mesh.geometry = geometry;\n },\n setMaterial(material) {\n this.material = material;\n if (this.mesh) this.mesh.material = material;\n },\n },\n render() {\n return this.$slots.default();\n },\n __hmrId: 'InstancedMesh',\n};\n","import {\n CubeCamera,\n LinearMipmapLinearFilter,\n RGBFormat,\n WebGLCubeRenderTarget,\n} from 'three';\n// import { watch } from 'vue';\nimport Mesh from './Mesh.js';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n extends: Mesh,\n props: {\n cubeRTSize: { type: Number, default: 256 },\n cubeCameraNear: { type: Number, default: 0.1 },\n cubeCameraFar: { type: Number, default: 2000 },\n autoUpdate: Boolean,\n },\n mounted() {\n this.initMirrorMesh();\n if (this.autoUpdate) this.three.onBeforeRender(this.updateCubeRT);\n else this.rendererComponent.onMounted(this.updateCubeRT);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateCubeRT);\n if (this.cubeCamera) this.parent.remove(this.cubeCamera);\n },\n methods: {\n initMirrorMesh() {\n const cubeRT = new WebGLCubeRenderTarget(this.cubeRTSize, { format: RGBFormat, generateMipmaps: true, minFilter: LinearMipmapLinearFilter });\n this.cubeCamera = new CubeCamera(this.cubeCameraNear, this.cubeCameraFar, cubeRT);\n this.parent.add(this.cubeCamera);\n\n this.material.envMap = cubeRT.texture;\n this.material.needsUpdate = true;\n },\n updateCubeRT() {\n this.mesh.visible = false;\n this.cubeCamera.update(this.three.renderer, this.scene);\n this.mesh.visible = true;\n },\n },\n __hmrId: 'MirrorMesh',\n};\n","import {\n CubeCamera,\n CubeRefractionMapping,\n LinearMipmapLinearFilter,\n RGBFormat,\n WebGLCubeRenderTarget,\n} from 'three';\n// import { watch } from 'vue';\nimport Mesh from './Mesh.js';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n extends: Mesh,\n props: {\n cubeRTSize: { type: Number, default: 256 },\n cubeCameraNear: { type: Number, default: 0.1 },\n cubeCameraFar: { type: Number, default: 2000 },\n refractionRatio: { type: Number, default: 0.98 },\n autoUpdate: Boolean,\n },\n mounted() {\n this.initMirrorMesh();\n if (this.autoUpdate) this.three.onBeforeRender(this.updateCubeRT);\n else this.rendererComponent.onMounted(this.updateCubeRT);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateCubeRT);\n if (this.cubeCamera) this.parent.remove(this.cubeCamera);\n },\n methods: {\n initMirrorMesh() {\n const cubeRT = new WebGLCubeRenderTarget(this.cubeRTSize, { mapping: CubeRefractionMapping, format: RGBFormat, generateMipmaps: true, minFilter: LinearMipmapLinearFilter });\n this.cubeCamera = new CubeCamera(this.cubeCameraNear, this.cubeCameraFar, cubeRT);\n useBindProp(this, 'position', this.cubeCamera.position);\n this.parent.add(this.cubeCamera);\n\n this.material.envMap = cubeRT.texture;\n this.material.refractionRatio = this.refractionRatio;\n this.material.needsUpdate = true;\n },\n updateCubeRT() {\n this.mesh.visible = false;\n this.cubeCamera.update(this.three.renderer, this.scene);\n this.mesh.visible = true;\n },\n },\n __hmrId: 'RefractionMesh',\n};\n","import { Sprite, SpriteMaterial, TextureLoader } from 'three';\nimport { inject } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n emits: ['ready', 'loaded'],\n inject: ['three', 'scene'],\n props: {\n src: String,\n position: Object,\n scale: Object,\n },\n setup() {\n const parent = inject('group', inject('scene'));\n return { parent };\n },\n mounted() {\n this.texture = new TextureLoader().load(this.src, this.onLoaded);\n this.material = new SpriteMaterial({ map: this.texture });\n this.sprite = new Sprite(this.material);\n this.geometry = this.sprite.geometry;\n useBindProp(this, 'position', this.sprite.position);\n useBindProp(this, 'scale', this.sprite.scale);\n\n this.parent.add(this.sprite);\n this.$emit('ready');\n },\n unmounted() {\n this.texture.dispose();\n this.material.dispose();\n this.parent.remove(this.sprite);\n },\n methods: {\n onLoaded() {\n this.updateUV();\n this.$emit('loaded');\n },\n updateUV() {\n this.iWidth = this.texture.image.width;\n this.iHeight = this.texture.image.height;\n this.iRatio = this.iWidth / this.iHeight;\n\n let x = 0.5, y = 0.5;\n if (this.iRatio > 1) {\n y = 0.5 / this.iRatio;\n } else {\n x = 0.5 / this.iRatio;\n }\n\n const positions = this.geometry.attributes.position.array;\n positions[0] = -x; positions[1] = -y;\n positions[5] = x; positions[6] = -y;\n positions[10] = x; positions[11] = y;\n positions[15] = -x; positions[16] = y;\n this.geometry.attributes.position.needsUpdate = true;\n },\n },\n render() {\n return [];\n },\n __hmrId: 'Sprite',\n};\n","import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer.js';\n\nexport default {\n setup() {\n return {\n passes: [],\n };\n },\n inject: ['three'],\n provide() {\n return {\n passes: this.passes,\n };\n },\n mounted() {\n this.three.onAfterInit(() => {\n this.composer = new EffectComposer(this.three.renderer);\n this.three.renderer.autoClear = false;\n this.passes.forEach(pass => {\n this.composer.addPass(pass);\n });\n this.three.composer = this.composer;\n\n this.resize();\n this.three.onAfterResize(this.resize);\n });\n },\n unmounted() {\n this.three.offAfterResize(this.resize);\n },\n methods: {\n resize() {\n this.composer.setSize(this.three.size.width, this.three.size.height);\n },\n },\n render() {\n return this.$slots.default();\n },\n __hmrId: 'EffectComposer',\n};\n","export default {\n inject: ['three', 'passes'],\n beforeMount() {\n if (!this.passes) {\n console.error('Missing parent EffectComposer');\n }\n },\n unmounted() {\n if (this.pass.dispose) this.pass.dispose();\n },\n render() {\n return [];\n },\n __hmrId: 'EffectPass',\n};\n","import { RenderPass } from 'three/examples/jsm/postprocessing/RenderPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n mounted() {\n if (!this.three.scene) {\n console.error('Missing Scene');\n }\n if (!this.three.camera) {\n console.error('Missing Camera');\n }\n const pass = new RenderPass(this.three.scene, this.three.camera);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'RenderPass',\n};\n","import { BokehPass } from 'three/examples/jsm/postprocessing/BokehPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n props: {\n focus: {\n type: Number,\n default: 1,\n },\n aperture: {\n type: Number,\n default: 0.025,\n },\n maxblur: {\n type: Number,\n default: 0.01,\n },\n },\n watch: {\n focus() { this.pass.uniforms.focus.value = this.focus; },\n aperture() { this.pass.uniforms.aperture.value = this.aperture; },\n maxblur() { this.pass.uniforms.maxblur.value = this.maxblur; },\n },\n mounted() {\n if (!this.three.scene) {\n console.error('Missing Scene');\n }\n if (!this.three.camera) {\n console.error('Missing Camera');\n }\n const params = {\n focus: this.focus,\n aperture: this.aperture,\n maxblur: this.maxblur,\n width: this.three.size.width,\n height: this.three.size.height,\n };\n const pass = new BokehPass(this.three.scene, this.three.camera, params);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'BokehPass',\n};\n","import { FilmPass } from 'three/examples/jsm/postprocessing/FilmPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n props: {\n noiseIntensity: {\n type: Number,\n default: 0.5,\n },\n scanlinesIntensity: {\n type: Number,\n default: 0.05,\n },\n scanlinesCount: {\n type: Number,\n default: 4096,\n },\n grayscale: {\n type: Number,\n default: 0,\n },\n },\n watch: {\n noiseIntensity() { this.pass.uniforms.nIntensity.value = this.noiseIntensity; },\n scanlinesIntensity() { this.pass.uniforms.sIntensity.value = this.scanlinesIntensity; },\n scanlinesCount() { this.pass.uniforms.sCount.value = this.scanlinesCount; },\n grayscale() { this.pass.uniforms.grayscale.value = this.grayscale; },\n },\n mounted() {\n const pass = new FilmPass(this.noiseIntensity, this.scanlinesIntensity, this.scanlinesCount, this.grayscale);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'FilmPass',\n};\n","import { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js';\nimport { FXAAShader } from 'three/examples/jsm/shaders/FXAAShader.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n mounted() {\n const pass = new ShaderPass(FXAAShader);\n this.passes.push(pass);\n this.pass = pass;\n\n // resize will be called in three init\n this.three.onAfterResize(this.resize);\n },\n unmounted() {\n this.three.offAfterResize(this.resize);\n },\n methods: {\n resize() {\n const { resolution } = this.pass.material.uniforms;\n resolution.value.x = 1 / this.three.size.width;\n resolution.value.y = 1 / this.three.size.height;\n },\n },\n __hmrId: 'FXAAPass',\n};\n","import { HalftonePass } from 'three/examples/jsm/postprocessing/HalftonePass.js';\nimport { watch } from 'vue';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n props: {\n shape: { type: Number, default: 1 },\n radius: { type: Number, default: 4 },\n rotateR: { type: Number, default: Math.PI / 12 * 1 },\n rotateG: { type: Number, default: Math.PI / 12 * 2 },\n rotateB: { type: Number, default: Math.PI / 12 * 3 },\n scatter: { type: Number, default: 0 },\n },\n mounted() {\n const pass = new HalftonePass(this.three.size.width, this.three.size.height, {});\n\n ['shape', 'radius', 'rotateR', 'rotateG', 'rotateB', 'scatter'].forEach(p => {\n pass.uniforms[p].value = this[p];\n watch(() => this[p], () => {\n pass.uniforms[p].value = this[p];\n });\n });\n\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'HalftonePass',\n};\n","import { SMAAPass } from 'three/examples/jsm/postprocessing/SMAAPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n mounted() {\n // three size is not set yet, but this pass will be resized by effect composer\n const pass = new SMAAPass(this.three.size.width, this.three.size.height);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'SMAAPass',\n};\n","export default {\n uniforms: {},\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n varying vec2 vUv;\n void main() {\n gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n }\n `,\n};\n","// From https://github.com/evanw/glfx.js\nimport { Vector2 } from 'three';\nimport DefaultShader from './default';\n\nexport default {\n uniforms: {\n tDiffuse: { value: null },\n blurRadius: { value: 0 },\n gradientRadius: { value: 0 },\n start: { value: new Vector2() },\n end: { value: new Vector2() },\n delta: { value: new Vector2() },\n texSize: { value: new Vector2() },\n },\n vertexShader: DefaultShader.vertexShader,\n fragmentShader: `\n uniform sampler2D tDiffuse;\n uniform float blurRadius;\n uniform float gradientRadius;\n uniform vec2 start;\n uniform vec2 end;\n uniform vec2 delta;\n uniform vec2 texSize;\n varying vec2 vUv;\n\n float random(vec3 scale, float seed) {\n /* use the fragment position for a different seed per-pixel */\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n }\n\n void main() {\n vec4 color = vec4(0.0);\n float total = 0.0;\n\n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n\n vec2 normal = normalize(vec2(start.y - end.y, end.x - start.x));\n float radius = smoothstep(0.0, 1.0, abs(dot(vUv * texSize - start, normal)) / gradientRadius) * blurRadius;\n for (float t = -30.0; t <= 30.0; t++) {\n float percent = (t + offset - 0.5) / 30.0;\n float weight = 1.0 - abs(percent);\n vec4 texel = texture2D(tDiffuse, vUv + delta / texSize * percent * radius);\n // vec4 texel2 = texture2D(tDiffuse, vUv + vec2(-delta.y, delta.x) / texSize * percent * radius);\n\n /* switch to pre-multiplied alpha to correctly blur transparent images */\n texel.rgb *= texel.a;\n // texel2.rgb *= texel2.a;\n\n color += texel * weight;\n total += 2.0 * weight;\n }\n\n gl_FragColor = color / total;\n\n /* switch back from pre-multiplied alpha */\n gl_FragColor.rgb /= gl_FragColor.a + 0.00001;\n }\n `,\n};\n","import { watch } from 'vue';\n\nexport default function useBindPropValue(src, srcProp, dst, dstProp = 'value') {\n if (src[srcProp]) {\n dst[dstProp] = src[srcProp];\n watch(() => src[srcProp], (value) => {\n dst[dstProp] = value;\n });\n }\n};\n","import { Vector2 } from 'three';\nimport { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js';\nimport { watch } from 'vue';\nimport EffectPass from './EffectPass.js';\nimport TiltShift from '../shaders/TiltShift.js';\nimport useBindPropValue from '../use/useBindPropValue.js';\n\nexport default {\n extends: EffectPass,\n props: {\n blurRadius: { type: Number, default: 10 },\n gradientRadius: { type: Number, default: 100 },\n start: { type: Object, default: { x: 0, y: 100 } },\n end: { type: Object, default: { x: 10, y: 100 } },\n },\n mounted() {\n this.pass = new ShaderPass(TiltShift);\n this.passes.push(this.pass);\n\n this.pass1 = new ShaderPass(TiltShift);\n this.passes.push(this.pass1);\n\n const uniforms = this.uniforms = this.pass.uniforms;\n const uniforms1 = this.uniforms1 = this.pass1.uniforms;\n uniforms1.blurRadius = uniforms.blurRadius;\n uniforms1.gradientRadius = uniforms.gradientRadius;\n uniforms1.start = uniforms.start;\n uniforms1.end = uniforms.end;\n uniforms1.texSize = uniforms.texSize;\n\n useBindPropValue(this, 'blurRadius', uniforms.blurRadius);\n useBindPropValue(this, 'gradientRadius', uniforms.gradientRadius);\n\n this.updateFocusLine();\n ['start', 'end'].forEach(p => {\n watch(() => this[p], this.updateFocusLine);\n });\n\n this.pass.setSize = (width, height) => {\n uniforms.texSize.value.set(width, height);\n };\n },\n methods: {\n updateFocusLine() {\n this.uniforms.start.value.copy(this.start);\n this.uniforms.end.value.copy(this.end);\n const dv = new Vector2().copy(this.end).sub(this.start).normalize();\n this.uniforms.delta.value.copy(dv);\n this.uniforms1.delta.value.set(-dv.y, dv.x);\n },\n },\n __hmrId: 'TiltShiftPass',\n};\n","import { Vector2 } from 'three';\nimport { UnrealBloomPass } from 'three/examples/jsm/postprocessing/UnrealBloomPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n props: {\n strength: { type: Number, default: 1.5 },\n radius: { type: Number, default: 0 },\n threshold: { type: Number, default: 0 },\n },\n watch: {\n strength() { this.pass.strength = this.strength; },\n radius() { this.pass.radius = this.radius; },\n threshold() { this.pass.threshold = this.threshold; },\n },\n mounted() {\n const size = new Vector2(this.three.size.width, this.three.size.height);\n const pass = new UnrealBloomPass(size, this.strength, this.radius, this.threshold);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'UnrealBloomPass',\n};\n","// From https://github.com/evanw/glfx.js\nimport { Vector2 } from 'three';\nimport DefaultShader from './default';\n\nexport default {\n uniforms: {\n tDiffuse: { value: null },\n center: { value: new Vector2(0.5, 0.5) },\n strength: { value: 0 },\n },\n vertexShader: DefaultShader.vertexShader,\n fragmentShader: `\n uniform sampler2D tDiffuse;\n uniform vec2 center;\n uniform float strength;\n varying vec2 vUv;\n\n float random(vec3 scale, float seed) {\n /* use the fragment position for a different seed per-pixel */\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n }\n \n void main() {\n vec4 color = vec4(0.0);\n float total = 0.0;\n vec2 toCenter = center - vUv;\n \n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n \n for (float t = 0.0; t <= 40.0; t++) {\n float percent = (t + offset) / 40.0;\n float weight = 4.0 * (percent - percent * percent);\n vec4 texel = texture2D(tDiffuse, vUv + toCenter * percent * strength);\n\n /* switch to pre-multiplied alpha to correctly blur transparent images */\n texel.rgb *= texel.a;\n\n color += texel * weight;\n total += weight;\n }\n\n gl_FragColor = color / total;\n\n /* switch back from pre-multiplied alpha */\n gl_FragColor.rgb /= gl_FragColor.a + 0.00001;\n }\n `,\n};\n","import { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js';\nimport EffectPass from './EffectPass.js';\nimport ZoomBlur from '../shaders/ZoomBlur.js';\nimport useBindProp from '../use/useBindProp.js';\nimport useBindPropValue from '../use/useBindPropValue.js';\n\nexport default {\n extends: EffectPass,\n props: {\n center: { type: Object, default: { x: 0.5, y: 0.5 } },\n strength: { type: Number, default: 0.5 },\n },\n mounted() {\n this.pass = new ShaderPass(ZoomBlur);\n this.passes.push(this.pass);\n\n const uniforms = this.uniforms = this.pass.uniforms;\n useBindProp(this, 'center', uniforms.center.value);\n useBindPropValue(this, 'strength', uniforms.strength);\n },\n __hmrId: 'ZoomBlurPass',\n};\n","export default `\n//\n// Description : Array and textureless GLSL 2D simplex noise function.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : ijm\n// Lastmod : 20110822 (ijm)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n//\n\nvec3 mod289(vec3 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec2 mod289(vec2 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec3 permute(vec3 x) {\n return mod289(((x*34.0)+1.0)*x);\n}\n\nfloat snoise(vec2 v)\n{\n const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0\n 0.366025403784439, // 0.5*(sqrt(3.0)-1.0)\n -0.577350269189626, // -1.0 + 2.0 * C.x\n 0.024390243902439); // 1.0 / 41.0\n // First corner\n vec2 i = floor(v + dot(v, C.yy) );\n vec2 x0 = v - i + dot(i, C.xx);\n\n // Other corners\n vec2 i1;\n i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);\n vec4 x12 = x0.xyxy + C.xxzz;\n x12.xy -= i1;\n\n // Permutations\n i = mod289(i); // Avoid truncation effects in permutation\n vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))\n + i.x + vec3(0.0, i1.x, 1.0 ));\n\n vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);\n m = m*m ;\n m = m*m ;\n\n // Gradients: 41 points uniformly over a line, mapped onto a diamond.\n // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)\n\n vec3 x = 2.0 * fract(p * C.www) - 1.0;\n vec3 h = abs(x) - 0.5;\n vec3 ox = floor(x + 0.5);\n vec3 a0 = x - ox;\n\n // Normalise gradients implicitly by scaling m\n // Approximation of: m *= inversesqrt( a0*a0 + h*h );\n m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );\n\n // Compute final noise value at P\n vec3 g;\n g.x = a0.x * x0.x + h.x * x0.y;\n g.yz = a0.yz * x12.xz + h.yz * x12.yw;\n return 130.0 * dot(m, g);\n}\n`;\n","import { DoubleSide, MeshBasicMaterial, PlaneBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Image from '../../meshes/Image.js';\nimport snoise2 from '../../glsl/snoise2.glsl.js';\n\nexport default {\n extends: Image,\n props: {\n widthSegments: { type: Number, default: 20 },\n heightSegments: { type: Number, default: 20 },\n timeCoef: { type: Number, default: 0.001 },\n noiseCoef: { type: Number, default: 1 },\n zCoef: { type: Number, default: 5 },\n dispCoef: { type: Number, default: 0.05 },\n },\n setup(props) {\n // uniforms\n const uTime = { value: 0 };\n const uNoiseCoef = { value: props.noiseCoef };\n watch(() => props.noiseCoef, (value) => { uNoiseCoef.value = value; });\n const uZCoef = { value: props.zCoef };\n watch(() => props.zCoef, (value) => { uZCoef.value = value; });\n const uDispCoef = { value: props.dispCoef };\n watch(() => props.dispCoef, (value) => { uDispCoef.value = value; });\n\n return {\n uTime, uNoiseCoef, uZCoef, uDispCoef,\n };\n },\n mounted() {\n this.startTime = Date.now();\n this.three.onBeforeRender(this.updateTime);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateTime);\n },\n methods: {\n createGeometry() {\n this.geometry = new PlaneBufferGeometry(1, 1, this.widthSegments, this.heightSegments);\n },\n createMaterial() {\n this.material = new MeshBasicMaterial({ side: DoubleSide, map: this.loadTexture() });\n this.material.onBeforeCompile = (shader) => {\n shader.uniforms.uTime = this.uTime;\n shader.uniforms.uNoiseCoef = this.uNoiseCoef;\n shader.uniforms.uZCoef = this.uZCoef;\n shader.uniforms.uDispCoef = this.uDispCoef;\n shader.vertexShader = `\n uniform float uTime;\n uniform float uNoiseCoef;\n uniform float uZCoef;\n varying float vNoise;\n ${snoise2}\n ` + shader.vertexShader;\n\n shader.vertexShader = shader.vertexShader.replace(\n '#include ',\n ` \n vec3 p = vec3(position * uNoiseCoef);\n p.x += uTime;\n vNoise = snoise(p.xy);\n vec3 transformed = vec3(position);\n transformed.z += vNoise * uZCoef;\n `\n );\n\n shader.fragmentShader = `\n uniform float uDispCoef;\n varying float vNoise;\n ` + shader.fragmentShader;\n\n shader.fragmentShader = shader.fragmentShader.replace(\n '#include ',\n `\n vec4 texelColor = texture2D(map, vUv);\n vec4 dispTexel = texture2D(map, vUv + vec2(vNoise * uDispCoef, 0));\n texelColor.r = dispTexel.r;\n diffuseColor = texelColor;\n `\n );\n this.materialShader = shader;\n };\n },\n updateTime() {\n this.uTime.value = (Date.now() - this.startTime) * this.timeCoef;\n },\n },\n __hmrId: 'NoisyImage',\n};\n","export default `\n//\n// Description : Array and textureless GLSL 2D/3D/4D simplex\n// noise functions.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : ijm\n// Lastmod : 20110822 (ijm)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n//\n\nvec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }\nvec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }\nvec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); }\nvec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }\n\nfloat snoise(vec3 v)\n{\n const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;\n const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);\n\n // First corner\n vec3 i = floor(v + dot(v, C.yyy) );\n vec3 x0 = v - i + dot(i, C.xxx) ;\n\n // Other corners\n vec3 g = step(x0.yzx, x0.xyz);\n vec3 l = 1.0 - g;\n vec3 i1 = min( g.xyz, l.zxy );\n vec3 i2 = max( g.xyz, l.zxy );\n\n vec3 x1 = x0 - i1 + C.xxx;\n vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y\n vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y\n\n // Permutations\n i = mod289(i);\n vec4 p = permute( permute( permute(\n i.z + vec4(0.0, i1.z, i2.z, 1.0 ))\n + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))\n + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));\n\n // Gradients: 7x7 points over a square, mapped onto an octahedron.\n // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)\n float n_ = 0.142857142857; // 1.0/7.0\n vec3 ns = n_ * D.wyz - D.xzx;\n\n vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)\n\n vec4 x_ = floor(j * ns.z);\n vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)\n\n vec4 x = x_ *ns.x + ns.yyyy;\n vec4 y = y_ *ns.x + ns.yyyy;\n vec4 h = 1.0 - abs(x) - abs(y);\n\n vec4 b0 = vec4( x.xy, y.xy );\n vec4 b1 = vec4( x.zw, y.zw );\n\n vec4 s0 = floor(b0)*2.0 + 1.0;\n vec4 s1 = floor(b1)*2.0 + 1.0;\n vec4 sh = -step(h, vec4(0.0));\n\n vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;\n vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;\n\n vec3 p0 = vec3(a0.xy,h.x);\n vec3 p1 = vec3(a0.zw,h.y);\n vec3 p2 = vec3(a1.xy,h.z);\n vec3 p3 = vec3(a1.zw,h.w);\n\n // Normalise gradients\n vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n\n // Mix final noise value\n vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);\n m = m * m;\n return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),\n dot(p2,x2), dot(p3,x3) ) );\n}\n`;\n","import { ObjectSpaceNormalMap, ShaderMaterial, Vector2, WebGLRenderTarget } from 'three';\nimport { Pass } from 'three/examples/jsm/postprocessing/Pass.js';\nimport { watch } from 'vue';\nimport Plane from '../../meshes/Plane.js';\nimport snoise3 from '../../glsl/snoise3.glsl.js';\n\nexport default {\n extends: Plane,\n props: {\n timeCoef: { type: Number, default: 0.001 },\n noiseCoef: { type: Number, default: 5 },\n deltaCoef: { type: Number, default: 1 / 512 },\n displacementScale: { type: Number, default: 5 },\n },\n setup(props) {\n // uniforms\n const uTime = { value: 0 };\n const uNoiseCoef = { value: props.noiseCoef };\n watch(() => props.noiseCoef, (value) => { uNoiseCoef.value = value; });\n const uDelta = { value: new Vector2(props.deltaCoef, props.deltaCoef) };\n watch(() => props.deltaCoef, (value) => { uDelta.value.set(value, value); });\n\n return {\n uTime, uNoiseCoef, uDelta,\n };\n },\n mounted() {\n this.init();\n\n watch(() => this.displacementScale, (value) => { this.material.displacementScale = value; });\n\n this.startTime = Date.now();\n this.three.onBeforeRender(this.update);\n },\n unmounted() {\n this.three.offBeforeRender(this.update);\n this.fsQuad.dispose();\n this.dispRT.dispose();\n this.dispMat.dispose();\n this.normRT.dispose();\n this.normMat.dispose();\n },\n methods: {\n init() {\n this.fsQuad = new Pass.FullScreenQuad();\n\n // displacement map\n this.dispRT = new WebGLRenderTarget(512, 512, { depthBuffer: false, stencilBuffer: false });\n this.dispMat = new ShaderMaterial({\n uniforms: {\n uTime: this.uTime,\n uNoiseCoef: this.uNoiseCoef,\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n // gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n gl_Position = vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform float uTime;\n uniform float uNoiseCoef;\n varying vec2 vUv;\n ${snoise3}\n void main() {\n vec2 p = vec2(vUv * uNoiseCoef);\n float noise = (snoise(vec3(p.x, p.y, uTime)) + 1.0) / 2.0;\n gl_FragColor = vec4(noise, 0.0, 0.0, 1.0);\n }\n `,\n });\n\n // normal map\n this.normRT = new WebGLRenderTarget(512, 512, { depthBuffer: false, stencilBuffer: false });\n this.normMat = new ShaderMaterial({\n uniforms: {\n dispMap: { value: this.dispRT.texture },\n delta: this.uDelta,\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n // gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n gl_Position = vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform sampler2D dispMap;\n uniform vec2 delta;\n varying vec2 vUv;\n void main() {\n // gl_FragColor = vec4(0.5, 0.5, 1.0, 0.0);\n float x1 = texture2D(dispMap, vec2(vUv.x - delta.x, vUv.y)).r;\n float x2 = texture2D(dispMap, vec2(vUv.x + delta.x, vUv.y)).r;\n float y1 = texture2D(dispMap, vec2(vUv.x, vUv.y - delta.y)).r;\n float y2 = texture2D(dispMap, vec2(vUv.x, vUv.y + delta.y)).r;\n gl_FragColor = vec4(0.5 + (x1 - x2), 0.5 + (y1 - y2), 1.0, 1.0);\n }\n `,\n });\n\n this.material.displacementMap = this.dispRT.texture;\n this.material.displacementScale = this.displacementScale;\n this.material.normalMap = this.normRT.texture;\n this.material.normalMapType = ObjectSpaceNormalMap;\n // this.material.needsUpdate = true;\n },\n update() {\n this.uTime.value = (Date.now() - this.startTime) * this.timeCoef;\n this.renderDisp();\n },\n renderDisp() {\n this.renderMat(this.dispMat, this.dispRT);\n this.renderMat(this.normMat, this.normRT);\n },\n renderMat(mat, target) {\n const renderer = this.three.renderer;\n this.fsQuad.material = mat;\n const oldTarget = renderer.getRenderTarget();\n renderer.setRenderTarget(target);\n this.fsQuad.render(renderer);\n renderer.setRenderTarget(oldTarget);\n },\n },\n __hmrId: 'NoisyPlane',\n};\n","export default `\n//\n// Description : Array and textureless GLSL 2D/3D/4D simplex\n// noise functions.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : ijm\n// Lastmod : 20110822 (ijm)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n//\n\nvec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }\nfloat mod289(float x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }\nvec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); }\nfloat permute(float x) { return mod289(((x*34.0)+1.0)*x); }\nvec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }\nfloat taylorInvSqrt(float r) { return 1.79284291400159 - 0.85373472095314 * r; }\n\nvec4 grad4(float j, vec4 ip)\n{\n const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);\n vec4 p,s;\n\n p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;\n p.w = 1.5 - dot(abs(p.xyz), ones.xyz);\n s = vec4(lessThan(p, vec4(0.0)));\n p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;\n\n return p;\n}\n\n// (sqrt(5) - 1)/4 = F4, used once below\n#define F4 0.309016994374947451\n\nfloat snoise(vec4 v)\n{\n const vec4 C = vec4( 0.138196601125011, // (5 - sqrt(5))/20 G4\n 0.276393202250021, // 2 * G4\n 0.414589803375032, // 3 * G4\n -0.447213595499958); // -1 + 4 * G4\n\n // First corner\n vec4 i = floor(v + dot(v, vec4(F4)) );\n vec4 x0 = v - i + dot(i, C.xxxx);\n\n // Other corners\n\n // Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)\n vec4 i0;\n vec3 isX = step( x0.yzw, x0.xxx );\n vec3 isYZ = step( x0.zww, x0.yyz );\n // i0.x = dot( isX, vec3( 1.0 ) );\n i0.x = isX.x + isX.y + isX.z;\n i0.yzw = 1.0 - isX;\n // i0.y += dot( isYZ.xy, vec2( 1.0 ) );\n i0.y += isYZ.x + isYZ.y;\n i0.zw += 1.0 - isYZ.xy;\n i0.z += isYZ.z;\n i0.w += 1.0 - isYZ.z;\n\n // i0 now contains the unique values 0,1,2,3 in each channel\n vec4 i3 = clamp( i0, 0.0, 1.0 );\n vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );\n vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );\n\n vec4 x1 = x0 - i1 + C.xxxx;\n vec4 x2 = x0 - i2 + C.yyyy;\n vec4 x3 = x0 - i3 + C.zzzz;\n vec4 x4 = x0 + C.wwww;\n\n // Permutations\n i = mod289(i);\n float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);\n vec4 j1 = permute( permute( permute( permute (\n i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))\n + i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))\n + i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))\n + i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));\n\n // Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope\n // 7*7*6 = 294, which is close to the ring size 17*17 = 289.\n vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;\n\n vec4 p0 = grad4(j0, ip);\n vec4 p1 = grad4(j1.x, ip);\n vec4 p2 = grad4(j1.y, ip);\n vec4 p3 = grad4(j1.z, ip);\n vec4 p4 = grad4(j1.w, ip);\n\n // Normalise gradients\n vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n p4 *= taylorInvSqrt(dot(p4,p4));\n\n // Mix contributions from the five corners\n vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);\n vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);\n m0 = m0 * m0;\n m1 = m1 * m1;\n return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))\n + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;\n\n}\n`;\n","import { watch } from 'vue';\nimport Sphere from '../../meshes/Sphere.js';\nimport snoise4 from '../../glsl/snoise4.glsl.js';\n\nexport default {\n extends: Sphere,\n props: {\n radius: { type: Number, default: 20 },\n widthSegments: { type: Number, default: 128 },\n heightSegments: { type: Number, default: 128 },\n timeCoef: { type: Number, default: 0.001 },\n noiseCoef: { type: Number, default: 0.05 },\n dispCoef: { type: Number, default: 5 },\n },\n setup(props) {\n // uniforms\n const uTime = { value: 0 };\n const uNoiseCoef = { value: props.noiseCoef };\n watch(() => props.noiseCoef, (value) => { uNoiseCoef.value = value; });\n const uDispCoef = { value: props.dispCoef };\n watch(() => props.dispCoef, (value) => { uDispCoef.value = value; });\n\n return {\n uTime, uNoiseCoef, uDispCoef,\n };\n },\n mounted() {\n this.updateMaterial();\n\n this.startTime = Date.now();\n this.three.onBeforeRender(this.updateTime);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateTime);\n },\n methods: {\n updateMaterial() {\n this.material.onBeforeCompile = (shader) => {\n shader.uniforms.uTime = this.uTime;\n shader.uniforms.uNoiseCoef = this.uNoiseCoef;\n shader.uniforms.uDispCoef = this.uDispCoef;\n shader.vertexShader = `\n uniform float uTime;\n uniform float uNoiseCoef;\n uniform float uDispCoef;\n varying float vNoise;\n ${snoise4}\n ` + shader.vertexShader;\n\n shader.vertexShader = shader.vertexShader.replace(\n '#include ',\n `\n vec4 p = vec4(vec3(position * uNoiseCoef), uTime);\n vNoise = snoise(p);\n vec3 transformed = vec3(position);\n transformed += normalize(position) * vNoise * uDispCoef;\n `\n );\n this.materialShader = shader;\n };\n this.material.needsupdate = true;\n },\n updateTime() {\n this.uTime.value = (Date.now() - this.startTime) * this.timeCoef;\n },\n },\n __hmrId: 'NoisySphere',\n};\n","import { watch } from 'vue';\nimport Text from '../../meshes/Text.js';\nimport snoise2 from '../../glsl/snoise2.glsl.js';\n\nexport default {\n extends: Text,\n props: {\n timeCoef: { type: Number, default: 0.001 },\n noiseCoef: { type: Number, default: 0.015 },\n zCoef: { type: Number, default: 10 },\n },\n setup(props) {\n // uniforms\n const uTime = { value: 0 };\n const uNoiseCoef = { value: props.noiseCoef };\n watch(() => props.noiseCoef, (value) => { uNoiseCoef.value = value; });\n const uZCoef = { value: props.zCoef };\n watch(() => props.zCoef, (value) => { uZCoef.value = value; });\n\n return {\n uTime, uNoiseCoef, uZCoef,\n };\n },\n mounted() {\n this.updateMaterial();\n\n this.startTime = Date.now();\n this.three.onBeforeRender(this.updateTime);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateTime);\n },\n methods: {\n updateMaterial() {\n this.material.onBeforeCompile = (shader) => {\n shader.uniforms.uTime = this.uTime;\n shader.uniforms.uNoiseCoef = this.uNoiseCoef;\n shader.uniforms.uZCoef = this.uZCoef;\n shader.vertexShader = `\n uniform float uTime;\n uniform float uNoiseCoef;\n uniform float uZCoef;\n ${snoise2}\n ` + shader.vertexShader;\n\n shader.vertexShader = shader.vertexShader.replace(\n '#include ',\n ` \n vec3 p = vec3(position * uNoiseCoef);\n p.x += uTime;\n float noise = snoise(p.xy);\n vec3 transformed = vec3(position);\n transformed.z += noise * uZCoef;\n `\n );\n this.materialShader = shader;\n };\n this.material.needsupdate = true;\n },\n updateTime() {\n this.uTime.value = (Date.now() - this.startTime) * this.timeCoef;\n },\n },\n __hmrId: 'NoisyText',\n};\n","import {\n DoubleSide,\n Face3,\n InstancedBufferAttribute,\n InstancedMesh,\n MathUtils,\n MeshBasicMaterial,\n Object3D,\n Vector2,\n Vector3,\n} from 'three';\n\nimport { Geometry } from 'three/examples/jsm/deprecated/Geometry.js';\n\nexport default class AnimatedPlane {\n constructor(params) {\n Object.entries(params).forEach(([key, value]) => {\n this[key] = value;\n });\n\n this.o3d = new Object3D();\n this.uProgress = { value: 0 };\n this.uvScale = new Vector2();\n\n this.initMaterial();\n this.initPlane();\n }\n\n initMaterial() {\n this.material = new MeshBasicMaterial({\n side: DoubleSide,\n transparent: true,\n map: this.texture,\n onBeforeCompile: shader => {\n shader.uniforms.progress = this.uProgress;\n shader.uniforms.uvScale = { value: this.uvScale };\n shader.vertexShader = `\n uniform float progress;\n uniform vec2 uvScale;\n\n attribute vec3 offset;\n attribute vec3 rotation;\n attribute vec2 uvOffset;\n\n mat3 rotationMatrixXYZ(vec3 r)\n {\n float cx = cos(r.x);\n float sx = sin(r.x);\n float cy = cos(r.y);\n float sy = sin(r.y);\n float cz = cos(r.z);\n float sz = sin(r.z);\n\n return mat3(\n cy * cz, cx * sz + sx * sy * cz, sx * sz - cx * sy * cz,\n -cy * sz, cx * cz - sx * sy * sz, sx * cz + cx * sy * sz,\n sy, -sx * cy, cx * cy\n );\n }\n ` + shader.vertexShader;\n\n shader.vertexShader = shader.vertexShader.replace('#include ', `\n #include \n vUv = vUv * uvScale + uvOffset;\n `);\n\n shader.vertexShader = shader.vertexShader.replace('#include ', `\n mat3 rotMat = rotationMatrixXYZ(progress * rotation);\n transformed = rotMat * transformed;\n\n vec4 mvPosition = vec4(transformed, 1.0);\n #ifdef USE_INSTANCING\n mvPosition = instanceMatrix * mvPosition;\n #endif\n\n mvPosition.xyz += progress * offset;\n\n mvPosition = modelViewMatrix * mvPosition;\n gl_Position = projectionMatrix * mvPosition;\n `);\n },\n });\n }\n\n initPlane() {\n const { width, wWidth, wHeight } = this.screen;\n this.wSize = this.size * wWidth / width;\n this.nx = Math.ceil(wWidth / this.wSize) + 1;\n this.ny = Math.ceil(wHeight / this.wSize) + 1;\n this.icount = this.nx * this.ny;\n\n this.initGeometry();\n this.initUV();\n this.initAnimAttributes();\n\n if (this.imesh) {\n this.o3d.remove(this.imesh);\n }\n this.imesh = new InstancedMesh(this.bGeometry, this.material, this.icount);\n this.o3d.add(this.imesh);\n\n const dummy = new Object3D();\n let index = 0;\n let x = -(wWidth - (wWidth - this.nx * this.wSize)) / 2 + this.dx;\n for (let i = 0; i < this.nx; i++) {\n let y = -(wHeight - (wHeight - this.ny * this.wSize)) / 2 + this.dy;\n for (let j = 0; j < this.ny; j++) {\n dummy.position.set(x, y, 0);\n dummy.updateMatrix();\n this.imesh.setMatrixAt(index++, dummy.matrix);\n y += this.wSize;\n }\n x += this.wSize;\n }\n }\n\n initGeometry() {\n // square\n const geometry = new Geometry();\n geometry.vertices.push(new Vector3(0, 0, 0));\n geometry.vertices.push(new Vector3(this.wSize, 0, 0));\n geometry.vertices.push(new Vector3(0, this.wSize, 0));\n geometry.vertices.push(new Vector3(this.wSize, this.wSize, 0));\n geometry.faces.push(new Face3(0, 2, 1));\n geometry.faces.push(new Face3(2, 3, 1));\n\n geometry.faceVertexUvs[0].push([\n new Vector2(0, 0),\n new Vector2(0, 1),\n new Vector2(1, 0),\n ]);\n geometry.faceVertexUvs[0].push([\n new Vector2(0, 1),\n new Vector2(1, 1),\n new Vector2(1, 0),\n ]);\n\n // geometry.computeFaceNormals();\n // geometry.computeVertexNormals();\n\n // center\n this.dx = this.wSize / 2;\n this.dy = this.wSize / 2;\n geometry.translate(-this.dx, -this.dy, 0);\n\n this.bGeometry = geometry.toBufferGeometry();\n }\n\n initAnimAttributes() {\n const { randFloat: rnd, randFloatSpread: rndFS } = MathUtils;\n const v3 = new Vector3();\n\n const offsets = new Float32Array(this.icount * 3);\n for (let i = 0; i < offsets.length; i += 3) {\n if (this.anim === 1) v3.set(rndFS(10), rnd(50, 100), rnd(20, 50)).toArray(offsets, i);\n else v3.set(rndFS(20), rndFS(20), rnd(20, 200)).toArray(offsets, i);\n }\n this.bGeometry.setAttribute('offset', new InstancedBufferAttribute(offsets, 3));\n\n const rotations = new Float32Array(this.icount * 3);\n const angle = Math.PI * 4;\n for (let i = 0; i < rotations.length; i += 3) {\n rotations[i] = rndFS(angle);\n rotations[i + 1] = rndFS(angle);\n rotations[i + 2] = rndFS(angle);\n }\n this.bGeometry.setAttribute('rotation', new InstancedBufferAttribute(rotations, 3));\n }\n\n initUV() {\n const ratio = this.nx / this.ny;\n const tRatio = this.texture.image.width / this.texture.image.height;\n if (ratio > tRatio) this.uvScale.set(1 / this.nx, (tRatio / ratio) / this.ny);\n else this.uvScale.set((ratio / tRatio) / this.nx, 1 / this.ny);\n const nW = this.uvScale.x * this.nx;\n const nH = this.uvScale.y * this.ny;\n\n const v2 = new Vector2();\n const uvOffsets = new Float32Array(this.icount * 2);\n for (let i = 0; i < this.nx; i++) {\n for (let j = 0; j < this.ny; j++) {\n v2.set(\n this.uvScale.x * i + (1 - nW) / 2,\n this.uvScale.y * j + (1 - nH) / 2\n ).toArray(uvOffsets, (i * this.ny + j) * 2);\n }\n }\n this.bGeometry.setAttribute('uvOffset', new InstancedBufferAttribute(uvOffsets, 2));\n }\n\n setTexture(texture) {\n this.texture = texture;\n this.material.map = texture;\n this.initUV();\n }\n\n resize() {\n this.initPlane();\n }\n}\n","import { TextureLoader } from 'three';\n\nexport default function useTextures() {\n const obj = {\n loader: new TextureLoader(),\n count: 0,\n textures: [],\n loadProgress: 0,\n loadTextures,\n dispose,\n };\n return obj;\n\n function loadTextures(images, cb) {\n obj.count = images.length;\n obj.textures.splice(0);\n obj.loadProgress = 0;\n Promise.all(images.map(loadTexture)).then(cb);\n };\n\n function loadTexture(img, index) {\n return new Promise(resolve => {\n obj.loader.load(\n img.src,\n texture => {\n obj.loadProgress += 1 / obj.count;\n obj.textures[index] = texture;\n resolve(texture);\n }\n );\n });\n };\n\n function dispose() {\n obj.textures.forEach(t => t.dispose());\n }\n};\n","\n\n\n","\n\n\n","import {\n Mesh,\n PlaneBufferGeometry,\n ShaderMaterial,\n Vector2,\n} from 'three';\n\nexport default function ZoomBlurImage(three) {\n let geometry, material, mesh;\n\n const uMap = { value: null };\n const uCenter = { value: new Vector2(0.5, 0.5) };\n const uStrength = { value: 0 };\n const uUVOffset = { value: new Vector2(0, 0) };\n const uUVScale = { value: new Vector2(1, 1) };\n\n init();\n\n return { geometry, material, mesh, uCenter, uStrength, setMap, updateUV };\n\n function init() {\n geometry = new PlaneBufferGeometry(2, 2, 1, 1);\n\n material = new ShaderMaterial({\n transparent: true,\n uniforms: {\n map: uMap,\n center: uCenter,\n strength: uStrength,\n uvOffset: uUVOffset,\n uvScale: uUVScale,\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n // adapted from https://github.com/evanw/glfx.js\n fragmentShader: `\n uniform sampler2D map;\n uniform vec2 center;\n uniform float strength;\n uniform vec2 uvOffset;\n uniform vec2 uvScale;\n varying vec2 vUv;\n\n float random(vec3 scale, float seed) {\n /* use the fragment position for a different seed per-pixel */\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n }\n \n void main() {\n vec2 tUv = vUv * uvScale + uvOffset;\n if (abs(strength) > 0.001) {\n vec4 color = vec4(0.0);\n float total = 0.0;\n vec2 toCenter = center * uvScale + uvOffset - tUv;\n \n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n \n for (float t = 0.0; t <= 20.0; t++) {\n float percent = (t + offset) / 20.0;\n float weight = 2.0 * (percent - percent * percent);\n vec4 texel = texture2D(map, tUv + toCenter * percent * strength);\n\n /* switch to pre-multiplied alpha to correctly blur transparent images */\n texel.rgb *= texel.a;\n\n color += texel * weight;\n total += weight;\n }\n\n gl_FragColor = color / total;\n\n /* switch back from pre-multiplied alpha */\n gl_FragColor.rgb /= gl_FragColor.a + 0.00001;\n gl_FragColor.a = 1.0 - abs(strength);\n } else {\n gl_FragColor = texture2D(map, tUv);\n }\n }\n `,\n });\n\n mesh = new Mesh(geometry, material);\n }\n\n function setMap(value) {\n uMap.value = value;\n updateUV();\n }\n\n function updateUV() {\n const ratio = three.size.ratio;\n const iRatio = uMap.value.image.width / uMap.value.image.height;\n uUVOffset.value.set(0, 0);\n uUVScale.value.set(1, 1);\n if (iRatio > ratio) {\n uUVScale.value.x = ratio / iRatio;\n uUVOffset.value.x = (1 - uUVScale.value.x) / 2;\n } else {\n uUVScale.value.y = iRatio / ratio;\n uUVOffset.value.y = (1 - uUVScale.value.y) / 2;\n }\n }\n}\n","\n\n\n","\n\n\n","\n\n\n","\n\n\n","import * as TROIS from './index.js';\n\nexport const TroisJSVuePlugin = {\n install: (app) => {\n const comps = [\n 'Camera',\n 'OrthographicCamera',\n 'PerspectiveCamera',\n 'Renderer',\n 'Scene',\n 'Group',\n\n 'BoxGeometry',\n 'CircleGeometry',\n 'ConeGeometry',\n 'CylinderGeometry',\n 'DodecahedronGeometry',\n 'IcosahedronGeometry',\n 'LatheGeometry',\n 'OctahedronGeometry',\n 'PolyhedronGeometry',\n 'RingGeometry',\n 'SphereGeometry',\n 'TetrahedronGeometry',\n 'TorusGeometry',\n 'TorusKnotGeometry',\n 'TubeGeometry',\n\n 'AmbientLight',\n 'DirectionalLight',\n 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{\n Plane,\n Raycaster,\n Vector2,\n Vector3,\n WebGLRenderer,\n} from 'three';\n\nimport { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';\n\n/**\n * Three.js helper\n */\nexport default function useThree() {\n // default conf\n const conf = {\n canvas: null,\n antialias: true,\n alpha: false,\n autoClear: true,\n orbit_ctrl: false,\n mouse_move: false,\n mouse_raycast: false,\n mouse_over: false,\n click: false,\n resize: true,\n width: 0,\n height: 0,\n };\n\n // size\n const size = {\n width: 1, height: 1,\n wWidth: 1, wHeight: 1,\n ratio: 1,\n };\n\n // handlers\n const afterInitCallbacks = [];\n let afterResizeCallbacks = [];\n let beforeRenderCallbacks = [];\n\n // mouse tracking\n const mouse = new Vector2();\n const mouseV3 = new Vector3();\n const mousePlane = new Plane(new Vector3(0, 0, 1), 0);\n const raycaster = new Raycaster();\n\n // raycast objects\n const intersectObjects = [];\n\n // returned object\n const obj = {\n conf,\n renderer: null,\n camera: null,\n cameraCtrl: null,\n materials: {},\n scene: null,\n size,\n mouse, mouseV3,\n init,\n dispose,\n render,\n renderC,\n setSize,\n onAfterInit,\n onAfterResize, offAfterResize,\n onBeforeRender, offBeforeRender,\n addIntersectObject, removeIntersectObject,\n };\n\n /**\n * init three\n */\n function init(params) {\n if (params) {\n Object.entries(params).forEach(([key, value]) => {\n conf[key] = value;\n });\n }\n\n if (!obj.scene) {\n console.error('Missing Scene');\n return;\n }\n\n if (!obj.camera) {\n console.error('Missing Camera');\n return;\n }\n\n obj.renderer = new WebGLRenderer({ canvas: conf.canvas, antialias: conf.antialias, alpha: conf.alpha });\n obj.renderer.autoClear = conf.autoClear;\n\n if (conf.orbit_ctrl) {\n obj.orbitCtrl = new OrbitControls(obj.camera, obj.renderer.domElement);\n if (conf.orbit_ctrl instanceof Object) {\n Object.entries(conf.orbit_ctrl).forEach(([key, value]) => {\n obj.orbitCtrl[key] = value;\n });\n }\n }\n\n if (conf.width && conf.height) {\n setSize(conf.width, conf.height);\n } else if (conf.resize) {\n onResize();\n window.addEventListener('resize', onResize);\n }\n\n conf.mouse_move = conf.mouse_move || conf.mouse_over;\n if (conf.mouse_move) {\n if (conf.mouse_move === 'body') {\n obj.mouse_move_element = document.body;\n } else {\n obj.mouse_move_element = obj.renderer.domElement;\n }\n obj.mouse_move_element.addEventListener('mousemove', onMousemove);\n obj.mouse_move_element.addEventListener('mouseleave', onMouseleave);\n }\n\n if (conf.click) {\n obj.renderer.domElement.addEventListener('click', onClick);\n }\n\n afterInitCallbacks.forEach(c => c());\n\n return true;\n };\n\n /**\n * add after init callback\n */\n function onAfterInit(callback) {\n afterInitCallbacks.push(callback);\n }\n\n /**\n * add after resize callback\n */\n function onAfterResize(callback) {\n afterResizeCallbacks.push(callback);\n }\n\n /**\n * remove after resize callback\n */\n function offAfterResize(callback) {\n afterResizeCallbacks = afterResizeCallbacks.filter(c => c !