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troika-three-utils - npm Package Compare versions

Comparing version 0.15.3 to 0.15.6

src/BezierMesh.js

215

dist/troika-three-utils.esm.js

@@ -1,2 +0,2 @@

import { ShaderChunk, UniformsUtils, MeshDepthMaterial, RGBADepthPacking, MeshDistanceMaterial, ShaderLib, DataTexture } from 'three';
import { ShaderChunk, UniformsUtils, MeshDepthMaterial, RGBADepthPacking, MeshDistanceMaterial, ShaderLib, DataTexture, Vector3, MeshStandardMaterial, DoubleSide, Mesh, CylinderBufferGeometry, Vector2 } from 'three';

@@ -109,3 +109,3 @@ /**

var privateBeforeCompileProp = "_onBeforeCompile" + id;
var depthMaterial, distanceMaterial;
var distanceMaterialTpl, depthMaterialTpl;

@@ -181,11 +181,15 @@ // Private onBeforeCompile handler that injects the modified shaders and uniforms when

*/
getDepthMaterial: {value: function value() {
getDepthMaterial: {value: function() {
var depthMaterial = this._depthMaterial;
if (!depthMaterial) {
depthMaterial = createDerivedMaterial(
baseMaterial.isDerivedMaterial
? baseMaterial.getDepthMaterial()
: new MeshDepthMaterial({depthPacking: RGBADepthPacking}),
options
);
depthMaterial.defines.IS_DEPTH_MATERIAL = '';
if (!depthMaterialTpl) {
depthMaterialTpl = createDerivedMaterial(
baseMaterial.isDerivedMaterial
? baseMaterial.getDepthMaterial()
: new MeshDepthMaterial({depthPacking: RGBADepthPacking}),
options
);
depthMaterialTpl.defines.IS_DEPTH_MATERIAL = '';
}
depthMaterial = this._depthMaterial = depthMaterialTpl.clone();
}

@@ -199,11 +203,15 @@ return depthMaterial

*/
getDistanceMaterial: {value: function value() {
getDistanceMaterial: {value: function() {
var distanceMaterial = this._distanceMaterial;
if (!distanceMaterial) {
distanceMaterial = createDerivedMaterial(
baseMaterial.isDerivedMaterial
? baseMaterial.getDistanceMaterial()
: new MeshDistanceMaterial(),
options
);
distanceMaterial.defines.IS_DISTANCE_MATERIAL = '';
if (!distanceMaterialTpl) {
distanceMaterialTpl = createDerivedMaterial(
baseMaterial.isDerivedMaterial
? baseMaterial.getDistanceMaterial()
: new MeshDistanceMaterial(),
options
);
distanceMaterialTpl.defines.IS_DISTANCE_MATERIAL = '';
}
distanceMaterial = this._distanceMaterial = distanceMaterialTpl.clone();
}