== callback);\n }\n\n /**\n * add before render callback\n */\n function onBeforeRender(callback) {\n beforeRenderCallbacks.push(callback);\n }\n\n /**\n * remove before render callback\n */\n function offBeforeRender(callback) {\n beforeRenderCallbacks = beforeRenderCallbacks.filter(c => c !== callback);\n }\n\n /**\n * default render\n */\n function render() {\n if (obj.orbitCtrl) obj.orbitCtrl.update();\n beforeRenderCallbacks.forEach(c => c());\n obj.renderer.render(obj.scene, obj.camera);\n }\n\n /**\n * composer render\n */\n function renderC() {\n if (obj.orbitCtrl) obj.orbitCtrl.update();\n beforeRenderCallbacks.forEach(c => c());\n obj.composer.render();\n }\n\n /**\n * add intersect object\n */\n function addIntersectObject(o) {\n if (intersectObjects.indexOf(o) === -1) {\n intersectObjects.push(o);\n }\n }\n\n /**\n * remove intersect object\n */\n function removeIntersectObject(o) {\n const i = intersectObjects.indexOf(o);\n if (i !== -1) {\n intersectObjects.splice(i, 1);\n }\n }\n\n /**\n * remove listeners\n */\n function dispose() {\n beforeRenderCallbacks = [];\n window.removeEventListener('resize', onResize);\n if (obj.mouse_move_element) {\n obj.mouse_move_element.removeEventListener('mousemove', onMousemove);\n obj.mouse_move_element.removeEventListener('mouseleave', onMouseleave);\n }\n obj.renderer.domElement.removeEventListener('click', onClick);\n if (obj.orbitCtrl) obj.orbitCtrl.dispose();\n this.renderer.dispose();\n }\n\n /**\n */\n function updateMouse(e) {\n const rect = e.target.getBoundingClientRect();\n mouse.x = ((e.clientX - rect.left) / size.width) * 2 - 1;\n mouse.y = -((e.clientY - rect.top) / size.height) * 2 + 1;\n }\n\n /**\n * click listener\n */\n function onClick(e) {\n updateMouse(e);\n raycaster.setFromCamera(mouse, obj.camera);\n const objects = raycaster.intersectObjects(intersectObjects);\n for (let i = 0; i < objects.length; i++) {\n const o = objects[i].object;\n if (o.onClick) o.onClick(e);\n }\n }\n\n /**\n * mousemove listener\n */\n function onMousemove(e) {\n updateMouse(e);\n onMousechange(e);\n }\n\n /**\n * mouseleave listener\n */\n function onMouseleave(e) {\n // mouse.x = 0;\n // mouse.y = 0;\n onMousechange(e);\n }\n\n /**\n * mouse change\n */\n function onMousechange(e) {\n if (conf.mouse_over || conf.mouse_raycast) {\n raycaster.setFromCamera(mouse, obj.camera);\n\n if (conf.mouse_raycast) {\n // get mouse 3d position\n obj.camera.getWorldDirection(mousePlane.normal);\n mousePlane.normal.normalize();\n raycaster.ray.intersectPlane(mousePlane, mouseV3);\n }\n\n if (conf.mouse_over) {\n const onObjects = raycaster.intersectObjects(intersectObjects);\n const offObjects = [...intersectObjects];\n for (let i = 0; i < onObjects.length; i++) {\n const o = onObjects[i].object;\n if (!o.hover && o.onHover) {\n o.hover = true;\n o.onHover(true);\n }\n offObjects.splice(offObjects.indexOf(o), 1);\n }\n for (let i = 0; i < offObjects.length; i++) {\n const o = offObjects[i];\n if (o.hover && o.onHover) {\n o.hover = false;\n o.onHover(false);\n }\n }\n }\n }\n }\n\n /**\n * resize listener\n */\n function onResize() {\n if (conf.resize === 'window') {\n setSize(window.innerWidth, window.innerHeight);\n } else {\n const elt = obj.renderer.domElement.parentNode;\n setSize(elt.clientWidth, elt.clientHeight);\n }\n afterResizeCallbacks.forEach(c => c());\n }\n\n /**\n * update renderer size and camera\n */\n function setSize(width, height) {\n size.width = width;\n size.height = height;\n size.ratio = width / height;\n\n obj.renderer.setSize(width, height, false);\n obj.camera.aspect = size.ratio;\n obj.camera.updateProjectionMatrix();\n\n if (obj.composer) {\n obj.composer.setSize(width, height);\n }\n\n if (obj.camera.type === 'OrthographicCamera') {\n size.wWidth = obj.camera.right - obj.camera.left;\n size.wHeight = obj.camera.top - obj.camera.bottom;\n } else {\n const wsize = getCameraSize();\n size.wWidth = wsize[0]; size.wHeight = wsize[1];\n }\n }\n\n /**\n * calculate camera visible area size\n */\n function getCameraSize() {\n const vFOV = (obj.camera.fov * Math.PI) / 180;\n const h = 2 * Math.tan(vFOV / 2) * Math.abs(obj.camera.position.z);\n const w = h * obj.camera.aspect;\n return [w, h];\n }\n\n return obj;\n}\n","import { h } from 'vue';\nimport useThree from './useThree';\n\nexport default {\n props: {\n antialias: Boolean,\n alpha: Boolean,\n autoClear: { type: Boolean, default: true },\n mouseMove: { type: [Boolean, String], default: false },\n mouseRaycast: { type: Boolean, default: false },\n mouseOver: { type: Boolean, default: false },\n click: { type: Boolean, default: false },\n orbitCtrl: { type: [Boolean, Object], default: false },\n resize: { type: [Boolean, String], default: true },\n shadow: Boolean,\n width: String,\n height: String,\n },\n setup() {\n return {\n three: useThree(),\n raf: true,\n onMountedCallbacks: [],\n };\n },\n provide() {\n return {\n three: this.three,\n // renderer: this.three.renderer,\n rendererComponent: this,\n };\n },\n mounted() {\n const params = {\n canvas: this.$el,\n antialias: this.antialias,\n alpha: this.alpha,\n autoClear: this.autoClear,\n orbit_ctrl: this.orbitCtrl,\n mouse_move: this.mouseMove,\n mouse_raycast: this.mouseRaycast,\n mouse_over: this.mouseOver,\n click: this.click,\n resize: this.resize,\n width: this.width,\n height: this.height,\n };\n\n if (this.three.init(params)) {\n this.three.renderer.shadowMap.enabled = this.shadow;\n if (this.three.composer) this.animateC();\n else this.animate();\n };\n\n this.onMountedCallbacks.forEach(c => c());\n },\n beforeUnmount() {\n this.raf = false;\n this.three.dispose();\n },\n methods: {\n onMounted(callback) {\n this.onMountedCallbacks.push(callback);\n },\n onBeforeRender(callback) {\n this.three.onBeforeRender(callback);\n },\n onAfterResize(callback) {\n this.three.onAfterResize(callback);\n },\n animate() {\n if (this.raf) requestAnimationFrame(this.animate);\n this.three.render();\n },\n animateC() {\n if (this.raf) requestAnimationFrame(this.animateC);\n this.three.renderC();\n },\n },\n render() {\n return h('canvas', {}, this.$slots.default());\n },\n};\n","export function setFromProp(o, prop) {\n if (prop instanceof Object) {\n Object.entries(prop).forEach(([key, value]) => {\n o[key] = value;\n });\n }\n};\n\nexport function propsValues(props, exclude) {\n const values = {};\n Object.entries(props).forEach(([key, value]) => {\n if (!exclude || (exclude && !exclude.includes(key))) {\n values[key] = value;\n }\n });\n return values;\n};\n\nexport function lerp(value1, value2, amount) {\n amount = amount < 0 ? 0 : amount;\n amount = amount > 1 ? 1 : amount;\n return value1 + (value2 - value1) * amount;\n};\n\nexport function lerpv2(v1, v2, amount) {\n v1.x = lerp(v1.x, v2.x, amount);\n v1.y = lerp(v1.y, v2.y, amount);\n};\n\nexport function lerpv3(v1, v2, amount) {\n v1.x = lerp(v1.x, v2.x, amount);\n v1.y = lerp(v1.y, v2.y, amount);\n v1.z = lerp(v1.z, v2.z, amount);\n};\n\nexport function limit(val, min, max) {\n return val < min ? min : (val > max ? max : val);\n};\n\n// from https://github.com/pmndrs/drei/blob/master/src/useMatcapTexture.tsx\nconst MATCAP_ROOT = 'https://rawcdn.githack.com/emmelleppi/matcaps/9b36ccaaf0a24881a39062d05566c9e92be4aa0d';\n\nexport function getMatcapUrl(hash, format = 1024) {\n const fileName = `${hash}${getMatcapFormatString(format)}.png`;\n return `${MATCAP_ROOT}/${format}/${fileName}`;\n};\n\nfunction getMatcapFormatString(format) {\n switch (format) {\n case 64:\n return '-64px';\n case 128:\n return '-128px';\n case 256:\n return '-256px';\n case 512:\n return '-512px';\n default:\n return '';\n }\n}\n","import { toRef, watch } from 'vue';\nimport { setFromProp } from '../tools.js';\n\nexport default function useBindProp(comp, prop, object) {\n if (comp[prop]) {\n const ref = toRef(comp, prop);\n setFromProp(object, ref.value);\n watch(ref, () => {\n setFromProp(object, ref.value);\n }, { deep: true });\n }\n};\n","import { OrthographicCamera, Vector3 } from 'three';\nimport { watch } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: ['three'],\n props: {\n left: { type: Number, default: -1 },\n right: { type: Number, default: 1 },\n top: { type: Number, default: 1 },\n bottom: { type: Number, default: -1 },\n near: { type: Number, default: 0.1 },\n far: { type: Number, default: 2000 },\n zoom: { type: Number, default: 1 },\n position: { type: [Object, Vector3], default: { x: 0, y: 0, z: 0 } },\n },\n created() {\n this.camera = new OrthographicCamera(this.left, this.right, this.top, this.bottom, this.near, this.far);\n useBindProp(this, 'position', this.camera.position);\n\n ['left', 'right', 'top', 'bottom', 'near', 'far', 'zoom'].forEach(p => {\n watch(() => this[p], () => {\n this.camera[p] = this[p];\n this.camera.updateProjectionMatrix();\n });\n });\n\n this.three.camera = this.camera;\n },\n render() {\n return [];\n },\n __hmrId: 'OrthographicCamera',\n};\n","import { PerspectiveCamera, Vector3 } from 'three';\nimport { watch } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: ['three'],\n props: {\n aspect: { type: Number, default: 1 },\n far: { type: Number, default: 2000 },\n fov: { type: Number, default: 50 },\n near: { type: Number, default: 0.1 },\n position: { type: [Object, Vector3], default: { x: 0, y: 0, z: 0 } },\n },\n created() {\n this.camera = new PerspectiveCamera(this.fov, this.aspect, this.near, this.far);\n useBindProp(this, 'position', this.camera.position);\n\n ['aspect', 'far', 'fov', 'near'].forEach(p => {\n watch(() => this[p], () => {\n this.camera[p] = this[p];\n this.camera.updateProjectionMatrix();\n });\n });\n\n this.three.camera = this.camera;\n },\n render() {\n return [];\n },\n __hmrId: 'PerspectiveCamera',\n};\n","import { Group } from 'three';\r\nimport { inject } from 'vue';\r\nimport useBindProp from '../use/useBindProp.js';\r\n\r\nexport default {\r\n inject: ['three', 'scene'],\r\n props: {\r\n position: Object,\r\n rotation: Object,\r\n scale: Object,\r\n },\r\n setup(props) {\r\n const parent = inject('group', inject('scene'));\r\n const group = new Group();\r\n useBindProp(props, 'position', group.position);\r\n useBindProp(props, 'rotation', group.rotation);\r\n useBindProp(props, 'scale', group.scale);\r\n return { parent, group };\r\n },\r\n provide() {\r\n return {\r\n group: this.group,\r\n };\r\n },\r\n created() {\r\n this.parent.add(this.group);\r\n },\r\n unmounted() {\r\n this.parent.remove(this.group);\r\n },\r\n render() {\r\n if (this.$slots.default) {\r\n return this.$slots.default();\r\n }\r\n return [];\r\n },\r\n __hmrId: 'Group',\r\n};\r\n","import { Scene, Color } from 'three';\nimport { watch } from 'vue';\n\nexport default {\n inject: ['three'],\n props: {\n id: String,\n background: [String, Number],\n },\n setup(props) {\n const scene = new Scene();\n if (props.background) scene.background = new Color(props.background);\n watch(() => props.background, (value) => { scene.background = new Color(value); });\n return { scene };\n },\n provide() {\n return {\n scene: this.scene,\n };\n },\n mounted() {\n if (!this.three.scene) {\n this.three.scene = this.scene;\n }\n },\n methods: {\n // add(o) {\n // this.scene.add(o);\n // },\n // remove(o) {\n // this.scene.remove(o);\n // },\n },\n render() {\n if (this.$slots.default) {\n return this.$slots.default();\n }\n return [];\n },\n};\n","import { watch } from 'vue';\n\nexport default {\n emits: ['ready'],\n inject: ['mesh'],\n props: {\n rotateX: Number,\n rotateY: Number,\n rotateZ: Number,\n },\n created() {\n if (!this.mesh) {\n console.error('Missing parent Mesh');\n }\n this.watchProps = [];\n Object.entries(this.$props).forEach(e => this.watchProps.push(e[0]));\n },\n beforeMount() {\n this.createGeometry();\n this.rotateGeometry();\n this.mesh.setGeometry(this.geometry);\n },\n mounted() {\n this.addWatchers();\n },\n unmounted() {\n this.geometry.dispose();\n },\n methods: {\n rotateGeometry() {\n if (this.rotateX) this.geometry.rotateX(this.rotateX);\n if (this.rotateY) this.geometry.rotateY(this.rotateY);\n if (this.rotateZ) this.geometry.rotateZ(this.rotateZ);\n },\n addWatchers() {\n this.watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n refreshGeometry() {\n const oldGeo = this.geometry;\n this.createGeometry();\n this.rotateGeometry();\n this.mesh.setGeometry(this.geometry);\n oldGeo.dispose();\n },\n },\n render() {\n return [];\n },\n};\n","import { BoxBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n size: Number,\n width: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n depth: { type: Number, default: 1 },\n widthSegments: { type: Number, default: 1 },\n heightSegments: { type: Number, default: 1 },\n depthSegments: { type: Number, default: 1 },\n },\n methods: {\n createGeometry() {\n let w = this.width, h = this.height, d = this.depth;\n if (this.size) {\n w = this.size; h = this.size; d = this.size;\n }\n this.geometry = new BoxBufferGeometry(w, h, d, this.widthSegments, this.heightSegments, this.depthSegments);\n },\n },\n};\n","import { CircleBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n segments: { type: Number, default: 8 },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new CircleBufferGeometry(this.radius, this.segments, this.thetaStart, this.thetaLength);\n },\n },\n};\n","import { ConeBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n heightSegments: { type: Number, default: 1 },\n openEnded: { type: Boolean, default: false },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new ConeBufferGeometry(this.radius, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength);\n },\n },\n};\n","import { CylinderBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radiusTop: { type: Number, default: 1 },\n radiusBottom: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n heightSegments: { type: Number, default: 1 },\n openEnded: { type: Boolean, default: false },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new CylinderBufferGeometry(this.radiusTop, this.radiusBottom, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength);\n },\n },\n};\n","import { DodecahedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new DodecahedronBufferGeometry(this.radius, this.detail);\n },\n },\n};\n","import { IcosahedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new IcosahedronBufferGeometry(this.radius, this.detail);\n },\n },\n};\n","import { LatheBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n points: Array,\n segments: { type: Number, default: 12 },\n phiStart: { type: Number, default: 0 },\n phiLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new LatheBufferGeometry(this.points, this.segments, this.phiStart, this.phiLength);\n },\n },\n};\n","import { OctahedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new OctahedronBufferGeometry(this.radius, this.detail);\n },\n },\n};\n","import { PolyhedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n vertices: Array,\n indices: Array,\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new PolyhedronBufferGeometry(this.vertices, this.indices, this.radius, this.detail);\n },\n },\n};\n","import { RingBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n innerRadius: { type: Number, default: 0.5 },\n outerRadius: { type: Number, default: 1 },\n thetaSegments: { type: Number, default: 8 },\n phiSegments: { type: Number, default: 1 },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new RingBufferGeometry(this.innerRadius, this.outerRadius, this.thetaSegments, this.phiSegments, this.thetaStart, this.thetaLength);\n },\n },\n};\n","import { SphereBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n widthSegments: { type: Number, default: 12 },\n heightSegments: { type: Number, default: 12 },\n },\n methods: {\n createGeometry() {\n this.geometry = new SphereBufferGeometry(this.radius, this.widthSegments, this.heightSegments);\n },\n },\n};\n","import { TetrahedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new TetrahedronBufferGeometry(this.radius, this.detail);\n },\n },\n};\n","import { TorusBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n tube: { type: Number, default: 0.4 },\n radialSegments: { type: Number, default: 8 },\n tubularSegments: { type: Number, default: 6 },\n arc: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new TorusBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.arc);\n },\n },\n};\n","import { TorusKnotBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n tube: { type: Number, default: 0.4 },\n radialSegments: { type: Number, default: 64 },\n tubularSegments: { type: Number, default: 8 },\n p: { type: Number, default: 2 },\n q: { type: Number, default: 3 },\n },\n methods: {\n createGeometry() {\n this.geometry = new TorusKnotBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q);\n },\n },\n};\n","import { Curve, TubeBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n path: Curve,\n tubularSegments: { type: Number, default: 64 },\n radius: { type: Number, default: 1 },\n radiusSegments: { type: Number, default: 8 },\n closed: { type: Boolean, default: false },\n },\n methods: {\n createGeometry() {\n this.geometry = new TubeBufferGeometry(this.path, this.tubularSegments, this.radius, this.radiusSegments, this.closed);\n },\n },\n};\n","import { Color } from 'three';\nimport { inject, watch } from 'vue';\nimport { setFromProp } from '../tools.js';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: {\n scene: 'scene',\n parent: {\n from: 'group',\n default: () => inject('scene'),\n },\n },\n props: {\n color: {\n type: String,\n default: '#ffffff',\n },\n intensity: {\n type: Number,\n default: 1,\n },\n castShadow: {\n type: Boolean,\n default: false,\n },\n shadowMapSize: Object,\n position: Object,\n },\n // can't use setup because it will not be used in sub components\n // setup() {},\n mounted() {\n useBindProp(this, 'position', this.light.position);\n\n if (this.light.target) {\n useBindProp(this, 'target', this.light.target.position);\n }\n\n if (this.light.shadow) {\n this.light.castShadow = this.castShadow;\n setFromProp(this.light.shadow.mapSize, this.shadowMapSize);\n }\n\n ['color', 'intensity', 'castShadow'].forEach(p => {\n watch(() => this[p], () => {\n if (p === 'color') {\n this.light.color = new Color(this.color);\n } else {\n this.light[p] = this[p];\n }\n });\n });\n\n this.parent.add(this.light);\n if (this.light.target) this.parent.add(this.light.target);\n },\n unmounted() {\n this.parent.remove(this.light);\n if (this.light.target) this.parent.remove(this.light.target);\n },\n render() {\n return [];\n },\n __hmrId: 'Light',\n};\n","import { AmbientLight } from 'three';\nimport Light from './Light.js';\n\nexport default {\n extends: Light,\n created() {\n this.light = new AmbientLight(this.color, this.intensity);\n },\n __hmrId: 'AmbientLight',\n};\n","import { DirectionalLight } from 'three';\nimport Light from './Light.js';\n\nexport default {\n extends: Light,\n props: {\n target: Object,\n },\n created() {\n this.light = new DirectionalLight(this.color, this.intensity);\n },\n __hmrId: 'DirectionalLight',\n};\n","import { PointLight } from 'three';\nimport Light from './Light.js';\n\nexport default {\n extends: Light,\n props: {\n distance: {\n type: Number,\n default: 0,\n },\n decay: {\n type: Number,\n default: 1,\n },\n },\n created() {\n this.light = new PointLight(this.color, this.intensity, this.distance, this.decay);\n },\n __hmrId: 'PointLight',\n};\n","import { SpotLight } from 'three';\nimport { watch } from 'vue';\nimport Light from './Light.js';\n\nexport default {\n extends: Light,\n props: {\n angle: {\n type: Number,\n default: Math.PI / 3,\n },\n decay: {\n type: Number,\n default: 1,\n },\n distance: {\n type: Number,\n default: 0,\n },\n penumbra: {\n type: Number,\n default: 0,\n },\n target: Object,\n },\n created() {\n this.light = new SpotLight(this.color, this.intensity, this.distance, this.angle, this.penumbra, this.decay);\n ['angle', 'decay', 'distance', 'penumbra'].forEach(p => {\n watch(() => this[p], () => {\n this.light[p] = this[p];\n });\n });\n },\n __hmrId: 'SpotLight',\n};\n","import { watch } from 'vue';\nimport { FrontSide } from 'three';\n\nexport default {\n inject: ['three', 'mesh'],\n props: {\n id: String,\n color: { type: [String, Number], default: '#ffffff' },\n depthTest: { type: Boolean, default: true },\n depthWrite: { type: Boolean, default: true },\n flatShading: Boolean,\n fog: { type: Boolean, default: true },\n opacity: { type: Number, default: 1 },\n side: { type: Number, default: FrontSide },\n transparent: Boolean,\n vertexColors: Boolean,\n },\n provide() {\n return {\n material: this,\n };\n },\n beforeMount() {\n this.createMaterial();\n if (this.id) this.three.materials[this.id] = this.material;\n this.mesh.setMaterial(this.material);\n },\n mounted() {\n this._addWatchers();\n if (this.addWatchers) this.addWatchers();\n },\n unmounted() {\n this.material.dispose();\n if (this.id) delete this.three.materials[this.id];\n },\n methods: {\n setProp(key, value, needsUpdate = false) {\n this.material[key] = value;\n this.material.needsUpdate = needsUpdate;\n },\n setTexture(texture, key = 'map') {\n this.setProp(key, texture, true);\n },\n _addWatchers() {\n // don't work for flatShading\n ['color', 'depthTest', 'depthWrite', 'fog', 'opacity', 'side', 'transparent'].forEach(p => {\n watch(() => this[p], () => {\n if (p === 'color') {\n this.material.color.set(this.color);\n } else {\n this.material[p] = this[p];\n }\n });\n });\n },\n },\n render() {\n if (this.$slots.default) {\n return this.$slots.default();\n }\n return [];\n },\n __hmrId: 'Material',\n};\n","import { MeshBasicMaterial } from 'three';\nimport { propsValues } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n methods: {\n createMaterial() {\n this.material = new MeshBasicMaterial(propsValues(this.$props, ['id']));\n },\n },\n __hmrId: 'BasicMaterial',\n};\n","import { MeshLambertMaterial } from 'three';\nimport { propsValues } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n methods: {\n createMaterial() {\n this.material = new MeshLambertMaterial(propsValues(this.$props, ['id']));\n },\n },\n __hmrId: 'LambertMaterial',\n};\n","import { MeshMatcapMaterial, TextureLoader } from 'three';\n// import { watch } from 'vue';\nimport { propsValues, getMatcapUrl } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n props: {\n src: String,\n name: String,\n },\n methods: {\n createMaterial() {\n const src = this.name ? getMatcapUrl(this.name) : this.src;\n const opts = propsValues(this.$props, ['id', 'src', 'name']);\n opts.matcap = new TextureLoader().load(src);\n this.material = new MeshMatcapMaterial(opts);\n },\n },\n __hmrId: 'MatcapMaterial',\n};\n","import { MeshPhongMaterial } from 'three';\nimport { watch } from 'vue';\nimport { propsValues } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n props: {\n emissive: { type: [Number, String], default: 0 },\n emissiveIntensity: { type: Number, default: 1 },\n reflectivity: { type: Number, default: 1 },\n shininess: { type: Number, default: 30 },\n specular: { type: [String, Number], default: 0x111111 },\n },\n methods: {\n createMaterial() {\n this.material = new MeshPhongMaterial(propsValues(this.$props, ['id']));\n },\n addWatchers() {\n ['emissive', 'emissiveIntensity', 'reflectivity', 'shininess', 'specular'].forEach(p => {\n watch(() => this[p], (value) => {\n if (p === 'emissive' || p === 'specular') {\n this.material[p].set(value);\n } else {\n this.material[p] = value;\n }\n });\n });\n },\n },\n __hmrId: 'PhongMaterial',\n};\n","import { MeshStandardMaterial, Vector2 } from 'three';\nimport { watch } from 'vue';\nimport { propsValues } from '../tools.js';\nimport useBindProp from '../use/useBindProp.js';\nimport Material from './Material';\n\nconst props = {\n aoMapIntensity: { type: Number, default: 1 },\n bumpScale: { type: Number, default: 1 },\n displacementBias: { type: Number, default: 0 },\n displacementScale: { type: Number, default: 1 },\n emissive: { type: [Number, String], default: 0 },\n emissiveIntensity: { type: Number, default: 1 },\n envMapIntensity: { type: Number, default: 1 },\n lightMapIntensity: { type: Number, default: 1 },\n metalness: { type: Number, default: 0 },\n normalScale: { type: Object, default: () => new Vector2(1, 1) },\n roughness: { type: Number, default: 1 },\n refractionRatio: { type: Number, default: 0.98 },\n wireframe: Boolean,\n};\n\nexport default {\n extends: Material,\n props,\n methods: {\n createMaterial() {\n this.material = new MeshStandardMaterial(propsValues(this.$props, ['id', 'normalScale']));\n },\n addWatchers() {\n // todo : use setProp ?\n Object.keys(props).forEach(p => {\n if (p === 'normalScale') return;\n watch(() => this[p], (value) => {\n if (p === 'emissive') {\n this.material[p].set(value);\n } else {\n this.material[p] = value;\n }\n });\n });\n useBindProp(this, 'normalScale', this.material.normalScale);\n },\n },\n __hmrId: 'StandardMaterial',\n};\n","import { MeshPhysicalMaterial } from 'three';\nimport { propsValues } from '../tools.js';\nimport StandardMaterial from './StandardMaterial';\n\nexport default {\n extends: StandardMaterial,\n methods: {\n createMaterial() {\n this.material = new MeshPhysicalMaterial(propsValues(this.$props, ['id']));\n },\n },\n __hmrId: 'PhysicalMaterial',\n};\n","/**\n * ------------------------------------------------------------------------------------------\n * Subsurface Scattering shader\n * Based on three/examples/jsm/shaders/SubsurfaceScatteringShader.js\n * Based on GDC 2011 – Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look\n * https://colinbarrebrisebois.com/2011/03/07/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look/\n *------------------------------------------------------------------------------------------\n */\nimport {\n Color,\n ShaderChunk,\n ShaderLib,\n UniformsUtils,\n} from 'three';\n\nfunction replaceAll(string, find, replace) {\n return string.split(find).join(replace);\n}\n\nconst meshphongFragHead = ShaderChunk.meshphong_frag.slice(0, ShaderChunk.meshphong_frag.indexOf('void main() {'));\nconst meshphongFragBody = ShaderChunk.meshphong_frag.slice(ShaderChunk.meshphong_frag.indexOf('void main() {'));\n\nconst SubsurfaceScatteringShader = {\n\n uniforms: UniformsUtils.merge([\n ShaderLib.phong.uniforms,\n {\n thicknessColor: { value: new Color(0x668597) },\n thicknessDistortion: { value: 0.1 },\n thicknessAmbient: { value: 0.0 },\n thicknessAttenuation: { value: 0.1 },\n thicknessPower: { value: 2.0 },\n thicknessScale: { value: 10.0 },\n },\n ]),\n\n vertexShader: `\n #define USE_UV\n ${ShaderChunk.meshphong_vert}\n `,\n\n fragmentShader: `\n #define USE_UV\n #define SUBSURFACE\n\n ${meshphongFragHead}\n\n uniform float thicknessPower;\n uniform float thicknessScale;\n uniform float thicknessDistortion;\n uniform float thicknessAmbient;\n uniform float thicknessAttenuation;\n uniform vec3 thicknessColor;\n\n void RE_Direct_Scattering(const in IncidentLight directLight, const in vec2 uv, const in GeometricContext geometry, inout ReflectedLight reflectedLight) {\n #ifdef USE_COLOR\n vec3 thickness = vColor * thicknessColor;\n #else\n vec3 thickness = thicknessColor;\n #endif\n vec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * thicknessDistortion));\n float scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), thicknessPower) * thicknessScale;\n vec3 scatteringIllu = (scatteringDot + thicknessAmbient) * thickness;\n reflectedLight.directDiffuse += scatteringIllu * thicknessAttenuation * directLight.color;\n }\n ` + meshphongFragBody.replace(\n '#include ',\n replaceAll(\n ShaderChunk.lights_fragment_begin,\n 'RE_Direct( directLight, geometry, material, reflectedLight );',\n `\n RE_Direct( directLight, geometry, material, reflectedLight );\n #if defined( SUBSURFACE ) && defined( USE_UV )\n RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);\n #endif\n `\n )\n ),\n};\n\nexport default SubsurfaceScatteringShader;\n","export default {\n inject: ['three', 'mesh'],\n props: {\n id: String,\n uniforms: Object,\n vertexShader: String,\n fragmentShader: String,\n },\n beforeMount() {\n this.createMaterial();\n if (this.id) this.three.materials[this.id] = this.material;\n this.mesh.setMaterial(this.material);\n },\n mounted() {\n if (this.addWatchers) this.addWatchers();\n },\n unmounted() {\n this.material.dispose();\n if (this.id) delete this.three.materials[this.id];\n },\n render() {\n return [];\n },\n __hmrId: 'ShaderMaterial',\n};\n","import { Color, ShaderMaterial as TShaderMaterial, UniformsUtils } from 'three';\nimport SubsurfaceScatteringShader from './SubsurfaceScatteringShader.js';\nimport ShaderMaterial from './ShaderMaterial';\n\nexport default {\n extends: ShaderMaterial,\n props: {\n color: { type: String, default: '#ffffff' },\n thicknessColor: { type: String, default: '#ffffff' },\n thicknessDistortion: { type: Number, default: 0.4 },\n thicknessAmbient: { type: Number, default: 0.01 },\n thicknessAttenuation: { type: Number, default: 0.7 },\n thicknessPower: { type: Number, default: 2 },\n thicknessScale: { type: Number, default: 4 },\n transparent: { type: Boolean, default: false },\n opacity: { type: Number, default: 1 },\n vertexColors: { type: Boolean, default: false },\n },\n methods: {\n createMaterial() {\n const params = SubsurfaceScatteringShader;\n const uniforms = UniformsUtils.clone(params.uniforms);\n\n Object.entries(this.$props).forEach(([key, value]) => {\n let _key = key, _value = value;\n if (['color', 'thicknessColor'].includes(key)) {\n if (key === 'color') _key = 'diffuse';\n _value = new Color(value);\n }\n if (!['id', 'transparent', 'vertexColors'].includes(key)) {\n uniforms[_key].value = _value;\n }\n });\n\n this.material = new TShaderMaterial({\n ...params,\n uniforms,\n lights: true,\n transparent: this.transparent,\n vertexColors: this.vertexColors,\n });\n },\n },\n __hmrId: 'SubSurfaceMaterial',\n};\n","import { MeshToonMaterial } from 'three';\nimport { propsValues } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n methods: {\n createMaterial() {\n this.material = new MeshToonMaterial(propsValues(this.$props, ['id']));\n },\n },\n __hmrId: 'ToonMaterial',\n};\n","import { TextureLoader } from 'three';\nimport { watch } from 'vue';\n\nexport default {\n inject: ['material'],\n emits: ['loaded'],\n props: {\n src: String,\n onLoad: Function,\n onProgress: Function,\n onError: Function,\n id: { type: String, default: 'map' },\n },\n created() {\n this.refreshTexture();\n watch(() => this.src, this.refreshTexture);\n },\n unmounted() {\n this.material.setTexture(null, this.id);\n this.texture.dispose();\n },\n methods: {\n createTexture() {\n this.texture = new TextureLoader().load(this.src, this.onLoaded, this.onProgress, this.onError);\n },\n refreshTexture() {\n this.createTexture();\n this.material.setTexture(this.texture, this.id);\n },\n onLoaded() {\n if (this.onLoad) this.onLoad();\n this.$emit('loaded');\n },\n },\n render() {\n return [];\n },\n};\n","import { CubeTextureLoader, CubeRefractionMapping } from 'three';\nimport { watch } from 'vue';\n\nexport default {\n inject: ['material'],\n emits: ['loaded'],\n props: {\n path: String,\n urls: {\n type: Array,\n default: ['px.jpg', 'nx.jpg', 'py.jpg', 'ny.jpg', 'pz.jpg', 'nz.jpg'],\n },\n onLoad: Function,\n onProgress: Function,\n onError: Function,\n id: { type: String, default: 'envMap' },\n refraction: Boolean,\n // todo: remove ?\n refractionRatio: { type: Number, default: 0.98 },\n },\n created() {\n this.refreshTexture();\n watch(() => this.path, this.refreshTexture);\n watch(() => this.urls, this.refreshTexture);\n },\n unmounted() {\n this.material.setTexture(null, this.id);\n this.texture.dispose();\n },\n methods: {\n createTexture() {\n this.texture = new CubeTextureLoader()\n .setPath(this.path)\n .load(this.urls, this.onLoaded, this.onProgress, this.onError);\n },\n refreshTexture() {\n this.createTexture();\n this.material.setTexture(this.texture, this.id);\n if (this.refraction) {\n this.texture.mapping = CubeRefractionMapping;\n this.material.setProp('refractionRatio', this.refractionRatio);\n }\n },\n onLoaded() {\n if (this.onLoad) this.onLoad();\n this.$emit('loaded');\n },\n },\n render() {\n return [];\n },\n};\n","import { Mesh } from 'three';\nimport { inject, watch } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: {\n three: 'three',\n scene: 'scene',\n rendererComponent: 'rendererComponent',\n parent: {\n from: 'group',\n default: () => inject('scene'),\n },\n },\n emits: ['ready'],\n props: {\n materialId: String,\n position: Object,\n rotation: Object,\n scale: Object,\n castShadow: Boolean,\n receiveShadow: Boolean,\n onHover: Function,\n onClick: Function,\n },\n // can't use setup because it will not be used in sub components\n // setup() {},\n provide() {\n return {\n mesh: this,\n };\n },\n mounted() {\n // console.log('Mesh mounted');\n if (this.geometry && !this.mesh) this.initMesh();\n },\n unmounted() {\n // console.log('Mesh unmounted');\n if (this.mesh) {\n this.three.removeIntersectObject(this.mesh);\n this.parent.remove(this.mesh);\n }\n if (this.geometry) this.geometry.dispose();\n if (this.material && !this.materialId) this.material.dispose();\n },\n methods: {\n initMesh() {\n if (!this.material && this.materialId) {\n this.material = this.three.materials[this.materialId];\n }\n this.mesh = new Mesh(this.geometry, this.material);\n\n if (this.onHover) {\n this.mesh.onHover = (over) => { this.onHover({ component: this, over }); };\n this.three.addIntersectObject(this.mesh);\n }\n\n if (this.onClick) {\n this.mesh.onClick = (e) => { this.onClick({ component: this, event: e }); };\n this.three.addIntersectObject(this.mesh);\n }\n\n this.bindProps();\n this.parent.add(this.mesh);\n this.$emit('ready');\n },\n bindProps() {\n useBindProp(this, 'position', this.mesh.position);\n useBindProp(this, 'rotation', this.mesh.rotation);\n useBindProp(this, 'scale', this.mesh.scale);\n\n ['castShadow', 'receiveShadow'].forEach(p => {\n this.mesh[p] = this[p];\n watch(() => this[p], () => { this.mesh[p] = this[p]; });\n });\n\n watch(() => this.materialId, () => {\n this.mesh.material = this.three.materials[this.materialId];\n });\n },\n setGeometry(geometry) {\n this.geometry = geometry;\n if (this.mesh) this.mesh.geometry = geometry;\n },\n setMaterial(material) {\n this.material = material;\n if (this.mesh) this.mesh.material = material;\n },\n refreshGeometry() {\n const oldGeo = this.geometry;\n this.createGeometry();\n this.mesh.geometry = this.geometry;\n oldGeo.dispose();\n },\n },\n render() {\n if (this.$slots.default) {\n return this.