@@ -597,2 +605,171 @@ return distanceMaterial

export { ShaderFloatArray, createDerivedMaterial, expandShaderIncludes, getShaderUniformTypes, getShadersForMaterial, voidMainRegExp };
/*
Input geometry is a cylinder with r=1, height in y dimension from 0 to 1,
divided into a reasonable number of height segments.
*/
var vertexDefs = "\nuniform vec3 pointA;\nuniform vec3 controlA;\nuniform vec3 controlB;\nuniform vec3 pointB;\nuniform float radius;\nvarying float bezierT;\n\nvec3 cubicBezier(vec3 p1, vec3 c1, vec3 c2, vec3 p2, float t) {\n float t2 = 1.0 - t;\n float b0 = t2 * t2 * t2;\n float b1 = 3.0 * t * t2 * t2;\n float b2 = 3.0 * t * t * t2;\n float b3 = t * t * t;\n return b0 * p1 + b1 * c1 + b2 * c2 + b3 * p2;\n}\n\nvec3 cubicBezierDerivative(vec3 p1, vec3 c1, vec3 c2, vec3 p2, float t) {\n float t2 = 1.0 - t;\n return -3.0 * p1 * t2 * t2 +\n c1 * (3.0 * t2 * t2 - 6.0 * t2 * t) +\n c2 * (6.0 * t2 * t - 3.0 * t * t) +\n 3.0 * p2 * t * t;\n}\n";
var vertexTransform = "\nfloat t = position.y;\nbezierT = t;\nvec3 bezierCenterPos = cubicBezier(pointA, controlA, controlB, pointB, t);\nvec3 bezierDir = normalize(cubicBezierDerivative(pointA, controlA, controlB, pointB, t));\n\n// Make \"sideways\" always perpendicular to the camera ray; this ensures that any twists\n// in the cylinder occur where you won't see them: \nvec3 viewDirection = normalMatrix * vec3(0.0, 0.0, 1.0);\nif (bezierDir == viewDirection) {\n bezierDir = normalize(cubicBezierDerivative(pointA, controlA, controlB, pointB, t == 1.0 ? t - 0.0001 : t + 0.0001));\n}\nvec3 sideways = normalize(cross(bezierDir, viewDirection));\nvec3 upish = normalize(cross(sideways, bezierDir));\n\n// Build a matrix for transforming this disc in the cylinder:\nmat4 discTx;\ndiscTx[0].xyz = sideways * radius;\ndiscTx[1].xyz = bezierDir * radius;\ndiscTx[2].xyz = upish * radius;\ndiscTx[3].xyz = bezierCenterPos;\ndiscTx[3][3] = 1.0;\n\n// Apply transform, ignoring original y\nposition = (discTx * vec4(position.x, 0.0, position.z, 1.0)).xyz;\nnormal = normalize(mat3(discTx) * normal);\n";
var fragmentDefs = "\nuniform vec3 dashing;\nvarying float bezierT;\n";
var fragmentMainIntro = "\nif (dashing.x + dashing.y > 0.0) {\n float dashFrac = mod(bezierT - dashing.z, dashing.x + dashing.y);\n if (dashFrac > dashing.x) {\n discard;\n }\n}\n";
// Debugging: separate color for each of the 6 sides:
// const fragmentColorTransform = `
// float sideNum = floor(vUV.x * 6.0);
// vec3 mixColor = sideNum < 1.0 ? vec3(1.0, 0.0, 0.0) :
// sideNum < 2.0 ? vec3(0.0, 1.0, 1.0) :
// sideNum < 3.0 ? vec3(1.0, 1.0, 0.0) :
// sideNum < 4.0 ? vec3(0.0, 0.0, 1.0) :
// sideNum < 5.0 ? vec3(0.0, 1.0, 0.0) :
// vec3(1.0, 0.0, 1.0);
// gl_FragColor.xyz = mix(gl_FragColor.xyz, mixColor, 0.5);
// `
function createBezierMeshMaterial(baseMaterial) {
return createDerivedMaterial(
baseMaterial,
{
uniforms: {
pointA: {value: new Vector3()},
controlA: {value: new Vector3()},
controlB: {value: new Vector3()},
pointB: {value: new Vector3()},
radius: {value: 0.01},
dashing: {value: new Vector3()} //on, off, offset
},
vertexDefs: vertexDefs,
vertexTransform: vertexTransform,
fragmentDefs: fragmentDefs,
fragmentMainIntro: fragmentMainIntro
}
)
}
var geometry = null;
var defaultBaseMaterial = new MeshStandardMaterial({color: 0xffffff, side: DoubleSide});
/**
* A ThreeJS `Mesh` that bends a tube shape along a 3D cubic bezier path. The bending is done
* by deforming a straight cylindrical geometry in the vertex shader based on a set of four
* control point uniforms. It patches the necessary GLSL into the mesh's assigned `material`
* automatically.
*
* The cubiz bezier path is determined by its four `Vector3` properties:
* - `pointA`
* - `controlA`
* - `controlB`
* - `pointB`
*
* The tube's radius is controlled by its `radius` property, which defaults to `0.01`.
*
* You can also give the tube a dashed appearance with two properties:
*
* - `dashArray` - an array of two numbers, defining the length of "on" and "off" parts of
* the dash. Each is a 0-1 ratio of the entire path's length. (Actually this is the `t` length
* used as input to the cubic bezier function, not its visible length.)
* - `dashOffset` - offset of where the dash starts. You can animate this to make the dashes move.
*
* Note that the dashes will appear like a hollow tube, not solid. This will be more apparent on
* thicker tubes.
*
* TODO: proper geometry bounding sphere and raycasting
* TODO: allow control of the geometry's segment counts
*/
var BezierMesh = (function (Mesh) {
function BezierMesh() {
Mesh.call(
this, geometry || (geometry =
new CylinderBufferGeometry(1, 1, 1, 6, 64).translate(0, 0.5, 0)
),
defaultBaseMaterial
);
this.pointA = new Vector3();
this.controlA = new Vector3();
this.controlB = new Vector3();
this.pointB = new Vector3();
this.radius = 0.01;
this.dashArray = new Vector2();
this.dashOffset = 0;
// TODO - disabling frustum culling until I figure out how to customize the
// geometry's bounding sphere that gets used
this.frustumCulled = false;
}
if ( Mesh ) BezierMesh.__proto__ = Mesh;
BezierMesh.prototype = Object.create( Mesh && Mesh.prototype );
BezierMesh.prototype.constructor = BezierMesh;
var prototypeAccessors = { material: { configurable: true },customDepthMaterial: { configurable: true },customDistanceMaterial: { configurable: true } };
// Handler for automatically wrapping the base material with our upgrades. We do the wrapping
// lazily on _read_ rather than write to avoid unnecessary wrapping on transient values.
prototypeAccessors.material.get = function () {
var derivedMaterial = this._derivedMaterial;
var baseMaterial = this._baseMaterial || defaultBaseMaterial;
if (!derivedMaterial || derivedMaterial.baseMaterial !== baseMaterial) {
if (derivedMaterial) {
derivedMaterial.dispose();
}
derivedMaterial = this._derivedMaterial = createBezierMeshMaterial(baseMaterial);
// dispose the derived material when its base material is disposed:
baseMaterial.addEventListener('dispose', function onDispose() {
baseMaterial.removeEventListener('dispose', onDispose);
derivedMaterial.dispose();
});
}
return derivedMaterial
};
prototypeAccessors.material.set = function (baseMaterial) {
this._baseMaterial = baseMaterial;
};
// Create and update material for shadows upon request:
prototypeAccessors.customDepthMaterial.get = function () {
return this._updateBezierUniforms(this.material.getDepthMaterial())
};
prototypeAccessors.customDistanceMaterial.get = function () {
return this._updateBezierUniforms(this.material.getDistanceMaterial())
};
BezierMesh.prototype.onBeforeRender = function onBeforeRender (shaderInfo) {
this._updateBezierUniforms(this.material);
};
BezierMesh.prototype._updateBezierUniforms = function _updateBezierUniforms (material) {
var uniforms = material.uniforms;
var ref = this;
var pointA = ref.pointA;
var controlA = ref.controlA;
var controlB = ref.controlB;
var pointB = ref.pointB;
var radius = ref.radius;
var dashArray = ref.dashArray;
var dashOffset = ref.dashOffset;
uniforms.pointA.value.copy(pointA);
uniforms.controlA.value.copy(controlA);
uniforms.controlB.value.copy(controlB);
uniforms.pointB.value.copy(pointB);
uniforms.radius.value = radius;
uniforms.dashing.value.set(dashArray.x, dashArray.y, dashOffset || 0);
return material
};
BezierMesh.prototype.raycast = function raycast (raycaster, intersects) {
// TODO - just fail for now
};
Object.defineProperties( BezierMesh.prototype, prototypeAccessors );
return BezierMesh;
}(Mesh));
export { BezierMesh, ShaderFloatArray, createDerivedMaterial, expandShaderIncludes, getShaderUniformTypes, getShadersForMaterial, voidMainRegExp };