$slots.default();\n }\n return [];\n },\n __hmrId: 'Mesh',\n};\n","import { BoxBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n size: Number,\n width: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n depth: { type: Number, default: 1 },\n widthSegments: { type: Number, default: 1 },\n heightSegments: { type: Number, default: 1 },\n depthSegments: { type: Number, default: 1 },\n },\n created() {\n this.createGeometry();\n\n ['size', 'width', 'height', 'depth', 'widthSegments', 'heightSegments', 'depthSegments'].forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n if (this.size) {\n this.geometry = new BoxBufferGeometry(this.size, this.size, this.size);\n } else {\n this.geometry = new BoxBufferGeometry(this.width, this.height, this.depth);\n }\n },\n },\n __hmrId: 'Box',\n};\n","import { CircleBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n segments: { type: Number, default: 8 },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'segments', 'thetaStart', 'thetaLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new CircleBufferGeometry(this.radius, this.segments, this.thetaStart, this.thetaLength);\n },\n },\n __hmrId: 'Circle',\n};\n","import { ConeBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n heightSegments: { type: Number, default: 1 },\n openEnded: { type: Boolean, default: false },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'height', 'radialSegments', 'heightSegments', 'openEnded', 'thetaStart', 'thetaLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new ConeBufferGeometry(this.radius, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength);\n },\n },\n __hmrId: 'Cone',\n};\n","import { CylinderBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radiusTop: { type: Number, default: 1 },\n radiusBottom: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n heightSegments: { type: Number, default: 1 },\n openEnded: { type: Boolean, default: false },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radiusTop', 'radiusBottom', 'height', 'radialSegments', 'heightSegments', 'openEnded', 'thetaStart', 'thetaLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new CylinderBufferGeometry(this.radiusTop, this.radiusBottom, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength);\n },\n },\n __hmrId: 'Cylinder',\n};\n","import { DodecahedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new DodecahedronBufferGeometry(this.radius, this.detail);\n },\n },\n __hmrId: 'Dodecahedron',\n};\n","import { IcosahedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new IcosahedronBufferGeometry(this.radius, this.detail);\n },\n },\n __hmrId: 'Icosahedron',\n};\n","import { LatheBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n points: Array,\n segments: { type: Number, default: 12 },\n phiStart: { type: Number, default: 0 },\n phiLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['points', 'segments', 'phiStart', 'phiLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new LatheBufferGeometry(this.points, this.segments, this.phiStart, this.phiLength);\n },\n },\n __hmrId: 'Lathe',\n};\n","import { OctahedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new OctahedronBufferGeometry(this.radius, this.detail);\n },\n },\n __hmrId: 'Octahedron',\n};\n","import { PlaneBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n width: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n widthSegments: { type: Number, default: 1 },\n heightSegments: { type: Number, default: 1 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['width', 'height', 'widthSegments', 'heightSegments'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new PlaneBufferGeometry(this.width, this.height, this.widthSegments, this.heightSegments);\n },\n },\n __hmrId: 'Plane',\n};\n","import { PolyhedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n vertices: Array,\n indices: Array,\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['vertices', 'indices', 'radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new PolyhedronBufferGeometry(this.vertices, this.indices, this.radius, this.detail);\n },\n },\n __hmrId: 'Polyhedron',\n};\n","import { RingBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n innerRadius: { type: Number, default: 0.5 },\n outerRadius: { type: Number, default: 1 },\n thetaSegments: { type: Number, default: 8 },\n phiSegments: { type: Number, default: 1 },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['innerRadius', 'outerRadius', 'thetaSegments', 'phiSegments', 'thetaStart', 'thetaLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new RingBufferGeometry(this.innerRadius, this.outerRadius, this.thetaSegments, this.phiSegments, this.thetaStart, this.thetaLength);\n },\n },\n __hmrId: 'Ring',\n};\n","import { SphereBufferGeometry } from 'three';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: Number,\n widthSegments: { type: Number, default: 12 },\n heightSegments: { type: Number, default: 12 },\n },\n watch: {\n radius() { this.refreshGeometry(); },\n widthSegments() { this.refreshGeometry(); },\n heightSegments() { this.refreshGeometry(); },\n },\n created() {\n this.createGeometry();\n },\n methods: {\n createGeometry() {\n this.geometry = new SphereBufferGeometry(this.radius, this.widthSegments, this.heightSegments);\n },\n },\n __hmrId: 'Sphere',\n};\n","import { TetrahedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TetrahedronBufferGeometry(this.radius, this.detail);\n },\n },\n __hmrId: 'Tetrahedron',\n};\n","export default {\n text: String,\n fontSrc: String,\n size: { type: Number, default: 80 },\n height: { type: Number, default: 5 },\n depth: { type: Number, default: 1 },\n curveSegments: { type: Number, default: 12 },\n bevelEnabled: { type: Boolean, default: false },\n bevelThickness: { type: Number, default: 10 },\n bevelSize: { type: Number, default: 8 },\n bevelOffset: { type: Number, default: 0 },\n bevelSegments: { type: Number, default: 5 },\n align: { type: [Boolean, String], default: false },\n};\n","import { FontLoader, TextBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\nimport TextProps from './TextProps.js';\n\nexport default {\n extends: Mesh,\n props: {\n ...TextProps,\n },\n created() {\n // add watchers\n const watchProps = [\n 'text', 'size', 'height', 'curveSegments',\n 'bevelEnabled', 'bevelThickness', 'bevelSize', 'bevelOffset', 'bevelSegments',\n 'align',\n ];\n watchProps.forEach(p => {\n watch(() => this[p], () => {\n if (this.font) this.refreshGeometry();\n });\n });\n\n const loader = new FontLoader();\n loader.load(this.fontSrc, (font) => {\n this.font = font;\n this.createGeometry();\n this.initMesh();\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TextBufferGeometry(this.text, {\n font: this.font,\n size: this.size,\n height: this.height,\n depth: this.depth,\n curveSegments: this.curveSegments,\n bevelEnabled: this.bevelEnabled,\n bevelThickness: this.bevelThickness,\n bevelSize: this.bevelSize,\n bevelOffset: this.bevelOffset,\n bevelSegments: this.bevelSegments,\n });\n\n if (this.align === 'center') {\n this.geometry.center();\n }\n },\n },\n};\n","import { TorusBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 0.5 },\n tube: { type: Number, default: 0.4 },\n radialSegments: { type: Number, default: 8 },\n tubularSegments: { type: Number, default: 6 },\n arc: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'tube', 'radialSegments', 'tubularSegments', 'arc'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TorusBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.arc);\n },\n },\n __hmrId: 'Torus',\n};\n","import { TorusKnotBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 0.5 },\n tube: { type: Number, default: 0.4 },\n tubularSegments: { type: Number, default: 64 },\n radialSegments: { type: Number, default: 8 },\n p: { type: Number, default: 2 },\n q: { type: Number, default: 3 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'tube', 'radialSegments', 'tubularSegments', 'p', 'q'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TorusKnotBufferGeometry(this.radius, this.tube, this.tubularSegments, this.radialSegments, this.p, this.q);\n },\n },\n __hmrId: 'TorusKnot',\n};\n","import { Curve, TubeBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n path: Curve,\n tubularSegments: { type: Number, default: 64 },\n radius: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n closed: { type: Boolean, default: false },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['path', 'tubularSegments', 'radius', 'radialSegments', 'closed'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TubeBufferGeometry(this.path, this.tubularSegments, this.radius, this.radialSegments, this.closed);\n },\n },\n __hmrId: 'Tube',\n};\n","import {\n BackSide,\n CubeCamera,\n FrontSide,\n LinearMipmapLinearFilter,\n Mesh as TMesh,\n RGBFormat,\n WebGLCubeRenderTarget,\n} from 'three';\n// import { watch } from 'vue';\nimport Mesh from '../meshes/Mesh.js';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n extends: Mesh,\n props: {\n cubeRTSize: { type: Number, default: 256 },\n cubeCameraNear: { type: Number, default: 0.1 },\n cubeCameraFar: { type: Number, default: 2000 },\n autoUpdate: Boolean,\n },\n mounted() {\n this.initGem();\n if (this.autoUpdate) this.three.onBeforeRender(this.updateCubeRT);\n else this.rendererComponent.onMounted(this.updateCubeRT);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateCubeRT);\n if (this.meshBack) this.parent.remove(this.meshBack);\n if (this.materialBack) this.materialBack.dispose();\n },\n methods: {\n initGem() {\n const cubeRT = new WebGLCubeRenderTarget(this.cubeRTSize, { format: RGBFormat, generateMipmaps: true, minFilter: LinearMipmapLinearFilter });\n this.cubeCamera = new CubeCamera(this.cubeCameraNear, this.cubeCameraFar, cubeRT);\n useBindProp(this, 'position', this.cubeCamera.position);\n this.parent.add(this.cubeCamera);\n\n this.material.side = FrontSide;\n this.material.envMap = cubeRT.texture;\n this.material.envMapIntensity = 10;\n this.material.metalness = 0;\n this.material.roughness = 0;\n this.material.opacity = 0.75;\n this.material.transparent = true;\n this.material.premultipliedAlpha = true;\n this.material.needsUpdate = true;\n\n this.materialBack = this.material.clone();\n this.materialBack.side = BackSide;\n this.materialBack.envMapIntensity = 5;\n this.materialBack.metalness = 1;\n this.materialBack.roughness = 0;\n this.materialBack.opacity = 0.5;\n\n this.meshBack = new TMesh(this.geometry, this.materialBack);\n\n useBindProp(this, 'position', this.meshBack.position);\n useBindProp(this, 'rotation', this.meshBack.rotation);\n useBindProp(this, 'scale', this.meshBack.scale);\n this.parent.add(this.meshBack);\n },\n updateCubeRT() {\n this.mesh.visible = false;\n this.meshBack.visible = false;\n this.cubeCamera.update(this.three.renderer, this.scene);\n this.mesh.visible = true;\n this.meshBack.visible = true;\n },\n },\n __hmrId: 'Gem',\n};\n","import { DoubleSide, MeshBasicMaterial, PlaneBufferGeometry, TextureLoader } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n emits: ['loaded'],\n extends: Mesh,\n props: {\n src: String,\n width: Number,\n height: Number,\n keepSize: Boolean,\n },\n created() {\n this.createGeometry();\n this.createMaterial();\n this.initMesh();\n\n watch(() => this.src, this.refreshTexture);\n\n ['width', 'height'].forEach(p => {\n watch(() => this[p], this.resize);\n });\n\n if (this.keepSize) this.three.onAfterResize(this.resize);\n },\n methods: {\n createGeometry() {\n this.geometry = new PlaneBufferGeometry(1, 1, 1, 1);\n },\n createMaterial() {\n this.material = new MeshBasicMaterial({ side: DoubleSide, map: this.loadTexture() });\n },\n loadTexture() {\n return new TextureLoader().load(this.src, this.onLoaded);\n },\n refreshTexture() {\n if (this.texture) this.texture.dispose();\n this.material.map = this.loadTexture();\n this.material.needsUpdate = true;\n },\n onLoaded(texture) {\n this.texture = texture;\n this.resize();\n this.$emit('loaded');\n },\n resize() {\n if (!this.texture) return;\n const screen = this.three.size;\n const iW = this.texture.image.width;\n const iH = this.texture.image.height;\n const iRatio = iW / iH;\n let w, h;\n if (this.width && this.height) {\n w = this.width * screen.wWidth / screen.width;\n h = this.height * screen.wHeight / screen.height;\n } else if (this.width) {\n w = this.width * screen.wWidth / screen.width;\n h = w / iRatio;\n } else if (this.height) {\n h = this.height * screen.wHeight / screen.height;\n w = h * iRatio;\n }\n this.mesh.scale.x = w;\n this.mesh.scale.y = h;\n },\n },\n __hmrId: 'Image',\n};\n","import { InstancedMesh } from 'three';\nimport { inject, watch } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: ['three', 'scene'],\n props: {\n materialId: String,\n count: Number,\n position: Object,\n castShadow: Boolean,\n receiveShadow: Boolean,\n },\n setup() {\n const parent = inject('group', inject('scene'));\n return { parent };\n },\n provide() {\n return {\n mesh: this,\n };\n },\n beforeMount() {\n if (!this.$slots.default) {\n console.error('Missing Geometry');\n }\n },\n mounted() {\n this.initMesh();\n },\n unmounted() {\n this.parent.remove(this.mesh);\n },\n methods: {\n initMesh() {\n if (!this.material && this.materialId) {\n this.material = this.three.materials[this.materialId];\n }\n\n this.mesh = new InstancedMesh(this.geometry, this.material, this.count);\n\n useBindProp(this, 'position', this.mesh.position);\n useBindProp(this, 'rotation', this.mesh.rotation);\n useBindProp(this, 'scale', this.mesh.scale);\n\n ['castShadow', 'receiveShadow'].forEach(p => {\n this.mesh[p] = this[p];\n watch(() => this[p], () => { this.mesh[p] = this[p]; });\n });\n\n // watch(() => this.materialId, () => {\n // this.mesh.material = this.three.materials[this.materialId];\n // });\n\n this.parent.add(this.mesh);\n },\n setGeometry(geometry) {\n this.geometry = geometry;\n if (this.mesh) this.mesh.geometry = geometry;\n },\n setMaterial(material) {\n this.material = material;\n if (this.mesh) this.mesh.material = material;\n },\n },\n render() {\n return this.$slots.default();\n },\n __hmrId: 'InstancedMesh',\n};\n","import {\n CubeCamera,\n LinearMipmapLinearFilter,\n RGBFormat,\n WebGLCubeRenderTarget,\n} from 'three';\n// import { watch } from 'vue';\nimport Mesh from './Mesh.js';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n extends: Mesh,\n props: {\n cubeRTSize: { type: Number, default: 256 },\n cubeCameraNear: { type: Number, default: 0.1 },\n cubeCameraFar: { type: Number, default: 2000 },\n autoUpdate: Boolean,\n },\n mounted() {\n this.initMirrorMesh();\n if (this.autoUpdate) this.three.onBeforeRender(this.updateCubeRT);\n else this.rendererComponent.onMounted(this.updateCubeRT);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateCubeRT);\n if (this.cubeCamera) this.parent.remove(this.cubeCamera);\n },\n methods: {\n initMirrorMesh() {\n const cubeRT = new WebGLCubeRenderTarget(this.cubeRTSize, { format: RGBFormat, generateMipmaps: true, minFilter: LinearMipmapLinearFilter });\n this.cubeCamera = new CubeCamera(this.cubeCameraNear, this.cubeCameraFar, cubeRT);\n this.parent.add(this.cubeCamera);\n\n this.material.envMap = cubeRT.texture;\n this.material.needsUpdate = true;\n },\n updateCubeRT() {\n this.mesh.visible = false;\n this.cubeCamera.update(this.three.renderer, this.scene);\n this.mesh.visible = true;\n },\n },\n __hmrId: 'MirrorMesh',\n};\n","import {\n CubeCamera,\n CubeRefractionMapping,\n LinearMipmapLinearFilter,\n RGBFormat,\n WebGLCubeRenderTarget,\n} from 'three';\n// import { watch } from 'vue';\nimport Mesh from './Mesh.js';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n extends: Mesh,\n props: {\n cubeRTSize: { type: Number, default: 256 },\n cubeCameraNear: { type: Number, default: 0.1 },\n cubeCameraFar: { type: Number, default: 2000 },\n refractionRatio: { type: Number, default: 0.98 },\n autoUpdate: Boolean,\n },\n mounted() {\n this.initMirrorMesh();\n if (this.autoUpdate) this.three.onBeforeRender(this.updateCubeRT);\n else this.rendererComponent.onMounted(this.updateCubeRT);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateCubeRT);\n if (this.cubeCamera) this.parent.remove(this.cubeCamera);\n },\n methods: {\n initMirrorMesh() {\n const cubeRT = new WebGLCubeRenderTarget(this.cubeRTSize, { mapping: CubeRefractionMapping, format: RGBFormat, generateMipmaps: true, minFilter: LinearMipmapLinearFilter });\n this.cubeCamera = new CubeCamera(this.cubeCameraNear, this.cubeCameraFar, cubeRT);\n useBindProp(this, 'position', this.cubeCamera.position);\n this.parent.add(this.cubeCamera);\n\n this.material.envMap = cubeRT.texture;\n this.material.refractionRatio = this.refractionRatio;\n this.material.needsUpdate = true;\n },\n updateCubeRT() {\n this.mesh.visible = false;\n this.cubeCamera.update(this.three.renderer, this.scene);\n this.mesh.visible = true;\n },\n },\n __hmrId: 'RefractionMesh',\n};\n","import { Sprite, SpriteMaterial, TextureLoader } from 'three';\nimport { inject } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n emits: ['ready', 'loaded'],\n inject: ['three', 'scene'],\n props: {\n src: String,\n position: Object,\n scale: Object,\n },\n setup() {\n const parent = inject('group', inject('scene'));\n return { parent };\n },\n mounted() {\n this.texture = new TextureLoader().load(this.src, this.onLoaded);\n this.material = new SpriteMaterial({ map: this.texture });\n this.sprite = new Sprite(this.material);\n this.geometry = this.sprite.geometry;\n useBindProp(this, 'position', this.sprite.position);\n useBindProp(this, 'scale', this.sprite.scale);\n\n this.parent.add(this.sprite);\n this.$emit('ready');\n },\n unmounted() {\n this.texture.dispose();\n this.material.dispose();\n this.parent.remove(this.sprite);\n },\n methods: {\n onLoaded() {\n this.updateUV();\n this.$emit('loaded');\n },\n updateUV() {\n this.iWidth = this.texture.image.width;\n this.iHeight = this.texture.image.height;\n this.iRatio = this.iWidth / this.iHeight;\n\n let x = 0.5, y = 0.5;\n if (this.iRatio > 1) {\n y = 0.5 / this.iRatio;\n } else {\n x = 0.5 / this.iRatio;\n }\n\n const positions = this.geometry.attributes.position.array;\n positions[0] = -x; positions[1] = -y;\n positions[5] = x; positions[6] = -y;\n positions[10] = x; positions[11] = y;\n positions[15] = -x; positions[16] = y;\n this.geometry.attributes.position.needsUpdate = true;\n },\n },\n render() {\n return [];\n },\n __hmrId: 'Sprite',\n};\n","import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer.js';\n\nexport default {\n setup() {\n return {\n passes: [],\n };\n },\n inject: ['three'],\n provide() {\n return {\n passes: this.passes,\n };\n },\n mounted() {\n this.three.onAfterInit(() => {\n this.composer = new EffectComposer(this.three.renderer);\n this.three.renderer.autoClear = false;\n this.passes.forEach(pass => {\n this.composer.addPass(pass);\n });\n this.three.composer = this.composer;\n\n this.resize();\n this.three.onAfterResize(this.resize);\n });\n },\n unmounted() {\n this.three.offAfterResize(this.resize);\n },\n methods: {\n resize() {\n this.composer.setSize(this.three.size.width, this.three.size.height);\n },\n },\n render() {\n return this.$slots.default();\n },\n __hmrId: 'EffectComposer',\n};\n","export default {\n inject: ['three', 'passes'],\n beforeMount() {\n if (!this.passes) {\n console.error('Missing parent EffectComposer');\n }\n },\n unmounted() {\n if (this.pass.dispose) this.pass.dispose();\n },\n render() {\n return [];\n },\n __hmrId: 'EffectPass',\n};\n","import { RenderPass } from 'three/examples/jsm/postprocessing/RenderPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n mounted() {\n if (!this.three.scene) {\n console.error('Missing Scene');\n }\n if (!this.three.camera) {\n console.error('Missing Camera');\n }\n const pass = new RenderPass(this.three.scene, this.three.camera);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'RenderPass',\n};\n","import { BokehPass } from 'three/examples/jsm/postprocessing/BokehPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n props: {\n focus: {\n type: Number,\n default: 1,\n },\n aperture: {\n type: Number,\n default: 0.025,\n },\n maxblur: {\n type: Number,\n default: 0.01,\n },\n },\n watch: {\n focus() { this.pass.uniforms.focus.value = this.focus; },\n aperture() { this.pass.uniforms.aperture.value = this.aperture; },\n maxblur() { this.pass.uniforms.maxblur.value = this.maxblur; },\n },\n mounted() {\n if (!this.three.scene) {\n console.error('Missing Scene');\n }\n if (!this.three.camera) {\n console.error('Missing Camera');\n }\n const params = {\n focus: this.focus,\n aperture: this.aperture,\n maxblur: this.maxblur,\n width: this.three.size.width,\n height: this.three.size.height,\n };\n const pass = new BokehPass(this.three.scene, this.three.camera, params);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'BokehPass',\n};\n","import { FilmPass } from 'three/examples/jsm/postprocessing/FilmPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n props: {\n noiseIntensity: {\n type: Number,\n default: 0.5,\n },\n scanlinesIntensity: {\n type: Number,\n default: 0.05,\n },\n scanlinesCount: {\n type: Number,\n default: 4096,\n },\n grayscale: {\n type: Number,\n default: 0,\n },\n },\n watch: {\n noiseIntensity() { this.pass.uniforms.nIntensity.value = this.noiseIntensity; },\n scanlinesIntensity() { this.pass.uniforms.sIntensity.value = this.scanlinesIntensity; },\n scanlinesCount() { this.pass.uniforms.sCount.value = this.scanlinesCount; },\n grayscale() { this.pass.uniforms.grayscale.value = this.grayscale; },\n },\n mounted() {\n const pass = new FilmPass(this.noiseIntensity, this.scanlinesIntensity, this.scanlinesCount, this.grayscale);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'FilmPass',\n};\n","import { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js';\nimport { FXAAShader } from 'three/examples/jsm/shaders/FXAAShader.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n mounted() {\n const pass = new ShaderPass(FXAAShader);\n this.passes.push(pass);\n this.pass = pass;\n\n // resize will be called in three init\n this.three.onAfterResize(this.resize);\n },\n unmounted() {\n this.three.offAfterResize(this.resize);\n },\n methods: {\n resize() {\n const { resolution } = this.pass.material.uniforms;\n resolution.value.x = 1 / this.three.size.width;\n resolution.value.y = 1 / this.three.size.height;\n },\n },\n __hmrId: 'FXAAPass',\n};\n","import { HalftonePass } from 'three/examples/jsm/postprocessing/HalftonePass.js';\nimport { watch } from 'vue';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n props: {\n shape: { type: Number, default: 1 },\n radius: { type: Number, default: 4 },\n rotateR: { type: Number, default: Math.PI / 12 * 1 },\n rotateG: { type: Number, default: Math.PI / 12 * 2 },\n rotateB: { type: Number, default: Math.PI / 12 * 3 },\n scatter: { type: Number, default: 0 },\n },\n mounted() {\n const pass = new HalftonePass(this.three.size.width, this.three.size.height, {});\n\n ['shape', 'radius', 'rotateR', 'rotateG', 'rotateB', 'scatter'].forEach(p => {\n pass.uniforms[p].value = this[p];\n watch(() => this[p], () => {\n pass.uniforms[p].value = this[p];\n });\n });\n\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'HalftonePass',\n};\n","import { SMAAPass } from 'three/examples/jsm/postprocessing/SMAAPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n mounted() {\n // three size is not set yet, but this pass will be resized by effect composer\n const pass = new SMAAPass(this.three.size.width, this.three.size.height);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'SMAAPass',\n};\n","export default {\n uniforms: {},\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n varying vec2 vUv;\n void main() {\n gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n }\n `,\n};\n","// From https://github.com/evanw/glfx.js\nimport { Vector2 } from 'three';\nimport DefaultShader from './default';\n\nexport default {\n uniforms: {\n tDiffuse: { value: null },\n blurRadius: { value: 0 },\n gradientRadius: { value: 0 },\n start: { value: new Vector2() },\n end: { value: new Vector2() },\n delta: { value: new Vector2() },\n texSize: { value: new Vector2() },\n },\n vertexShader: DefaultShader.vertexShader,\n fragmentShader: `\n uniform sampler2D tDiffuse;\n uniform float blurRadius;\n uniform float gradientRadius;\n uniform vec2 start;\n uniform vec2 end;\n uniform vec2 delta;\n uniform vec2 texSize;\n varying vec2 vUv;\n\n float random(vec3 scale, float seed) {\n /* use the fragment position for a different seed per-pixel */\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n }\n\n void main() {\n vec4 color = vec4(0.0);\n float total = 0.0;\n\n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n\n vec2 normal = normalize(vec2(start.y - end.y, end.x - start.x));\n float radius = smoothstep(0.0, 1.0, abs(dot(vUv * texSize - start, normal)) / gradientRadius) * blurRadius;\n for (float t = -30.0; t <= 30.0; t++) {\n float percent = (t + offset - 0.5) / 30.0;\n float weight = 1.0 - abs(percent);\n vec4 texel = texture2D(tDiffuse, vUv + delta / texSize * percent * radius);\n // vec4 texel2 = texture2D(tDiffuse, vUv + vec2(-delta.y, delta.x) / texSize * percent * radius);\n\n /* switch to pre-multiplied alpha to correctly blur transparent images */\n texel.rgb *= texel.a;\n // texel2.rgb *= texel2.a;\n\n color += texel * weight;\n total += 2.0 * weight;\n }\n\n gl_FragColor = color / total;\n\n /* switch back from pre-multiplied alpha */\n gl_FragColor.rgb /= gl_FragColor.a + 0.00001;\n }\n `,\n};\n","import { watch } from 'vue';\n\nexport default function useBindPropValue(src, srcProp, dst, dstProp = 'value') {\n if (src[srcProp]) {\n dst[dstProp] = src[srcProp];\n watch(() => src[srcProp], (value) => {\n dst[dstProp] = value;\n });\n }\n};\n","import { Vector2 } from 'three';\nimport { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js';\nimport { watch } from 'vue';\nimport EffectPass from './EffectPass.js';\nimport TiltShift from '../shaders/TiltShift.js';\nimport useBindPropValue from '../use/useBindPropValue.js';\n\nexport default {\n extends: EffectPass,\n props: {\n blurRadius: { type: Number, default: 10 },\n gradientRadius: { type: Number, default: 100 },\n start: { type: Object, default: { x: 0, y: 100 } },\n end: { type: Object, default: { x: 10, y: 100 } },\n },\n mounted() {\n this.pass = new ShaderPass(TiltShift);\n this.passes.push(this.pass);\n\n this.pass1 = new ShaderPass(TiltShift);\n this.passes.push(this.pass1);\n\n const uniforms = this.uniforms = this.pass.uniforms;\n const uniforms1 = this.uniforms1 = this.pass1.uniforms;\n uniforms1.blurRadius = uniforms.blurRadius;\n uniforms1.gradientRadius = uniforms.gradientRadius;\n uniforms1.start = uniforms.start;\n uniforms1.end = uniforms.end;\n uniforms1.texSize = uniforms.texSize;\n\n useBindPropValue(this, 'blurRadius', uniforms.blurRadius);\n useBindPropValue(this, 'gradientRadius', uniforms.gradientRadius);\n\n this.updateFocusLine();\n ['start', 'end'].forEach(p => {\n watch(() => this[p], this.updateFocusLine);\n });\n\n this.pass.setSize = (width, height) => {\n uniforms.texSize.value.set(width, height);\n };\n },\n methods: {\n updateFocusLine() {\n this.uniforms.start.value.copy(this.start);\n this.uniforms.end.value.copy(this.end);\n const dv = new Vector2().copy(this.end).sub(this.start).normalize();\n this.uniforms.delta.value.copy(dv);\n this.uniforms1.delta.value.set(-dv.y, dv.x);\n },\n },\n __hmrId: 'TiltShiftPass',\n};\n","import { Vector2 } from 'three';\nimport { UnrealBloomPass } from 'three/examples/jsm/postprocessing/UnrealBloomPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n props: {\n strength: { type: Number, default: 1.5 },\n radius: { type: Number, default: 0 },\n threshold: { type: Number, default: 0 },\n },\n watch: {\n strength() { this.pass.strength = this.strength; },\n radius() { this.pass.radius = this.radius; },\n threshold() { this.pass.threshold = this.threshold; },\n },\n mounted() {\n const size = new Vector2(this.three.size.width, this.three.size.height);\n const pass = new UnrealBloomPass(size, this.strength, this.radius, this.threshold);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'UnrealBloomPass',\n};\n","// From https://github.com/evanw/glfx.js\nimport { Vector2 } from 'three';\nimport DefaultShader from './default';\n\nexport default {\n uniforms: {\n tDiffuse: { value: null },\n center: { value: new Vector2(0.5, 0.5) },\n strength: { value: 0 },\n },\n vertexShader: DefaultShader.vertexShader,\n fragmentShader: `\n uniform sampler2D tDiffuse;\n uniform vec2 center;\n uniform float strength;\n varying vec2 vUv;\n\n float random(vec3 scale, float seed) {\n /* use the fragment position for a different seed per-pixel */\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n }\n \n void main() {\n vec4 color = vec4(0.0);\n float total = 0.0;\n vec2 toCenter = center - vUv;\n \n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n \n for (float t = 0.0; t <= 40.0; t++) {\n float percent = (t + offset) / 40.0;\n float weight = 4.0 * (percent - percent * percent);\n vec4 texel = texture2D(tDiffuse, vUv + toCenter * percent * strength);\n\n /* switch to pre-multiplied alpha to correctly blur transparent images */\n texel.rgb *= texel.a;\n\n color += texel * weight;\n total += weight;\n }\n\n gl_FragColor = color / total;\n\n /* switch back from pre-multiplied alpha */\n gl_FragColor.rgb /= gl_FragColor.a + 0.00001;\n }\n `,\n};\n","import { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js';\nimport EffectPass from './EffectPass.js';\nimport ZoomBlur from '../shaders/ZoomBlur.js';\nimport useBindProp from '../use/useBindProp.js';\nimport useBindPropValue from '../use/useBindPropValue.js';\n\nexport default {\n extends: EffectPass,\n props: {\n center: { type: Object, default: { x: 0.5, y: 0.5 } },\n strength: { type: Number, default: 0.5 },\n },\n mounted() {\n this.pass = new ShaderPass(ZoomBlur);\n this.passes.push(this.pass);\n\n const uniforms = this.uniforms = this.pass.uniforms;\n useBindProp(this, 'center', uniforms.center.value);\n useBindPropValue(this, 'strength', uniforms.strength);\n },\n __hmrId: 'ZoomBlurPass',\n};\n","import * as TROIS from './index.js';\n\nexport const TroisJSVuePlugin = {\n install: (app) => {\n const comps = [\n 'Camera',\n 'OrthographicCamera',\n 'PerspectiveCamera',\n 'Renderer',\n 'Scene',\n 'Group',\n\n 'BoxGeometry',\n 'CircleGeometry',\n 'ConeGeometry',\n 'CylinderGeometry',\n 'DodecahedronGeometry',\n 'IcosahedronGeometry',\n 'LatheGeometry',\n 'OctahedronGeometry',\n 'PolyhedronGeometry',\n 'RingGeometry',\n 'SphereGeometry',\n 'TetrahedronGeometry',\n 'TorusGeometry',\n 'TorusKnotGeometry',\n 'TubeGeometry',\n\n 'AmbientLight',\n 'DirectionalLight',\n 'PointLight',\n 'SpotLight',\n\n 'BasicMaterial',\n 'LambertMaterial',\n 'MatcapMaterial',\n 'PhongMaterial',\n 'PhysicalMaterial',\n 'ShaderMaterial',\n 'StandardMaterial',\n 'SubSurfaceMaterial',\n 'ToonMaterial',\n\n 'Texture',\n 'CubeTexture',\n\n 'Box',\n 'Circle',\n 'Cone',\n 'Cylinder',\n 'Dodecahedron',\n 'Icosahedron',\n 'Mesh',\n 'Lathe',\n 'Octahedron',\n 'Plane',\n 'Polyhedron',\n 'Ring',\n 'Sphere',\n 'Tetrahedron',\n 'Text',\n 'Torus',\n 'TorusKnot',\n 'Tube',\n\n 'Gem',\n 'Image',\n 'InstancedMesh',\n 'MirrorMesh',\n 'RefractionMesh',\n 'Sprite',\n\n 'BokehPass',\n 'EffectComposer',\n 'FilmPass',\n 'FXAAPass',\n 'HalftonePass',\n 'RenderPass',\n 'SAOPass',\n 'SMAAPass',\n 'TiltShiftPass',\n 'UnrealBloomPass',\n 'ZoomBlurPass',\n\n 'GLTFViewer',\n ];\n\n comps.forEach(comp => {\n app.component(comp, TROIS[comp]);\n });\n 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\ No newline at end of file diff --git a/build/trois.module.min.js b/build/trois.module.min.js index acdc708..99f6b5c 100644 --- a/build/trois.module.min.js +++ b/build/trois.module.min.js @@ -1,2 +1,2 @@ -import{h as e,toRef as t,watch as i,inject as r,resolveComponent as n,openBlock as s,createBlock as a,withCtx as o,createVNode as h,renderSlot as u}from"vue";import{Vector2 as m,Vector3 as d,Plane as c,Raycaster as l,WebGLRenderer as f,OrthographicCamera as p,PerspectiveCamera as v,Group as g,Scene as y,Color as x,BoxBufferGeometry as b,CircleBufferGeometry as S,ConeBufferGeometry as w,CylinderBufferGeometry as C,DodecahedronBufferGeometry as N,IcosahedronBufferGeometry as z,LatheBufferGeometry as _,OctahedronBufferGeometry as M,PolyhedronBufferGeometry as P,RingBufferGeometry as T,SphereBufferGeometry as G,TetrahedronBufferGeometry as I,TorusBufferGeometry as R,TorusKnotBufferGeometry as L,Curve as j,TubeBufferGeometry as k,AmbientLight as E,DirectionalLight as B,PointLight as A,SpotLight as D,FrontSide as O,MeshBasicMaterial as U,MeshLambertMaterial as F,TextureLoader as $,MeshMatcapMaterial as W,MeshPhongMaterial as Z,MeshStandardMaterial as H,MeshPhysicalMaterial as V,ShaderChunk as q,UniformsUtils as Y,ShaderLib as X,ShaderMaterial as K,MeshToonMaterial as Q,CubeTextureLoader as J,CubeRefractionMapping as ee,Mesh as te,PlaneBufferGeometry as ie,FontLoader as re,TextBufferGeometry as ne,WebGLCubeRenderTarget as se,RGBFormat as ae,LinearMipmapLinearFilter as oe,CubeCamera as he,BackSide as ue,DoubleSide as me,InstancedMesh as de,SpriteMaterial as ce,Sprite as le,WebGLRenderTarget as fe,ObjectSpaceNormalMap as pe,Object3D as ve,Face3 as ge,MathUtils as ye,InstancedBufferAttribute as xe}from"three";import{OrbitControls as be}from"three/examples/jsm/controls/OrbitControls.js";import{EffectComposer as Se}from"three/examples/jsm/postprocessing/EffectComposer.js";import{RenderPass as we}from"three/examples/jsm/postprocessing/RenderPass.js";import{BokehPass as Ce}from"three/examples/jsm/postprocessing/BokehPass.js";import{FilmPass as Ne}from"three/examples/jsm/postprocessing/FilmPass.js";import{ShaderPass as ze}from"three/examples/jsm/postprocessing/ShaderPass.js";import{FXAAShader as _e}from"three/examples/jsm/shaders/FXAAShader.js";import{HalftonePass as Me}from"three/examples/jsm/postprocessing/HalftonePass.js";import{SMAAPass as Pe}from"three/examples/jsm/postprocessing/SMAAPass.js";import{UnrealBloomPass as Te}from"three/examples/jsm/postprocessing/UnrealBloomPass.js";import{Pass as Ge}from"three/examples/jsm/postprocessing/Pass.js";import{gsap as Ie,Power4 as Re}from"gsap";import{Geometry as Le}from"three/examples/jsm/deprecated/Geometry.js";import{GLTFLoader as je}from"three/examples/jsm/loaders/GLTFLoader.js";function ke(){var 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he(this.cubeCameraNear,this.cubeCameraFar,e),this.parent.add(this.cubeCamera),this.material.envMap=e.texture,this.material.needsUpdate=!0},updateCubeRT:function(){this.mesh.visible=!1,this.cubeCamera.update(this.three.renderer,this.scene),this.mesh.visible=!0}},__hmrId:"MirrorMesh"},ri={extends:jt,props:{cubeRTSize:{type:Number,default:256},cubeCameraNear:{type:Number,default:.1},cubeCameraFar:{type:Number,default:2e3},refractionRatio:{type:Number,default:.98},autoUpdate:Boolean},mounted:function(){this.initMirrorMesh(),this.autoUpdate?this.three.onBeforeRender(this.updateCubeRT):this.rendererComponent.onMounted(this.updateCubeRT)},unmounted:function(){this.three.offBeforeRender(this.updateCubeRT),this.cubeCamera&&this.parent.remove(this.cubeCamera)},methods:{initMirrorMesh:function(){var e=new se(this.cubeRTSize,{mapping:ee,format:ae,generateMipmaps:!0,minFilter:oe});this.cubeCamera=new 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ze(fi),this.passes.push(this.pass1);var t=this.uniforms=this.pass.uniforms,r=this.uniforms1=this.pass1.uniforms;r.blurRadius=t.blurRadius,r.gradientRadius=t.gradientRadius,r.start=t.start,r.end=t.end,r.texSize=t.texSize,pi(this,"blurRadius",t.blurRadius),pi(this,"gradientRadius",t.gradientRadius),this.updateFocusLine(),["start","end"].forEach((function(t){i((function(){return e[t]}),e.updateFocusLine)})),this.pass.setSize=function(e,i){t.texSize.value.set(e,i)}},methods:{updateFocusLine:function(){this.uniforms.start.value.copy(this.start),this.uniforms.end.value.copy(this.end);var e=(new m).copy(this.end).sub(this.start).normalize();this.uniforms.delta.value.copy(e),this.uniforms1.delta.value.set(-e.y,e.x)}},__hmrId:"TiltShiftPass"},gi={extends:ai,props:{strength:{type:Number,default:1.5},radius:{type:Number,default:0},threshold:{type:Number,default:0}},watch:{strength:function(){this.pass.strength=this.strength},radius:function(){this.pass.radius=this.radius},threshold:function(){this.pass.threshold=this.threshold}},mounted:function(){var e=new m(this.three.size.width,this.three.size.height),t=new Te(e,this.strength,this.radius,this.threshold);this.passes.push(t),this.pass=t},__hmrId:"UnrealBloomPass"},yi={uniforms:{tDiffuse:{value:null},center:{value:new m(.5,.5)},strength:{value:0}},vertexShader:li,fragmentShader:"\n uniform sampler2D tDiffuse;\n uniform vec2 center;\n uniform float strength;\n varying vec2 vUv;\n\n float random(vec3 scale, float seed) {\n /* use the fragment position for a different seed per-pixel */\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n }\n \n void main() {\n vec4 color = vec4(0.0);\n float total = 0.0;\n vec2 toCenter = center - vUv;\n \n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n \n for (float t = 0.0; t <= 40.0; t++) {\n float percent = (t + offset) / 40.0;\n float weight = 4.0 * (percent - percent * percent);\n vec4 texel = texture2D(tDiffuse, vUv + toCenter * percent * strength);\n\n /* switch to pre-multiplied alpha to correctly blur transparent images */\n texel.rgb *= texel.a;\n\n color += texel * weight;\n total += weight;\n }\n\n gl_FragColor = color / total;\n\n /* switch back from pre-multiplied alpha */\n gl_FragColor.rgb /= gl_FragColor.a + 0.00001;\n }\n "},xi={extends:ai,props:{center:{type:Object,default:{x:.5,y:.5}},strength:{type:Number,default:.5}},mounted:function(){this.pass=new ze(yi),this.passes.push(this.pass);var e=this.uniforms=this.pass.uniforms;We(this,"center",e.center.value),pi(this,"strength",e.strength)},__hmrId:"ZoomBlurPass"},bi="\n//\n// Description : Array and textureless GLSL 2D simplex noise function.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : ijm\n// Lastmod : 20110822 (ijm)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n//\n\nvec3 mod289(vec3 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec2 mod289(vec2 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec3 permute(vec3 x) {\n return mod289(((x*34.0)+1.0)*x);\n}\n\nfloat snoise(vec2 v)\n{\n const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0\n 0.366025403784439, // 0.5*(sqrt(3.0)-1.0)\n -0.577350269189626, // -1.0 + 2.0 * C.x\n 0.024390243902439); // 1.0 / 41.0\n // First corner\n vec2 i = floor(v + dot(v, C.yy) );\n vec2 x0 = v - i + dot(i, C.xx);\n\n // Other corners\n vec2 i1;\n i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);\n vec4 x12 = x0.xyxy + C.xxzz;\n x12.xy -= i1;\n\n // Permutations\n i = mod289(i); // Avoid truncation effects in permutation\n vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))\n + i.x + vec3(0.0, i1.x, 1.0 ));\n\n vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);\n m = m*m ;\n m = m*m ;\n\n // Gradients: 41 points uniformly over a line, mapped onto a diamond.\n // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)\n\n vec3 x = 2.0 * fract(p * C.www) - 1.0;\n vec3 h = abs(x) - 0.5;\n vec3 ox = floor(x + 0.5);\n vec3 a0 = x - ox;\n\n // Normalise gradients implicitly by scaling m\n // Approximation of: m *= inversesqrt( a0*a0 + h*h );\n m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );\n\n // Compute final noise value at P\n vec3 g;\n g.x = a0.x * x0.x + h.x * x0.y;\n g.yz = a0.yz * x12.xz + h.yz * x12.yw;\n return 130.0 * dot(m, g);\n}\n",Si={extends:ei,props:{widthSegments:{type:Number,default:20},heightSegments:{type:Number,default:20},timeCoef:{type:Number,default:.001},noiseCoef:{type:Number,default:1},zCoef:{type:Number,default:5},dispCoef:{type:Number,default:.05}},setup:function(e){var t={value:e.noiseCoef};i((function(){return e.noiseCoef}),(function(e){t.value=e}));var r={value:e.zCoef};i((function(){return e.zCoef}),(function(e){r.value=e}));var n={value:e.dispCoef};return i((function(){return e.dispCoef}),(function(e){n.value=e})),{uTime:{value:0},uNoiseCoef:t,uZCoef:r,uDispCoef:n}},mounted:function(){this.startTime=Date.now(),this.three.onBeforeRender(this.updateTime)},unmounted:function(){this.three.offBeforeRender(this.updateTime)},methods:{createGeometry:function(){this.geometry=new ie(1,1,this.widthSegments,this.heightSegments)},createMaterial:function(){var e=this;this.material=new U({side:me,map:this.loadTexture()}),this.material.onBeforeCompile=function(t){t.uniforms.uTime=e.uTime,t.uniforms.uNoiseCoef=e.uNoiseCoef,t.uniforms.uZCoef=e.uZCoef,t.uniforms.uDispCoef=e.uDispCoef,t.vertexShader="\n uniform float uTime;\n uniform float uNoiseCoef;\n uniform float uZCoef;\n varying float vNoise;\n "+bi+"\n "+t.vertexShader,t.vertexShader=t.vertexShader.replace("#include "," \n vec3 p = vec3(position * uNoiseCoef);\n p.x += uTime;\n vNoise = snoise(p.xy);\n vec3 transformed = vec3(position);\n transformed.z += vNoise * uZCoef;\n "),t.fragmentShader="\n uniform float uDispCoef;\n varying float vNoise;\n "+t.fragmentShader,t.fragmentShader=t.fragmentShader.replace("#include ","\n vec4 texelColor = texture2D(map, vUv);\n vec4 dispTexel = texture2D(map, vUv + vec2(vNoise * uDispCoef, 0));\n texelColor.r = dispTexel.r;\n diffuseColor = texelColor;\n "),e.materialShader=t}},updateTime:function(){this.uTime.value=(Date.now()-this.startTime)*this.timeCoef}},__hmrId:"NoisyImage"},wi={extends:$t,props:{timeCoef:{type:Number,default:.001},noiseCoef:{type:Number,default:5},deltaCoef:{type:Number,default:1/512},displacementScale:{type:Number,default:5}},setup:function(e){var t={value:e.noiseCoef};i((function(){return e.noiseCoef}),(function(e){t.value=e}));var r={value:new m(e.deltaCoef,e.deltaCoef)};return i((function(){return e.deltaCoef}),(function(e){r.value.set(e,e)})),{uTime:{value:0},uNoiseCoef:t,uDelta:r}},mounted:function(){var e=this;this.init(),i((function(){return e.displacementScale}),(function(t){e.material.displacementScale=t})),this.startTime=Date.now(),this.three.onBeforeRender(this.update)},unmounted:function(){this.three.offBeforeRender(this.update),this.fsQuad.dispose(),this.dispRT.dispose(),this.dispMat.dispose(),this.normRT.dispose(),this.normMat.dispose()},methods:{init:function(){this.fsQuad=new Ge.FullScreenQuad,this.dispRT=new fe(512,512,{depthBuffer:!1,stencilBuffer:!1}),this.dispMat=new K({uniforms:{uTime:this.uTime,uNoiseCoef:this.uNoiseCoef},vertexShader:"\n varying vec2 vUv;\n void main() {\n vUv = uv;\n // gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n gl_Position = vec4(position, 1.0);\n }\n ",fragmentShader:"\n uniform float uTime;\n uniform float uNoiseCoef;\n varying vec2 vUv;\n \n//\n// Description : Array and textureless GLSL 2D/3D/4D simplex\n// noise functions.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : ijm\n// Lastmod : 20110822 (ijm)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n//\n\nvec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }\nvec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }\nvec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); }\nvec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }\n\nfloat snoise(vec3 v)\n{\n const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;\n const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);\n\n // First corner\n vec3 i = floor(v + dot(v, C.yyy) );\n vec3 x0 = v - i + dot(i, C.xxx) ;\n\n // Other corners\n vec3 g = step(x0.yzx, x0.xyz);\n vec3 l = 1.0 - g;\n vec3 i1 = min( g.xyz, l.zxy );\n vec3 i2 = max( g.xyz, l.zxy );\n\n vec3 x1 = x0 - i1 + C.xxx;\n vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y\n vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y\n\n // Permutations\n i = mod289(i);\n vec4 p = permute( permute( permute(\n i.z + vec4(0.0, i1.z, i2.z, 1.0 ))\n + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))\n + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));\n\n // Gradients: 7x7 points over a square, mapped onto an octahedron.\n // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)\n float n_ = 0.142857142857; // 1.0/7.0\n vec3 ns = n_ * D.wyz - D.xzx;\n\n vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)\n\n vec4 x_ = floor(j * ns.z);\n vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)\n\n vec4 x = x_ *ns.x + ns.yyyy;\n vec4 y = y_ *ns.x + ns.yyyy;\n vec4 h = 1.0 - abs(x) - abs(y);\n\n vec4 b0 = vec4( x.xy, y.xy );\n vec4 b1 = vec4( x.zw, y.zw );\n\n vec4 s0 = floor(b0)*2.0 + 1.0;\n vec4 s1 = floor(b1)*2.0 + 1.0;\n vec4 sh = -step(h, vec4(0.0));\n\n vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;\n vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;\n\n vec3 p0 = vec3(a0.xy,h.x);\n vec3 p1 = vec3(a0.zw,h.y);\n vec3 p2 = vec3(a1.xy,h.z);\n vec3 p3 = vec3(a1.zw,h.w);\n\n // Normalise gradients\n vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n\n // Mix final noise value\n vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);\n m = m * m;\n return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),\n dot(p2,x2), dot(p3,x3) ) );\n}\n\n void main() {\n vec2 p = vec2(vUv * uNoiseCoef);\n float noise = (snoise(vec3(p.x, p.y, uTime)) + 1.0) / 2.0;\n gl_FragColor = vec4(noise, 0.0, 0.0, 1.0);\n }\n "}),this.normRT=new fe(512,512,{depthBuffer:!1,stencilBuffer:!1}),this.normMat=new K({uniforms:{dispMap:{value:this.dispRT.texture},delta:this.uDelta},vertexShader:"\n varying vec2 vUv;\n void main() {\n vUv = uv;\n // gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n gl_Position = vec4(position, 1.0);\n }\n ",fragmentShader:"\n uniform sampler2D dispMap;\n uniform vec2 delta;\n varying vec2 vUv;\n void main() {\n // gl_FragColor = vec4(0.5, 0.5, 1.0, 0.0);\n float x1 = texture2D(dispMap, vec2(vUv.x - delta.x, vUv.y)).r;\n float x2 = texture2D(dispMap, vec2(vUv.x + delta.x, vUv.y)).r;\n float y1 = texture2D(dispMap, vec2(vUv.x, vUv.y - delta.y)).r;\n float y2 = texture2D(dispMap, vec2(vUv.x, vUv.y + delta.y)).r;\n gl_FragColor = vec4(0.5 + (x1 - x2), 0.5 + (y1 - y2), 1.0, 1.0);\n }\n "}),this.material.displacementMap=this.dispRT.texture,this.material.displacementScale=this.displacementScale,this.material.normalMap=this.normRT.texture,this.material.normalMapType=pe},update:function(){this.uTime.value=(Date.now()-this.startTime)*this.timeCoef,this.renderDisp()},renderDisp:function(){this.renderMat(this.dispMat,this.dispRT),this.renderMat(this.normMat,this.normRT)},renderMat:function(e,t){var i=this.three.renderer;this.fsQuad.material=e;var r=i.getRenderTarget();i.setRenderTarget(t),this.fsQuad.render(i),i.setRenderTarget(r)}},__hmrId:"NoisyPlane"},Ci={extends:Ht,props:{radius:{type:Number,default:20},widthSegments:{type:Number,default:128},heightSegments:{type:Number,default:128},timeCoef:{type:Number,default:.001},noiseCoef:{type:Number,default:.05},dispCoef:{type:Number,default:5}},setup:function(e){var t={value:e.noiseCoef};i((function(){return e.noiseCoef}),(function(e){t.value=e}));var r={value:e.dispCoef};return i((function(){return e.dispCoef}),(function(e){r.value=e})),{uTime:{value:0},uNoiseCoef:t,uDispCoef:r}},mounted:function(){this.updateMaterial(),this.startTime=Date.now(),this.three.onBeforeRender(this.updateTime)},unmounted:function(){this.three.offBeforeRender(this.updateTime)},methods:{updateMaterial:function(){var e=this;this.material.onBeforeCompile=function(t){t.uniforms.uTime=e.uTime,t.uniforms.uNoiseCoef=e.uNoiseCoef,t.uniforms.uDispCoef=e.uDispCoef,t.vertexShader="\n uniform float uTime;\n uniform float uNoiseCoef;\n uniform float uDispCoef;\n varying float vNoise;\n \n//\n// Description : Array and textureless GLSL 2D/3D/4D simplex\n// noise functions.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : ijm\n// Lastmod : 20110822 (ijm)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n//\n\nvec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }\nfloat mod289(float x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }\nvec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); }\nfloat permute(float x) { return mod289(((x*34.0)+1.0)*x); }\nvec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }\nfloat taylorInvSqrt(float r) { return 1.79284291400159 - 0.85373472095314 * r; }\n\nvec4 grad4(float j, vec4 ip)\n{\n const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);\n vec4 p,s;\n\n p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;\n p.w = 1.5 - dot(abs(p.xyz), ones.xyz);\n s = vec4(lessThan(p, vec4(0.0)));\n p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;\n\n return p;\n}\n\n// (sqrt(5) - 1)/4 = F4, used once below\n#define F4 0.309016994374947451\n\nfloat snoise(vec4 v)\n{\n const vec4 C = vec4( 0.138196601125011, // (5 - sqrt(5))/20 G4\n 0.276393202250021, // 2 * G4\n 0.414589803375032, // 3 * G4\n -0.447213595499958); // -1 + 4 * G4\n\n // First corner\n vec4 i = floor(v + dot(v, vec4(F4)) );\n vec4 x0 = v - i + dot(i, C.xxxx);\n\n // Other corners\n\n // Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)\n vec4 i0;\n vec3 isX = step( x0.yzw, x0.xxx );\n vec3 isYZ = step( x0.zww, x0.yyz );\n // i0.x = dot( isX, vec3( 1.0 ) );\n i0.x = isX.x + isX.y + isX.z;\n i0.yzw = 1.0 - isX;\n // i0.y += dot( isYZ.xy, vec2( 1.0 ) );\n i0.y += isYZ.x + isYZ.y;\n i0.zw += 1.0 - isYZ.xy;\n i0.z += isYZ.z;\n i0.w += 1.0 - isYZ.z;\n\n // i0 now contains the unique values 0,1,2,3 in each channel\n vec4 i3 = clamp( i0, 0.0, 1.0 );\n vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );\n vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );\n\n vec4 x1 = x0 - i1 + C.xxxx;\n vec4 x2 = x0 - i2 + C.yyyy;\n vec4 x3 = x0 - i3 + C.zzzz;\n vec4 x4 = x0 + C.wwww;\n\n // Permutations\n i = mod289(i);\n float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);\n vec4 j1 = permute( permute( permute( permute (\n i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))\n + i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))\n + i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))\n + i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));\n\n // Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope\n // 7*7*6 = 294, which is close to the ring size 17*17 = 289.\n vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;\n\n vec4 p0 = grad4(j0, ip);\n vec4 p1 = grad4(j1.x, ip);\n vec4 p2 = grad4(j1.y, ip);\n vec4 p3 = grad4(j1.z, ip);\n vec4 p4 = grad4(j1.w, ip);\n\n // Normalise gradients\n vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n p4 *= taylorInvSqrt(dot(p4,p4));\n\n // Mix contributions from the five corners\n vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);\n vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);\n m0 = m0 * m0;\n m1 = m1 * m1;\n return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))\n + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;\n\n}\n\n "+t.vertexShader,t.vertexShader=t.vertexShader.replace("#include ","\n vec4 p = vec4(vec3(position * uNoiseCoef), uTime);\n vNoise = snoise(p);\n vec3 transformed = vec3(position);\n transformed += normalize(position) * vNoise * uDispCoef;\n "),e.materialShader=t},this.material.needsupdate=!0},updateTime:function(){this.uTime.value=(Date.now()-this.startTime)*this.timeCoef}},__hmrId:"NoisySphere"},Ni={extends:Yt,props:{timeCoef:{type:Number,default:.001},noiseCoef:{type:Number,default:.015},zCoef:{type:Number,default:10}},setup:function(e){var t={value:e.noiseCoef};i((function(){return e.noiseCoef}),(function(e){t.value=e}));var r={value:e.zCoef};return i((function(){return e.zCoef}),(function(e){r.value=e})),{uTime:{value:0},uNoiseCoef:t,uZCoef:r}},mounted:function(){this.updateMaterial(),this.startTime=Date.now(),this.three.onBeforeRender(this.updateTime)},unmounted:function(){this.three.offBeforeRender(this.updateTime)},methods:{updateMaterial:function(){var e=this;this.material.onBeforeCompile=function(t){t.uniforms.uTime=e.uTime,t.uniforms.uNoiseCoef=e.uNoiseCoef,t.uniforms.uZCoef=e.uZCoef,t.vertexShader="\n uniform float uTime;\n uniform float uNoiseCoef;\n uniform float uZCoef;\n "+bi+"\n "+t.vertexShader,t.vertexShader=t.vertexShader.replace("#include "," \n vec3 p = vec3(position * uNoiseCoef);\n p.x += uTime;\n float noise = snoise(p.xy);\n vec3 transformed = vec3(position);\n transformed.z += noise * uZCoef;\n "),e.materialShader=t},this.material.needsupdate=!0},updateTime:function(){this.uTime.value=(Date.now()-this.startTime)*this.timeCoef}},__hmrId:"NoisyText"},zi=function(e){var t=this;Object.entries(e).forEach((function(e){var i=e[0],r=e[1];t[i]=r})),this.o3d=new ve,this.uProgress={value:0},this.uvScale=new m,this.initMaterial(),this.initPlane()};function _i(){var e={loader:new $,count:0,textures:[],loadProgress:0,loadTextures:function(i,r){e.count=i.length,e.textures.splice(0),e.loadProgress=0,Promise.all(i.map(t)).then(r)},dispose:function(){e.textures.forEach((function(e){return e.dispose()}))}};return e;function t(t,i){return new Promise((function(r){e.loader.load(t.src,(function(t){e.loadProgress+=1/e.count,e.textures[i]=t,r(t)}))}))}}zi.prototype.initMaterial=function(){var e=this;this.material=new U({side:me,transparent:!0,map:this.texture,onBeforeCompile:function(t){t.uniforms.progress=e.uProgress,t.uniforms.uvScale={value:e.uvScale},t.vertexShader="\n uniform float progress;\n uniform vec2 uvScale;\n\n attribute vec3 offset;\n attribute vec3 rotation;\n attribute vec2 uvOffset;\n\n mat3 rotationMatrixXYZ(vec3 r)\n {\n float cx = cos(r.x);\n float sx = sin(r.x);\n float cy = cos(r.y);\n float sy = sin(r.y);\n float cz = cos(r.z);\n float sz = sin(r.z);\n\n return mat3(\n cy * cz, cx * sz + sx * sy * cz, sx * sz - cx * sy * cz,\n -cy * sz, cx * cz - sx * sy * sz, sx * cz + cx * sy * sz,\n sy, -sx * cy, cx * cy\n );\n }\n "+t.vertexShader,t.vertexShader=t.vertexShader.replace("#include ","\n #include \n vUv = vUv * uvScale + uvOffset;\n "),t.vertexShader=t.vertexShader.replace("#include ","\n mat3 rotMat = rotationMatrixXYZ(progress * rotation);\n transformed = rotMat * transformed;\n\n vec4 mvPosition = vec4(transformed, 1.0);\n #ifdef USE_INSTANCING\n mvPosition = instanceMatrix * mvPosition;\n #endif\n\n mvPosition.xyz += progress * offset;\n\n mvPosition = modelViewMatrix * mvPosition;\n gl_Position = projectionMatrix * mvPosition;\n ")}})},zi.prototype.initPlane=function(){var e=this.screen,t=e.width,i=e.wWidth,r=e.wHeight;this.wSize=this.size*i/t,this.nx=Math.ceil(i/this.wSize)+1,this.ny=Math.ceil(r/this.wSize)+1,this.icount=this.nx*this.ny,this.initGeometry(),this.initUV(),this.initAnimAttributes(),this.imesh&&this.o3d.remove(this.imesh),this.imesh=new de(this.bGeometry,this.material,this.icount),this.o3d.add(this.imesh);for(var n=new ve,s=0,a=-(i-(i-this.nx*this.wSize))/2+this.dx,o=0;ot?this.uvScale.set(1/this.nx,t/e/this.ny):this.uvScale.set(e/t/this.nx,1/this.ny);for(var i=this.uvScale.x*this.nx,r=this.uvScale.y*this.ny,n=new m,s=new Float32Array(2*this.icount),a=0;a0?this.setTargetProgress(this.targetProgress+.05):this.setTargetProgress(this.targetProgress-.05)},onClick:function(e){e.clientY0&&r 0.001) {\n vec4 color = vec4(0.0);\n float total = 0.0;\n vec2 toCenter = center * uvScale + uvOffset - tUv;\n \n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n \n for (float t = 0.0; t <= 20.0; t++) {\n float percent = (t + offset) / 20.0;\n float weight = 2.0 * (percent - percent * percent);\n vec4 texel = texture2D(map, tUv + toCenter * percent * strength);\n\n /* switch to pre-multiplied alpha to correctly blur transparent images */\n texel.rgb *= texel.a;\n\n color += texel * weight;\n total += weight;\n }\n\n gl_FragColor = color / total;\n\n /* switch back from pre-multiplied alpha */\n gl_FragColor.rgb /= gl_FragColor.a + 0.00001;\n gl_FragColor.a = 1.0 - abs(strength);\n } else {\n gl_FragColor = texture2D(map, tUv);\n }\n }\n "}),r=new te(t,i),{geometry:t,material:i,mesh:r,uCenter:s,uStrength:a,setMap:function(e){n.value=e,u()},updateUV:u};function u(){var t=e.size.ratio,i=n.value.image.width/n.value.image.height;o.value.set(0,0),h.value.set(1,1),i>t?(h.value.x=t/i,o.value.x=(1-h.value.x)/2):(h.value.y=i/t,o.value.y=(1-h.value.y)/2)}}Mi.render=function(e,t,i,r,u,m){var d=n("Camera"),c=n("Scene"),l=n("Renderer");return 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e=this;this.createGeometry(),["size","width","height","depth","widthSegments","heightSegments","depthSegments"].forEach((function(t){r((function(){return e[t]}),(function(){e.refreshGeometry()}))}))},methods:{createGeometry:function(){this.size?this.geometry=new f(this.size,this.size,this.size):this.geometry=new f(this.width,this.height,this.depth)}},__hmrId:"Box"},vt={extends:yt,props:{radius:{type:Number,default:1},segments:{type:Number,default:8},thetaStart:{type:Number,default:0},thetaLength:{type:Number,default:2*Math.PI}},created:function(){var e=this;this.createGeometry();["radius","segments","thetaStart","thetaLength"].forEach((function(t){r((function(){return e[t]}),(function(){e.refreshGeometry()}))}))},methods:{createGeometry:function(){this.geometry=new p(this.radius,this.segments,this.thetaStart,this.thetaLength)}},__hmrId:"Circle"},St={extends:yt,props:{radius:{type:Number,default:1},height:{type:Number,default:1},radialSegments:{type:Number,default:8},heightSegments:{type:Number,default:1},openEnded:{type:Boolean,default:!1},thetaStart:{type:Number,default:0},thetaLength:{type:Number,default:2*Math.PI}},created:function(){var e=this;this.createGeometry();["radius","height","radialSegments","heightSegments","openEnded","thetaStart","thetaLength"].forEach((function(t){r((function(){return e[t]}),(function(){e.refreshGeometry()}))}))},methods:{createGeometry:function(){this.geometry=new g(this.radius,this.height,this.radialSegments,this.heightSegments,this.openEnded,this.thetaStart,this.thetaLength)}},__hmrId:"Cone"},Nt={extends:yt,props:{radiusTop:{type:Number,default:1},radiusBottom:{type:Number,default:1},height:{type:Number,default:1},radialSegments:{type:Number,default:8},heightSegments:{type:Number,default:1},openEnded:{type:Boolean,default:!1},thetaStart:{type:Number,default:0},thetaLength:{type:Number,default:2*Math.PI}},created:function(){var e=this;this.createGeometry();["radiusTop","radiusBottom","height","radialSegments","heightSegments","openEnded","thetaStart","thetaLength"].forEach((function(t){r((function(){return e[t]}),(function(){e.refreshGeometry()}))}))},methods:{createGeometry:function(){this.geometry=new y(this.radiusTop,this.radiusBottom,this.height,this.radialSegments,this.heightSegments,this.openEnded,this.thetaStart,this.thetaLength)}},__hmrId:"Cylinder"},wt={extends:yt,props:{radius:{type:Number,default:1},detail:{type:Number,default:0}},created:function(){var e=this;this.createGeometry();["radius","detail"].forEach((function(t){r((function(){return e[t]}),(function(){e.refreshGeometry()}))}))},methods:{createGeometry:function(){this.geometry=new b(this.radius,this.detail)}},__hmrId:"Dodecahedron"},xt={extends:yt,props:{radius:{type:Number,default:1},detail:{type:Number,default:0}},created:function(){var e=this;this.createGeometry();["radius","detail"].forEach((function(t){r((function(){return e[t]}),(function(){e.refreshGeometry()}))}))},methods:{createGeometry:function(){this.geometry=new v(this.radius,this.detail)}},__hmrId:"Icosahedron"},_t={extends:yt,props:{points:Array,segments:{type:Number,default:12},phiStart:{type:Number,default:0},phiLength:{type:Number,default:2*Math.PI}},created:function(){var e=this;this.createGeometry();["points","segments","phiStart","phiLength"].forEach((function(t){r((function(){return e[t]}),(function(){e.refreshGeometry()}))}))},methods:{createGeometry:function(){this.geometry=new S(this.points,this.segments,this.phiStart,this.phiLength)}},__hmrId:"Lathe"},Ct={extends:yt,props:{radius:{type:Number,default:1},detail:{type:Number,default:0}},created:function(){var e=this;this.createGeometry();["radius","detail"].forEach((function(t){r((function(){return e[t]}),(function(){e.refreshGeometry()}))}))},methods:{createGeometry:function(){this.geometry=new 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w(this.vertices,this.indices,this.radius,this.detail)}},__hmrId:"Polyhedron"},It={extends:yt,props:{innerRadius:{type:Number,default:.5},outerRadius:{type:Number,default:1},thetaSegments:{type:Number,default:8},phiSegments:{type:Number,default:1},thetaStart:{type:Number,default:0},thetaLength:{type:Number,default:2*Math.PI}},created:function(){var e=this;this.createGeometry();["innerRadius","outerRadius","thetaSegments","phiSegments","thetaStart","thetaLength"].forEach((function(t){r((function(){return e[t]}),(function(){e.refreshGeometry()}))}))},methods:{createGeometry:function(){this.geometry=new x(this.innerRadius,this.outerRadius,this.thetaSegments,this.phiSegments,this.thetaStart,this.thetaLength)}},__hmrId:"Ring"},Pt={extends:yt,props:{radius:Number,widthSegments:{type:Number,default:12},heightSegments:{type:Number,default:12}},watch:{radius:function(){this.refreshGeometry()},widthSegments:function(){this.refreshGeometry()},heightSegments:function(){this.refreshGeometry()}},created:function(){this.createGeometry()},methods:{createGeometry:function(){this.geometry=new _(this.radius,this.widthSegments,this.heightSegments)}},__hmrId:"Sphere"},zt={extends:yt,props:{radius:{type:Number,default:1},detail:{type:Number,default:0}},created:function(){var e=this;this.createGeometry();["radius","detail"].forEach((function(t){r((function(){return e[t]}),(function(){e.refreshGeometry()}))}))},methods:{createGeometry:function(){this.geometry=new C(this.radius,this.detail)}},__hmrId:"Tetrahedron"},Rt={text:String,fontSrc:String,size:{type:Number,default:80},height:{type:Number,default:5},depth:{type:Number,default:1},curveSegments:{type:Number,default:12},bevelEnabled:{type:Boolean,default:!1},bevelThickness:{type:Number,default:10},bevelSize:{type:Number,default:8},bevelOffset:{type:Number,default:0},bevelSegments:{type:Number,default:5},align:{type:[Boolean,String],default:!1}},Bt={extends:yt,props:Object.assign({},Rt),created:function(){var e=this;["text","size","height","curveSegments","bevelEnabled","bevelThickness","bevelSize","bevelOffset","bevelSegments","align"].forEach((function(t){r((function(){return e[t]}),(function(){e.font&&e.refreshGeometry()}))})),(new Y).load(this.fontSrc,(function(t){e.font=t,e.createGeometry(),e.initMesh()}))},methods:{createGeometry:function(){this.geometry=new J(this.text,{font:this.font,size:this.size,height:this.height,depth:this.depth,curveSegments:this.curveSegments,bevelEnabled:this.bevelEnabled,bevelThickness:this.bevelThickness,bevelSize:this.bevelSize,bevelOffset:this.bevelOffset,bevelSegments:this.bevelSegments}),"center"===this.align&&this.geometry.center()}}},Et={extends:yt,props:{radius:{type:Number,default:.5},tube:{type:Number,default:.4},radialSegments:{type:Number,default:8},tubularSegments:{type:Number,default:6},arc:{type:Number,default:2*Math.PI}},created:function(){var e=this;this.createGeometry();["radius","tube","radialSegments","tubularSegments","arc"].forEach((function(t){r((function(){return e[t]}),(function(){e.refreshGeometry()}))}))},methods:{createGeometry:function(){this.geometry=new M(this.radius,this.tube,this.radialSegments,this.tubularSegments,this.arc)}},__hmrId:"Torus"},Lt={extends:yt,props:{radius:{type:Number,default:.5},tube:{type:Number,default:.4},tubularSegments:{type:Number,default:64},radialSegments:{type:Number,default:8},p:{type:Number,default:2},q:{type:Number,default:3}},created:function(){var e=this;this.createGeometry();["radius","tube","radialSegments","tubularSegments","p","q"].forEach((function(t){r((function(){return e[t]}),(function(){e.refreshGeometry()}))}))},methods:{createGeometry:function(){this.geometry=new G(this.radius,this.tube,this.tubularSegments,this.radialSegments,this.p,this.q)}},__hmrId:"TorusKnot"},jt={extends:yt,props:{path:I,tubularSegments:{type:Number,default:64},radius:{type:Number,default:1},radialSegments:{type:Number,default:8},closed:{type:Boolean,default:!1}},created:function(){var e=this;this.createGeometry();["path","tubularSegments","radius","radialSegments","closed"].forEach((function(t){r((function(){return e[t]}),(function(){e.refreshGeometry()}))}))},methods:{createGeometry:function(){this.geometry=new P(this.path,this.tubularSegments,this.radius,this.radialSegments,this.closed)}},__hmrId:"Tube"},kt={extends:yt,props:{cubeRTSize:{type:Number,default:256},cubeCameraNear:{type:Number,default:.1},cubeCameraFar:{type:Number,default:2e3},autoUpdate:Boolean},mounted:function(){this.initGem(),this.autoUpdate?this.three.onBeforeRender(this.updateCubeRT):this.rendererComponent.onMounted(this.updateCubeRT)},unmounted:function(){this.three.offBeforeRender(this.updateCubeRT),this.meshBack&&this.parent.remove(this.meshBack),this.materialBack&&this.materialBack.dispose()},methods:{initGem:function(){var e=new Q(this.cubeRTSize,{format:ee,generateMipmaps:!0,minFilter:te});this.cubeCamera=new re(this.cubeCameraNear,this.cubeCameraFar,e),Ge(this,"position",this.cubeCamera.position),this.parent.add(this.cubeCamera),this.material.side=L,this.material.envMap=e.texture,this.material.envMapIntensity=10,this.material.metalness=0,this.material.roughness=0,this.material.opacity=.75,this.material.transparent=!0,this.material.premultipliedAlpha=!0,this.material.needsUpdate=!0,this.materialBack=this.material.clone(),this.materialBack.side=ie,this.materialBack.envMapIntensity=5,this.materialBack.metalness=1,this.materialBack.roughness=0,this.materialBack.opacity=.5,this.meshBack=new Z(this.geometry,this.materialBack),Ge(this,"position",this.meshBack.position),Ge(this,"rotation",this.meshBack.rotation),Ge(this,"scale",this.meshBack.scale),this.parent.add(this.meshBack)},updateCubeRT:function(){this.mesh.visible=!1,this.meshBack.visible=!1,this.cubeCamera.update(this.three.renderer,this.scene),this.mesh.visible=!0,this.meshBack.visible=!0}},__hmrId:"Gem"},Tt={emits:["loaded"],extends:yt,props:{src:String,width:Number,height:Number,keepSize:Boolean},created:function(){var e=this;this.createGeometry(),this.createMaterial(),this.initMesh(),r((function(){return e.src}),this.refreshTexture),["width","height"].forEach((function(t){r((function(){return e[t]}),e.resize)})),this.keepSize&&this.three.onAfterResize(this.resize)},methods:{createGeometry:function(){this.geometry=new K(1,1,1,1)},createMaterial:function(){this.material=new j({side:se,map:this.loadTexture()})},loadTexture:function(){return(new T).load(this.src,this.onLoaded)},refreshTexture:function(){this.texture&&this.texture.dispose(),this.material.map=this.loadTexture(),this.material.needsUpdate=!0},onLoaded:function(e){this.texture=e,this.resize(),this.$emit("loaded")},resize:function(){if(this.texture){var e,t,r=this.three.size,i=this.texture.image.width/this.texture.image.height;this.width&&this.height?(e=this.width*r.wWidth/r.width,t=this.height*r.wHeight/r.height):this.width?t=(e=this.width*r.wWidth/r.width)/i:this.height&&(e=(t=this.height*r.wHeight/r.height)*i),this.mesh.scale.x=e,this.mesh.scale.y=t}}},__hmrId:"Image"},Ot={inject:["three","scene"],props:{materialId:String,count:Number,position:Object,castShadow:Boolean,receiveShadow:Boolean},setup:function(){return{parent:i("group",i("scene"))}},provide:function(){return{mesh:this}},beforeMount:function(){this.$slots.default||console.error("Missing 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this.$slots.default()},__hmrId:"InstancedMesh"},At={extends:yt,props:{cubeRTSize:{type:Number,default:256},cubeCameraNear:{type:Number,default:.1},cubeCameraFar:{type:Number,default:2e3},autoUpdate:Boolean},mounted:function(){this.initMirrorMesh(),this.autoUpdate?this.three.onBeforeRender(this.updateCubeRT):this.rendererComponent.onMounted(this.updateCubeRT)},unmounted:function(){this.three.offBeforeRender(this.updateCubeRT),this.cubeCamera&&this.parent.remove(this.cubeCamera)},methods:{initMirrorMesh:function(){var e=new Q(this.cubeRTSize,{format:ee,generateMipmaps:!0,minFilter:te});this.cubeCamera=new re(this.cubeCameraNear,this.cubeCameraFar,e),this.parent.add(this.cubeCamera),this.material.envMap=e.texture,this.material.needsUpdate=!0},updateCubeRT:function(){this.mesh.visible=!1,this.cubeCamera.update(this.three.renderer,this.scene),this.mesh.visible=!0}},__hmrId:"MirrorMesh"},Ft={extends:yt,props:{cubeRTSize:{type:Number,default:256},cubeCameraNear:{type:Number,default:.1},cubeCameraFar:{type:Number,default:2e3},refractionRatio:{type:Number,default:.98},autoUpdate:Boolean},mounted:function(){this.initMirrorMesh(),this.autoUpdate?this.three.onBeforeRender(this.updateCubeRT):this.rendererComponent.onMounted(this.updateCubeRT)},unmounted:function(){this.three.offBeforeRender(this.updateCubeRT),this.cubeCamera&&this.parent.remove(this.cubeCamera)},methods:{initMirrorMesh:function(){var e=new Q(this.cubeRTSize,{mapping:q,format:ee,generateMipmaps:!0,minFilter:te});this.cubeCamera=new re(this.cubeCameraNear,this.cubeCameraFar,e),Ge(this,"position",this.cubeCamera.position),this.parent.add(this.cubeCamera),this.material.envMap=e.texture,this.material.refractionRatio=this.refractionRatio,this.material.needsUpdate=!0},updateCubeRT:function(){this.mesh.visible=!1,this.cubeCamera.update(this.three.renderer,this.scene),this.mesh.visible=!0}},__hmrId:"RefractionMesh"},Ut={emits:["ready","loaded"],inject:["three","scene"],props:{src:String,position:Object,scale:Object},setup:function(){return{parent:i("group",i("scene"))}},mounted:function(){this.texture=(new T).load(this.src,this.onLoaded),this.material=new ae({map:this.texture}),this.sprite=new oe(this.material),this.geometry=this.sprite.geometry,Ge(this,"position",this.sprite.position),Ge(this,"scale",this.sprite.scale),this.parent.add(this.sprite),this.$emit("ready")},unmounted:function(){this.texture.dispose(),this.material.dispose(),this.parent.remove(this.sprite)},methods:{onLoaded:function(){this.updateUV(),this.$emit("loaded")},updateUV:function(){this.iWidth=this.texture.image.width,this.iHeight=this.texture.image.height,this.iRatio=this.iWidth/this.iHeight;var e=.5,t=.5;this.iRatio>1?t=.5/this.iRatio:e=.5/this.iRatio;var r=this.geometry.attributes.position.array;r[0]=-e,r[1]=-t,r[5]=e,r[6]=-t,r[10]=e,r[11]=t,r[15]=-e,r[16]=t,this.geometry.attributes.position.needsUpdate=!0}},render:function(){return[]},__hmrId:"Sprite"},Dt={setup:function(){return{passes:[]}},inject:["three"],provide:function(){return{passes:this.passes}},mounted:function(){var e=this;this.three.onAfterInit((function(){e.composer=new ue(e.three.renderer),e.three.renderer.autoClear=!1,e.passes.forEach((function(t){e.composer.addPass(t)})),e.three.composer=e.composer,e.resize(),e.three.onAfterResize(e.resize)}))},unmounted:function(){this.three.offAfterResize(this.resize)},methods:{resize:function(){this.composer.setSize(this.three.size.width,this.three.size.height)}},render:function(){return this.$slots.default()},__hmrId:"EffectComposer"},$t={inject:["three","passes"],beforeMount:function(){this.passes||console.error("Missing parent EffectComposer")},unmounted:function(){this.pass.dispose&&this.pass.dispose()},render:function(){return[]},__hmrId:"EffectPass"},Ht={extends:$t,mounted:function(){this.three.scene||console.error("Missing Scene"),this.three.camera||console.error("Missing Camera");var e=new de(this.three.scene,this.three.camera);this.passes.push(e),this.pass=e},__hmrId:"RenderPass"},Wt={extends:$t,props:{focus:{type:Number,default:1},aperture:{type:Number,default:.025},maxblur:{type:Number,default:.01}},watch:{focus:function(){this.pass.uniforms.focus.value=this.focus},aperture:function(){this.pass.uniforms.aperture.value=this.aperture},maxblur:function(){this.pass.uniforms.maxblur.value=this.maxblur}},mounted:function(){this.three.scene||console.error("Missing Scene"),this.three.camera||console.error("Missing Camera");var e={focus:this.focus,aperture:this.aperture,maxblur:this.maxblur,width:this.three.size.width,height:this.three.size.height},t=new me(this.three.scene,this.three.camera,e);this.passes.push(t),this.pass=t},__hmrId:"BokehPass"},Vt={extends:$t,props:{noiseIntensity:{type:Number,default:.5},scanlinesIntensity:{type:Number,default:.05},scanlinesCount:{type:Number,default:4096},grayscale:{type:Number,default:0}},watch:{noiseIntensity:function(){this.pass.uniforms.nIntensity.value=this.noiseIntensity},scanlinesIntensity:function(){this.pass.uniforms.sIntensity.value=this.scanlinesIntensity},scanlinesCount:function(){this.pass.uniforms.sCount.value=this.scanlinesCount},grayscale:function(){this.pass.uniforms.grayscale.value=this.grayscale}},mounted:function(){var e=new ce(this.noiseIntensity,this.scanlinesIntensity,this.scanlinesCount,this.grayscale);this.passes.push(e),this.pass=e},__hmrId:"FilmPass"},Xt={extends:$t,mounted:function(){var e=new le(fe);this.passes.push(e),this.pass=e,this.three.onAfterResize(this.resize)},unmounted:function(){this.three.offAfterResize(this.resize)},methods:{resize:function(){var e=this.pass.material.uniforms.resolution;e.value.x=1/this.three.size.width,e.value.y=1/this.three.size.height}},__hmrId:"FXAAPass"},qt={extends:$t,props:{shape:{type:Number,default:1},radius:{type:Number,default:4},rotateR:{type:Number,default:Math.PI/12*1},rotateG:{type:Number,default:Math.PI/12*2},rotateB:{type:Number,default:Math.PI/12*3},scatter:{type:Number,default:0}},mounted:function(){var e=this,t=new pe(this.three.size.width,this.three.size.height,{});["shape","radius","rotateR","rotateG","rotateB","scatter"].forEach((function(i){t.uniforms[i].value=e[i],r((function(){return e[i]}),(function(){t.uniforms[i].value=e[i]}))})),this.passes.push(t),this.pass=t},__hmrId:"HalftonePass"},Zt={extends:$t,mounted:function(){var e=new ge(this.three.size.width,this.three.size.height);this.passes.push(e),this.pass=e},__hmrId:"SMAAPass"},Kt="\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n ",Yt={uniforms:{tDiffuse:{value:null},blurRadius:{value:0},gradientRadius:{value:0},start:{value:new s},end:{value:new s},delta:{value:new s},texSize:{value:new s}},vertexShader:Kt,fragmentShader:"\n uniform sampler2D tDiffuse;\n uniform float blurRadius;\n uniform float gradientRadius;\n uniform vec2 start;\n uniform vec2 end;\n uniform vec2 delta;\n uniform vec2 texSize;\n varying vec2 vUv;\n\n float random(vec3 scale, float seed) {\n /* use the fragment position for a different seed per-pixel */\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n }\n\n void main() {\n vec4 color = vec4(0.0);\n float total = 0.0;\n\n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n\n vec2 normal = normalize(vec2(start.y - end.y, end.x - start.x));\n float radius = smoothstep(0.0, 1.0, abs(dot(vUv * texSize - start, normal)) / gradientRadius) * blurRadius;\n for (float t = -30.0; t <= 30.0; t++) {\n float percent = (t + offset - 0.5) / 30.0;\n float weight = 1.0 - abs(percent);\n vec4 texel = texture2D(tDiffuse, vUv + delta / texSize * percent * radius);\n // vec4 texel2 = texture2D(tDiffuse, vUv + vec2(-delta.y, delta.x) / texSize * percent * radius);\n\n /* switch to pre-multiplied alpha to correctly blur transparent images */\n texel.rgb *= texel.a;\n // texel2.rgb *= texel2.a;\n\n color += texel * weight;\n total += 2.0 * weight;\n }\n\n gl_FragColor = color / total;\n\n /* switch back from pre-multiplied alpha */\n gl_FragColor.rgb /= gl_FragColor.a + 0.00001;\n }\n "};function Jt(e,t,i,s){void 0===s&&(s="value"),e[t]&&(i[s]=e[t],r((function(){return e[t]}),(function(e){i[s]=e})))}var Qt={extends:$t,props:{blurRadius:{type:Number,default:10},gradientRadius:{type:Number,default:100},start:{type:Object,default:{x:0,y:100}},end:{type:Object,default:{x:10,y:100}}},mounted:function(){var e=this;this.pass=new le(Yt),this.passes.push(this.pass),this.pass1=new le(Yt),this.passes.push(this.pass1);var t=this.uniforms=this.pass.uniforms,i=this.uniforms1=this.pass1.uniforms;i.blurRadius=t.blurRadius,i.gradientRadius=t.gradientRadius,i.start=t.start,i.end=t.end,i.texSize=t.texSize,Jt(this,"blurRadius",t.blurRadius),Jt(this,"gradientRadius",t.gradientRadius),this.updateFocusLine(),["start","end"].forEach((function(t){r((function(){return e[t]}),e.updateFocusLine)})),this.pass.setSize=function(e,r){t.texSize.value.set(e,r)}},methods:{updateFocusLine:function(){this.uniforms.start.value.copy(this.start),this.uniforms.end.value.copy(this.end);var e=(new s).copy(this.end).sub(this.start).normalize();this.uniforms.delta.value.copy(e),this.uniforms1.delta.value.set(-e.y,e.x)}},__hmrId:"TiltShiftPass"},er={extends:$t,props:{strength:{type:Number,default:1.5},radius:{type:Number,default:0},threshold:{type:Number,default:0}},watch:{strength:function(){this.pass.strength=this.strength},radius:function(){this.pass.radius=this.radius},threshold:function(){this.pass.threshold=this.threshold}},mounted:function(){var e=new s(this.three.size.width,this.three.size.height),t=new ye(e,this.strength,this.radius,this.threshold);this.passes.push(t),this.pass=t},__hmrId:"UnrealBloomPass"},tr={uniforms:{tDiffuse:{value:null},center:{value:new s(.5,.5)},strength:{value:0}},vertexShader:Kt,fragmentShader:"\n uniform sampler2D tDiffuse;\n uniform vec2 center;\n uniform float strength;\n varying vec2 vUv;\n\n float random(vec3 scale, float seed) {\n /* use the fragment position for a different seed per-pixel */\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n }\n \n void main() {\n vec4 color = vec4(0.0);\n float total = 0.0;\n vec2 toCenter = center - vUv;\n \n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n \n for (float t = 0.0; t <= 40.0; t++) {\n float percent = (t + offset) / 40.0;\n float weight = 4.0 * (percent - percent * percent);\n vec4 texel = texture2D(tDiffuse, vUv + toCenter * percent * strength);\n\n /* switch to pre-multiplied alpha to correctly blur transparent images */\n texel.rgb *= texel.a;\n\n color += texel * weight;\n total += weight;\n }\n\n gl_FragColor = color / total;\n\n /* switch back from pre-multiplied alpha */\n gl_FragColor.rgb /= gl_FragColor.a + 0.00001;\n }\n "},rr={extends:$t,props:{center:{type:Object,default:{x:.5,y:.5}},strength:{type:Number,default:.5}},mounted:function(){this.pass=new le(tr),this.passes.push(this.pass);var e=this.uniforms=this.pass.uniforms;Ge(this,"center",e.center.value),Jt(this,"strength",e.strength)},__hmrId:"ZoomBlurPass"},ir=Object.freeze({__proto__:null,Renderer:ve,OrthographicCamera:Ie,PerspectiveCamera:Pe,Camera:Pe,Group:ze,Scene:Re,BoxGeometry:Ee,CircleGeometry:Le,ConeGeometry:je,CylinderGeometry:ke,DodecahedronGeometry:Te,IcosahedronGeometry:Oe,LatheGeometry:Ae,OctahedronGeometry:Fe,PolyhedronGeometry:Ue,RingGeometry:De,SphereGeometry:$e,TetrahedronGeometry:He,TorusGeometry:We,TorusKnotGeometry:Ve,TubeGeometry:Xe,AmbientLight:Ze,DirectionalLight:Ke,PointLight:Ye,SpotLight:Je,BasicMaterial:et,LambertMaterial:tt,MatcapMaterial:rt,PhongMaterial:it,PhysicalMaterial:at,StandardMaterial:nt,SubSurfaceMaterial:lt,ToonMaterial:ft,Texture:pt,CubeTexture:gt,Mesh:yt,Box:bt,Circle:vt,Cone:St,Cylinder:Nt,Dodecahedron:wt,Icosahedron:xt,Lathe:_t,Octahedron:Ct,Plane:Mt,Polyhedron:Gt,Ring:It,Sphere:Pt,Tetrahedron:zt,Text:Bt,Torus:Et,TorusKnot:Lt,Tube:jt,Gem:kt,Image:Tt,InstancedMesh:Ot,MirrorMesh:At,RefractionMesh:Ft,Sprite:Ut,EffectComposer:Dt,RenderPass:Ht,BokehPass:Wt,FilmPass:Vt,FXAAPass:Xt,HalftonePass:qt,SMAAPass:Zt,TiltShiftPass:Qt,UnrealBloomPass:er,ZoomBlurPass:rr,setFromProp:Se,propsValues:Ne,lerp:we,lerpv2:xe,lerpv3:_e,limit:Ce,getMatcapUrl:Me}),sr={install:function(e){["Camera","OrthographicCamera","PerspectiveCamera","Renderer","Scene","Group","BoxGeometry","CircleGeometry","ConeGeometry","CylinderGeometry","DodecahedronGeometry","IcosahedronGeometry","LatheGeometry","OctahedronGeometry","PolyhedronGeometry","RingGeometry","SphereGeometry","TetrahedronGeometry","TorusGeometry","TorusKnotGeometry","TubeGeometry","AmbientLight","DirectionalLight","PointLight","SpotLight","BasicMaterial","LambertMaterial","MatcapMaterial","PhongMaterial","PhysicalMaterial","ShaderMaterial","StandardMaterial","SubSurfaceMaterial","ToonMaterial","Texture","CubeTexture","Box","Circle","Cone","Cylinder","Dodecahedron","Icosahedron","Mesh","Lathe","Octahedron","Plane","Polyhedron","Ring","Sphere","Tetrahedron","Text","Torus","TorusKnot","Tube","Gem","Image","InstancedMesh","MirrorMesh","RefractionMesh","Sprite","BokehPass","EffectComposer","FilmPass","FXAAPass","HalftonePass","RenderPass","SAOPass","SMAAPass","TiltShiftPass","UnrealBloomPass","ZoomBlurPass","GLTFViewer"].forEach((function(t){e.component(t,ir[t])}))}};export{Ze as AmbientLight,et as BasicMaterial,Wt as BokehPass,bt as Box,Ee as BoxGeometry,Pe as Camera,vt as Circle,Le as CircleGeometry,St as Cone,je as ConeGeometry,gt as CubeTexture,Nt as Cylinder,ke as CylinderGeometry,Ke as DirectionalLight,wt as Dodecahedron,Te as DodecahedronGeometry,Dt as EffectComposer,Xt as FXAAPass,Vt as FilmPass,kt as Gem,ze as Group,qt as HalftonePass,xt as Icosahedron,Oe as IcosahedronGeometry,Tt as Image,Ot as InstancedMesh,tt as LambertMaterial,_t as Lathe,Ae as LatheGeometry,rt as MatcapMaterial,yt as Mesh,At as MirrorMesh,Ct as Octahedron,Fe as OctahedronGeometry,Ie as OrthographicCamera,Pe as PerspectiveCamera,it as PhongMaterial,at as PhysicalMaterial,Mt as Plane,Ye as PointLight,Gt as Polyhedron,Ue as PolyhedronGeometry,Ft as RefractionMesh,Ht as RenderPass,ve as Renderer,It as Ring,De as RingGeometry,Zt as SMAAPass,Re as Scene,Pt as Sphere,$e as SphereGeometry,Je as SpotLight,Ut as Sprite,nt as StandardMaterial,lt as SubSurfaceMaterial,zt as Tetrahedron,He as TetrahedronGeometry,Bt as Text,pt as Texture,Qt as TiltShiftPass,ft as ToonMaterial,Et as Torus,We as TorusGeometry,Lt as TorusKnot,Ve as TorusKnotGeometry,sr as TroisJSVuePlugin,jt as Tube,Xe as TubeGeometry,er as UnrealBloomPass,rr as ZoomBlurPass,Me as getMatcapUrl,we as lerp,xe as lerpv2,_e as lerpv3,Ce as limit,Ne as propsValues,Se as setFromProp}; //# sourceMappingURL=trois.module.min.js.map diff --git a/build/trois.module.min.js.map b/build/trois.module.min.js.map index 7a267b1..bfa71dc 100644 --- a/build/trois.module.min.js.map +++ b/build/trois.module.min.js.map @@ -1 +1 @@ -{"version":3,"file":"trois.module.min.js","sources":["../src/core/useThree.js","../src/core/Renderer.js","../src/tools.js","../src/use/useBindProp.js","../src/core/OrthographicCamera.js","../src/core/PerspectiveCamera.js","../src/core/Group.js","../src/core/Scene.js","../src/geometries/Geometry.js","../src/geometries/BoxGeometry.js","../src/geometries/CircleGeometry.js","../src/geometries/ConeGeometry.js","../src/geometries/CylinderGeometry.js","../src/geometries/DodecahedronGeometry.js","../src/geometries/IcosahedronGeometry.js","../src/geometries/LatheGeometry.js","../src/geometries/OctahedronGeometry.js","../src/geometries/PolyhedronGeometry.js","../src/geometries/RingGeometry.js","../src/geometries/SphereGeometry.js","../src/geometries/TetrahedronGeometry.js","../src/geometries/TorusGeometry.js","../src/geometries/TorusKnotGeometry.js","../src/geometries/TubeGeometry.js","../src/lights/Light.js","../src/lights/AmbientLight.js","../src/lights/DirectionalLight.js","../src/lights/PointLight.js","../src/lights/SpotLight.js","../src/materials/Material.js","../src/materials/BasicMaterial.js","../src/materials/LambertMaterial.js","../src/materials/MatcapMaterial.js","../src/materials/PhongMaterial.js","../src/materials/StandardMaterial.js","../src/materials/PhysicalMaterial.js","../src/materials/SubsurfaceScatteringShader.js","../src/materials/SubSurfaceMaterial.js","../src/materials/ShaderMaterial.js","../src/materials/ToonMaterial.js","../src/materials/Texture.js","../src/materials/CubeTexture.js","../src/meshes/Mesh.js","../src/meshes/Box.js","../src/meshes/Circle.js","../src/meshes/Cone.js","../src/meshes/Cylinder.js","../src/meshes/Dodecahedron.js","../src/meshes/Icosahedron.js","../src/meshes/Lathe.js","../src/meshes/Octahedron.js","../src/meshes/Plane.js","../src/meshes/Polyhedron.js","../src/meshes/Ring.js","../src/meshes/Sphere.js","../src/meshes/Tetrahedron.js","../src/meshes/TextProps.js","../src/meshes/Text.js","../src/meshes/Torus.js","../src/meshes/TorusKnot.js","../src/meshes/Tube.js","../src/meshes/Gem.js","../src/meshes/Image.js","../src/meshes/InstancedMesh.js","../src/meshes/MirrorMesh.js","../src/meshes/RefractionMesh.js","../src/meshes/Sprite.js","../src/effects/EffectComposer.js","../src/effects/EffectPass.js","../src/effects/RenderPass.js","../src/effects/BokehPass.js","../src/effects/FilmPass.js","../src/effects/FXAAPass.js","../src/effects/HalftonePass.js","../src/effects/SMAAPass.js","../src/shaders/default.js","../src/shaders/TiltShift.js","../src/use/useBindPropValue.js","../src/effects/TiltShiftPass.js","../src/effects/UnrealBloomPass.js","../src/shaders/ZoomBlur.js","../src/effects/ZoomBlurPass.js","../src/glsl/snoise2.glsl.js","../src/components/noisy/NoisyImage.js","../src/components/noisy/NoisyPlane.js","../src/components/noisy/NoisySphere.js","../src/components/noisy/NoisyText.js","../src/components/sliders/AnimatedPlane.js","../src/use/useTextures.js","../src/components/sliders/Slider1.vue","../src/components/sliders/ZoomBlurImage.js","../src/components/sliders/Slider1.vue?vue&type=template&id=23f29a93&lang.js","../src/components/sliders/Slider2.vue","../src/components/sliders/Slider2.vue?vue&type=template&id=2400b214&lang.js","../src/components/viewers/GLTFViewer.vue","../src/components/viewers/GLTFViewer.vue?vue&type=template&id=683b03c7&lang.js","../src/plugin.js"],"sourcesContent":["import {\n Plane,\n Raycaster,\n Vector2,\n Vector3,\n WebGLRenderer,\n} from 'three';\n\nimport { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';\n\n/**\n * Three.js helper\n */\nexport default function useThree() {\n // default conf\n const conf = {\n canvas: null,\n antialias: true,\n alpha: false,\n autoClear: true,\n orbit_ctrl: false,\n mouse_move: false,\n mouse_raycast: false,\n mouse_over: false,\n click: false,\n resize: true,\n width: 0,\n height: 0,\n };\n\n // size\n const size = {\n width: 1, height: 1,\n wWidth: 1, wHeight: 1,\n ratio: 1,\n };\n\n // handlers\n const afterInitCallbacks = [];\n let afterResizeCallbacks = [];\n let beforeRenderCallbacks = [];\n\n // mouse tracking\n const mouse = new Vector2();\n const mouseV3 = new Vector3();\n const mousePlane = new Plane(new Vector3(0, 0, 1), 0);\n const raycaster = new Raycaster();\n\n // raycast objects\n const intersectObjects = [];\n\n // returned object\n const obj = {\n conf,\n renderer: null,\n camera: null,\n cameraCtrl: null,\n materials: {},\n scene: null,\n size,\n mouse, mouseV3,\n init,\n dispose,\n render,\n renderC,\n setSize,\n onAfterInit,\n onAfterResize, offAfterResize,\n onBeforeRender, offBeforeRender,\n addIntersectObject, removeIntersectObject,\n };\n\n /**\n * init three\n */\n function init(params) {\n if (params) {\n Object.entries(params).forEach(([key, value]) => {\n conf[key] = value;\n });\n }\n\n if (!obj.scene) {\n console.error('Missing Scene');\n return;\n }\n\n if (!obj.camera) {\n console.error('Missing Camera');\n return;\n }\n\n obj.renderer = new WebGLRenderer({ canvas: conf.canvas, antialias: conf.antialias, alpha: conf.alpha });\n obj.renderer.autoClear = conf.autoClear;\n\n if (conf.orbit_ctrl) {\n obj.orbitCtrl = new OrbitControls(obj.camera, obj.renderer.domElement);\n if (conf.orbit_ctrl instanceof Object) {\n Object.entries(conf.orbit_ctrl).forEach(([key, value]) => {\n obj.orbitCtrl[key] = value;\n });\n }\n }\n\n if (conf.width && conf.height) {\n setSize(conf.width, conf.height);\n } else if (conf.resize) {\n onResize();\n window.addEventListener('resize', onResize);\n }\n\n conf.mouse_move = conf.mouse_move || conf.mouse_over;\n if (conf.mouse_move) {\n if (conf.mouse_move === 'body') {\n obj.mouse_move_element = document.body;\n } else {\n obj.mouse_move_element = obj.renderer.domElement;\n }\n obj.mouse_move_element.addEventListener('mousemove', onMousemove);\n obj.mouse_move_element.addEventListener('mouseleave', onMouseleave);\n }\n\n if (conf.click) {\n obj.renderer.domElement.addEventListener('click', onClick);\n }\n\n afterInitCallbacks.forEach(c => c());\n\n return true;\n };\n\n /**\n * add after init callback\n */\n function onAfterInit(callback) {\n afterInitCallbacks.push(callback);\n }\n\n /**\n * add after resize callback\n */\n function onAfterResize(callback) {\n afterResizeCallbacks.push(callback);\n }\n\n /**\n * remove after resize callback\n */\n function offAfterResize(callback) {\n afterResizeCallbacks = afterResizeCallbacks.filter(c => c !