@@ -113,3 +113,3 @@ (function (global, factory) {

var privateBeforeCompileProp = "_onBeforeCompile" + id;
var depthMaterial, distanceMaterial;
var distanceMaterialTpl, depthMaterialTpl;

@@ -185,11 +185,15 @@ // Private onBeforeCompile handler that injects the modified shaders and uniforms when

*/
getDepthMaterial: {value: function value() {
getDepthMaterial: {value: function() {
var depthMaterial = this._depthMaterial;
if (!depthMaterial) {
depthMaterial = createDerivedMaterial(
baseMaterial.isDerivedMaterial
? baseMaterial.getDepthMaterial()
: new three.MeshDepthMaterial({depthPacking: three.RGBADepthPacking}),
options
);
depthMaterial.defines.IS_DEPTH_MATERIAL = '';
if (!depthMaterialTpl) {
depthMaterialTpl = createDerivedMaterial(
baseMaterial.isDerivedMaterial
? baseMaterial.getDepthMaterial()
: new three.MeshDepthMaterial({depthPacking: three.RGBADepthPacking}),
options
);
depthMaterialTpl.defines.IS_DEPTH_MATERIAL = '';
}
depthMaterial = this._depthMaterial = depthMaterialTpl.clone();
}

@@ -203,11 +207,15 @@ return depthMaterial

*/
getDistanceMaterial: {value: function value() {
getDistanceMaterial: {value: function() {
var distanceMaterial = this._distanceMaterial;
if (!distanceMaterial) {
distanceMaterial = createDerivedMaterial(
baseMaterial.isDerivedMaterial
? baseMaterial.getDistanceMaterial()
: new three.MeshDistanceMaterial(),
options
);
distanceMaterial.defines.IS_DISTANCE_MATERIAL = '';
if (!distanceMaterialTpl) {
distanceMaterialTpl = createDerivedMaterial(
baseMaterial.isDerivedMaterial
? baseMaterial.getDistanceMaterial()
: new three.MeshDistanceMaterial(),
options
);
distanceMaterialTpl.defines.IS_DISTANCE_MATERIAL = '';
}
distanceMaterial = this._distanceMaterial = distanceMaterialTpl.clone();
}