== callback);\n }\n\n /**\n * add before render callback\n */\n function onBeforeRender(callback) {\n beforeRenderCallbacks.push(callback);\n }\n\n /**\n * remove before render callback\n */\n function offBeforeRender(callback) {\n beforeRenderCallbacks = beforeRenderCallbacks.filter(c => c !== callback);\n }\n\n /**\n * default render\n */\n function render() {\n if (obj.orbitCtrl) obj.orbitCtrl.update();\n beforeRenderCallbacks.forEach(c => c());\n obj.renderer.render(obj.scene, obj.camera);\n }\n\n /**\n * composer render\n */\n function renderC() {\n if (obj.orbitCtrl) obj.orbitCtrl.update();\n beforeRenderCallbacks.forEach(c => c());\n obj.composer.render();\n }\n\n /**\n * add intersect object\n */\n function addIntersectObject(o) {\n if (intersectObjects.indexOf(o) === -1) {\n intersectObjects.push(o);\n }\n }\n\n /**\n * remove intersect object\n */\n function removeIntersectObject(o) {\n const i = intersectObjects.indexOf(o);\n if (i !== -1) {\n intersectObjects.splice(i, 1);\n }\n }\n\n /**\n * remove listeners\n */\n function dispose() {\n beforeRenderCallbacks = [];\n window.removeEventListener('resize', onResize);\n if (obj.mouse_move_element) {\n obj.mouse_move_element.removeEventListener('mousemove', onMousemove);\n obj.mouse_move_element.removeEventListener('mouseleave', onMouseleave);\n }\n obj.renderer.domElement.removeEventListener('click', onClick);\n if (obj.orbitCtrl) obj.orbitCtrl.dispose();\n this.renderer.dispose();\n }\n\n /**\n */\n function updateMouse(e) {\n const rect = e.target.getBoundingClientRect();\n mouse.x = ((e.clientX - rect.left) / size.width) * 2 - 1;\n mouse.y = -((e.clientY - rect.top) / size.height) * 2 + 1;\n }\n\n /**\n * click listener\n */\n function onClick(e) {\n updateMouse(e);\n raycaster.setFromCamera(mouse, obj.camera);\n const objects = raycaster.intersectObjects(intersectObjects);\n for (let i = 0; i < objects.length; i++) {\n const o = objects[i].object;\n if (o.onClick) o.onClick(e);\n }\n }\n\n /**\n * mousemove listener\n */\n function onMousemove(e) {\n updateMouse(e);\n onMousechange(e);\n }\n\n /**\n * mouseleave listener\n */\n function onMouseleave(e) {\n // mouse.x = 0;\n // mouse.y = 0;\n onMousechange(e);\n }\n\n /**\n * mouse change\n */\n function onMousechange(e) {\n if (conf.mouse_over || conf.mouse_raycast) {\n raycaster.setFromCamera(mouse, obj.camera);\n\n if (conf.mouse_raycast) {\n // get mouse 3d position\n obj.camera.getWorldDirection(mousePlane.normal);\n mousePlane.normal.normalize();\n raycaster.ray.intersectPlane(mousePlane, mouseV3);\n }\n\n if (conf.mouse_over) {\n const onObjects = raycaster.intersectObjects(intersectObjects);\n const offObjects = [...intersectObjects];\n for (let i = 0; i < onObjects.length; i++) {\n const o = onObjects[i].object;\n if (!o.hover && o.onHover) {\n o.hover = true;\n o.onHover(true);\n }\n offObjects.splice(offObjects.indexOf(o), 1);\n }\n for (let i = 0; i < offObjects.length; i++) {\n const o = offObjects[i];\n if (o.hover && o.onHover) {\n o.hover = false;\n o.onHover(false);\n }\n }\n }\n }\n }\n\n /**\n * resize listener\n */\n function onResize() {\n if (conf.resize === 'window') {\n setSize(window.innerWidth, window.innerHeight);\n } else {\n const elt = obj.renderer.domElement.parentNode;\n setSize(elt.clientWidth, elt.clientHeight);\n }\n afterResizeCallbacks.forEach(c => c());\n }\n\n /**\n * update renderer size and camera\n */\n function setSize(width, height) {\n size.width = width;\n size.height = height;\n size.ratio = width / height;\n\n obj.renderer.setSize(width, height, false);\n obj.camera.aspect = size.ratio;\n obj.camera.updateProjectionMatrix();\n\n if (obj.composer) {\n obj.composer.setSize(width, height);\n }\n\n if (obj.camera.type === 'OrthographicCamera') {\n size.wWidth = obj.camera.right - obj.camera.left;\n size.wHeight = obj.camera.top - obj.camera.bottom;\n } else {\n const wsize = getCameraSize();\n size.wWidth = wsize[0]; size.wHeight = wsize[1];\n }\n }\n\n /**\n * calculate camera visible area size\n */\n function getCameraSize() {\n const vFOV = (obj.camera.fov * Math.PI) / 180;\n const h = 2 * Math.tan(vFOV / 2) * Math.abs(obj.camera.position.z);\n const w = h * obj.camera.aspect;\n return [w, h];\n }\n\n return obj;\n}\n","import { h } from 'vue';\nimport useThree from './useThree';\n\nexport default {\n props: {\n antialias: Boolean,\n alpha: Boolean,\n autoClear: { type: Boolean, default: true },\n mouseMove: { type: [Boolean, String], default: false },\n mouseRaycast: { type: Boolean, default: false },\n mouseOver: { type: Boolean, default: false },\n click: { type: Boolean, default: false },\n orbitCtrl: { type: [Boolean, Object], default: false },\n resize: { type: [Boolean, String], default: true },\n shadow: Boolean,\n width: String,\n height: String,\n },\n setup() {\n return {\n three: useThree(),\n raf: true,\n onMountedCallbacks: [],\n };\n },\n provide() {\n return {\n three: this.three,\n // renderer: this.three.renderer,\n rendererComponent: this,\n };\n },\n mounted() {\n const params = {\n canvas: this.$el,\n antialias: this.antialias,\n alpha: this.alpha,\n autoClear: this.autoClear,\n orbit_ctrl: this.orbitCtrl,\n mouse_move: this.mouseMove,\n mouse_raycast: this.mouseRaycast,\n mouse_over: this.mouseOver,\n click: this.click,\n resize: this.resize,\n width: this.width,\n height: this.height,\n };\n\n if (this.three.init(params)) {\n this.three.renderer.shadowMap.enabled = this.shadow;\n if (this.three.composer) this.animateC();\n else this.animate();\n };\n\n this.onMountedCallbacks.forEach(c => c());\n },\n beforeUnmount() {\n this.raf = false;\n this.three.dispose();\n },\n methods: {\n onMounted(callback) {\n this.onMountedCallbacks.push(callback);\n },\n onBeforeRender(callback) {\n this.three.onBeforeRender(callback);\n },\n onAfterResize(callback) {\n this.three.onAfterResize(callback);\n },\n animate() {\n if (this.raf) requestAnimationFrame(this.animate);\n this.three.render();\n },\n animateC() {\n if (this.raf) requestAnimationFrame(this.animateC);\n this.three.renderC();\n },\n },\n render() {\n return h('canvas', {}, this.$slots.default());\n },\n};\n","export function setFromProp(o, prop) {\n if (prop instanceof Object) {\n Object.entries(prop).forEach(([key, value]) => {\n o[key] = value;\n });\n }\n};\n\nexport function propsValues(props, exclude) {\n const values = {};\n Object.entries(props).forEach(([key, value]) => {\n if (!exclude || (exclude && !exclude.includes(key))) {\n values[key] = value;\n }\n });\n return values;\n};\n\nexport function lerp(value1, value2, amount) {\n amount = amount < 0 ? 0 : amount;\n amount = amount > 1 ? 1 : amount;\n return value1 + (value2 - value1) * amount;\n};\n\nexport function lerpv2(v1, v2, amount) {\n v1.x = lerp(v1.x, v2.x, amount);\n v1.y = lerp(v1.y, v2.y, amount);\n};\n\nexport function lerpv3(v1, v2, amount) {\n v1.x = lerp(v1.x, v2.x, amount);\n v1.y = lerp(v1.y, v2.y, amount);\n v1.z = lerp(v1.z, v2.z, amount);\n};\n\nexport function limit(val, min, max) {\n return val < min ? min : (val > max ? max : val);\n};\n\n// from https://github.com/pmndrs/drei/blob/master/src/useMatcapTexture.tsx\nconst MATCAP_ROOT = 'https://rawcdn.githack.com/emmelleppi/matcaps/9b36ccaaf0a24881a39062d05566c9e92be4aa0d';\n\nexport function getMatcapUrl(hash, format = 1024) {\n const fileName = `${hash}${getMatcapFormatString(format)}.png`;\n return `${MATCAP_ROOT}/${format}/${fileName}`;\n};\n\nfunction getMatcapFormatString(format) {\n switch (format) {\n case 64:\n return '-64px';\n case 128:\n return '-128px';\n case 256:\n return '-256px';\n case 512:\n return '-512px';\n default:\n return '';\n }\n}\n","import { toRef, watch } from 'vue';\nimport { setFromProp } from '../tools.js';\n\nexport default function useBindProp(comp, prop, object) {\n if (comp[prop]) {\n const ref = toRef(comp, prop);\n setFromProp(object, ref.value);\n watch(ref, () => {\n setFromProp(object, ref.value);\n }, { deep: true });\n }\n};\n","import { OrthographicCamera, Vector3 } from 'three';\nimport { watch } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: ['three'],\n props: {\n left: { type: Number, default: -1 },\n right: { type: Number, default: 1 },\n top: { type: Number, default: 1 },\n bottom: { type: Number, default: -1 },\n near: { type: Number, default: 0.1 },\n far: { type: Number, default: 2000 },\n zoom: { type: Number, default: 1 },\n position: { type: [Object, Vector3], default: { x: 0, y: 0, z: 0 } },\n },\n created() {\n this.camera = new OrthographicCamera(this.left, this.right, this.top, this.bottom, this.near, this.far);\n useBindProp(this, 'position', this.camera.position);\n\n ['left', 'right', 'top', 'bottom', 'near', 'far', 'zoom'].forEach(p => {\n watch(() => this[p], () => {\n this.camera[p] = this[p];\n this.camera.updateProjectionMatrix();\n });\n });\n\n this.three.camera = this.camera;\n },\n render() {\n return [];\n },\n __hmrId: 'OrthographicCamera',\n};\n","import { PerspectiveCamera, Vector3 } from 'three';\nimport { watch } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: ['three'],\n props: {\n aspect: { type: Number, default: 1 },\n far: { type: Number, default: 2000 },\n fov: { type: Number, default: 50 },\n near: { type: Number, default: 0.1 },\n position: { type: [Object, Vector3], default: { x: 0, y: 0, z: 0 } },\n },\n created() {\n this.camera = new PerspectiveCamera(this.fov, this.aspect, this.near, this.far);\n useBindProp(this, 'position', this.camera.position);\n\n ['aspect', 'far', 'fov', 'near'].forEach(p => {\n watch(() => this[p], () => {\n this.camera[p] = this[p];\n this.camera.updateProjectionMatrix();\n });\n });\n\n this.three.camera = this.camera;\n },\n render() {\n return [];\n },\n __hmrId: 'PerspectiveCamera',\n};\n","import { Group } from 'three';\r\nimport { inject } from 'vue';\r\nimport useBindProp from '../use/useBindProp.js';\r\n\r\nexport default {\r\n inject: ['three', 'scene'],\r\n props: {\r\n position: Object,\r\n rotation: Object,\r\n scale: Object,\r\n },\r\n setup(props) {\r\n const parent = inject('group', inject('scene'));\r\n const group = new Group();\r\n useBindProp(props, 'position', group.position);\r\n useBindProp(props, 'rotation', group.rotation);\r\n useBindProp(props, 'scale', group.scale);\r\n return { parent, group };\r\n },\r\n provide() {\r\n return {\r\n group: this.group,\r\n };\r\n },\r\n created() {\r\n this.parent.add(this.group);\r\n },\r\n unmounted() {\r\n this.parent.remove(this.group);\r\n },\r\n render() {\r\n if (this.$slots.default) {\r\n return this.$slots.default();\r\n }\r\n return [];\r\n },\r\n __hmrId: 'Group',\r\n};\r\n","import { Scene, Color } from 'three';\nimport { watch } from 'vue';\n\nexport default {\n inject: ['three'],\n props: {\n id: String,\n background: [String, Number],\n },\n setup(props) {\n const scene = new Scene();\n if (props.background) scene.background = new Color(props.background);\n watch(() => props.background, (value) => { scene.background = new Color(value); });\n return { scene };\n },\n provide() {\n return {\n scene: this.scene,\n };\n },\n mounted() {\n if (!this.three.scene) {\n this.three.scene = this.scene;\n }\n },\n methods: {\n // add(o) {\n // this.scene.add(o);\n // },\n // remove(o) {\n // this.scene.remove(o);\n // },\n },\n render() {\n if (this.$slots.default) {\n return this.$slots.default();\n }\n return [];\n },\n};\n","import { watch } from 'vue';\n\nexport default {\n emits: ['ready'],\n inject: ['mesh'],\n props: {\n rotateX: Number,\n rotateY: Number,\n rotateZ: Number,\n },\n created() {\n if (!this.mesh) {\n console.error('Missing parent Mesh');\n }\n this.watchProps = [];\n Object.entries(this.$props).forEach(e => this.watchProps.push(e[0]));\n },\n beforeMount() {\n this.createGeometry();\n this.rotateGeometry();\n this.mesh.setGeometry(this.geometry);\n },\n mounted() {\n this.addWatchers();\n },\n unmounted() {\n this.geometry.dispose();\n },\n methods: {\n rotateGeometry() {\n if (this.rotateX) this.geometry.rotateX(this.rotateX);\n if (this.rotateY) this.geometry.rotateY(this.rotateY);\n if (this.rotateZ) this.geometry.rotateZ(this.rotateZ);\n },\n addWatchers() {\n this.watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n refreshGeometry() {\n const oldGeo = this.geometry;\n this.createGeometry();\n this.rotateGeometry();\n this.mesh.setGeometry(this.geometry);\n oldGeo.dispose();\n },\n },\n render() {\n return [];\n },\n};\n","import { BoxBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n size: Number,\n width: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n depth: { type: Number, default: 1 },\n widthSegments: { type: Number, default: 1 },\n heightSegments: { type: Number, default: 1 },\n depthSegments: { type: Number, default: 1 },\n },\n methods: {\n createGeometry() {\n let w = this.width, h = this.height, d = this.depth;\n if (this.size) {\n w = this.size; h = this.size; d = this.size;\n }\n this.geometry = new BoxBufferGeometry(w, h, d, this.widthSegments, this.heightSegments, this.depthSegments);\n },\n },\n};\n","import { CircleBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n segments: { type: Number, default: 8 },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new CircleBufferGeometry(this.radius, this.segments, this.thetaStart, this.thetaLength);\n },\n },\n};\n","import { ConeBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n heightSegments: { type: Number, default: 1 },\n openEnded: { type: Boolean, default: false },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new ConeBufferGeometry(this.radius, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength);\n },\n },\n};\n","import { CylinderBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radiusTop: { type: Number, default: 1 },\n radiusBottom: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n heightSegments: { type: Number, default: 1 },\n openEnded: { type: Boolean, default: false },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new CylinderBufferGeometry(this.radiusTop, this.radiusBottom, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength);\n },\n },\n};\n","import { DodecahedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new DodecahedronBufferGeometry(this.radius, this.detail);\n },\n },\n};\n","import { IcosahedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new IcosahedronBufferGeometry(this.radius, this.detail);\n },\n },\n};\n","import { LatheBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n points: Array,\n segments: { type: Number, default: 12 },\n phiStart: { type: Number, default: 0 },\n phiLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new LatheBufferGeometry(this.points, this.segments, this.phiStart, this.phiLength);\n },\n },\n};\n","import { OctahedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new OctahedronBufferGeometry(this.radius, this.detail);\n },\n },\n};\n","import { PolyhedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n vertices: Array,\n indices: Array,\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new PolyhedronBufferGeometry(this.vertices, this.indices, this.radius, this.detail);\n },\n },\n};\n","import { RingBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n innerRadius: { type: Number, default: 0.5 },\n outerRadius: { type: Number, default: 1 },\n thetaSegments: { type: Number, default: 8 },\n phiSegments: { type: Number, default: 1 },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new RingBufferGeometry(this.innerRadius, this.outerRadius, this.thetaSegments, this.phiSegments, this.thetaStart, this.thetaLength);\n },\n },\n};\n","import { SphereBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n widthSegments: { type: Number, default: 12 },\n heightSegments: { type: Number, default: 12 },\n },\n methods: {\n createGeometry() {\n this.geometry = new SphereBufferGeometry(this.radius, this.widthSegments, this.heightSegments);\n },\n },\n};\n","import { TetrahedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new TetrahedronBufferGeometry(this.radius, this.detail);\n },\n },\n};\n","import { TorusBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n tube: { type: Number, default: 0.4 },\n radialSegments: { type: Number, default: 8 },\n tubularSegments: { type: Number, default: 6 },\n arc: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new TorusBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.arc);\n },\n },\n};\n","import { TorusKnotBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n tube: { type: Number, default: 0.4 },\n radialSegments: { type: Number, default: 64 },\n tubularSegments: { type: Number, default: 8 },\n p: { type: Number, default: 2 },\n q: { type: Number, default: 3 },\n },\n methods: {\n createGeometry() {\n this.geometry = new TorusKnotBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q);\n },\n },\n};\n","import { Curve, TubeBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n path: Curve,\n tubularSegments: { type: Number, default: 64 },\n radius: { type: Number, default: 1 },\n radiusSegments: { type: Number, default: 8 },\n closed: { type: Boolean, default: false },\n },\n methods: {\n createGeometry() {\n this.geometry = new TubeBufferGeometry(this.path, this.tubularSegments, this.radius, this.radiusSegments, this.closed);\n },\n },\n};\n","import { Color } from 'three';\nimport { inject, watch } from 'vue';\nimport { setFromProp } from '../tools.js';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: {\n scene: 'scene',\n parent: {\n from: 'group',\n default: () => inject('scene'),\n },\n },\n props: {\n color: {\n type: String,\n default: '#ffffff',\n },\n intensity: {\n type: Number,\n default: 1,\n },\n castShadow: {\n type: Boolean,\n default: false,\n },\n shadowMapSize: Object,\n position: Object,\n },\n // can't use setup because it will not be used in sub components\n // setup() {},\n mounted() {\n useBindProp(this, 'position', this.light.position);\n\n if (this.light.target) {\n useBindProp(this, 'target', this.light.target.position);\n }\n\n if (this.light.shadow) {\n this.light.castShadow = this.castShadow;\n setFromProp(this.light.shadow.mapSize, this.shadowMapSize);\n }\n\n ['color', 'intensity', 'castShadow'].forEach(p => {\n watch(() => this[p], () => {\n if (p === 'color') {\n this.light.color = new Color(this.color);\n } else {\n this.light[p] = this[p];\n }\n });\n });\n\n this.parent.add(this.light);\n if (this.light.target) this.parent.add(this.light.target);\n },\n unmounted() {\n this.parent.remove(this.light);\n if (this.light.target) this.parent.remove(this.light.target);\n },\n render() {\n return [];\n },\n __hmrId: 'Light',\n};\n","import { AmbientLight } from 'three';\nimport Light from './Light.js';\n\nexport default {\n extends: Light,\n created() {\n this.light = new AmbientLight(this.color, this.intensity);\n },\n __hmrId: 'AmbientLight',\n};\n","import { DirectionalLight } from 'three';\nimport Light from './Light.js';\n\nexport default {\n extends: Light,\n props: {\n target: Object,\n },\n created() {\n this.light = new DirectionalLight(this.color, this.intensity);\n },\n __hmrId: 'DirectionalLight',\n};\n","import { PointLight } from 'three';\nimport Light from './Light.js';\n\nexport default {\n extends: Light,\n props: {\n distance: {\n type: Number,\n default: 0,\n },\n decay: {\n type: Number,\n default: 1,\n },\n },\n created() {\n this.light = new PointLight(this.color, this.intensity, this.distance, this.decay);\n },\n __hmrId: 'PointLight',\n};\n","import { SpotLight } from 'three';\nimport { watch } from 'vue';\nimport Light from './Light.js';\n\nexport default {\n extends: Light,\n props: {\n angle: {\n type: Number,\n default: Math.PI / 3,\n },\n decay: {\n type: Number,\n default: 1,\n },\n distance: {\n type: Number,\n default: 0,\n },\n penumbra: {\n type: Number,\n default: 0,\n },\n target: Object,\n },\n created() {\n this.light = new SpotLight(this.color, this.intensity, this.distance, this.angle, this.penumbra, this.decay);\n ['angle', 'decay', 'distance', 'penumbra'].forEach(p => {\n watch(() => this[p], () => {\n this.light[p] = this[p];\n });\n });\n },\n __hmrId: 'SpotLight',\n};\n","import { watch } from 'vue';\nimport { FrontSide } from 'three';\n\nexport default {\n inject: ['three', 'mesh'],\n props: {\n id: String,\n color: { type: [String, Number], default: '#ffffff' },\n depthTest: { type: Boolean, default: true },\n depthWrite: { type: Boolean, default: true },\n flatShading: Boolean,\n fog: { type: Boolean, default: true },\n opacity: { type: Number, default: 1 },\n side: { type: Number, default: FrontSide },\n transparent: Boolean,\n vertexColors: Boolean,\n },\n provide() {\n return {\n material: this,\n };\n },\n beforeMount() {\n this.createMaterial();\n if (this.id) this.three.materials[this.id] = this.material;\n this.mesh.setMaterial(this.material);\n },\n mounted() {\n this._addWatchers();\n if (this.addWatchers) this.addWatchers();\n },\n unmounted() {\n this.material.dispose();\n if (this.id) delete this.three.materials[this.id];\n },\n methods: {\n setProp(key, value, needsUpdate = false) {\n this.material[key] = value;\n this.material.needsUpdate = needsUpdate;\n },\n setTexture(texture, key = 'map') {\n this.setProp(key, texture, true);\n },\n _addWatchers() {\n // don't work for flatShading\n ['color', 'depthTest', 'depthWrite', 'fog', 'opacity', 'side', 'transparent'].forEach(p => {\n watch(() => this[p], () => {\n if (p === 'color') {\n this.material.color.set(this.color);\n } else {\n this.material[p] = this[p];\n }\n });\n });\n },\n },\n render() {\n if (this.$slots.default) {\n return this.$slots.default();\n }\n return [];\n },\n __hmrId: 'Material',\n};\n","import { MeshBasicMaterial } from 'three';\nimport { propsValues } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n methods: {\n createMaterial() {\n this.material = new MeshBasicMaterial(propsValues(this.$props, ['id']));\n },\n },\n __hmrId: 'BasicMaterial',\n};\n","import { MeshLambertMaterial } from 'three';\nimport { propsValues } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n methods: {\n createMaterial() {\n this.material = new MeshLambertMaterial(propsValues(this.$props, ['id']));\n },\n },\n __hmrId: 'LambertMaterial',\n};\n","import { MeshMatcapMaterial, TextureLoader } from 'three';\n// import { watch } from 'vue';\nimport { propsValues, getMatcapUrl } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n props: {\n src: String,\n name: String,\n },\n methods: {\n createMaterial() {\n const src = this.name ? getMatcapUrl(this.name) : this.src;\n const opts = propsValues(this.$props, ['id', 'src', 'name']);\n opts.matcap = new TextureLoader().load(src);\n this.material = new MeshMatcapMaterial(opts);\n },\n },\n __hmrId: 'MatcapMaterial',\n};\n","import { MeshPhongMaterial } from 'three';\nimport { watch } from 'vue';\nimport { propsValues } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n props: {\n emissive: { type: [Number, String], default: 0 },\n emissiveIntensity: { type: Number, default: 1 },\n reflectivity: { type: Number, default: 1 },\n shininess: { type: Number, default: 30 },\n specular: { type: [String, Number], default: 0x111111 },\n },\n methods: {\n createMaterial() {\n this.material = new MeshPhongMaterial(propsValues(this.$props, ['id']));\n },\n addWatchers() {\n ['emissive', 'emissiveIntensity', 'reflectivity', 'shininess', 'specular'].forEach(p => {\n watch(() => this[p], (value) => {\n if (p === 'emissive' || p === 'specular') {\n this.material[p].set(value);\n } else {\n this.material[p] = value;\n }\n });\n });\n },\n },\n __hmrId: 'PhongMaterial',\n};\n","import { MeshStandardMaterial, Vector2 } from 'three';\nimport { watch } from 'vue';\nimport { propsValues } from '../tools.js';\nimport useBindProp from '../use/useBindProp.js';\nimport Material from './Material';\n\nconst props = {\n aoMapIntensity: { type: Number, default: 1 },\n bumpScale: { type: Number, default: 1 },\n displacementBias: { type: Number, default: 0 },\n displacementScale: { type: Number, default: 1 },\n emissive: { type: [Number, String], default: 0 },\n emissiveIntensity: { type: Number, default: 1 },\n envMapIntensity: { type: Number, default: 1 },\n lightMapIntensity: { type: Number, default: 1 },\n metalness: { type: Number, default: 0 },\n normalScale: { type: Object, default: () => new Vector2(1, 1) },\n roughness: { type: Number, default: 1 },\n refractionRatio: { type: Number, default: 0.98 },\n wireframe: Boolean,\n};\n\nexport default {\n extends: Material,\n props,\n methods: {\n createMaterial() {\n this.material = new MeshStandardMaterial(propsValues(this.$props, ['id', 'normalScale']));\n },\n addWatchers() {\n // todo : use setProp ?\n Object.keys(props).forEach(p => {\n if (p === 'normalScale') return;\n watch(() => this[p], (value) => {\n if (p === 'emissive') {\n this.material[p].set(value);\n } else {\n this.material[p] = value;\n }\n });\n });\n useBindProp(this, 'normalScale', this.material.normalScale);\n },\n },\n __hmrId: 'StandardMaterial',\n};\n","import { MeshPhysicalMaterial } from 'three';\nimport { propsValues } from '../tools.js';\nimport StandardMaterial from './StandardMaterial';\n\nexport default {\n extends: StandardMaterial,\n methods: {\n createMaterial() {\n this.material = new MeshPhysicalMaterial(propsValues(this.$props, ['id']));\n },\n },\n __hmrId: 'PhysicalMaterial',\n};\n","/**\n * ------------------------------------------------------------------------------------------\n * Subsurface Scattering shader\n * Based on three/examples/jsm/shaders/SubsurfaceScatteringShader.js\n * Based on GDC 2011 – Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look\n * https://colinbarrebrisebois.com/2011/03/07/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look/\n *------------------------------------------------------------------------------------------\n */\nimport {\n Color,\n ShaderChunk,\n ShaderLib,\n UniformsUtils,\n} from 'three';\n\nfunction replaceAll(string, find, replace) {\n return string.split(find).join(replace);\n}\n\nconst meshphongFragHead = ShaderChunk.meshphong_frag.slice(0, ShaderChunk.meshphong_frag.indexOf('void main() {'));\nconst meshphongFragBody = ShaderChunk.meshphong_frag.slice(ShaderChunk.meshphong_frag.indexOf('void main() {'));\n\nconst SubsurfaceScatteringShader = {\n\n uniforms: UniformsUtils.merge([\n ShaderLib.phong.uniforms,\n {\n thicknessColor: { value: new Color(0x668597) },\n thicknessDistortion: { value: 0.1 },\n thicknessAmbient: { value: 0.0 },\n thicknessAttenuation: { value: 0.1 },\n thicknessPower: { value: 2.0 },\n thicknessScale: { value: 10.0 },\n },\n ]),\n\n vertexShader: `\n #define USE_UV\n ${ShaderChunk.meshphong_vert}\n `,\n\n fragmentShader: `\n #define USE_UV\n #define SUBSURFACE\n\n ${meshphongFragHead}\n\n uniform float thicknessPower;\n uniform float thicknessScale;\n uniform float thicknessDistortion;\n uniform float thicknessAmbient;\n uniform float thicknessAttenuation;\n uniform vec3 thicknessColor;\n\n void RE_Direct_Scattering(const in IncidentLight directLight, const in vec2 uv, const in GeometricContext geometry, inout ReflectedLight reflectedLight) {\n #ifdef USE_COLOR\n vec3 thickness = vColor * thicknessColor;\n #else\n vec3 thickness = thicknessColor;\n #endif\n vec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * thicknessDistortion));\n float scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), thicknessPower) * thicknessScale;\n vec3 scatteringIllu = (scatteringDot + thicknessAmbient) * thickness;\n reflectedLight.directDiffuse += scatteringIllu * thicknessAttenuation * directLight.color;\n }\n ` + meshphongFragBody.replace(\n '#include ',\n replaceAll(\n ShaderChunk.lights_fragment_begin,\n 'RE_Direct( directLight, geometry, material, reflectedLight );',\n `\n RE_Direct( directLight, geometry, material, reflectedLight );\n #if defined( SUBSURFACE ) && defined( USE_UV )\n RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);\n #endif\n `\n )\n ),\n};\n\nexport default SubsurfaceScatteringShader;\n","import { Color, ShaderMaterial as TShaderMaterial, UniformsUtils } from 'three';\nimport SubsurfaceScatteringShader from './SubsurfaceScatteringShader.js';\nimport ShaderMaterial from './ShaderMaterial';\n\nexport default {\n extends: ShaderMaterial,\n props: {\n diffuse: { type: String, default: '#ffffff' },\n thicknessColor: { type: String, default: '#ffffff' },\n thicknessDistortion: { type: Number, default: 0.4 },\n thicknessAmbient: { type: Number, default: 0.01 },\n thicknessAttenuation: { type: Number, default: 0.7 },\n thicknessPower: { type: Number, default: 2 },\n thicknessScale: { type: Number, default: 4 },\n transparent: { type: Boolean, default: false },\n opacity: { type: Number, default: 1 },\n vertexColors: { type: Boolean, default: false },\n },\n methods: {\n createMaterial() {\n const params = SubsurfaceScatteringShader;\n const uniforms = UniformsUtils.clone(params.uniforms);\n Object.entries(this.$props).forEach(([key, value]) => {\n if (key === 'diffuse' || key === 'thicknessColor') {\n value = new Color(value);\n }\n if (key !== 'id' && key !== 'transparent' && key !== 'vertexColors') {\n uniforms[key].value = value;\n }\n });\n\n this.material = new TShaderMaterial({\n ...params,\n uniforms,\n lights: true,\n transparent: this.transparent,\n vertexColors: this.vertexColors,\n });\n },\n },\n __hmrId: 'SubSurfaceMaterial',\n};\n","export default {\n inject: ['three', 'mesh'],\n props: {\n id: String,\n uniforms: Object,\n vertexShader: String,\n fragmentShader: String,\n },\n beforeMount() {\n this.createMaterial();\n if (this.id) this.three.materials[this.id] = this.material;\n this.mesh.setMaterial(this.material);\n },\n mounted() {\n if (this.addWatchers) this.addWatchers();\n },\n unmounted() {\n this.material.dispose();\n if (this.id) delete this.three.materials[this.id];\n },\n render() {\n return [];\n },\n __hmrId: 'ShaderMaterial',\n};\n","import { MeshToonMaterial } from 'three';\nimport { propsValues } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n methods: {\n createMaterial() {\n this.material = new MeshToonMaterial(propsValues(this.$props, ['id']));\n },\n },\n __hmrId: 'ToonMaterial',\n};\n","import { TextureLoader } from 'three';\nimport { watch } from 'vue';\n\nexport default {\n inject: ['material'],\n emits: ['loaded'],\n props: {\n src: String,\n onLoad: Function,\n onProgress: Function,\n onError: Function,\n id: { type: String, default: 'map' },\n },\n created() {\n this.refreshTexture();\n watch(() => this.src, this.refreshTexture);\n },\n unmounted() {\n this.material.setTexture(null, this.id);\n this.texture.dispose();\n },\n methods: {\n createTexture() {\n this.texture = new TextureLoader().load(this.src, this.onLoaded, this.onProgress, this.onError);\n },\n refreshTexture() {\n this.createTexture();\n this.material.setTexture(this.texture, this.id);\n },\n onLoaded() {\n if (this.onLoad) this.onLoad();\n this.$emit('loaded');\n },\n },\n render() {\n return [];\n },\n};\n","import { CubeTextureLoader, CubeRefractionMapping } from 'three';\nimport { watch } from 'vue';\n\nexport default {\n inject: ['material'],\n emits: ['loaded'],\n props: {\n path: String,\n urls: {\n type: Array,\n default: ['px.jpg', 'nx.jpg', 'py.jpg', 'ny.jpg', 'pz.jpg', 'nz.jpg'],\n },\n onLoad: Function,\n onProgress: Function,\n onError: Function,\n id: { type: String, default: 'envMap' },\n refraction: Boolean,\n // todo: remove ?\n refractionRatio: { type: Number, default: 0.98 },\n },\n created() {\n this.refreshTexture();\n watch(() => this.path, this.refreshTexture);\n watch(() => this.urls, this.refreshTexture);\n },\n unmounted() {\n this.material.setTexture(null, this.id);\n this.texture.dispose();\n },\n methods: {\n createTexture() {\n this.texture = new CubeTextureLoader()\n .setPath(this.path)\n .load(this.urls, this.onLoaded, this.onProgress, this.onError);\n },\n refreshTexture() {\n this.createTexture();\n this.material.setTexture(this.texture, this.id);\n if (this.refraction) {\n this.texture.mapping = CubeRefractionMapping;\n this.material.setProp('refractionRatio', this.refractionRatio);\n }\n },\n onLoaded() {\n if (this.onLoad) this.onLoad();\n this.$emit('loaded');\n },\n },\n render() {\n return [];\n },\n};\n","import { Mesh } from 'three';\nimport { inject, watch } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: {\n three: 'three',\n scene: 'scene',\n rendererComponent: 'rendererComponent',\n parent: {\n from: 'group',\n default: () => inject('scene'),\n },\n },\n emits: ['ready'],\n props: {\n materialId: String,\n position: Object,\n rotation: Object,\n scale: Object,\n castShadow: Boolean,\n receiveShadow: Boolean,\n onHover: Function,\n onClick: Function,\n },\n // can't use setup because it will not be used in sub components\n // setup() {},\n provide() {\n return {\n mesh: this,\n };\n },\n mounted() {\n // console.log('Mesh mounted');\n if (this.geometry && !this.mesh) this.initMesh();\n },\n unmounted() {\n // console.log('Mesh unmounted');\n if (this.mesh) {\n this.three.removeIntersectObject(this.mesh);\n this.parent.remove(this.mesh);\n }\n if (this.geometry) this.geometry.dispose();\n if (this.material && !this.materialId) this.material.dispose();\n },\n methods: {\n initMesh() {\n if (!this.material && this.materialId) {\n this.material = this.three.materials[this.materialId];\n }\n this.mesh = new Mesh(this.geometry, this.material);\n\n if (this.onHover) {\n this.mesh.onHover = (over) => { this.onHover({ component: this, over }); };\n this.three.addIntersectObject(this.mesh);\n }\n\n if (this.onClick) {\n this.mesh.onClick = (e) => { this.onClick({ component: this, event: e }); };\n this.three.addIntersectObject(this.mesh);\n }\n\n this.bindProps();\n this.parent.add(this.mesh);\n this.$emit('ready');\n },\n bindProps() {\n useBindProp(this, 'position', this.mesh.position);\n useBindProp(this, 'rotation', this.mesh.rotation);\n useBindProp(this, 'scale', this.mesh.scale);\n\n ['castShadow', 'receiveShadow'].forEach(p => {\n this.mesh[p] = this[p];\n watch(() => this[p], () => { this.mesh[p] = this[p]; });\n });\n\n watch(() => this.materialId, () => {\n this.mesh.material = this.three.materials[this.materialId];\n });\n },\n setGeometry(geometry) {\n this.geometry = geometry;\n if (this.mesh) this.mesh.geometry = geometry;\n },\n setMaterial(material) {\n this.material = material;\n if (this.mesh) this.mesh.material = material;\n },\n refreshGeometry() {\n const oldGeo = this.geometry;\n this.createGeometry();\n this.mesh.geometry = this.geometry;\n oldGeo.dispose();\n },\n },\n render() {\n if (this.$slots.default) {\n return this.$slots.default();\n }\n return [];\n },\n __hmrId: 'Mesh',\n};\n","import { BoxBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n size: Number,\n width: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n depth: { type: Number, default: 1 },\n widthSegments: { type: Number, default: 1 },\n heightSegments: { type: Number, default: 1 },\n depthSegments: { type: Number, default: 1 },\n },\n created() {\n this.createGeometry();\n\n ['size', 'width', 'height', 'depth', 'widthSegments', 'heightSegments', 'depthSegments'].forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n if (this.size) {\n this.geometry = new BoxBufferGeometry(this.size, this.size, this.size);\n } else {\n this.geometry = new BoxBufferGeometry(this.width, this.height, this.depth);\n }\n },\n },\n __hmrId: 'Box',\n};\n","import { CircleBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n segments: { type: Number, default: 8 },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'segments', 'thetaStart', 'thetaLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new CircleBufferGeometry(this.radius, this.segments, this.thetaStart, this.thetaLength);\n },\n },\n __hmrId: 'Circle',\n};\n","import { ConeBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n heightSegments: { type: Number, default: 1 },\n openEnded: { type: Boolean, default: false },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'height', 'radialSegments', 'heightSegments', 'openEnded', 'thetaStart', 'thetaLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new ConeBufferGeometry(this.radius, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength);\n },\n },\n __hmrId: 'Cone',\n};\n","import { CylinderBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radiusTop: { type: Number, default: 1 },\n radiusBottom: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n heightSegments: { type: Number, default: 1 },\n openEnded: { type: Boolean, default: false },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radiusTop', 'radiusBottom', 'height', 'radialSegments', 'heightSegments', 'openEnded', 'thetaStart', 'thetaLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new CylinderBufferGeometry(this.radiusTop, this.radiusBottom, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength);\n },\n },\n __hmrId: 'Cylinder',\n};\n","import { DodecahedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new DodecahedronBufferGeometry(this.radius, this.detail);\n },\n },\n __hmrId: 'Dodecahedron',\n};\n","import { IcosahedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new IcosahedronBufferGeometry(this.radius, this.detail);\n },\n },\n __hmrId: 'Icosahedron',\n};\n","import { LatheBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n points: Array,\n segments: { type: Number, default: 12 },\n phiStart: { type: Number, default: 0 },\n phiLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['points', 'segments', 'phiStart', 'phiLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new LatheBufferGeometry(this.points, this.segments, this.phiStart, this.phiLength);\n },\n },\n __hmrId: 'Lathe',\n};\n","import { OctahedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new OctahedronBufferGeometry(this.radius, this.detail);\n },\n },\n __hmrId: 'Octahedron',\n};\n","import { PlaneBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n width: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n widthSegments: { type: Number, default: 1 },\n heightSegments: { type: Number, default: 1 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['width', 'height', 'widthSegments', 'heightSegments'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new PlaneBufferGeometry(this.width, this.height, this.widthSegments, this.heightSegments);\n },\n },\n __hmrId: 'Plane',\n};\n","import { PolyhedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n vertices: Array,\n indices: Array,\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['vertices', 'indices', 'radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new PolyhedronBufferGeometry(this.vertices, this.indices, this.radius, this.detail);\n },\n },\n __hmrId: 'Polyhedron',\n};\n","import { RingBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n innerRadius: { type: Number, default: 0.5 },\n outerRadius: { type: Number, default: 1 },\n thetaSegments: { type: Number, default: 8 },\n phiSegments: { type: Number, default: 1 },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['innerRadius', 'outerRadius', 'thetaSegments', 'phiSegments', 'thetaStart', 'thetaLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new RingBufferGeometry(this.innerRadius, this.outerRadius, this.thetaSegments, this.phiSegments, this.thetaStart, this.thetaLength);\n },\n },\n __hmrId: 'Ring',\n};\n","import { SphereBufferGeometry } from 'three';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: Number,\n widthSegments: { type: Number, default: 12 },\n heightSegments: { type: Number, default: 12 },\n },\n watch: {\n radius() { this.refreshGeometry(); },\n widthSegments() { this.refreshGeometry(); },\n heightSegments() { this.refreshGeometry(); },\n },\n created() {\n this.createGeometry();\n },\n methods: {\n createGeometry() {\n this.geometry = new SphereBufferGeometry(this.radius, this.widthSegments, this.heightSegments);\n },\n },\n __hmrId: 'Sphere',\n};\n","import { TetrahedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TetrahedronBufferGeometry(this.radius, this.detail);\n },\n },\n __hmrId: 'Tetrahedron',\n};\n","export default {\n text: String,\n fontSrc: String,\n size: { type: Number, default: 80 },\n height: { type: Number, default: 5 },\n depth: { type: Number, default: 1 },\n curveSegments: { type: Number, default: 12 },\n bevelEnabled: { type: Boolean, default: false },\n bevelThickness: { type: Number, default: 10 },\n bevelSize: { type: Number, default: 8 },\n bevelOffset: { type: Number, default: 0 },\n bevelSegments: { type: Number, default: 5 },\n align: { type: [Boolean, String], default: false },\n};\n","import { FontLoader, TextBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\nimport TextProps from './TextProps.js';\n\nexport default {\n extends: Mesh,\n props: {\n ...TextProps,\n },\n created() {\n // add watchers\n const watchProps = [\n 'text', 'size', 'height', 'curveSegments',\n 'bevelEnabled', 'bevelThickness', 'bevelSize', 'bevelOffset', 'bevelSegments',\n 'align',\n ];\n watchProps.forEach(p => {\n watch(() => this[p], () => {\n if (this.font) this.refreshGeometry();\n });\n });\n\n const loader = new FontLoader();\n loader.load(this.fontSrc, (font) => {\n this.font = font;\n this.createGeometry();\n this.initMesh();\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TextBufferGeometry(this.text, {\n font: this.font,\n size: this.size,\n height: this.height,\n depth: this.depth,\n curveSegments: this.curveSegments,\n bevelEnabled: this.bevelEnabled,\n bevelThickness: this.bevelThickness,\n bevelSize: this.bevelSize,\n bevelOffset: this.bevelOffset,\n bevelSegments: this.bevelSegments,\n });\n\n if (this.align === 'center') {\n this.geometry.center();\n }\n },\n },\n};\n","import { TorusBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 0.5 },\n tube: { type: Number, default: 0.4 },\n radialSegments: { type: Number, default: 8 },\n tubularSegments: { type: Number, default: 6 },\n arc: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'tube', 'radialSegments', 'tubularSegments', 'arc'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TorusBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.arc);\n },\n },\n __hmrId: 'Torus',\n};\n","import { TorusKnotBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 0.5 },\n tube: { type: Number, default: 0.4 },\n radialSegments: { type: Number, default: 64 },\n tubularSegments: { type: Number, default: 8 },\n p: { type: Number, default: 2 },\n q: { type: Number, default: 3 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'tube', 'radialSegments', 'tubularSegments', 'p', 'q'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TorusKnotBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q);\n },\n },\n __hmrId: 'TorusKnot',\n};\n","import { Curve, TubeBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n path: Curve,\n tubularSegments: { type: Number, default: 64 },\n radius: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n closed: { type: Boolean, default: false },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['path', 'tubularSegments', 'radius', 'radialSegments', 'closed'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TubeBufferGeometry(this.path, this.tubularSegments, this.radius, this.radialSegments, this.closed);\n },\n },\n __hmrId: 'Tube',\n};\n","import {\n BackSide,\n CubeCamera,\n FrontSide,\n LinearMipmapLinearFilter,\n Mesh as TMesh,\n RGBFormat,\n WebGLCubeRenderTarget,\n} from 'three';\n// import { watch } from 'vue';\nimport Mesh from '../meshes/Mesh.js';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n extends: Mesh,\n props: {\n cubeRTSize: { type: Number, default: 256 },\n cubeCameraNear: { type: Number, default: 0.1 },\n cubeCameraFar: { type: Number, default: 2000 },\n autoUpdate: Boolean,\n },\n mounted() {\n this.initGem();\n if (this.autoUpdate) this.three.onBeforeRender(this.updateCubeRT);\n else this.rendererComponent.onMounted(this.updateCubeRT);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateCubeRT);\n if (this.meshBack) this.parent.remove(this.meshBack);\n if (this.materialBack) this.materialBack.dispose();\n },\n methods: {\n initGem() {\n const cubeRT = new WebGLCubeRenderTarget(this.cubeRTSize, { format: RGBFormat, generateMipmaps: true, minFilter: LinearMipmapLinearFilter });\n this.cubeCamera = new CubeCamera(this.cubeCameraNear, this.cubeCameraFar, cubeRT);\n useBindProp(this, 'position', this.cubeCamera.position);\n this.parent.add(this.cubeCamera);\n\n this.material.side = FrontSide;\n this.material.envMap = cubeRT.texture;\n this.material.envMapIntensity = 10;\n this.material.metalness = 0;\n this.material.roughness = 0;\n this.material.opacity = 0.75;\n this.material.transparent = true;\n this.material.premultipliedAlpha = true;\n this.material.needsUpdate = true;\n\n this.materialBack = this.material.clone();\n this.materialBack.side = BackSide;\n this.materialBack.envMapIntensity = 5;\n this.materialBack.metalness = 1;\n this.materialBack.roughness = 0;\n this.materialBack.opacity = 0.5;\n\n this.meshBack = new TMesh(this.geometry, this.materialBack);\n\n useBindProp(this, 'position', this.meshBack.position);\n useBindProp(this, 'rotation', this.meshBack.rotation);\n useBindProp(this, 'scale', this.meshBack.scale);\n this.parent.add(this.meshBack);\n },\n updateCubeRT() {\n this.mesh.visible = false;\n this.meshBack.visible = false;\n this.cubeCamera.update(this.three.renderer, this.scene);\n this.mesh.visible = true;\n this.meshBack.visible = true;\n },\n },\n __hmrId: 'Gem',\n};\n","import { DoubleSide, MeshBasicMaterial, PlaneBufferGeometry, TextureLoader } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n emits: ['loaded'],\n extends: Mesh,\n props: {\n src: String,\n width: Number,\n height: Number,\n keepSize: Boolean,\n },\n created() {\n this.createGeometry();\n this.createMaterial();\n this.initMesh();\n\n watch(() => this.src, this.refreshTexture);\n\n ['width', 'height'].forEach(p => {\n watch(() => this[p], this.resize);\n });\n\n if (this.keepSize) this.three.onAfterResize(this.resize);\n },\n methods: {\n createGeometry() {\n this.geometry = new PlaneBufferGeometry(1, 1, 1, 1);\n },\n createMaterial() {\n this.material = new MeshBasicMaterial({ side: DoubleSide, map: this.loadTexture() });\n },\n loadTexture() {\n return new TextureLoader().load(this.src, this.onLoaded);\n },\n refreshTexture() {\n if (this.texture) this.texture.dispose();\n this.material.map = this.loadTexture();\n this.material.needsUpdate = true;\n },\n onLoaded(texture) {\n this.texture = texture;\n this.resize();\n this.$emit('loaded');\n },\n resize() {\n if (!this.texture) return;\n const screen = this.three.size;\n const iW = this.texture.image.width;\n const iH = this.texture.image.height;\n const iRatio = iW / iH;\n let w, h;\n if (this.width && this.height) {\n w = this.width * screen.wWidth / screen.width;\n h = this.height * screen.wHeight / screen.height;\n } else if (this.width) {\n w = this.width * screen.wWidth / screen.width;\n h = w / iRatio;\n } else if (this.height) {\n h = this.height * screen.wHeight / screen.height;\n w = h * iRatio;\n }\n this.mesh.scale.x = w;\n this.mesh.scale.y = h;\n },\n },\n __hmrId: 'Image',\n};\n","import { InstancedMesh } from 'three';\nimport { inject, watch } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: ['three', 'scene'],\n props: {\n materialId: String,\n count: Number,\n position: Object,\n castShadow: Boolean,\n receiveShadow: Boolean,\n },\n setup() {\n const parent = inject('group', inject('scene'));\n return { parent };\n },\n provide() {\n return {\n mesh: this,\n };\n },\n beforeMount() {\n if (!this.$slots.default) {\n console.error('Missing Geometry');\n }\n },\n mounted() {\n this.initMesh();\n },\n unmounted() {\n this.parent.remove(this.mesh);\n },\n methods: {\n initMesh() {\n if (!this.material && this.materialId) {\n this.material = this.three.materials[this.materialId];\n }\n\n this.mesh = new InstancedMesh(this.geometry, this.material, this.count);\n\n useBindProp(this, 'position', this.mesh.position);\n useBindProp(this, 'rotation', this.mesh.rotation);\n useBindProp(this, 'scale', this.mesh.scale);\n\n ['castShadow', 'receiveShadow'].forEach(p => {\n this.mesh[p] = this[p];\n watch(() => this[p], () => { this.mesh[p] = this[p]; });\n });\n\n // watch(() => this.materialId, () => {\n // this.mesh.material = this.three.materials[this.materialId];\n // });\n\n this.parent.add(this.mesh);\n },\n setGeometry(geometry) {\n this.geometry = geometry;\n if (this.mesh) this.mesh.geometry = geometry;\n },\n setMaterial(material) {\n this.material = material;\n if (this.mesh) this.mesh.material = material;\n },\n },\n render() {\n return this.$slots.default();\n },\n __hmrId: 'InstancedMesh',\n};\n","import {\n CubeCamera,\n LinearMipmapLinearFilter,\n RGBFormat,\n WebGLCubeRenderTarget,\n} from 'three';\n// import { watch } from 'vue';\nimport Mesh from './Mesh.js';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n extends: Mesh,\n props: {\n cubeRTSize: { type: Number, default: 256 },\n cubeCameraNear: { type: Number, default: 0.1 },\n cubeCameraFar: { type: Number, default: 2000 },\n autoUpdate: Boolean,\n },\n mounted() {\n this.initMirrorMesh();\n if (this.autoUpdate) this.three.onBeforeRender(this.updateCubeRT);\n else this.rendererComponent.onMounted(this.updateCubeRT);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateCubeRT);\n if (this.cubeCamera) this.parent.remove(this.cubeCamera);\n },\n methods: {\n initMirrorMesh() {\n const cubeRT = new WebGLCubeRenderTarget(this.cubeRTSize, { format: RGBFormat, generateMipmaps: true, minFilter: LinearMipmapLinearFilter });\n this.cubeCamera = new CubeCamera(this.cubeCameraNear, this.cubeCameraFar, cubeRT);\n this.parent.add(this.cubeCamera);\n\n this.material.envMap = cubeRT.texture;\n this.material.needsUpdate = true;\n },\n updateCubeRT() {\n this.mesh.visible = false;\n this.cubeCamera.update(this.three.renderer, this.scene);\n this.mesh.visible = true;\n },\n },\n __hmrId: 'MirrorMesh',\n};\n","import {\n CubeCamera,\n CubeRefractionMapping,\n LinearMipmapLinearFilter,\n RGBFormat,\n WebGLCubeRenderTarget,\n} from 'three';\n// import { watch } from 'vue';\nimport Mesh from './Mesh.js';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n extends: Mesh,\n props: {\n cubeRTSize: { type: Number, default: 256 },\n cubeCameraNear: { type: Number, default: 0.1 },\n cubeCameraFar: { type: Number, default: 2000 },\n refractionRatio: { type: Number, default: 0.98 },\n autoUpdate: Boolean,\n },\n mounted() {\n this.initMirrorMesh();\n if (this.autoUpdate) this.three.onBeforeRender(this.updateCubeRT);\n else this.rendererComponent.onMounted(this.updateCubeRT);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateCubeRT);\n if (this.cubeCamera) this.parent.remove(this.cubeCamera);\n },\n methods: {\n initMirrorMesh() {\n const cubeRT = new WebGLCubeRenderTarget(this.cubeRTSize, { mapping: CubeRefractionMapping, format: RGBFormat, generateMipmaps: true, minFilter: LinearMipmapLinearFilter });\n this.cubeCamera = new CubeCamera(this.cubeCameraNear, this.cubeCameraFar, cubeRT);\n useBindProp(this, 'position', this.cubeCamera.position);\n this.parent.add(this.cubeCamera);\n\n this.material.envMap = cubeRT.texture;\n this.material.refractionRatio = this.refractionRatio;\n this.material.needsUpdate = true;\n },\n updateCubeRT() {\n this.mesh.visible = false;\n this.cubeCamera.update(this.three.renderer, this.scene);\n this.mesh.visible = true;\n },\n },\n __hmrId: 'RefractionMesh',\n};\n","import { Sprite, SpriteMaterial, TextureLoader } from 'three';\nimport { inject } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n emits: ['ready', 'loaded'],\n inject: ['three', 'scene'],\n props: {\n src: String,\n position: Object,\n scale: Object,\n },\n setup() {\n const parent = inject('group', inject('scene'));\n return { parent };\n },\n mounted() {\n this.texture = new TextureLoader().load(this.src, this.onLoaded);\n this.material = new SpriteMaterial({ map: this.texture });\n this.sprite = new Sprite(this.material);\n this.geometry = this.sprite.geometry;\n useBindProp(this, 'position', this.sprite.position);\n useBindProp(this, 'scale', this.sprite.scale);\n\n this.parent.add(this.sprite);\n this.$emit('ready');\n },\n unmounted() {\n this.texture.dispose();\n this.material.dispose();\n this.parent.remove(this.sprite);\n },\n methods: {\n onLoaded() {\n this.updateUV();\n this.$emit('loaded');\n },\n updateUV() {\n this.iWidth = this.texture.image.width;\n this.iHeight = this.texture.image.height;\n this.iRatio = this.iWidth / this.iHeight;\n\n let x = 0.5, y = 0.5;\n if (this.iRatio > 1) {\n y = 0.5 / this.iRatio;\n } else {\n x = 0.5 / this.iRatio;\n }\n\n const positions = this.geometry.attributes.position.array;\n positions[0] = -x; positions[1] = -y;\n positions[5] = x; positions[6] = -y;\n positions[10] = x; positions[11] = y;\n positions[15] = -x; positions[16] = y;\n this.geometry.attributes.position.needsUpdate = true;\n },\n },\n render() {\n return [];\n },\n __hmrId: 'Sprite',\n};\n","import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer.js';\n\nexport default {\n setup() {\n return {\n passes: [],\n };\n },\n inject: ['three'],\n provide() {\n return {\n passes: this.passes,\n };\n },\n mounted() {\n this.three.onAfterInit(() => {\n this.composer = new EffectComposer(this.three.renderer);\n this.three.renderer.autoClear = false;\n this.passes.forEach(pass => {\n this.composer.addPass(pass);\n });\n this.three.composer = this.composer;\n\n this.resize();\n this.three.onAfterResize(this.resize);\n });\n },\n unmounted() {\n this.three.offAfterResize(this.resize);\n },\n methods: {\n resize() {\n this.composer.setSize(this.three.size.width, this.three.size.height);\n },\n },\n render() {\n return this.$slots.default();\n },\n __hmrId: 'EffectComposer',\n};\n","export default {\n inject: ['three', 'passes'],\n beforeMount() {\n if (!this.passes) {\n console.error('Missing parent EffectComposer');\n }\n },\n unmounted() {\n if (this.pass.dispose) this.pass.dispose();\n },\n render() {\n return [];\n },\n __hmrId: 'EffectPass',\n};\n","import { RenderPass } from 'three/examples/jsm/postprocessing/RenderPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n mounted() {\n if (!this.three.scene) {\n console.error('Missing Scene');\n }\n if (!this.three.camera) {\n console.error('Missing Camera');\n }\n const pass = new RenderPass(this.three.scene, this.three.camera);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'RenderPass',\n};\n","import { BokehPass } from 'three/examples/jsm/postprocessing/BokehPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n props: {\n focus: {\n type: Number,\n default: 1,\n },\n aperture: {\n type: Number,\n default: 0.025,\n },\n maxblur: {\n type: Number,\n default: 0.01,\n },\n },\n watch: {\n focus() { this.pass.uniforms.focus.value = this.focus; },\n aperture() { this.pass.uniforms.aperture.value = this.aperture; },\n maxblur() { this.pass.uniforms.maxblur.value = this.maxblur; },\n },\n mounted() {\n if (!this.three.scene) {\n console.error('Missing Scene');\n }\n if (!this.three.camera) {\n console.error('Missing Camera');\n }\n const params = {\n focus: this.focus,\n aperture: this.aperture,\n maxblur: this.maxblur,\n width: this.three.size.width,\n height: this.three.size.height,\n };\n const pass = new BokehPass(this.three.scene, this.three.camera, params);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'BokehPass',\n};\n","import { FilmPass } from 'three/examples/jsm/postprocessing/FilmPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n props: {\n noiseIntensity: {\n type: Number,\n default: 0.5,\n },\n scanlinesIntensity: {\n type: Number,\n default: 0.05,\n },\n scanlinesCount: {\n type: Number,\n default: 4096,\n },\n grayscale: {\n type: Number,\n default: 0,\n },\n },\n watch: {\n noiseIntensity() { this.pass.uniforms.nIntensity.value = this.noiseIntensity; },\n scanlinesIntensity() { this.pass.uniforms.sIntensity.value = this.scanlinesIntensity; },\n scanlinesCount() { this.pass.uniforms.sCount.value = this.scanlinesCount; },\n grayscale() { this.pass.uniforms.grayscale.value = this.grayscale; },\n },\n mounted() {\n const pass = new FilmPass(this.noiseIntensity, this.scanlinesIntensity, this.scanlinesCount, this.grayscale);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'FilmPass',\n};\n","import { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js';\nimport { FXAAShader } from 'three/examples/jsm/shaders/FXAAShader.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n mounted() {\n const pass = new ShaderPass(FXAAShader);\n this.passes.push(pass);\n this.pass = pass;\n\n // resize will be called in three init\n this.three.onAfterResize(this.resize);\n },\n unmounted() {\n this.three.offAfterResize(this.resize);\n },\n methods: {\n resize() {\n const { resolution } = this.pass.material.uniforms;\n resolution.value.x = 1 / this.three.size.width;\n resolution.value.y = 1 / this.three.size.height;\n },\n },\n __hmrId: 'FXAAPass',\n};\n","import { HalftonePass } from 'three/examples/jsm/postprocessing/HalftonePass.js';\nimport { watch } from 'vue';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n props: {\n shape: { type: Number, default: 1 },\n radius: { type: Number, default: 4 },\n rotateR: { type: Number, default: Math.PI / 12 * 1 },\n rotateG: { type: Number, default: Math.PI / 12 * 2 },\n rotateB: { type: Number, default: Math.PI / 12 * 3 },\n scatter: { type: Number, default: 0 },\n },\n mounted() {\n const pass = new HalftonePass(this.three.size.width, this.three.size.height, {});\n\n ['shape', 'radius', 'rotateR', 'rotateG', 'rotateB', 'scatter'].forEach(p => {\n pass.uniforms[p].value = this[p];\n watch(() => this[p], () => {\n pass.uniforms[p].value = this[p];\n });\n });\n\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'HalftonePass',\n};\n","import { SMAAPass } from 'three/examples/jsm/postprocessing/SMAAPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n mounted() {\n // three size is not set yet, but this pass will be resized by effect composer\n const pass = new SMAAPass(this.three.size.width, this.three.size.height);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'SMAAPass',\n};\n","export default {\n uniforms: {},\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n varying vec2 vUv;\n void main() {\n gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n }\n `,\n};\n","// From https://github.com/evanw/glfx.js\nimport { Vector2 } from 'three';\nimport DefaultShader from './default';\n\nexport default {\n uniforms: {\n tDiffuse: { value: null },\n blurRadius: { value: 0 },\n gradientRadius: { value: 0 },\n start: { value: new Vector2() },\n end: { value: new Vector2() },\n delta: { value: new Vector2() },\n texSize: { value: new Vector2() },\n },\n vertexShader: DefaultShader.vertexShader,\n fragmentShader: `\n uniform sampler2D tDiffuse;\n uniform float blurRadius;\n uniform float gradientRadius;\n uniform vec2 start;\n uniform vec2 end;\n uniform vec2 delta;\n uniform vec2 texSize;\n varying vec2 vUv;\n\n float random(vec3 scale, float seed) {\n /* use the fragment position for a different seed per-pixel */\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n }\n\n void main() {\n vec4 color = vec4(0.0);\n float total = 0.0;\n\n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n\n vec2 normal = normalize(vec2(start.y - end.y, end.x - start.x));\n float radius = smoothstep(0.0, 1.0, abs(dot(vUv * texSize - start, normal)) / gradientRadius) * blurRadius;\n for (float t = -30.0; t <= 30.0; t++) {\n float percent = (t + offset - 0.5) / 30.0;\n float weight = 1.0 - abs(percent);\n vec4 texel = texture2D(tDiffuse, vUv + delta / texSize * percent * radius);\n // vec4 texel2 = texture2D(tDiffuse, vUv + vec2(-delta.y, delta.x) / texSize * percent * radius);\n\n /* switch to pre-multiplied alpha to correctly blur transparent images */\n texel.rgb *= texel.a;\n // texel2.rgb *= texel2.a;\n\n color += texel * weight;\n total += 2.0 * weight;\n }\n\n gl_FragColor = color / total;\n\n /* switch back from pre-multiplied alpha */\n gl_FragColor.rgb /= gl_FragColor.a + 0.00001;\n }\n `,\n};\n","import { watch } from 'vue';\n\nexport default function useBindPropValue(src, srcProp, dst, dstProp = 'value') {\n if (src[srcProp]) {\n dst[dstProp] = src[srcProp];\n watch(() => src[srcProp], (value) => {\n dst[dstProp] = value;\n });\n }\n};\n","import { Vector2 } from 'three';\nimport { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js';\nimport { watch } from 'vue';\nimport EffectPass from './EffectPass.js';\nimport TiltShift from '../shaders/TiltShift.js';\nimport useBindPropValue from '../use/useBindPropValue.js';\n\nexport default {\n extends: EffectPass,\n props: {\n blurRadius: { type: Number, default: 10 },\n gradientRadius: { type: Number, default: 100 },\n start: { type: Object, default: { x: 0, y: 100 } },\n end: { type: Object, default: { x: 10, y: 100 } },\n },\n mounted() {\n this.pass = new ShaderPass(TiltShift);\n this.passes.push(this.pass);\n\n this.pass1 = new ShaderPass(TiltShift);\n this.passes.push(this.pass1);\n\n const uniforms = this.uniforms = this.pass.uniforms;\n const uniforms1 = this.uniforms1 = this.pass1.uniforms;\n uniforms1.blurRadius = uniforms.blurRadius;\n uniforms1.gradientRadius = uniforms.gradientRadius;\n uniforms1.start = uniforms.start;\n uniforms1.end = uniforms.end;\n uniforms1.texSize = uniforms.texSize;\n\n useBindPropValue(this, 'blurRadius', uniforms.blurRadius);\n useBindPropValue(this, 'gradientRadius', uniforms.gradientRadius);\n\n this.updateFocusLine();\n ['start', 'end'].forEach(p => {\n watch(() => this[p], this.updateFocusLine);\n });\n\n this.pass.setSize = (width, height) => {\n uniforms.texSize.value.set(width, height);\n };\n },\n methods: {\n updateFocusLine() {\n this.uniforms.start.value.copy(this.start);\n this.uniforms.end.value.copy(this.end);\n const dv = new Vector2().copy(this.end).sub(this.start).normalize();\n this.uniforms.delta.value.copy(dv);\n this.uniforms1.delta.value.set(-dv.y, dv.x);\n },\n },\n __hmrId: 'TiltShiftPass',\n};\n","import { Vector2 } from 'three';\nimport { UnrealBloomPass } from 'three/examples/jsm/postprocessing/UnrealBloomPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n props: {\n strength: { type: Number, default: 1.5 },\n radius: { type: Number, default: 0 },\n threshold: { type: Number, default: 0 },\n },\n watch: {\n strength() { this.pass.strength = this.strength; },\n radius() { this.pass.radius = this.radius; },\n threshold() { this.pass.threshold = this.threshold; },\n },\n mounted() {\n const size = new Vector2(this.three.size.width, this.three.size.height);\n const pass = new UnrealBloomPass(size, this.strength, this.radius, this.threshold);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'UnrealBloomPass',\n};\n","// From https://github.com/evanw/glfx.js\nimport { Vector2 } from 'three';\nimport DefaultShader from './default';\n\nexport default {\n uniforms: {\n tDiffuse: { value: null },\n center: { value: new Vector2(0.5, 0.5) },\n strength: { value: 0 },\n },\n vertexShader: DefaultShader.vertexShader,\n fragmentShader: `\n uniform sampler2D tDiffuse;\n uniform vec2 center;\n uniform float strength;\n varying vec2 vUv;\n\n float random(vec3 scale, float seed) {\n /* use the fragment position for a different seed per-pixel */\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n }\n \n void main() {\n vec4 color = vec4(0.0);\n float total = 0.0;\n vec2 toCenter = center - vUv;\n \n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n \n for (float t = 0.0; t <= 40.0; t++) {\n float percent = (t + offset) / 40.0;\n float weight = 4.0 * (percent - percent * percent);\n vec4 texel = texture2D(tDiffuse, vUv + toCenter * percent * strength);\n\n /* switch to pre-multiplied alpha to correctly blur transparent images */\n texel.rgb *= texel.a;\n\n color += texel * weight;\n total += weight;\n }\n\n gl_FragColor = color / total;\n\n /* switch back from pre-multiplied alpha */\n gl_FragColor.rgb /= gl_FragColor.a + 0.00001;\n }\n `,\n};\n","import { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js';\nimport EffectPass from './EffectPass.js';\nimport ZoomBlur from '../shaders/ZoomBlur.js';\nimport useBindProp from '../use/useBindProp.js';\nimport useBindPropValue from '../use/useBindPropValue.js';\n\nexport default {\n extends: EffectPass,\n props: {\n center: { type: Object, default: { x: 0.5, y: 0.5 } },\n strength: { type: Number, default: 0.5 },\n },\n mounted() {\n this.pass = new ShaderPass(ZoomBlur);\n this.passes.push(this.pass);\n\n const uniforms = this.uniforms = this.pass.uniforms;\n useBindProp(this, 'center', uniforms.center.value);\n useBindPropValue(this, 'strength', uniforms.strength);\n },\n __hmrId: 'ZoomBlurPass',\n};\n","export default `\n//\n// Description : Array and textureless GLSL 2D simplex noise function.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : ijm\n// Lastmod : 20110822 (ijm)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n//\n\nvec3 mod289(vec3 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec2 mod289(vec2 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec3 permute(vec3 x) {\n return mod289(((x*34.0)+1.0)*x);\n}\n\nfloat snoise(vec2 v)\n{\n const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0\n 0.366025403784439, // 0.5*(sqrt(3.0)-1.0)\n -0.577350269189626, // -1.0 + 2.0 * C.x\n 0.024390243902439); // 1.0 / 41.0\n // First corner\n vec2 i = floor(v + dot(v, C.yy) );\n vec2 x0 = v - i + dot(i, C.xx);\n\n // Other corners\n vec2 i1;\n i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);\n vec4 x12 = x0.xyxy + C.xxzz;\n x12.xy -= i1;\n\n // Permutations\n i = mod289(i); // Avoid truncation effects in permutation\n vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))\n + i.x + vec3(0.0, i1.x, 1.0 ));\n\n vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);\n m = m*m ;\n m = m*m ;\n\n // Gradients: 41 points uniformly over a line, mapped onto a diamond.\n // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)\n\n vec3 x = 2.0 * fract(p * C.www) - 1.0;\n vec3 h = abs(x) - 0.5;\n vec3 ox = floor(x + 0.5);\n vec3 a0 = x - ox;\n\n // Normalise gradients implicitly by scaling m\n // Approximation of: m *= inversesqrt( a0*a0 + h*h );\n m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );\n\n // Compute final noise value at P\n vec3 g;\n g.x = a0.x * x0.x + h.x * x0.y;\n g.yz = a0.yz * x12.xz + h.yz * x12.yw;\n return 130.0 * dot(m, g);\n}\n`;\n","import { DoubleSide, MeshBasicMaterial, PlaneBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Image from '../../meshes/Image.js';\nimport snoise2 from '../../glsl/snoise2.glsl.js';\n\nexport default {\n extends: Image,\n props: {\n widthSegments: { type: Number, default: 20 },\n heightSegments: { type: Number, default: 20 },\n timeCoef: { type: Number, default: 0.001 },\n noiseCoef: { type: Number, default: 1 },\n zCoef: { type: Number, default: 5 },\n dispCoef: { type: Number, default: 0.05 },\n },\n setup(props) {\n // uniforms\n const uTime = { value: 0 };\n const uNoiseCoef = { value: props.noiseCoef };\n watch(() => props.noiseCoef, (value) => { uNoiseCoef.value = value; });\n const uZCoef = { value: props.zCoef };\n watch(() => props.zCoef, (value) => { uZCoef.value = value; });\n const uDispCoef = { value: props.dispCoef };\n watch(() => props.dispCoef, (value) => { uDispCoef.value = value; });\n\n return {\n uTime, uNoiseCoef, uZCoef, uDispCoef,\n };\n },\n mounted() {\n this.startTime = Date.now();\n this.three.onBeforeRender(this.updateTime);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateTime);\n },\n methods: {\n createGeometry() {\n this.geometry = new PlaneBufferGeometry(1, 1, this.widthSegments, this.heightSegments);\n },\n createMaterial() {\n this.material = new MeshBasicMaterial({ side: DoubleSide, map: this.loadTexture() });\n this.material.onBeforeCompile = (shader) => {\n shader.uniforms.uTime = this.uTime;\n shader.uniforms.uNoiseCoef = this.uNoiseCoef;\n shader.uniforms.uZCoef = this.uZCoef;\n shader.uniforms.uDispCoef = this.uDispCoef;\n shader.vertexShader = `\n uniform float uTime;\n uniform float uNoiseCoef;\n uniform float uZCoef;\n varying float vNoise;\n ${snoise2}\n ` + shader.vertexShader;\n\n shader.vertexShader = shader.vertexShader.replace(\n '#include ',\n ` \n vec3 p = vec3(position * uNoiseCoef);\n p.x += uTime;\n vNoise = snoise(p.xy);\n vec3 transformed = vec3(position);\n transformed.z += vNoise * uZCoef;\n `\n );\n\n shader.fragmentShader = `\n uniform float uDispCoef;\n varying float vNoise;\n ` + shader.fragmentShader;\n\n shader.fragmentShader = shader.fragmentShader.replace(\n '#include ',\n `\n vec4 texelColor = texture2D(map, vUv);\n vec4 dispTexel = texture2D(map, vUv + vec2(vNoise * uDispCoef, 0));\n texelColor.r = dispTexel.r;\n diffuseColor = texelColor;\n `\n );\n this.materialShader = shader;\n };\n },\n updateTime() {\n this.uTime.value = (Date.now() - this.startTime) * this.timeCoef;\n },\n },\n __hmrId: 'NoisyImage',\n};\n","import { ObjectSpaceNormalMap, ShaderMaterial, Vector2, WebGLRenderTarget } from 'three';\nimport { Pass } from 'three/examples/jsm/postprocessing/Pass.js';\nimport { watch } from 'vue';\nimport Plane from '../../meshes/Plane.js';\nimport snoise3 from '../../glsl/snoise3.glsl.js';\n\nexport default {\n extends: Plane,\n props: {\n timeCoef: { type: Number, default: 0.001 },\n noiseCoef: { type: Number, default: 5 },\n deltaCoef: { type: Number, default: 1 / 512 },\n displacementScale: { type: Number, default: 5 },\n },\n setup(props) {\n // uniforms\n const uTime = { value: 0 };\n const uNoiseCoef = { value: props.noiseCoef };\n watch(() => props.noiseCoef, (value) => { uNoiseCoef.value = value; });\n const uDelta = { value: new Vector2(props.deltaCoef, props.deltaCoef) };\n watch(() => props.deltaCoef, (value) => { uDelta.value.set(value, value); });\n\n return {\n uTime, uNoiseCoef, uDelta,\n };\n },\n mounted() {\n this.init();\n\n watch(() => this.displacementScale, (value) => { this.material.displacementScale = value; });\n\n this.startTime = Date.now();\n this.three.onBeforeRender(this.update);\n },\n unmounted() {\n this.three.offBeforeRender(this.update);\n this.fsQuad.dispose();\n this.dispRT.dispose();\n this.dispMat.dispose();\n this.normRT.dispose();\n this.normMat.dispose();\n },\n methods: {\n init() {\n this.fsQuad = new Pass.FullScreenQuad();\n\n // displacement map\n this.dispRT = new WebGLRenderTarget(512, 512, { depthBuffer: false, stencilBuffer: false });\n this.dispMat = new ShaderMaterial({\n uniforms: {\n uTime: this.uTime,\n uNoiseCoef: this.uNoiseCoef,\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n // gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n gl_Position = vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform float uTime;\n uniform float uNoiseCoef;\n varying vec2 vUv;\n ${snoise3}\n void main() {\n vec2 p = vec2(vUv * uNoiseCoef);\n float noise = (snoise(vec3(p.x, p.y, uTime)) + 1.0) / 2.0;\n gl_FragColor = vec4(noise, 0.0, 0.0, 1.0);\n }\n `,\n });\n\n // normal map\n this.normRT = new WebGLRenderTarget(512, 512, { depthBuffer: false, stencilBuffer: false });\n this.normMat = new ShaderMaterial({\n uniforms: {\n dispMap: { value: this.dispRT.texture },\n delta: this.uDelta,\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n // gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n gl_Position = vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform sampler2D dispMap;\n uniform vec2 delta;\n varying vec2 vUv;\n void main() {\n // gl_FragColor = vec4(0.5, 0.5, 1.0, 0.0);\n float x1 = texture2D(dispMap, vec2(vUv.x - delta.x, vUv.y)).r;\n float x2 = texture2D(dispMap, vec2(vUv.x + delta.x, vUv.y)).r;\n float y1 = texture2D(dispMap, vec2(vUv.x, vUv.y - delta.y)).r;\n float y2 = texture2D(dispMap, vec2(vUv.x, vUv.y + delta.y)).r;\n gl_FragColor = vec4(0.5 + (x1 - x2), 0.5 + (y1 - y2), 1.0, 1.0);\n }\n `,\n });\n\n this.material.displacementMap = this.dispRT.texture;\n this.material.displacementScale = this.displacementScale;\n this.material.normalMap = this.normRT.texture;\n this.material.normalMapType = ObjectSpaceNormalMap;\n // this.material.needsUpdate = true;\n },\n update() {\n this.uTime.value = (Date.now() - this.startTime) * this.timeCoef;\n this.renderDisp();\n },\n renderDisp() {\n this.renderMat(this.dispMat, this.dispRT);\n this.renderMat(this.normMat, this.normRT);\n },\n renderMat(mat, target) {\n const renderer = this.three.renderer;\n this.fsQuad.material = mat;\n const oldTarget = renderer.getRenderTarget();\n renderer.setRenderTarget(target);\n this.fsQuad.render(renderer);\n renderer.setRenderTarget(oldTarget);\n },\n },\n __hmrId: 'NoisyPlane',\n};\n","import { watch } from 'vue';\nimport Sphere from '../../meshes/Sphere.js';\nimport snoise4 from '../../glsl/snoise4.glsl.js';\n\nexport default {\n extends: Sphere,\n props: {\n radius: { type: Number, default: 20 },\n widthSegments: { type: Number, default: 128 },\n heightSegments: { type: Number, default: 128 },\n timeCoef: { type: Number, default: 0.001 },\n noiseCoef: { type: Number, default: 0.05 },\n dispCoef: { type: Number, default: 5 },\n },\n setup(props) {\n // uniforms\n const uTime = { value: 0 };\n const uNoiseCoef = { value: props.noiseCoef };\n watch(() => props.noiseCoef, (value) => { uNoiseCoef.value = value; });\n const uDispCoef = { value: props.dispCoef };\n watch(() => props.dispCoef, (value) => { uDispCoef.value = value; });\n\n return {\n uTime, uNoiseCoef, uDispCoef,\n };\n },\n mounted() {\n this.updateMaterial();\n\n this.startTime = Date.now();\n this.three.onBeforeRender(this.updateTime);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateTime);\n },\n methods: {\n updateMaterial() {\n this.material.onBeforeCompile = (shader) => {\n shader.uniforms.uTime = this.uTime;\n shader.uniforms.uNoiseCoef = this.uNoiseCoef;\n shader.uniforms.uDispCoef = this.uDispCoef;\n shader.vertexShader = `\n uniform float uTime;\n uniform float uNoiseCoef;\n uniform float uDispCoef;\n varying float vNoise;\n ${snoise4}\n ` + shader.vertexShader;\n\n shader.vertexShader = shader.vertexShader.replace(\n '#include ',\n `\n vec4 p = vec4(vec3(position * uNoiseCoef), uTime);\n vNoise = snoise(p);\n vec3 transformed = vec3(position);\n transformed += normalize(position) * vNoise * uDispCoef;\n `\n );\n this.materialShader = shader;\n };\n this.material.needsupdate = true;\n },\n updateTime() {\n this.uTime.value = (Date.now() - this.startTime) * this.timeCoef;\n },\n },\n __hmrId: 'NoisySphere',\n};\n","import { watch } from 'vue';\nimport Text from '../../meshes/Text.js';\nimport snoise2 from '../../glsl/snoise2.glsl.js';\n\nexport default {\n extends: Text,\n props: {\n timeCoef: { type: Number, default: 0.001 },\n noiseCoef: { type: Number, default: 0.015 },\n zCoef: { type: Number, default: 10 },\n },\n setup(props) {\n // uniforms\n const uTime = { value: 0 };\n const uNoiseCoef = { value: props.noiseCoef };\n watch(() => props.noiseCoef, (value) => { uNoiseCoef.value = value; });\n const uZCoef = { value: props.zCoef };\n watch(() => props.zCoef, (value) => { uZCoef.value = value; });\n\n return {\n uTime, uNoiseCoef, uZCoef,\n };\n },\n mounted() {\n this.updateMaterial();\n\n this.startTime = Date.now();\n this.three.onBeforeRender(this.updateTime);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateTime);\n },\n methods: {\n updateMaterial() {\n this.material.onBeforeCompile = (shader) => {\n shader.uniforms.uTime = this.uTime;\n shader.uniforms.uNoiseCoef = this.uNoiseCoef;\n shader.uniforms.uZCoef = this.uZCoef;\n shader.vertexShader = `\n uniform float uTime;\n uniform float uNoiseCoef;\n uniform float uZCoef;\n ${snoise2}\n ` + shader.vertexShader;\n\n shader.vertexShader = shader.vertexShader.replace(\n '#include ',\n ` \n vec3 p = vec3(position * uNoiseCoef);\n p.x += uTime;\n float noise = snoise(p.xy);\n vec3 transformed = vec3(position);\n transformed.z += noise * uZCoef;\n `\n );\n this.materialShader = shader;\n };\n this.material.needsupdate = true;\n },\n updateTime() {\n this.uTime.value = (Date.now() - this.startTime) * this.timeCoef;\n },\n },\n __hmrId: 'NoisyText',\n};\n","import {\n DoubleSide,\n Face3,\n InstancedBufferAttribute,\n InstancedMesh,\n MathUtils,\n MeshBasicMaterial,\n Object3D,\n Vector2,\n Vector3,\n} from 'three';\n\nimport { Geometry } from 'three/examples/jsm/deprecated/Geometry.js';\n\nexport default class AnimatedPlane {\n constructor(params) {\n Object.entries(params).forEach(([key, value]) => {\n this[key] = value;\n });\n\n this.o3d = new Object3D();\n this.uProgress = { value: 0 };\n this.uvScale = new Vector2();\n\n this.initMaterial();\n this.initPlane();\n }\n\n initMaterial() {\n this.material = new MeshBasicMaterial({\n side: DoubleSide,\n transparent: true,\n map: this.texture,\n onBeforeCompile: shader => {\n shader.uniforms.progress = this.uProgress;\n shader.uniforms.uvScale = { value: this.uvScale };\n shader.vertexShader = `\n uniform float progress;\n uniform vec2 uvScale;\n\n attribute vec3 offset;\n attribute vec3 rotation;\n attribute vec2 uvOffset;\n\n mat3 rotationMatrixXYZ(vec3 r)\n {\n float cx = cos(r.x);\n float sx = sin(r.x);\n float cy = cos(r.y);\n float sy = sin(r.y);\n float cz = cos(r.z);\n float sz = sin(r.z);\n\n return mat3(\n cy * cz, cx * sz + sx * sy * cz, sx * sz - cx * sy * cz,\n -cy * sz, cx * cz - sx * sy * sz, sx * cz + cx * sy * sz,\n sy, -sx * cy, cx * cy\n );\n }\n ` + shader.vertexShader;\n\n shader.vertexShader = shader.vertexShader.replace('#include ', `\n #include \n vUv = vUv * uvScale + uvOffset;\n `);\n\n shader.vertexShader = shader.vertexShader.replace('#include ', `\n mat3 rotMat = rotationMatrixXYZ(progress * rotation);\n transformed = rotMat * transformed;\n\n vec4 mvPosition = vec4(transformed, 1.0);\n #ifdef USE_INSTANCING\n mvPosition = instanceMatrix * mvPosition;\n #endif\n\n mvPosition.xyz += progress * offset;\n\n mvPosition = modelViewMatrix * mvPosition;\n gl_Position = projectionMatrix * mvPosition;\n `);\n },\n });\n }\n\n initPlane() {\n const { width, wWidth, wHeight } = this.screen;\n this.wSize = this.size * wWidth / width;\n this.nx = Math.ceil(wWidth / this.wSize) + 1;\n this.ny = Math.ceil(wHeight / this.wSize) + 1;\n this.icount = this.nx * this.ny;\n\n this.initGeometry();\n this.initUV();\n this.initAnimAttributes();\n\n if (this.imesh) {\n this.o3d.remove(this.imesh);\n }\n this.imesh = new InstancedMesh(this.bGeometry, this.material, this.icount);\n this.o3d.add(this.imesh);\n\n const dummy = new Object3D();\n let index = 0;\n let x = -(wWidth - (wWidth - this.nx * this.wSize)) / 2 + this.dx;\n for (let i = 0; i < this.nx; i++) {\n let y = -(wHeight - (wHeight - this.ny * this.wSize)) / 2 + this.dy;\n for (let j = 0; j < this.ny; j++) {\n dummy.position.set(x, y, 0);\n dummy.updateMatrix();\n this.imesh.setMatrixAt(index++, dummy.matrix);\n y += this.wSize;\n }\n x += this.wSize;\n }\n }\n\n initGeometry() {\n // square\n const geometry = new Geometry();\n geometry.vertices.push(new Vector3(0, 0, 0));\n geometry.vertices.push(new Vector3(this.wSize, 0, 0));\n geometry.vertices.push(new Vector3(0, this.wSize, 0));\n geometry.vertices.push(new Vector3(this.wSize, this.wSize, 0));\n geometry.faces.push(new Face3(0, 2, 1));\n geometry.faces.push(new Face3(2, 3, 1));\n\n geometry.faceVertexUvs[0].push([\n new Vector2(0, 0),\n new Vector2(0, 1),\n new Vector2(1, 0),\n ]);\n geometry.faceVertexUvs[0].push([\n new Vector2(0, 1),\n new Vector2(1, 1),\n new Vector2(1, 0),\n ]);\n\n // geometry.computeFaceNormals();\n // geometry.computeVertexNormals();\n\n // center\n this.dx = this.wSize / 2;\n this.dy = this.wSize / 2;\n geometry.translate(-this.dx, -this.dy, 0);\n\n this.bGeometry = geometry.toBufferGeometry();\n }\n\n initAnimAttributes() {\n const { randFloat: rnd, randFloatSpread: rndFS } = MathUtils;\n const v3 = new Vector3();\n\n const offsets = new Float32Array(this.icount * 3);\n for (let i = 0; i < offsets.length; i += 3) {\n if (this.anim === 1) v3.set(rndFS(10), rnd(50, 100), rnd(20, 50)).toArray(offsets, i);\n else v3.set(rndFS(20), rndFS(20), rnd(20, 200)).toArray(offsets, i);\n }\n this.bGeometry.setAttribute('offset', new InstancedBufferAttribute(offsets, 3));\n\n const rotations = new Float32Array(this.icount * 3);\n const angle = Math.PI * 4;\n for (let i = 0; i < rotations.length; i += 3) {\n rotations[i] = rndFS(angle);\n rotations[i + 1] = rndFS(angle);\n rotations[i + 2] = rndFS(angle);\n }\n this.bGeometry.setAttribute('rotation', new InstancedBufferAttribute(rotations, 3));\n }\n\n initUV() {\n const ratio = this.nx / this.ny;\n const tRatio = this.texture.image.width / this.texture.image.height;\n if (ratio > tRatio) this.uvScale.set(1 / this.nx, (tRatio / ratio) / this.ny);\n else this.uvScale.set((ratio / tRatio) / this.nx, 1 / this.ny);\n const nW = this.uvScale.x * this.nx;\n const nH = this.uvScale.y * this.ny;\n\n const v2 = new Vector2();\n const uvOffsets = new Float32Array(this.icount * 2);\n for (let i = 0; i < this.nx; i++) {\n for (let j = 0; j < this.ny; j++) {\n v2.set(\n this.uvScale.x * i + (1 - nW) / 2,\n this.uvScale.y * j + (1 - nH) / 2\n ).toArray(uvOffsets, (i * this.ny + j) * 2);\n }\n }\n this.bGeometry.setAttribute('uvOffset', new InstancedBufferAttribute(uvOffsets, 2));\n }\n\n setTexture(texture) {\n this.texture = texture;\n this.material.map = texture;\n this.initUV();\n }\n\n resize() {\n this.initPlane();\n }\n}\n","import { TextureLoader } from 'three';\n\nexport default function useTextures() {\n const obj = {\n loader: new TextureLoader(),\n count: 0,\n textures: [],\n loadProgress: 0,\n loadTextures,\n dispose,\n };\n return obj;\n\n function loadTextures(images, cb) {\n obj.count = images.length;\n obj.textures.splice(0);\n obj.loadProgress = 0;\n Promise.all(images.map(loadTexture)).then(cb);\n };\n\n function loadTexture(img, index) {\n return new Promise(resolve => {\n obj.loader.load(\n img.src,\n texture => {\n obj.loadProgress += 1 / obj.count;\n obj.textures[index] = texture;\n resolve(texture);\n }\n );\n });\n };\n\n function dispose() {\n obj.textures.forEach(t => t.dispose());\n }\n};\n","\n\n\n","import {\n Mesh,\n PlaneBufferGeometry,\n ShaderMaterial,\n Vector2,\n} from 'three';\n\nexport default function ZoomBlurImage(three) {\n let geometry, material, mesh;\n\n const uMap = { value: null };\n const uCenter = { value: new Vector2(0.5, 0.5) };\n const uStrength = { value: 0 };\n const uUVOffset = { value: new Vector2(0, 0) };\n const uUVScale = { value: new Vector2(1, 1) };\n\n init();\n\n return { geometry, material, mesh, uCenter, uStrength, setMap, updateUV };\n\n function init() {\n geometry = new PlaneBufferGeometry(2, 2, 1, 1);\n\n material = new ShaderMaterial({\n transparent: true,\n uniforms: {\n map: uMap,\n center: uCenter,\n strength: uStrength,\n uvOffset: uUVOffset,\n uvScale: uUVScale,\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n // adapted from https://github.com/evanw/glfx.js\n fragmentShader: `\n uniform sampler2D map;\n uniform vec2 center;\n uniform float strength;\n uniform vec2 uvOffset;\n uniform vec2 uvScale;\n varying vec2 vUv;\n\n float random(vec3 scale, float seed) {\n /* use the fragment position for a different seed per-pixel */\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n }\n \n void main() {\n vec2 tUv = vUv * uvScale + uvOffset;\n if (abs(strength) > 0.001) {\n vec4 color = vec4(0.0);\n float total = 0.0;\n vec2 toCenter = center * uvScale + uvOffset - tUv;\n \n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n \n for (float t = 0.0; t <= 20.0; t++) {\n float percent = (t + offset) / 20.0;\n float weight = 2.0 * (percent - percent * percent);\n vec4 texel = texture2D(map, tUv + toCenter * percent * strength);\n\n /* switch to pre-multiplied alpha to correctly blur transparent images */\n texel.rgb *= texel.a;\n\n color += texel * weight;\n total += weight;\n }\n\n gl_FragColor = color / total;\n\n /* switch back from pre-multiplied alpha */\n gl_FragColor.rgb /= gl_FragColor.a + 0.00001;\n gl_FragColor.a = 1.0 - abs(strength);\n } else {\n gl_FragColor = texture2D(map, tUv);\n }\n }\n `,\n });\n\n mesh = new Mesh(geometry, material);\n }\n\n function setMap(value) {\n uMap.value = value;\n updateUV();\n }\n\n function updateUV() {\n const ratio = three.size.ratio;\n const iRatio = uMap.value.image.width / uMap.value.image.height;\n uUVOffset.value.set(0, 0);\n uUVScale.value.set(1, 1);\n if (iRatio > ratio) {\n uUVScale.value.x = ratio / iRatio;\n uUVOffset.value.x = (1 - uUVScale.value.x) / 2;\n } else {\n uUVScale.value.y = iRatio / ratio;\n uUVOffset.value.y = (1 - uUVScale.value.y) / 2;\n }\n }\n}\n","\n\n\n","\n\n\n","\n\n\n","\n\n\n","\n\n\n","import * as TROIS from './index.js';\n\nexport const TroisJSVuePlugin = {\n install: (app) => {\n const comps = [\n 'Camera',\n 'OrthographicCamera',\n 'PerspectiveCamera',\n 'Renderer',\n 'Scene',\n 'Group',\n\n 'BoxGeometry',\n 'CircleGeometry',\n 'ConeGeometry',\n 'CylinderGeometry',\n 'DodecahedronGeometry',\n 'IcosahedronGeometry',\n 'LatheGeometry',\n 'OctahedronGeometry',\n 'PolyhedronGeometry',\n 'RingGeometry',\n 'SphereGeometry',\n 'TetrahedronGeometry',\n 'TorusGeometry',\n 'TorusKnotGeometry',\n 'TubeGeometry',\n\n 'AmbientLight',\n 'DirectionalLight',\n 'PointLight',\n 'SpotLight',\n\n 'BasicMaterial',\n 'LambertMaterial',\n 'MatcapMaterial',\n 'PhongMaterial',\n 'PhysicalMaterial',\n 'ShaderMaterial',\n 'StandardMaterial',\n 'SubSurfaceMaterial',\n 'ToonMaterial',\n\n 'Texture',\n 'CubeTexture',\n\n 'Box',\n 'Circle',\n 'Cone',\n 'Cylinder',\n 'Dodecahedron',\n 'Icosahedron',\n 'Mesh',\n 'Lathe',\n 'Octahedron',\n 'Plane',\n 'Polyhedron',\n 'Ring',\n 'Sphere',\n 'Tetrahedron',\n 'Text',\n 'Torus',\n 'TorusKnot',\n 'Tube',\n\n 'Gem',\n 'Image',\n 'InstancedMesh',\n 'MirrorMesh',\n 'RefractionMesh',\n 'Sprite',\n\n 'BokehPass',\n 'EffectComposer',\n 'FilmPass',\n 'FXAAPass',\n 'HalftonePass',\n 'RenderPass',\n 'SAOPass',\n 'SMAAPass',\n 'TiltShiftPass',\n 'UnrealBloomPass',\n 'ZoomBlurPass',\n\n 'GLTFViewer',\n ];\n\n comps.forEach(comp => {\n app.component(comp, TROIS[comp]);\n });\n 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{\n Plane,\n Raycaster,\n Vector2,\n Vector3,\n WebGLRenderer,\n} from 'three';\n\nimport { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';\n\n/**\n * Three.js helper\n */\nexport default function useThree() {\n // default conf\n const conf = {\n canvas: null,\n antialias: true,\n alpha: false,\n autoClear: true,\n orbit_ctrl: false,\n mouse_move: false,\n mouse_raycast: false,\n mouse_over: false,\n click: false,\n resize: true,\n width: 0,\n height: 0,\n };\n\n // size\n const size = {\n width: 1, height: 1,\n wWidth: 1, wHeight: 1,\n ratio: 1,\n };\n\n // handlers\n const afterInitCallbacks = [];\n let afterResizeCallbacks = [];\n let beforeRenderCallbacks = [];\n\n // mouse tracking\n const mouse = new Vector2();\n const mouseV3 = new Vector3();\n const mousePlane = new Plane(new Vector3(0, 0, 1), 0);\n const raycaster = new Raycaster();\n\n // raycast objects\n const intersectObjects = [];\n\n // returned object\n const obj = {\n conf,\n renderer: null,\n camera: null,\n cameraCtrl: null,\n materials: {},\n scene: null,\n size,\n mouse, mouseV3,\n init,\n dispose,\n render,\n renderC,\n setSize,\n onAfterInit,\n onAfterResize, offAfterResize,\n onBeforeRender, offBeforeRender,\n addIntersectObject, removeIntersectObject,\n };\n\n /**\n * init three\n */\n function init(params) {\n if (params) {\n Object.entries(params).forEach(([key, value]) => {\n conf[key] = value;\n });\n }\n\n if (!obj.scene) {\n console.error('Missing Scene');\n return;\n }\n\n if (!obj.camera) {\n console.error('Missing Camera');\n return;\n }\n\n obj.renderer = new WebGLRenderer({ canvas: conf.canvas, antialias: conf.antialias, alpha: conf.alpha });\n obj.renderer.autoClear = conf.autoClear;\n\n if (conf.orbit_ctrl) {\n obj.orbitCtrl = new OrbitControls(obj.camera, obj.renderer.domElement);\n if (conf.orbit_ctrl instanceof Object) {\n Object.entries(conf.orbit_ctrl).forEach(([key, value]) => {\n obj.orbitCtrl[key] = value;\n });\n }\n }\n\n if (conf.width && conf.height) {\n setSize(conf.width, conf.height);\n } else if (conf.resize) {\n onResize();\n window.addEventListener('resize', onResize);\n }\n\n conf.mouse_move = conf.mouse_move || conf.mouse_over;\n if (conf.mouse_move) {\n if (conf.mouse_move === 'body') {\n obj.mouse_move_element = document.body;\n } else {\n obj.mouse_move_element = obj.renderer.domElement;\n }\n obj.mouse_move_element.addEventListener('mousemove', onMousemove);\n obj.mouse_move_element.addEventListener('mouseleave', onMouseleave);\n }\n\n if (conf.click) {\n obj.renderer.domElement.addEventListener('click', onClick);\n }\n\n afterInitCallbacks.forEach(c => c());\n\n return true;\n };\n\n /**\n * add after init callback\n */\n function onAfterInit(callback) {\n afterInitCallbacks.push(callback);\n }\n\n /**\n * add after resize callback\n */\n function onAfterResize(callback) {\n afterResizeCallbacks.push(callback);\n }\n\n /**\n * remove after resize callback\n */\n function offAfterResize(callback) {\n afterResizeCallbacks = afterResizeCallbacks.filter(c => c !== callback);\n }\n\n /**\n * add before render callback\n */\n function onBeforeRender(callback) {\n beforeRenderCallbacks.push(callback);\n }\n\n /**\n * remove before render callback\n */\n function offBeforeRender(callback) {\n beforeRenderCallbacks = beforeRenderCallbacks.filter(c => c !== callback);\n }\n\n /**\n * default render\n */\n function render() {\n if (obj.orbitCtrl) obj.orbitCtrl.update();\n beforeRenderCallbacks.forEach(c => c());\n obj.renderer.render(obj.scene, obj.camera);\n }\n\n /**\n * composer render\n */\n function renderC() {\n if (obj.orbitCtrl) obj.orbitCtrl.update();\n beforeRenderCallbacks.forEach(c => c());\n obj.composer.render();\n }\n\n /**\n * add intersect object\n */\n function addIntersectObject(o) {\n if (intersectObjects.indexOf(o) === -1) {\n intersectObjects.push(o);\n }\n }\n\n /**\n * remove intersect object\n */\n function removeIntersectObject(o) {\n const i = intersectObjects.indexOf(o);\n if (i !== -1) {\n intersectObjects.splice(i, 1);\n }\n }\n\n /**\n * remove listeners\n */\n function dispose() {\n beforeRenderCallbacks = [];\n window.removeEventListener('resize', onResize);\n if (obj.mouse_move_element) {\n obj.mouse_move_element.removeEventListener('mousemove', onMousemove);\n obj.mouse_move_element.removeEventListener('mouseleave', onMouseleave);\n }\n obj.renderer.domElement.removeEventListener('click', onClick);\n if (obj.orbitCtrl) obj.orbitCtrl.dispose();\n this.renderer.dispose();\n }\n\n /**\n */\n function updateMouse(e) {\n const rect = e.target.getBoundingClientRect();\n mouse.x = ((e.clientX - rect.left) / size.width) * 2 - 1;\n mouse.y = -((e.clientY - rect.top) / size.height) * 2 + 1;\n }\n\n /**\n * click listener\n */\n function onClick(e) {\n updateMouse(e);\n raycaster.setFromCamera(mouse, obj.camera);\n const objects = raycaster.intersectObjects(intersectObjects);\n for (let i = 0; i < objects.length; i++) {\n const o = objects[i].object;\n if (o.onClick) o.onClick(e);\n }\n }\n\n /**\n * mousemove listener\n */\n function onMousemove(e) {\n updateMouse(e);\n onMousechange(e);\n }\n\n /**\n * mouseleave listener\n */\n function onMouseleave(e) {\n // mouse.x = 0;\n // mouse.y = 0;\n onMousechange(e);\n }\n\n /**\n * mouse change\n */\n function onMousechange(e) {\n if (conf.mouse_over || conf.mouse_raycast) {\n raycaster.setFromCamera(mouse, obj.camera);\n\n if (conf.mouse_raycast) {\n // get mouse 3d position\n obj.camera.getWorldDirection(mousePlane.normal);\n mousePlane.normal.normalize();\n raycaster.ray.intersectPlane(mousePlane, mouseV3);\n }\n\n if (conf.mouse_over) {\n const onObjects = raycaster.intersectObjects(intersectObjects);\n const offObjects = [...intersectObjects];\n for (let i = 0; i < onObjects.length; i++) {\n const o = onObjects[i].object;\n if (!o.hover && o.onHover) {\n o.hover = true;\n o.onHover(true);\n }\n offObjects.splice(offObjects.indexOf(o), 1);\n }\n for (let i = 0; i < offObjects.length; i++) {\n const o = offObjects[i];\n if (o.hover && o.onHover) {\n o.hover = false;\n o.onHover(false);\n }\n }\n }\n }\n }\n\n /**\n * resize listener\n */\n function onResize() {\n if (conf.resize === 'window') {\n setSize(window.innerWidth, window.innerHeight);\n } else {\n const elt = obj.renderer.domElement.parentNode;\n setSize(elt.clientWidth, elt.clientHeight);\n }\n afterResizeCallbacks.forEach(c => c());\n }\n\n /**\n * update renderer size and camera\n */\n function setSize(width, height) {\n size.width = width;\n size.height = height;\n size.ratio = width / height;\n\n obj.renderer.setSize(width, height, false);\n obj.camera.aspect = size.ratio;\n obj.camera.updateProjectionMatrix();\n\n if (obj.composer) {\n obj.composer.setSize(width, height);\n }\n\n if (obj.camera.type === 'OrthographicCamera') {\n size.wWidth = obj.camera.right - obj.camera.left;\n size.wHeight = obj.camera.top - obj.camera.bottom;\n } else {\n const wsize = getCameraSize();\n size.wWidth = wsize[0]; size.wHeight = wsize[1];\n }\n }\n\n /**\n * calculate camera visible area size\n */\n function getCameraSize() {\n const vFOV = (obj.camera.fov * Math.PI) / 180;\n const h = 2 * Math.tan(vFOV / 2) * Math.abs(obj.camera.position.z);\n const w = h * obj.camera.aspect;\n return [w, h];\n }\n\n return obj;\n}\n","import { h } from 'vue';\nimport useThree from './useThree';\n\nexport default {\n props: {\n antialias: Boolean,\n alpha: Boolean,\n autoClear: { type: Boolean, default: true },\n mouseMove: { type: [Boolean, String], default: false },\n mouseRaycast: { type: Boolean, default: false },\n mouseOver: { type: Boolean, default: false },\n click: { type: Boolean, default: false },\n orbitCtrl: { type: [Boolean, Object], default: false },\n resize: { type: [Boolean, String], default: true },\n shadow: Boolean,\n width: String,\n height: String,\n },\n setup() {\n return {\n three: useThree(),\n raf: true,\n onMountedCallbacks: [],\n };\n },\n provide() {\n return {\n three: this.three,\n // renderer: this.three.renderer,\n rendererComponent: this,\n };\n },\n mounted() {\n const params = {\n canvas: this.$el,\n antialias: this.antialias,\n alpha: this.alpha,\n autoClear: this.autoClear,\n orbit_ctrl: this.orbitCtrl,\n mouse_move: this.mouseMove,\n mouse_raycast: this.mouseRaycast,\n mouse_over: this.mouseOver,\n click: this.click,\n resize: this.resize,\n width: this.width,\n height: this.height,\n };\n\n if (this.three.init(params)) {\n this.three.renderer.shadowMap.enabled = this.shadow;\n if (this.three.composer) this.animateC();\n else this.animate();\n };\n\n this.onMountedCallbacks.forEach(c => c());\n },\n beforeUnmount() {\n this.raf = false;\n this.three.dispose();\n },\n methods: {\n onMounted(callback) {\n this.onMountedCallbacks.push(callback);\n },\n onBeforeRender(callback) {\n this.three.onBeforeRender(callback);\n },\n onAfterResize(callback) {\n this.three.onAfterResize(callback);\n },\n animate() {\n if (this.raf) requestAnimationFrame(this.animate);\n this.three.render();\n },\n animateC() {\n if (this.raf) requestAnimationFrame(this.animateC);\n this.three.renderC();\n },\n },\n render() {\n return h('canvas', {}, this.$slots.default());\n },\n};\n","export function setFromProp(o, prop) {\n if (prop instanceof Object) {\n Object.entries(prop).forEach(([key, value]) => {\n o[key] = value;\n });\n }\n};\n\nexport function propsValues(props, exclude) {\n const values = {};\n Object.entries(props).forEach(([key, value]) => {\n if (!exclude || (exclude && !exclude.includes(key))) {\n values[key] = value;\n }\n });\n return values;\n};\n\nexport function lerp(value1, value2, amount) {\n amount = amount < 0 ? 0 : amount;\n amount = amount > 1 ? 1 : amount;\n return value1 + (value2 - value1) * amount;\n};\n\nexport function lerpv2(v1, v2, amount) {\n v1.x = lerp(v1.x, v2.x, amount);\n v1.y = lerp(v1.y, v2.y, amount);\n};\n\nexport function lerpv3(v1, v2, amount) {\n v1.x = lerp(v1.x, v2.x, amount);\n v1.y = lerp(v1.y, v2.y, amount);\n v1.z = lerp(v1.z, v2.z, amount);\n};\n\nexport function limit(val, min, max) {\n return val < min ? min : (val > max ? max : val);\n};\n\n// from https://github.com/pmndrs/drei/blob/master/src/useMatcapTexture.tsx\nconst MATCAP_ROOT = 'https://rawcdn.githack.com/emmelleppi/matcaps/9b36ccaaf0a24881a39062d05566c9e92be4aa0d';\n\nexport function getMatcapUrl(hash, format = 1024) {\n const fileName = `${hash}${getMatcapFormatString(format)}.png`;\n return `${MATCAP_ROOT}/${format}/${fileName}`;\n};\n\nfunction getMatcapFormatString(format) {\n switch (format) {\n case 64:\n return '-64px';\n case 128:\n return '-128px';\n case 256:\n return '-256px';\n case 512:\n return '-512px';\n default:\n return '';\n }\n}\n","import { toRef, watch } from 'vue';\nimport { setFromProp } from '../tools.js';\n\nexport default function useBindProp(comp, prop, object) {\n if (comp[prop]) {\n const ref = toRef(comp, prop);\n setFromProp(object, ref.value);\n watch(ref, () => {\n setFromProp(object, ref.value);\n }, { deep: true });\n }\n};\n","import { OrthographicCamera, Vector3 } from 'three';\nimport { watch } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: ['three'],\n props: {\n left: { type: Number, default: -1 },\n right: { type: Number, default: 1 },\n top: { type: Number, default: 1 },\n bottom: { type: Number, default: -1 },\n near: { type: Number, default: 0.1 },\n far: { type: Number, default: 2000 },\n zoom: { type: Number, default: 1 },\n position: { type: [Object, Vector3], default: { x: 0, y: 0, z: 0 } },\n },\n created() {\n this.camera = new OrthographicCamera(this.left, this.right, this.top, this.bottom, this.near, this.far);\n useBindProp(this, 'position', this.camera.position);\n\n ['left', 'right', 'top', 'bottom', 'near', 'far', 'zoom'].forEach(p => {\n watch(() => this[p], () => {\n this.camera[p] = this[p];\n this.camera.updateProjectionMatrix();\n });\n });\n\n this.three.camera = this.camera;\n },\n render() {\n return [];\n },\n __hmrId: 'OrthographicCamera',\n};\n","import { PerspectiveCamera, Vector3 } from 'three';\nimport { watch } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: ['three'],\n props: {\n aspect: { type: Number, default: 1 },\n far: { type: Number, default: 2000 },\n fov: { type: Number, default: 50 },\n near: { type: Number, default: 0.1 },\n position: { type: [Object, Vector3], default: { x: 0, y: 0, z: 0 } },\n },\n created() {\n this.camera = new PerspectiveCamera(this.fov, this.aspect, this.near, this.far);\n useBindProp(this, 'position', this.camera.position);\n\n ['aspect', 'far', 'fov', 'near'].forEach(p => {\n watch(() => this[p], () => {\n this.camera[p] = this[p];\n this.camera.updateProjectionMatrix();\n });\n });\n\n this.three.camera = this.camera;\n },\n render() {\n return [];\n },\n __hmrId: 'PerspectiveCamera',\n};\n","import { Group } from 'three';\r\nimport { inject } from 'vue';\r\nimport useBindProp from '../use/useBindProp.js';\r\n\r\nexport default {\r\n inject: ['three', 'scene'],\r\n props: {\r\n position: Object,\r\n rotation: Object,\r\n scale: Object,\r\n },\r\n setup(props) {\r\n const parent = inject('group', inject('scene'));\r\n const group = new Group();\r\n useBindProp(props, 'position', group.position);\r\n useBindProp(props, 'rotation', group.rotation);\r\n useBindProp(props, 'scale', group.scale);\r\n return { parent, group };\r\n },\r\n provide() {\r\n return {\r\n group: this.group,\r\n };\r\n },\r\n created() {\r\n this.parent.add(this.group);\r\n },\r\n unmounted() {\r\n this.parent.remove(this.group);\r\n },\r\n render() {\r\n if (this.$slots.default) {\r\n return this.$slots.default();\r\n }\r\n return [];\r\n },\r\n __hmrId: 'Group',\r\n};\r\n","import { Scene, Color } from 'three';\nimport { watch } from 'vue';\n\nexport default {\n inject: ['three'],\n props: {\n id: String,\n background: [String, Number],\n },\n setup(props) {\n const scene = new Scene();\n if (props.background) scene.background = new Color(props.background);\n watch(() => props.background, (value) => { scene.background = new Color(value); });\n return { scene };\n },\n provide() {\n return {\n scene: this.scene,\n };\n },\n mounted() {\n if (!this.three.scene) {\n this.three.scene = this.scene;\n }\n },\n methods: {\n // add(o) {\n // this.scene.add(o);\n // },\n // remove(o) {\n // this.scene.remove(o);\n // },\n },\n render() {\n if (this.$slots.default) {\n return this.$slots.default();\n }\n return [];\n },\n};\n","import { watch } from 'vue';\n\nexport default {\n emits: ['ready'],\n inject: ['mesh'],\n props: {\n rotateX: Number,\n rotateY: Number,\n rotateZ: Number,\n },\n created() {\n if (!this.mesh) {\n console.error('Missing parent Mesh');\n }\n this.watchProps = [];\n Object.entries(this.$props).forEach(e => this.watchProps.push(e[0]));\n },\n beforeMount() {\n this.createGeometry();\n this.rotateGeometry();\n this.mesh.setGeometry(this.geometry);\n },\n mounted() {\n this.addWatchers();\n },\n unmounted() {\n this.geometry.dispose();\n },\n methods: {\n rotateGeometry() {\n if (this.rotateX) this.geometry.rotateX(this.rotateX);\n if (this.rotateY) this.geometry.rotateY(this.rotateY);\n if (this.rotateZ) this.geometry.rotateZ(this.rotateZ);\n },\n addWatchers() {\n this.watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n refreshGeometry() {\n const oldGeo = this.geometry;\n this.createGeometry();\n this.rotateGeometry();\n this.mesh.setGeometry(this.geometry);\n oldGeo.dispose();\n },\n },\n render() {\n return [];\n },\n};\n","import { BoxBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n size: Number,\n width: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n depth: { type: Number, default: 1 },\n widthSegments: { type: Number, default: 1 },\n heightSegments: { type: Number, default: 1 },\n depthSegments: { type: Number, default: 1 },\n },\n methods: {\n createGeometry() {\n let w = this.width, h = this.height, d = this.depth;\n if (this.size) {\n w = this.size; h = this.size; d = this.size;\n }\n this.geometry = new BoxBufferGeometry(w, h, d, this.widthSegments, this.heightSegments, this.depthSegments);\n },\n },\n};\n","import { CircleBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n segments: { type: Number, default: 8 },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new CircleBufferGeometry(this.radius, this.segments, this.thetaStart, this.thetaLength);\n },\n },\n};\n","import { ConeBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n heightSegments: { type: Number, default: 1 },\n openEnded: { type: Boolean, default: false },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new ConeBufferGeometry(this.radius, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength);\n },\n },\n};\n","import { CylinderBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radiusTop: { type: Number, default: 1 },\n radiusBottom: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n heightSegments: { type: Number, default: 1 },\n openEnded: { type: Boolean, default: false },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new CylinderBufferGeometry(this.radiusTop, this.radiusBottom, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength);\n },\n },\n};\n","import { DodecahedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new DodecahedronBufferGeometry(this.radius, this.detail);\n },\n },\n};\n","import { IcosahedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new IcosahedronBufferGeometry(this.radius, this.detail);\n },\n },\n};\n","import { LatheBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n points: Array,\n segments: { type: Number, default: 12 },\n phiStart: { type: Number, default: 0 },\n phiLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new LatheBufferGeometry(this.points, this.segments, this.phiStart, this.phiLength);\n },\n },\n};\n","import { OctahedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new OctahedronBufferGeometry(this.radius, this.detail);\n },\n },\n};\n","import { PolyhedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n vertices: Array,\n indices: Array,\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new PolyhedronBufferGeometry(this.vertices, this.indices, this.radius, this.detail);\n },\n },\n};\n","import { RingBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n innerRadius: { type: Number, default: 0.5 },\n outerRadius: { type: Number, default: 1 },\n thetaSegments: { type: Number, default: 8 },\n phiSegments: { type: Number, default: 1 },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new RingBufferGeometry(this.innerRadius, this.outerRadius, this.thetaSegments, this.phiSegments, this.thetaStart, this.thetaLength);\n },\n },\n};\n","import { SphereBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n widthSegments: { type: Number, default: 12 },\n heightSegments: { type: Number, default: 12 },\n },\n methods: {\n createGeometry() {\n this.geometry = new SphereBufferGeometry(this.radius, this.widthSegments, this.heightSegments);\n },\n },\n};\n","import { TetrahedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new TetrahedronBufferGeometry(this.radius, this.detail);\n },\n },\n};\n","import { TorusBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n tube: { type: Number, default: 0.4 },\n radialSegments: { type: Number, default: 8 },\n tubularSegments: { type: Number, default: 6 },\n arc: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new TorusBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.arc);\n },\n },\n};\n","import { TorusKnotBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n tube: { type: Number, default: 0.4 },\n radialSegments: { type: Number, default: 64 },\n tubularSegments: { type: Number, default: 8 },\n p: { type: Number, default: 2 },\n q: { type: Number, default: 3 },\n },\n methods: {\n createGeometry() {\n this.geometry = new TorusKnotBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q);\n },\n },\n};\n","import { Curve, TubeBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n path: Curve,\n tubularSegments: { type: Number, default: 64 },\n radius: { type: Number, default: 1 },\n radiusSegments: { type: Number, default: 8 },\n closed: { type: Boolean, default: false },\n },\n methods: {\n createGeometry() {\n this.geometry = new TubeBufferGeometry(this.path, this.tubularSegments, this.radius, this.radiusSegments, this.closed);\n },\n },\n};\n","import { Color } from 'three';\nimport { inject, watch } from 'vue';\nimport { setFromProp } from '../tools.js';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: {\n scene: 'scene',\n parent: {\n from: 'group',\n default: () => inject('scene'),\n },\n },\n props: {\n color: {\n type: String,\n default: '#ffffff',\n },\n intensity: {\n type: Number,\n default: 1,\n },\n castShadow: {\n type: Boolean,\n default: false,\n },\n shadowMapSize: Object,\n position: Object,\n },\n // can't use setup because it will not be used in sub components\n // setup() {},\n mounted() {\n useBindProp(this, 'position', this.light.position);\n\n if (this.light.target) {\n useBindProp(this, 'target', this.light.target.position);\n }\n\n if (this.light.shadow) {\n this.light.castShadow = this.castShadow;\n setFromProp(this.light.shadow.mapSize, this.shadowMapSize);\n }\n\n ['color', 'intensity', 'castShadow'].forEach(p => {\n watch(() => this[p], () => {\n if (p === 'color') {\n this.light.color = new Color(this.color);\n } else {\n this.light[p] = this[p];\n }\n });\n });\n\n this.parent.add(this.light);\n if (this.light.target) this.parent.add(this.light.target);\n },\n unmounted() {\n this.parent.remove(this.light);\n if (this.light.target) this.parent.remove(this.light.target);\n },\n render() {\n return [];\n },\n __hmrId: 'Light',\n};\n","import { AmbientLight } from 'three';\nimport Light from './Light.js';\n\nexport default {\n extends: Light,\n created() {\n this.light = new AmbientLight(this.color, this.intensity);\n },\n __hmrId: 'AmbientLight',\n};\n","import { DirectionalLight } from 'three';\nimport Light from './Light.js';\n\nexport default {\n extends: Light,\n props: {\n target: Object,\n },\n created() {\n this.light = new DirectionalLight(this.color, this.intensity);\n },\n __hmrId: 'DirectionalLight',\n};\n","import { PointLight } from 'three';\nimport Light from './Light.js';\n\nexport default {\n extends: Light,\n props: {\n distance: {\n type: Number,\n default: 0,\n },\n decay: {\n type: Number,\n default: 1,\n },\n },\n created() {\n this.light = new PointLight(this.color, this.intensity, this.distance, this.decay);\n },\n __hmrId: 'PointLight',\n};\n","import { SpotLight } from 'three';\nimport { watch } from 'vue';\nimport Light from './Light.js';\n\nexport default {\n extends: Light,\n props: {\n angle: {\n type: Number,\n default: Math.PI / 3,\n },\n decay: {\n type: Number,\n default: 1,\n },\n distance: {\n type: Number,\n default: 0,\n },\n penumbra: {\n type: Number,\n default: 0,\n },\n target: Object,\n },\n created() {\n this.light = new SpotLight(this.color, this.intensity, this.distance, this.angle, this.penumbra, this.decay);\n ['angle', 'decay', 'distance', 'penumbra'].forEach(p => {\n watch(() => this[p], () => {\n this.light[p] = this[p];\n });\n });\n },\n __hmrId: 'SpotLight',\n};\n","import { watch } from 'vue';\nimport { FrontSide } from 'three';\n\nexport default {\n inject: ['three', 'mesh'],\n props: {\n id: String,\n color: { type: [String, Number], default: '#ffffff' },\n depthTest: { type: Boolean, default: true },\n depthWrite: { type: Boolean, default: true },\n flatShading: Boolean,\n fog: { type: Boolean, default: true },\n opacity: { type: Number, default: 1 },\n side: { type: Number, default: FrontSide },\n transparent: Boolean,\n vertexColors: Boolean,\n },\n provide() {\n return {\n material: this,\n };\n },\n beforeMount() {\n this.createMaterial();\n if (this.id) this.three.materials[this.id] = this.material;\n this.mesh.setMaterial(this.material);\n },\n mounted() {\n this._addWatchers();\n if (this.addWatchers) this.addWatchers();\n },\n unmounted() {\n this.material.dispose();\n if (this.id) delete this.three.materials[this.id];\n },\n methods: {\n setProp(key, value, needsUpdate = false) {\n this.material[key] = value;\n this.material.needsUpdate = needsUpdate;\n },\n setTexture(texture, key = 'map') {\n this.setProp(key, texture, true);\n },\n _addWatchers() {\n // don't work for flatShading\n ['color', 'depthTest', 'depthWrite', 'fog', 'opacity', 'side', 'transparent'].forEach(p => {\n watch(() => this[p], () => {\n if (p === 'color') {\n this.material.color.set(this.color);\n } else {\n this.material[p] = this[p];\n }\n });\n });\n },\n },\n render() {\n if (this.$slots.default) {\n return this.$slots.default();\n }\n return [];\n },\n __hmrId: 'Material',\n};\n","import { MeshBasicMaterial } from 'three';\nimport { propsValues } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n methods: {\n createMaterial() {\n this.material = new MeshBasicMaterial(propsValues(this.$props, ['id']));\n },\n },\n __hmrId: 'BasicMaterial',\n};\n","import { MeshLambertMaterial } from 'three';\nimport { propsValues } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n methods: {\n createMaterial() {\n this.material = new MeshLambertMaterial(propsValues(this.$props, ['id']));\n },\n },\n __hmrId: 'LambertMaterial',\n};\n","import { MeshMatcapMaterial, TextureLoader } from 'three';\n// import { watch } from 'vue';\nimport { propsValues, getMatcapUrl } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n props: {\n src: String,\n name: String,\n },\n methods: {\n createMaterial() {\n const src = this.name ? getMatcapUrl(this.name) : this.src;\n const opts = propsValues(this.$props, ['id', 'src', 'name']);\n opts.matcap = new TextureLoader().load(src);\n this.material = new MeshMatcapMaterial(opts);\n },\n },\n __hmrId: 'MatcapMaterial',\n};\n","import { MeshPhongMaterial } from 'three';\nimport { watch } from 'vue';\nimport { propsValues } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n props: {\n emissive: { type: [Number, String], default: 0 },\n emissiveIntensity: { type: Number, default: 1 },\n reflectivity: { type: Number, default: 1 },\n shininess: { type: Number, default: 30 },\n specular: { type: [String, Number], default: 0x111111 },\n },\n methods: {\n createMaterial() {\n this.material = new MeshPhongMaterial(propsValues(this.$props, ['id']));\n },\n addWatchers() {\n ['emissive', 'emissiveIntensity', 'reflectivity', 'shininess', 'specular'].forEach(p => {\n watch(() => this[p], (value) => {\n if (p === 'emissive' || p === 'specular') {\n this.material[p].set(value);\n } else {\n this.material[p] = value;\n }\n });\n });\n },\n },\n __hmrId: 'PhongMaterial',\n};\n","import { MeshStandardMaterial, Vector2 } from 'three';\nimport { watch } from 'vue';\nimport { propsValues } from '../tools.js';\nimport useBindProp from '../use/useBindProp.js';\nimport Material from './Material';\n\nconst props = {\n aoMapIntensity: { type: Number, default: 1 },\n bumpScale: { type: Number, default: 1 },\n displacementBias: { type: Number, default: 0 },\n displacementScale: { type: Number, default: 1 },\n emissive: { type: [Number, String], default: 0 },\n emissiveIntensity: { type: Number, default: 1 },\n envMapIntensity: { type: Number, default: 1 },\n lightMapIntensity: { type: Number, default: 1 },\n metalness: { type: Number, default: 0 },\n normalScale: { type: Object, default: () => new Vector2(1, 1) },\n roughness: { type: Number, default: 1 },\n refractionRatio: { type: Number, default: 0.98 },\n wireframe: Boolean,\n};\n\nexport default {\n extends: Material,\n props,\n methods: {\n createMaterial() {\n this.material = new MeshStandardMaterial(propsValues(this.$props, ['id', 'normalScale']));\n },\n addWatchers() {\n // todo : use setProp ?\n Object.keys(props).forEach(p => {\n if (p === 'normalScale') return;\n watch(() => this[p], (value) => {\n if (p === 'emissive') {\n this.material[p].set(value);\n } else {\n this.material[p] = value;\n }\n });\n });\n useBindProp(this, 'normalScale', this.material.normalScale);\n },\n },\n __hmrId: 'StandardMaterial',\n};\n","import { MeshPhysicalMaterial } from 'three';\nimport { propsValues } from '../tools.js';\nimport StandardMaterial from './StandardMaterial';\n\nexport default {\n extends: StandardMaterial,\n methods: {\n createMaterial() {\n this.material = new MeshPhysicalMaterial(propsValues(this.$props, ['id']));\n },\n },\n __hmrId: 'PhysicalMaterial',\n};\n","/**\n * ------------------------------------------------------------------------------------------\n * Subsurface Scattering shader\n * Based on three/examples/jsm/shaders/SubsurfaceScatteringShader.js\n * Based on GDC 2011 – Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look\n * https://colinbarrebrisebois.com/2011/03/07/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look/\n *------------------------------------------------------------------------------------------\n */\nimport {\n Color,\n ShaderChunk,\n ShaderLib,\n UniformsUtils,\n} from 'three';\n\nfunction replaceAll(string, find, replace) {\n return string.split(find).join(replace);\n}\n\nconst meshphongFragHead = ShaderChunk.meshphong_frag.slice(0, ShaderChunk.meshphong_frag.indexOf('void main() {'));\nconst meshphongFragBody = ShaderChunk.meshphong_frag.slice(ShaderChunk.meshphong_frag.indexOf('void main() {'));\n\nconst SubsurfaceScatteringShader = {\n\n uniforms: UniformsUtils.merge([\n ShaderLib.phong.uniforms,\n {\n thicknessColor: { value: new Color(0x668597) },\n thicknessDistortion: { value: 0.1 },\n thicknessAmbient: { value: 0.0 },\n thicknessAttenuation: { value: 0.1 },\n thicknessPower: { value: 2.0 },\n thicknessScale: { value: 10.0 },\n },\n ]),\n\n vertexShader: `\n #define USE_UV\n ${ShaderChunk.meshphong_vert}\n `,\n\n fragmentShader: `\n #define USE_UV\n #define SUBSURFACE\n\n ${meshphongFragHead}\n\n uniform float thicknessPower;\n uniform float thicknessScale;\n uniform float thicknessDistortion;\n uniform float thicknessAmbient;\n uniform float thicknessAttenuation;\n uniform vec3 thicknessColor;\n\n void RE_Direct_Scattering(const in IncidentLight directLight, const in vec2 uv, const in GeometricContext geometry, inout ReflectedLight reflectedLight) {\n #ifdef USE_COLOR\n vec3 thickness = vColor * thicknessColor;\n #else\n vec3 thickness = thicknessColor;\n #endif\n vec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * thicknessDistortion));\n float scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), thicknessPower) * thicknessScale;\n vec3 scatteringIllu = (scatteringDot + thicknessAmbient) * thickness;\n reflectedLight.directDiffuse += scatteringIllu * thicknessAttenuation * directLight.color;\n }\n ` + meshphongFragBody.replace(\n '#include ',\n replaceAll(\n ShaderChunk.lights_fragment_begin,\n 'RE_Direct( directLight, geometry, material, reflectedLight );',\n `\n RE_Direct( directLight, geometry, material, reflectedLight );\n #if defined( SUBSURFACE ) && defined( USE_UV )\n RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);\n #endif\n `\n )\n ),\n};\n\nexport default SubsurfaceScatteringShader;\n","import { Color, ShaderMaterial as TShaderMaterial, UniformsUtils } from 'three';\nimport SubsurfaceScatteringShader from './SubsurfaceScatteringShader.js';\nimport ShaderMaterial from './ShaderMaterial';\n\nexport default {\n extends: ShaderMaterial,\n props: {\n color: { type: String, default: '#ffffff' },\n thicknessColor: { type: String, default: '#ffffff' },\n thicknessDistortion: { type: Number, default: 0.4 },\n thicknessAmbient: { type: Number, default: 0.01 },\n thicknessAttenuation: { type: Number, default: 0.7 },\n thicknessPower: { type: Number, default: 2 },\n thicknessScale: { type: Number, default: 4 },\n transparent: { type: Boolean, default: false },\n opacity: { type: Number, default: 1 },\n vertexColors: { type: Boolean, default: false },\n },\n methods: {\n createMaterial() {\n const params = SubsurfaceScatteringShader;\n const uniforms = UniformsUtils.clone(params.uniforms);\n\n Object.entries(this.