@@ -601,2 +609,172 @@ return distanceMaterial

/*
Input geometry is a cylinder with r=1, height in y dimension from 0 to 1,
divided into a reasonable number of height segments.
*/
var vertexDefs = "\nuniform vec3 pointA;\nuniform vec3 controlA;\nuniform vec3 controlB;\nuniform vec3 pointB;\nuniform float radius;\nvarying float bezierT;\n\nvec3 cubicBezier(vec3 p1, vec3 c1, vec3 c2, vec3 p2, float t) {\n float t2 = 1.0 - t;\n float b0 = t2 * t2 * t2;\n float b1 = 3.0 * t * t2 * t2;\n float b2 = 3.0 * t * t * t2;\n float b3 = t * t * t;\n return b0 * p1 + b1 * c1 + b2 * c2 + b3 * p2;\n}\n\nvec3 cubicBezierDerivative(vec3 p1, vec3 c1, vec3 c2, vec3 p2, float t) {\n float t2 = 1.0 - t;\n return -3.0 * p1 * t2 * t2 +\n c1 * (3.0 * t2 * t2 - 6.0 * t2 * t) +\n c2 * (6.0 * t2 * t - 3.0 * t * t) +\n 3.0 * p2 * t * t;\n}\n";
var vertexTransform = "\nfloat t = position.y;\nbezierT = t;\nvec3 bezierCenterPos = cubicBezier(pointA, controlA, controlB, pointB, t);\nvec3 bezierDir = normalize(cubicBezierDerivative(pointA, controlA, controlB, pointB, t));\n\n// Make \"sideways\" always perpendicular to the camera ray; this ensures that any twists\n// in the cylinder occur where you won't see them: \nvec3 viewDirection = normalMatrix * vec3(0.0, 0.0, 1.0);\nif (bezierDir == viewDirection) {\n bezierDir = normalize(cubicBezierDerivative(pointA, controlA, controlB, pointB, t == 1.0 ? t - 0.0001 : t + 0.0001));\n}\nvec3 sideways = normalize(cross(bezierDir, viewDirection));\nvec3 upish = normalize(cross(sideways, bezierDir));\n\n// Build a matrix for transforming this disc in the cylinder:\nmat4 discTx;\ndiscTx[0].xyz = sideways * radius;\ndiscTx[1].xyz = bezierDir * radius;\ndiscTx[2].xyz = upish * radius;\ndiscTx[3].xyz = bezierCenterPos;\ndiscTx[3][3] = 1.0;\n\n// Apply transform, ignoring original y\nposition = (discTx * vec4(position.x, 0.0, position.z, 1.0)).xyz;\nnormal = normalize(mat3(discTx) * normal);\n";
var fragmentDefs = "\nuniform vec3 dashing;\nvarying float bezierT;\n";
var fragmentMainIntro = "\nif (dashing.x + dashing.y > 0.0) {\n float dashFrac = mod(bezierT - dashing.z, dashing.x + dashing.y);\n if (dashFrac > dashing.x) {\n discard;\n }\n}\n";
// Debugging: separate color for each of the 6 sides:
// const fragmentColorTransform = `
// float sideNum = floor(vUV.x * 6.0);
// vec3 mixColor = sideNum < 1.0 ? vec3(1.0, 0.0, 0.0) :
// sideNum < 2.0 ? vec3(0.0, 1.0, 1.0) :
// sideNum < 3.0 ? vec3(1.0, 1.0, 0.0) :
// sideNum < 4.0 ? vec3(0.0, 0.0, 1.0) :
// sideNum < 5.0 ? vec3(0.0, 1.0, 0.0) :
// vec3(1.0, 0.0, 1.0);
// gl_FragColor.xyz = mix(gl_FragColor.xyz, mixColor, 0.5);
// `
function createBezierMeshMaterial(baseMaterial) {
return createDerivedMaterial(
baseMaterial,
{
uniforms: {
pointA: {value: new three.Vector3()},
controlA: {value: new three.Vector3()},
controlB: {value: new three.Vector3()},
pointB: {value: new three.Vector3()},
radius: {value: 0.01},
dashing: {value: new three.Vector3()} //on, off, offset
},
vertexDefs: vertexDefs,
vertexTransform: vertexTransform,
fragmentDefs: fragmentDefs,
fragmentMainIntro: fragmentMainIntro
}
)
}
var geometry = null;
var defaultBaseMaterial = new three.MeshStandardMaterial({color: 0xffffff, side: three.DoubleSide});
/**
* A ThreeJS `Mesh` that bends a tube shape along a 3D cubic bezier path. The bending is done
* by deforming a straight cylindrical geometry in the vertex shader based on a set of four
* control point uniforms. It patches the necessary GLSL into the mesh's assigned `material`
* automatically.
*
* The cubiz bezier path is determined by its four `Vector3` properties:
* - `pointA`
* - `controlA`
* - `controlB`
* - `pointB`
*
* The tube's radius is controlled by its `radius` property, which defaults to `0.01`.
*