$props).forEach(([key, value]) => {\n let _key = key, _value = value;\n if (['color', 'thicknessColor'].includes(key)) {\n if (key === 'color') _key = 'diffuse';\n _value = new Color(value);\n }\n if (!['id', 'transparent', 'vertexColors'].includes(key)) {\n uniforms[_key].value = _value;\n }\n });\n\n this.material = new TShaderMaterial({\n ...params,\n uniforms,\n lights: true,\n transparent: this.transparent,\n vertexColors: this.vertexColors,\n });\n },\n },\n __hmrId: 'SubSurfaceMaterial',\n};\n","export default {\n inject: ['three', 'mesh'],\n props: {\n id: String,\n uniforms: Object,\n vertexShader: String,\n fragmentShader: String,\n },\n beforeMount() {\n this.createMaterial();\n if (this.id) this.three.materials[this.id] = this.material;\n this.mesh.setMaterial(this.material);\n },\n mounted() {\n if (this.addWatchers) this.addWatchers();\n },\n unmounted() {\n this.material.dispose();\n if (this.id) delete this.three.materials[this.id];\n },\n render() {\n return [];\n },\n __hmrId: 'ShaderMaterial',\n};\n","import { MeshToonMaterial } from 'three';\nimport { propsValues } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n methods: {\n createMaterial() {\n this.material = new MeshToonMaterial(propsValues(this.$props, ['id']));\n },\n },\n __hmrId: 'ToonMaterial',\n};\n","import { TextureLoader } from 'three';\nimport { watch } from 'vue';\n\nexport default {\n inject: ['material'],\n emits: ['loaded'],\n props: {\n src: String,\n onLoad: Function,\n onProgress: Function,\n onError: Function,\n id: { type: String, default: 'map' },\n },\n created() {\n this.refreshTexture();\n watch(() => this.src, this.refreshTexture);\n },\n unmounted() {\n this.material.setTexture(null, this.id);\n this.texture.dispose();\n },\n methods: {\n createTexture() {\n this.texture = new TextureLoader().load(this.src, this.onLoaded, this.onProgress, this.onError);\n },\n refreshTexture() {\n this.createTexture();\n this.material.setTexture(this.texture, this.id);\n },\n onLoaded() {\n if (this.onLoad) this.onLoad();\n this.$emit('loaded');\n },\n },\n render() {\n return [];\n },\n};\n","import { CubeTextureLoader, CubeRefractionMapping } from 'three';\nimport { watch } from 'vue';\n\nexport default {\n inject: ['material'],\n emits: ['loaded'],\n props: {\n path: String,\n urls: {\n type: Array,\n default: ['px.jpg', 'nx.jpg', 'py.jpg', 'ny.jpg', 'pz.jpg', 'nz.jpg'],\n },\n onLoad: Function,\n onProgress: Function,\n onError: Function,\n id: { type: String, default: 'envMap' },\n refraction: Boolean,\n // todo: remove ?\n refractionRatio: { type: Number, default: 0.98 },\n },\n created() {\n this.refreshTexture();\n watch(() => this.path, this.refreshTexture);\n watch(() => this.urls, this.refreshTexture);\n },\n unmounted() {\n this.material.setTexture(null, this.id);\n this.texture.dispose();\n },\n methods: {\n createTexture() {\n this.texture = new CubeTextureLoader()\n .setPath(this.path)\n .load(this.urls, this.onLoaded, this.onProgress, this.onError);\n },\n refreshTexture() {\n this.createTexture();\n this.material.setTexture(this.texture, this.id);\n if (this.refraction) {\n this.texture.mapping = CubeRefractionMapping;\n this.material.setProp('refractionRatio', this.refractionRatio);\n }\n },\n onLoaded() {\n if (this.onLoad) this.onLoad();\n this.$emit('loaded');\n },\n },\n render() {\n return [];\n },\n};\n","import { Mesh } from 'three';\nimport { inject, watch } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: {\n three: 'three',\n scene: 'scene',\n rendererComponent: 'rendererComponent',\n parent: {\n from: 'group',\n default: () => inject('scene'),\n },\n },\n emits: ['ready'],\n props: {\n materialId: String,\n position: Object,\n rotation: Object,\n scale: Object,\n castShadow: Boolean,\n receiveShadow: Boolean,\n onHover: Function,\n onClick: Function,\n },\n // can't use setup because it will not be used in sub components\n // setup() {},\n provide() {\n return {\n mesh: this,\n };\n },\n mounted() {\n // console.log('Mesh mounted');\n if (this.geometry && !this.mesh) this.initMesh();\n },\n unmounted() {\n // console.log('Mesh unmounted');\n if (this.mesh) {\n this.three.removeIntersectObject(this.mesh);\n this.parent.remove(this.mesh);\n }\n if (this.geometry) this.geometry.dispose();\n if (this.material && !this.materialId) this.material.dispose();\n },\n methods: {\n initMesh() {\n if (!this.material && this.materialId) {\n this.material = this.three.materials[this.materialId];\n }\n this.mesh = new Mesh(this.geometry, this.material);\n\n if (this.onHover) {\n this.mesh.onHover = (over) => { this.onHover({ component: this, over }); };\n this.three.addIntersectObject(this.mesh);\n }\n\n if (this.onClick) {\n this.mesh.onClick = (e) => { this.onClick({ component: this, event: e }); };\n this.three.addIntersectObject(this.mesh);\n }\n\n this.bindProps();\n this.parent.add(this.mesh);\n this.$emit('ready');\n },\n bindProps() {\n useBindProp(this, 'position', this.mesh.position);\n useBindProp(this, 'rotation', this.mesh.rotation);\n useBindProp(this, 'scale', this.mesh.scale);\n\n ['castShadow', 'receiveShadow'].forEach(p => {\n this.mesh[p] = this[p];\n watch(() => this[p], () => { this.mesh[p] = this[p]; });\n });\n\n watch(() => this.materialId, () => {\n this.mesh.material = this.three.materials[this.materialId];\n });\n },\n setGeometry(geometry) {\n this.geometry = geometry;\n if (this.mesh) this.mesh.geometry = geometry;\n },\n setMaterial(material) {\n this.material = material;\n if (this.mesh) this.mesh.material = material;\n },\n refreshGeometry() {\n const oldGeo = this.geometry;\n this.createGeometry();\n this.mesh.geometry = this.geometry;\n oldGeo.dispose();\n },\n },\n render() {\n if (this.$slots.default) {\n return this.$slots.default();\n }\n return [];\n },\n __hmrId: 'Mesh',\n};\n","import { BoxBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n size: Number,\n width: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n depth: { type: Number, default: 1 },\n widthSegments: { type: Number, default: 1 },\n heightSegments: { type: Number, default: 1 },\n depthSegments: { type: Number, default: 1 },\n },\n created() {\n this.createGeometry();\n\n ['size', 'width', 'height', 'depth', 'widthSegments', 'heightSegments', 'depthSegments'].forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n if (this.size) {\n this.geometry = new BoxBufferGeometry(this.size, this.size, this.size);\n } else {\n this.geometry = new BoxBufferGeometry(this.width, this.height, this.depth);\n }\n },\n },\n __hmrId: 'Box',\n};\n","import { CircleBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n segments: { type: Number, default: 8 },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'segments', 'thetaStart', 'thetaLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new CircleBufferGeometry(this.radius, this.segments, this.thetaStart, this.thetaLength);\n },\n },\n __hmrId: 'Circle',\n};\n","import { ConeBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n heightSegments: { type: Number, default: 1 },\n openEnded: { type: Boolean, default: false },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'height', 'radialSegments', 'heightSegments', 'openEnded', 'thetaStart', 'thetaLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new ConeBufferGeometry(this.radius, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength);\n },\n },\n __hmrId: 'Cone',\n};\n","import { CylinderBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radiusTop: { type: Number, default: 1 },\n radiusBottom: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n heightSegments: { type: Number, default: 1 },\n openEnded: { type: Boolean, default: false },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radiusTop', 'radiusBottom', 'height', 'radialSegments', 'heightSegments', 'openEnded', 'thetaStart', 'thetaLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new CylinderBufferGeometry(this.radiusTop, this.radiusBottom, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength);\n },\n },\n __hmrId: 'Cylinder',\n};\n","import { DodecahedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new DodecahedronBufferGeometry(this.radius, this.detail);\n },\n },\n __hmrId: 'Dodecahedron',\n};\n","import { IcosahedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new IcosahedronBufferGeometry(this.radius, this.detail);\n },\n },\n __hmrId: 'Icosahedron',\n};\n","import { LatheBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n points: Array,\n segments: { type: Number, default: 12 },\n phiStart: { type: Number, default: 0 },\n phiLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['points', 'segments', 'phiStart', 'phiLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new LatheBufferGeometry(this.points, this.segments, this.phiStart, this.phiLength);\n },\n },\n __hmrId: 'Lathe',\n};\n","import { OctahedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new OctahedronBufferGeometry(this.radius, this.detail);\n },\n },\n __hmrId: 'Octahedron',\n};\n","import { PlaneBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n width: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n widthSegments: { type: Number, default: 1 },\n heightSegments: { type: Number, default: 1 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['width', 'height', 'widthSegments', 'heightSegments'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new PlaneBufferGeometry(this.width, this.height, this.widthSegments, this.heightSegments);\n },\n },\n __hmrId: 'Plane',\n};\n","import { PolyhedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n vertices: Array,\n indices: Array,\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['vertices', 'indices', 'radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new PolyhedronBufferGeometry(this.vertices, this.indices, this.radius, this.detail);\n },\n },\n __hmrId: 'Polyhedron',\n};\n","import { RingBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n innerRadius: { type: Number, default: 0.5 },\n outerRadius: { type: Number, default: 1 },\n thetaSegments: { type: Number, default: 8 },\n phiSegments: { type: Number, default: 1 },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['innerRadius', 'outerRadius', 'thetaSegments', 'phiSegments', 'thetaStart', 'thetaLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new RingBufferGeometry(this.innerRadius, this.outerRadius, this.thetaSegments, this.phiSegments, this.thetaStart, this.thetaLength);\n },\n },\n __hmrId: 'Ring',\n};\n","import { SphereBufferGeometry } from 'three';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: Number,\n widthSegments: { type: Number, default: 12 },\n heightSegments: { type: Number, default: 12 },\n },\n watch: {\n radius() { this.refreshGeometry(); },\n widthSegments() { this.refreshGeometry(); },\n heightSegments() { this.refreshGeometry(); },\n },\n created() {\n this.createGeometry();\n },\n methods: {\n createGeometry() {\n this.geometry = new SphereBufferGeometry(this.radius, this.widthSegments, this.heightSegments);\n },\n },\n __hmrId: 'Sphere',\n};\n","import { TetrahedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TetrahedronBufferGeometry(this.radius, this.detail);\n },\n },\n __hmrId: 'Tetrahedron',\n};\n","export default {\n text: String,\n fontSrc: String,\n size: { type: Number, default: 80 },\n height: { type: Number, default: 5 },\n depth: { type: Number, default: 1 },\n curveSegments: { type: Number, default: 12 },\n bevelEnabled: { type: Boolean, default: false },\n bevelThickness: { type: Number, default: 10 },\n bevelSize: { type: Number, default: 8 },\n bevelOffset: { type: Number, default: 0 },\n bevelSegments: { type: Number, default: 5 },\n align: { type: [Boolean, String], default: false },\n};\n","import { FontLoader, TextBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\nimport TextProps from './TextProps.js';\n\nexport default {\n extends: Mesh,\n props: {\n ...TextProps,\n },\n created() {\n // add watchers\n const watchProps = [\n 'text', 'size', 'height', 'curveSegments',\n 'bevelEnabled', 'bevelThickness', 'bevelSize', 'bevelOffset', 'bevelSegments',\n 'align',\n ];\n watchProps.forEach(p => {\n watch(() => this[p], () => {\n if (this.font) this.refreshGeometry();\n });\n });\n\n const loader = new FontLoader();\n loader.load(this.fontSrc, (font) => {\n this.font = font;\n this.createGeometry();\n this.initMesh();\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TextBufferGeometry(this.text, {\n font: this.font,\n size: this.size,\n height: this.height,\n depth: this.depth,\n curveSegments: this.curveSegments,\n bevelEnabled: this.bevelEnabled,\n bevelThickness: this.bevelThickness,\n bevelSize: this.bevelSize,\n bevelOffset: this.bevelOffset,\n bevelSegments: this.bevelSegments,\n });\n\n if (this.align === 'center') {\n this.geometry.center();\n }\n },\n },\n};\n","import { TorusBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 0.5 },\n tube: { type: Number, default: 0.4 },\n radialSegments: { type: Number, default: 8 },\n tubularSegments: { type: Number, default: 6 },\n arc: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'tube', 'radialSegments', 'tubularSegments', 'arc'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TorusBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.arc);\n },\n },\n __hmrId: 'Torus',\n};\n","import { TorusKnotBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 0.5 },\n tube: { type: Number, default: 0.4 },\n tubularSegments: { type: Number, default: 64 },\n radialSegments: { type: Number, default: 8 },\n p: { type: Number, default: 2 },\n q: { type: Number, default: 3 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'tube', 'radialSegments', 'tubularSegments', 'p', 'q'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TorusKnotBufferGeometry(this.radius, this.tube, this.tubularSegments, this.radialSegments, this.p, this.q);\n },\n },\n __hmrId: 'TorusKnot',\n};\n","import { Curve, TubeBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n path: Curve,\n tubularSegments: { type: Number, default: 64 },\n radius: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n closed: { type: Boolean, default: false },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['path', 'tubularSegments', 'radius', 'radialSegments', 'closed'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TubeBufferGeometry(this.path, this.tubularSegments, this.radius, this.radialSegments, this.closed);\n },\n },\n __hmrId: 'Tube',\n};\n","import {\n BackSide,\n CubeCamera,\n FrontSide,\n LinearMipmapLinearFilter,\n Mesh as TMesh,\n RGBFormat,\n WebGLCubeRenderTarget,\n} from 'three';\n// import { watch } from 'vue';\nimport Mesh from '../meshes/Mesh.js';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n extends: Mesh,\n props: {\n cubeRTSize: { type: Number, default: 256 },\n cubeCameraNear: { type: Number, default: 0.1 },\n cubeCameraFar: { type: Number, default: 2000 },\n autoUpdate: Boolean,\n },\n mounted() {\n this.initGem();\n if (this.autoUpdate) this.three.onBeforeRender(this.updateCubeRT);\n else this.rendererComponent.onMounted(this.updateCubeRT);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateCubeRT);\n if (this.meshBack) this.parent.remove(this.meshBack);\n if (this.materialBack) this.materialBack.dispose();\n },\n methods: {\n initGem() {\n const cubeRT = new WebGLCubeRenderTarget(this.cubeRTSize, { format: RGBFormat, generateMipmaps: true, minFilter: LinearMipmapLinearFilter });\n this.cubeCamera = new CubeCamera(this.cubeCameraNear, this.cubeCameraFar, cubeRT);\n useBindProp(this, 'position', this.cubeCamera.position);\n this.parent.add(this.cubeCamera);\n\n this.material.side = FrontSide;\n this.material.envMap = cubeRT.texture;\n this.material.envMapIntensity = 10;\n this.material.metalness = 0;\n this.material.roughness = 0;\n this.material.opacity = 0.75;\n this.material.transparent = true;\n this.material.premultipliedAlpha = true;\n this.material.needsUpdate = true;\n\n this.materialBack = this.material.clone();\n this.materialBack.side = BackSide;\n this.materialBack.envMapIntensity = 5;\n this.materialBack.metalness = 1;\n this.materialBack.roughness = 0;\n this.materialBack.opacity = 0.5;\n\n this.meshBack = new TMesh(this.geometry, this.materialBack);\n\n useBindProp(this, 'position', this.meshBack.position);\n useBindProp(this, 'rotation', this.meshBack.rotation);\n useBindProp(this, 'scale', this.meshBack.scale);\n this.parent.add(this.meshBack);\n },\n updateCubeRT() {\n this.mesh.visible = false;\n this.meshBack.visible = false;\n this.cubeCamera.update(this.three.renderer, this.scene);\n this.mesh.visible = true;\n this.meshBack.visible = true;\n },\n },\n __hmrId: 'Gem',\n};\n","import { DoubleSide, MeshBasicMaterial, PlaneBufferGeometry, TextureLoader } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n emits: ['loaded'],\n extends: Mesh,\n props: {\n src: String,\n width: Number,\n height: Number,\n keepSize: Boolean,\n },\n created() {\n this.createGeometry();\n this.createMaterial();\n this.initMesh();\n\n watch(() => this.src, this.refreshTexture);\n\n ['width', 'height'].forEach(p => {\n watch(() => this[p], this.resize);\n });\n\n if (this.keepSize) this.three.onAfterResize(this.resize);\n },\n methods: {\n createGeometry() {\n this.geometry = new PlaneBufferGeometry(1, 1, 1, 1);\n },\n createMaterial() {\n this.material = new MeshBasicMaterial({ side: DoubleSide, map: this.loadTexture() });\n },\n loadTexture() {\n return new TextureLoader().load(this.src, this.onLoaded);\n },\n refreshTexture() {\n if (this.texture) this.texture.dispose();\n this.material.map = this.loadTexture();\n this.material.needsUpdate = true;\n },\n onLoaded(texture) {\n this.texture = texture;\n this.resize();\n this.$emit('loaded');\n },\n resize() {\n if (!this.texture) return;\n const screen = this.three.size;\n const iW = this.texture.image.width;\n const iH = this.texture.image.height;\n const iRatio = iW / iH;\n let w, h;\n if (this.width && this.height) {\n w = this.width * screen.wWidth / screen.width;\n h = this.height * screen.wHeight / screen.height;\n } else if (this.width) {\n w = this.width * screen.wWidth / screen.width;\n h = w / iRatio;\n } else if (this.height) {\n h = this.height * screen.wHeight / screen.height;\n w = h * iRatio;\n }\n this.mesh.scale.x = w;\n this.mesh.scale.y = h;\n },\n },\n __hmrId: 'Image',\n};\n","import { InstancedMesh } from 'three';\nimport { inject, watch } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: ['three', 'scene'],\n props: {\n materialId: String,\n count: Number,\n position: Object,\n castShadow: Boolean,\n receiveShadow: Boolean,\n },\n setup() {\n const parent = inject('group', inject('scene'));\n return { parent };\n },\n provide() {\n return {\n mesh: this,\n };\n },\n beforeMount() {\n if (!this.$slots.default) {\n console.error('Missing Geometry');\n }\n },\n mounted() {\n this.initMesh();\n },\n unmounted() {\n this.parent.remove(this.mesh);\n },\n methods: {\n initMesh() {\n if (!this.material && this.materialId) {\n this.material = this.three.materials[this.materialId];\n }\n\n this.mesh = new InstancedMesh(this.geometry, this.material, this.count);\n\n useBindProp(this, 'position', this.mesh.position);\n useBindProp(this, 'rotation', this.mesh.rotation);\n useBindProp(this, 'scale', this.mesh.scale);\n\n ['castShadow', 'receiveShadow'].forEach(p => {\n this.mesh[p] = this[p];\n watch(() => this[p], () => { this.mesh[p] = this[p]; });\n });\n\n // watch(() => this.materialId, () => {\n // this.mesh.material = this.three.materials[this.materialId];\n // });\n\n this.parent.add(this.mesh);\n },\n setGeometry(geometry) {\n this.geometry = geometry;\n if (this.mesh) this.mesh.geometry = geometry;\n },\n setMaterial(material) {\n this.material = material;\n if (this.mesh) this.mesh.material = material;\n },\n },\n render() {\n return this.$slots.default();\n },\n __hmrId: 'InstancedMesh',\n};\n","import {\n CubeCamera,\n LinearMipmapLinearFilter,\n RGBFormat,\n WebGLCubeRenderTarget,\n} from 'three';\n// import { watch } from 'vue';\nimport Mesh from './Mesh.js';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n extends: Mesh,\n props: {\n cubeRTSize: { type: Number, default: 256 },\n cubeCameraNear: { type: Number, default: 0.1 },\n cubeCameraFar: { type: Number, default: 2000 },\n autoUpdate: Boolean,\n },\n mounted() {\n this.initMirrorMesh();\n if (this.autoUpdate) this.three.onBeforeRender(this.updateCubeRT);\n else this.rendererComponent.onMounted(this.updateCubeRT);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateCubeRT);\n if (this.cubeCamera) this.parent.remove(this.cubeCamera);\n },\n methods: {\n initMirrorMesh() {\n const cubeRT = new WebGLCubeRenderTarget(this.cubeRTSize, { format: RGBFormat, generateMipmaps: true, minFilter: LinearMipmapLinearFilter });\n this.cubeCamera = new CubeCamera(this.cubeCameraNear, this.cubeCameraFar, cubeRT);\n this.parent.add(this.cubeCamera);\n\n this.material.envMap = cubeRT.texture;\n this.material.needsUpdate = true;\n },\n updateCubeRT() {\n this.mesh.visible = false;\n this.cubeCamera.update(this.three.renderer, this.scene);\n this.mesh.visible = true;\n },\n },\n __hmrId: 'MirrorMesh',\n};\n","import {\n CubeCamera,\n CubeRefractionMapping,\n LinearMipmapLinearFilter,\n RGBFormat,\n WebGLCubeRenderTarget,\n} from 'three';\n// import { watch } from 'vue';\nimport Mesh from './Mesh.js';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n extends: Mesh,\n props: {\n cubeRTSize: { type: Number, default: 256 },\n cubeCameraNear: { type: Number, default: 0.1 },\n cubeCameraFar: { type: Number, default: 2000 },\n refractionRatio: { type: Number, default: 0.98 },\n autoUpdate: Boolean,\n },\n mounted() {\n this.initMirrorMesh();\n if (this.autoUpdate) this.three.onBeforeRender(this.updateCubeRT);\n else this.rendererComponent.onMounted(this.updateCubeRT);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateCubeRT);\n if (this.cubeCamera) this.parent.remove(this.cubeCamera);\n },\n methods: {\n initMirrorMesh() {\n const cubeRT = new WebGLCubeRenderTarget(this.cubeRTSize, { mapping: CubeRefractionMapping, format: RGBFormat, generateMipmaps: true, minFilter: LinearMipmapLinearFilter });\n this.cubeCamera = new CubeCamera(this.cubeCameraNear, this.cubeCameraFar, cubeRT);\n useBindProp(this, 'position', this.cubeCamera.position);\n this.parent.add(this.cubeCamera);\n\n this.material.envMap = cubeRT.texture;\n this.material.refractionRatio = this.refractionRatio;\n this.material.needsUpdate = true;\n },\n updateCubeRT() {\n this.mesh.visible = false;\n this.cubeCamera.update(this.three.renderer, this.scene);\n this.mesh.visible = true;\n },\n },\n __hmrId: 'RefractionMesh',\n};\n","import { Sprite, SpriteMaterial, TextureLoader } from 'three';\nimport { inject } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n emits: ['ready', 'loaded'],\n inject: ['three', 'scene'],\n props: {\n src: String,\n position: Object,\n scale: Object,\n },\n setup() {\n const parent = inject('group', inject('scene'));\n return { parent };\n },\n mounted() {\n this.texture = new TextureLoader().load(this.src, this.onLoaded);\n this.material = new SpriteMaterial({ map: this.texture });\n this.sprite = new Sprite(this.material);\n this.geometry = this.sprite.geometry;\n useBindProp(this, 'position', this.sprite.position);\n useBindProp(this, 'scale', this.sprite.scale);\n\n this.parent.add(this.sprite);\n this.$emit('ready');\n },\n unmounted() {\n this.texture.dispose();\n this.material.dispose();\n this.parent.remove(this.sprite);\n },\n methods: {\n onLoaded() {\n this.updateUV();\n this.$emit('loaded');\n },\n updateUV() {\n this.iWidth = this.texture.image.width;\n this.iHeight = this.texture.image.height;\n this.iRatio = this.iWidth / this.iHeight;\n\n let x = 0.5, y = 0.5;\n if (this.iRatio > 1) {\n y = 0.5 / this.iRatio;\n } else {\n x = 0.5 / this.iRatio;\n }\n\n const positions = this.geometry.attributes.position.array;\n positions[0] = -x; positions[1] = -y;\n positions[5] = x; positions[6] = -y;\n positions[10] = x; positions[11] = y;\n positions[15] = -x; positions[16] = y;\n this.geometry.attributes.position.needsUpdate = true;\n },\n },\n render() {\n return [];\n },\n __hmrId: 'Sprite',\n};\n","import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer.js';\n\nexport default {\n setup() {\n return {\n passes: [],\n };\n },\n inject: ['three'],\n provide() {\n return {\n passes: this.passes,\n };\n },\n mounted() {\n this.three.onAfterInit(() => {\n this.composer = new EffectComposer(this.three.renderer);\n this.three.renderer.autoClear = false;\n this.passes.forEach(pass => {\n this.composer.addPass(pass);\n });\n this.three.composer = this.composer;\n\n this.resize();\n this.three.onAfterResize(this.resize);\n });\n },\n unmounted() {\n this.three.offAfterResize(this.resize);\n },\n methods: {\n resize() {\n this.composer.setSize(this.three.size.width, this.three.size.height);\n },\n },\n render() {\n return this.$slots.default();\n },\n __hmrId: 'EffectComposer',\n};\n","export default {\n inject: ['three', 'passes'],\n beforeMount() {\n if (!this.passes) {\n console.error('Missing parent EffectComposer');\n }\n },\n unmounted() {\n if (this.pass.dispose) this.pass.dispose();\n },\n render() {\n return [];\n },\n __hmrId: 'EffectPass',\n};\n","import { RenderPass } from 'three/examples/jsm/postprocessing/RenderPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n mounted() {\n if (!this.three.scene) {\n console.error('Missing Scene');\n }\n if (!this.three.camera) {\n console.error('Missing Camera');\n }\n const pass = new RenderPass(this.three.scene, this.three.camera);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'RenderPass',\n};\n","import { BokehPass } from 'three/examples/jsm/postprocessing/BokehPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n props: {\n focus: {\n type: Number,\n default: 1,\n },\n aperture: {\n type: Number,\n default: 0.025,\n },\n maxblur: {\n type: Number,\n default: 0.01,\n },\n },\n watch: {\n focus() { this.pass.uniforms.focus.value = this.focus; },\n aperture() { this.pass.uniforms.aperture.value = this.aperture; },\n maxblur() { this.pass.uniforms.maxblur.value = this.maxblur; },\n },\n mounted() {\n if (!this.three.scene) {\n console.error('Missing Scene');\n }\n if (!this.three.camera) {\n console.error('Missing Camera');\n }\n const params = {\n focus: this.focus,\n aperture: this.aperture,\n maxblur: this.maxblur,\n width: this.three.size.width,\n height: this.three.size.height,\n };\n const pass = new BokehPass(this.three.scene, this.three.camera, params);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'BokehPass',\n};\n","import { FilmPass } from 'three/examples/jsm/postprocessing/FilmPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n props: {\n noiseIntensity: {\n type: Number,\n default: 0.5,\n },\n scanlinesIntensity: {\n type: Number,\n default: 0.05,\n },\n scanlinesCount: {\n type: Number,\n default: 4096,\n },\n grayscale: {\n type: Number,\n default: 0,\n },\n },\n watch: {\n noiseIntensity() { this.pass.uniforms.nIntensity.value = this.noiseIntensity; },\n scanlinesIntensity() { this.pass.uniforms.sIntensity.value = this.scanlinesIntensity; },\n scanlinesCount() { this.pass.uniforms.sCount.value = this.scanlinesCount; },\n grayscale() { this.pass.uniforms.grayscale.value = this.grayscale; },\n },\n mounted() {\n const pass = new FilmPass(this.noiseIntensity, this.scanlinesIntensity, this.scanlinesCount, this.grayscale);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'FilmPass',\n};\n","import { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js';\nimport { FXAAShader } from 'three/examples/jsm/shaders/FXAAShader.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n mounted() {\n const pass = new ShaderPass(FXAAShader);\n this.passes.push(pass);\n this.pass = pass;\n\n // resize will be called in three init\n this.three.onAfterResize(this.resize);\n },\n unmounted() {\n this.three.offAfterResize(this.resize);\n },\n methods: {\n resize() {\n const { resolution } = this.pass.material.uniforms;\n resolution.value.x = 1 / this.three.size.width;\n resolution.value.y = 1 / this.three.size.height;\n },\n },\n __hmrId: 'FXAAPass',\n};\n","import { HalftonePass } from 'three/examples/jsm/postprocessing/HalftonePass.js';\nimport { watch } from 'vue';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n props: {\n shape: { type: Number, default: 1 },\n radius: { type: Number, default: 4 },\n rotateR: { type: Number, default: Math.PI / 12 * 1 },\n rotateG: { type: Number, default: Math.PI / 12 * 2 },\n rotateB: { type: Number, default: Math.PI / 12 * 3 },\n scatter: { type: Number, default: 0 },\n },\n mounted() {\n const pass = new HalftonePass(this.three.size.width, this.three.size.height, {});\n\n ['shape', 'radius', 'rotateR', 'rotateG', 'rotateB', 'scatter'].forEach(p => {\n pass.uniforms[p].value = this[p];\n watch(() => this[p], () => {\n pass.uniforms[p].value = this[p];\n });\n });\n\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'HalftonePass',\n};\n","import { SMAAPass } from 'three/examples/jsm/postprocessing/SMAAPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n mounted() {\n // three size is not set yet, but this pass will be resized by effect composer\n const pass = new SMAAPass(this.three.size.width, this.three.size.height);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'SMAAPass',\n};\n","export default {\n uniforms: {},\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n varying vec2 vUv;\n void main() {\n gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n }\n `,\n};\n","// From https://github.com/evanw/glfx.js\nimport { Vector2 } from 'three';\nimport DefaultShader from './default';\n\nexport default {\n uniforms: {\n tDiffuse: { value: null },\n blurRadius: { value: 0 },\n gradientRadius: { value: 0 },\n start: { value: new Vector2() },\n end: { value: new Vector2() },\n delta: { value: new Vector2() },\n texSize: { value: new Vector2() },\n },\n vertexShader: DefaultShader.vertexShader,\n fragmentShader: `\n uniform sampler2D tDiffuse;\n uniform float blurRadius;\n uniform float gradientRadius;\n uniform vec2 start;\n uniform vec2 end;\n uniform vec2 delta;\n uniform vec2 texSize;\n varying vec2 vUv;\n\n float random(vec3 scale, float seed) {\n /* use the fragment position for a different seed per-pixel */\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n }\n\n void main() {\n vec4 color = vec4(0.0);\n float total = 0.0;\n\n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n\n vec2 normal = normalize(vec2(start.y - end.y, end.x - start.x));\n float radius = smoothstep(0.0, 1.0, abs(dot(vUv * texSize - start, normal)) / gradientRadius) * blurRadius;\n for (float t = -30.0; t <= 30.0; t++) {\n float percent = (t + offset - 0.5) / 30.0;\n float weight = 1.0 - abs(percent);\n vec4 texel = texture2D(tDiffuse, vUv + delta / texSize * percent * radius);\n // vec4 texel2 = texture2D(tDiffuse, vUv + vec2(-delta.y, delta.x) / texSize * percent * radius);\n\n /* switch to pre-multiplied alpha to correctly blur transparent images */\n texel.rgb *= texel.a;\n // texel2.rgb *= texel2.a;\n\n color += texel * weight;\n total += 2.0 * weight;\n }\n\n gl_FragColor = color / total;\n\n /* switch back from pre-multiplied alpha */\n gl_FragColor.rgb /= gl_FragColor.a + 0.00001;\n }\n `,\n};\n","import { watch } from 'vue';\n\nexport default function useBindPropValue(src, srcProp, dst, dstProp = 'value') {\n if (src[srcProp]) {\n dst[dstProp] = src[srcProp];\n watch(() => src[srcProp], (value) => {\n dst[dstProp] = value;\n });\n }\n};\n","import { Vector2 } from 'three';\nimport { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js';\nimport { watch } from 'vue';\nimport EffectPass from './EffectPass.js';\nimport TiltShift from '../shaders/TiltShift.js';\nimport useBindPropValue from '../use/useBindPropValue.js';\n\nexport default {\n extends: EffectPass,\n props: {\n blurRadius: { type: Number, default: 10 },\n gradientRadius: { type: Number, default: 100 },\n start: { type: Object, default: { x: 0, y: 100 } },\n end: { type: Object, default: { x: 10, y: 100 } },\n },\n mounted() {\n this.pass = new ShaderPass(TiltShift);\n this.passes.push(this.pass);\n\n this.pass1 = new ShaderPass(TiltShift);\n this.passes.push(this.pass1);\n\n const uniforms = this.uniforms = this.pass.uniforms;\n const uniforms1 = this.uniforms1 = this.pass1.uniforms;\n uniforms1.blurRadius = uniforms.blurRadius;\n uniforms1.gradientRadius = uniforms.gradientRadius;\n uniforms1.start = uniforms.start;\n uniforms1.end = uniforms.end;\n uniforms1.texSize = uniforms.texSize;\n\n useBindPropValue(this, 'blurRadius', uniforms.blurRadius);\n useBindPropValue(this, 'gradientRadius', uniforms.gradientRadius);\n\n this.updateFocusLine();\n ['start', 'end'].forEach(p => {\n watch(() => this[p], this.updateFocusLine);\n });\n\n this.pass.setSize = (width, height) => {\n uniforms.texSize.value.set(width, height);\n };\n },\n methods: {\n updateFocusLine() {\n this.uniforms.start.value.copy(this.start);\n this.uniforms.end.value.copy(this.end);\n const dv = new Vector2().copy(this.end).sub(this.start).normalize();\n this.uniforms.delta.value.copy(dv);\n this.uniforms1.delta.value.set(-dv.y, dv.x);\n },\n },\n __hmrId: 'TiltShiftPass',\n};\n","import { Vector2 } from 'three';\nimport { UnrealBloomPass } from 'three/examples/jsm/postprocessing/UnrealBloomPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n props: {\n strength: { type: Number, default: 1.5 },\n radius: { type: Number, default: 0 },\n threshold: { type: Number, default: 0 },\n },\n watch: {\n strength() { this.pass.strength = this.strength; },\n radius() { this.pass.radius = this.radius; },\n threshold() { this.pass.threshold = this.threshold; },\n },\n mounted() {\n const size = new Vector2(this.three.size.width, this.three.size.height);\n const pass = new UnrealBloomPass(size, this.strength, this.radius, this.threshold);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'UnrealBloomPass',\n};\n","// From https://github.com/evanw/glfx.js\nimport { Vector2 } from 'three';\nimport DefaultShader from './default';\n\nexport default {\n uniforms: {\n tDiffuse: { value: null },\n center: { value: new Vector2(0.5, 0.5) },\n strength: { value: 0 },\n },\n vertexShader: DefaultShader.vertexShader,\n fragmentShader: `\n uniform sampler2D tDiffuse;\n uniform vec2 center;\n uniform float strength;\n varying vec2 vUv;\n\n float random(vec3 scale, float seed) {\n /* use the fragment position for a different seed per-pixel */\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n }\n \n void main() {\n vec4 color = vec4(0.0);\n float total = 0.0;\n vec2 toCenter = center - vUv;\n \n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n \n for (float t = 0.0; t <= 40.0; t++) {\n float percent = (t + offset) / 40.0;\n float weight = 4.0 * (percent - percent * percent);\n vec4 texel = texture2D(tDiffuse, vUv + toCenter * percent * strength);\n\n /* switch to pre-multiplied alpha to correctly blur transparent images */\n texel.rgb *= texel.a;\n\n color += texel * weight;\n total += weight;\n }\n\n gl_FragColor = color / total;\n\n /* switch back from pre-multiplied alpha */\n gl_FragColor.rgb /= gl_FragColor.a + 0.00001;\n }\n `,\n};\n","import { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js';\nimport EffectPass from './EffectPass.js';\nimport ZoomBlur from '../shaders/ZoomBlur.js';\nimport useBindProp from '../use/useBindProp.js';\nimport useBindPropValue from '../use/useBindPropValue.js';\n\nexport default {\n extends: EffectPass,\n props: {\n center: { type: Object, default: { x: 0.5, y: 0.5 } },\n strength: { type: Number, default: 0.5 },\n },\n mounted() {\n this.pass = new ShaderPass(ZoomBlur);\n this.passes.push(this.pass);\n\n const uniforms = this.uniforms = this.pass.uniforms;\n useBindProp(this, 'center', uniforms.center.value);\n useBindPropValue(this, 'strength', uniforms.strength);\n },\n __hmrId: 'ZoomBlurPass',\n};\n","import * as TROIS from './index.js';\n\nexport const TroisJSVuePlugin = {\n install: (app) => {\n const comps = [\n 'Camera',\n 'OrthographicCamera',\n 'PerspectiveCamera',\n 'Renderer',\n 'Scene',\n 'Group',\n\n 'BoxGeometry',\n 'CircleGeometry',\n 'ConeGeometry',\n 'CylinderGeometry',\n 'DodecahedronGeometry',\n 'IcosahedronGeometry',\n 'LatheGeometry',\n 'OctahedronGeometry',\n 'PolyhedronGeometry',\n 'RingGeometry',\n 'SphereGeometry',\n 'TetrahedronGeometry',\n 'TorusGeometry',\n 'TorusKnotGeometry',\n 'TubeGeometry',\n\n 'AmbientLight',\n 'DirectionalLight',\n 'PointLight',\n 'SpotLight',\n\n 'BasicMaterial',\n 'LambertMaterial',\n 'MatcapMaterial',\n 'PhongMaterial',\n 'PhysicalMaterial',\n 'ShaderMaterial',\n 'StandardMaterial',\n 'SubSurfaceMaterial',\n 'ToonMaterial',\n\n 'Texture',\n 'CubeTexture',\n\n 'Box',\n 'Circle',\n 'Cone',\n 'Cylinder',\n 'Dodecahedron',\n 'Icosahedron',\n 'Mesh',\n 'Lathe',\n 'Octahedron',\n 'Plane',\n 'Polyhedron',\n 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\ No newline at end of file diff --git a/package.json b/package.json index 8a0831d..471eae1 100644 --- a/package.json +++ b/package.json @@ -1,6 +1,6 @@ { "name": "troisjs", - "version": "0.1.5", + "version": "0.1.6", "scripts": { "dev": "vite", "build": "vite build", @@ -9,11 +9,10 @@ "dependencies": { "gsap": "^3.5.1", "three": "^0.125", - "vue": "^3.0.5" + "vue": "3.0.5" }, "devDependencies": { "@rollup/plugin-buble": "^0.21.3", - "@rollup/plugin-node-resolve": "^11.2.0", "@rollup/plugin-replace": "^2.3.3", "@vitejs/plugin-vue": "^1.1.4", "@vue/compiler-sfc": "^3.0.5", diff --git a/rollup.config.js b/rollup.config.js index bc9884e..39f63d1 100644 --- a/rollup.config.js +++ b/rollup.config.js @@ -3,7 +3,6 @@ import vue from 'rollup-plugin-vue'; import buble from '@rollup/plugin-buble'; import { terser } from "rollup-plugin-terser"; import replace from '@rollup/plugin-replace'; -import resolve from '@rollup/plugin-node-resolve'; const input = 'src/export.js'; const external = [ @@ -26,7 +25,7 @@ const external = [ 'vue', ]; -const cdn_replaces = { +const cdnReplaces = { 'from \'vue\'': 'from \'https://unpkg.com/vue@3.0.5/dist/vue.esm-browser.prod.js\'', 'from \'three\'': 'from \'https://unpkg.com/three@0.125.2/build/three.module.js\'', 'from \'three/examples': 'from \'https://unpkg.com/three@0.125.2/examples', @@ -53,7 +52,7 @@ export default [ sourcemap: true, }, plugins: [ - replace(cdn_replaces), + replace(cdnReplaces), ...plugins, ], }, @@ -67,7 +66,7 @@ export default [ sourcemap: true, }, plugins: [ - replace(cdn_replaces), + replace(cdnReplaces), ...plugins, terser(), ], @@ -99,39 +98,12 @@ export default [ }, { input, - external: [ - 'gsap', - 'vue', - ], + external, output: { format: 'cjs', file: 'build/trois.js', sourcemap: false, }, - plugins: [ - ...plugins, - resolve({ - moduleDirectories: ['node_modules'], - }), - ], + plugins, }, - // { - // input, - // external: [ - // 'gsap', - // 'vue', - // ], - // output: { - // format: 'cjs', - // file: 'build/trois.min.js', - // sourcemap: true, - // }, - // plugins: [ - // ...plugins, - // resolve({ - // moduleDirectories: ['node_modules'], - // }), - // terser(), - // ], - // }, ]; diff --git a/src/components/examples/Example1.vue b/src/components/examples/Example1.vue deleted file mode 100644 index b235b95..0000000 --- a/src/components/examples/Example1.vue +++ /dev/null @@ -1,39 +0,0 @@ - - - diff --git a/src/components/examples/Matcap.vue b/src/components/examples/Matcap.vue deleted file mode 100644 index 75a16a9..0000000 --- a/src/components/examples/Matcap.vue +++ /dev/null @@ -1,14 +0,0 @@ - - -