* You can also give the tube a dashed appearance with two properties:
*
* - `dashArray` - an array of two numbers, defining the length of "on" and "off" parts of
* the dash. Each is a 0-1 ratio of the entire path's length. (Actually this is the `t` length
* used as input to the cubic bezier function, not its visible length.)
* - `dashOffset` - offset of where the dash starts. You can animate this to make the dashes move.
*
* Note that the dashes will appear like a hollow tube, not solid. This will be more apparent on
* thicker tubes.
*
* TODO: proper geometry bounding sphere and raycasting
* TODO: allow control of the geometry's segment counts
*/
var BezierMesh = (function (Mesh) {
function BezierMesh() {
Mesh.call(
this, geometry || (geometry =
new three.CylinderBufferGeometry(1, 1, 1, 6, 64).translate(0, 0.5, 0)
),
defaultBaseMaterial
);
this.pointA = new three.Vector3();
this.controlA = new three.Vector3();
this.controlB = new three.Vector3();
this.pointB = new three.Vector3();
this.radius = 0.01;
this.dashArray = new three.Vector2();
this.dashOffset = 0;
// TODO - disabling frustum culling until I figure out how to customize the
// geometry's bounding sphere that gets used
this.frustumCulled = false;
}
if ( Mesh ) BezierMesh.__proto__ = Mesh;
BezierMesh.prototype = Object.create( Mesh && Mesh.prototype );
BezierMesh.prototype.constructor = BezierMesh;
var prototypeAccessors = { material: { configurable: true },customDepthMaterial: { configurable: true },customDistanceMaterial: { configurable: true } };
// Handler for automatically wrapping the base material with our upgrades. We do the wrapping
// lazily on _read_ rather than write to avoid unnecessary wrapping on transient values.
prototypeAccessors.material.get = function () {
var derivedMaterial = this._derivedMaterial;
var baseMaterial = this._baseMaterial || defaultBaseMaterial;
if (!derivedMaterial || derivedMaterial.baseMaterial !== baseMaterial) {
if (derivedMaterial) {
derivedMaterial.dispose();
}
derivedMaterial = this._derivedMaterial = createBezierMeshMaterial(baseMaterial);
// dispose the derived material when its base material is disposed:
baseMaterial.addEventListener('dispose', function onDispose() {
baseMaterial.removeEventListener('dispose', onDispose);
derivedMaterial.dispose();
});
}
return derivedMaterial
};
prototypeAccessors.material.set = function (baseMaterial) {
this._baseMaterial = baseMaterial;
};
// Create and update material for shadows upon request:
prototypeAccessors.customDepthMaterial.get = function () {
return this._updateBezierUniforms(this.material.getDepthMaterial())
};
prototypeAccessors.customDistanceMaterial.get = function () {
return this._updateBezierUniforms(this.material.getDistanceMaterial())
};
BezierMesh.prototype.onBeforeRender = function onBeforeRender (shaderInfo) {
this._updateBezierUniforms(this.material);
};
BezierMesh.prototype._updateBezierUniforms = function _updateBezierUniforms (material) {
var uniforms = material.uniforms;
var ref = this;
var pointA = ref.pointA;
var controlA = ref.controlA;
var controlB = ref.controlB;
var pointB = ref.pointB;
var radius = ref.radius;
var dashArray = ref.dashArray;
var dashOffset = ref.dashOffset;
uniforms.pointA.value.copy(pointA);
uniforms.controlA.value.copy(controlA);
uniforms.controlB.value.copy(controlB);
uniforms.pointB.value.copy(pointB);
uniforms.radius.value = radius;
uniforms.dashing.value.set(dashArray.x, dashArray.y, dashOffset || 0);
return material
};
BezierMesh.prototype.raycast = function raycast (raycaster, intersects) {
// TODO - just fail for now
};
Object.defineProperties( BezierMesh.prototype, prototypeAccessors );
return BezierMesh;
}(three.Mesh));
exports.BezierMesh = BezierMesh;
exports.ShaderFloatArray = ShaderFloatArray;

@@ -603,0 +781,0 @@ exports.createDerivedMaterial = createDerivedMaterial;

34

dist/troika-three-utils.umd.min.js

@@ -1,14 +0,20 @@

'use strict';(function(f,k){"object"===typeof exports&&"undefined"!==typeof module?k(exports,require("three")):"function"===typeof define&&define.amd?define(["exports","three"],k):(f=f||self,k(f.troika_three_utils={},f.THREE))})(this,function(f,k){function p(a){return a.replace(/^[ \t]*#include +<([\w\d./]+)>/gm,function(a,c){return(c=k.ShaderChunk[c])?p(c):a})}function r(a,b){function c(c){a.onBeforeCompile.call(this,c);var d=this[h]||(this[h]={vertex:{},fragment:{}}),e=d.vertex;d=d.fragment;if(e.source!==
c.vertexShader||d.source!==c.fragmentShader){var g=y(c,b,f);e.source=c.vertexShader;e.result=g.vertexShader;d.source=c.fragmentShader;d.result=g.fragmentShader}c.vertexShader=e.result;c.fragmentShader=d.result;n(c.uniforms,this.uniforms);b.timeUniform&&(c.uniforms[b.timeUniform]={get value(){return Date.now()-z}});if(this[t])this[t](c)}function d(){a.constructor.apply(this,arguments);this._listeners=void 0}var e=JSON.stringify(b,A),g=w.get(a);g||(g=Object.create(null),w.set(a,g));if(g[e])return g[e].clone();
var f=++B,h="_derivedShaders"+f,t="_onBeforeCompile"+f,l,q;d.prototype=Object.create(a,{constructor:{value:d},isDerivedMaterial:{value:!0},baseMaterial:{value:a},onBeforeCompile:{get:function(){return c},set:function(a){this[t]=a}},copy:{value:function(b){a.copy.call(this,b);a.isShaderMaterial||a.isDerivedMaterial||(this.extensions=b.extensions,this.defines=n({},b.defines),this.uniforms=k.UniformsUtils.clone(b.uniforms));return this}},getDepthMaterial:{value:function(){l||(l=r(a.isDerivedMaterial?
a.getDepthMaterial():new k.MeshDepthMaterial({depthPacking:k.RGBADepthPacking}),b),l.defines.IS_DEPTH_MATERIAL="");return l}},getDistanceMaterial:{value:function(){q||(q=r(a.isDerivedMaterial?a.getDistanceMaterial():new k.MeshDistanceMaterial,b),q.defines.IS_DISTANCE_MATERIAL="");return q}},dispose:{value:function(){var b=this._depthMaterial,c=this._distanceMaterial;b&&b.dispose();c&&c.dispose();a.dispose.call(this)}}});var m=new d;m.copy(a);m.uniforms=n(k.UniformsUtils.clone(a.uniforms||{}),b.uniforms);
m.defines=n({},a.defines,b.defines);m.defines.TROIKA_DERIVED_MATERIAL=f;m.extensions=n({},a.extensions,b.extensions);g[e]=m;return m.clone()}function y(a,b,c){var d=a.vertexShader;a=a.fragmentShader;var e=b.vertexDefs,g=b.vertexMainIntro,f=b.vertexTransform,h=b.fragmentDefs,k=b.fragmentMainIntro,l=b.fragmentColorTransform;if(b=b.timeUniform)b="\nuniform float "+b+";\n",e=(e||"")+b,h=(h||"")+b;if(e||g||f)f&&(d=p(d),e=(e||"")+"\nvoid troikaVertexTransform"+c+"(inout vec3 position, inout vec3 normal, inout vec2 uv) {\n "+
f+"\n}\n",d=d.replace(/\b(position|normal|uv)\b/g,function(a,b,d,e){return/\battribute\s+vec3\s+$/.test(e.substr(0,d))?b:"troika_"+b+"_"+c}),g="\nvec3 troika_position_"+c+" = vec3(position);\nvec3 troika_normal_"+c+" = vec3(normal);\nvec2 troika_uv_"+c+" = vec2(uv);\ntroikaVertexTransform"+c+"(troika_position_"+c+", troika_normal_"+c+", troika_uv_"+c+");\n"+(g||"")+"\n"),d=d.replace(u,(e||"")+"\n\n$&\n\n"+(g||""));if(h||k||l)a=p(a),a=a.replace(u,"\n"+(h||"")+"\nvoid troikaOrigMain"+c+"() {\n"+(k||
"")+"\n"),a+="\nvoid main() {\n troikaOrigMain"+c+"();\n "+(l||"")+"\n}";return{vertexShader:d,fragmentShader:a}}function A(a,b){return"uniforms"===a?void 0:b}function x(a,b,c){a*=255;var d=a%1*255,e=d%1*255;var g=Math.round(e%1*255)&255;b[c]=a&255;b[c+1]=d&255;b[c+2]=e&255;b[c+3]=g;return b}var u=/\bvoid\s+main\s*\(\s*\)\s*{/g,n=Object.assign||function(){for(var a=arguments,b=arguments[0],c=1,d=arguments.length;c<d;c++){var e=a[c];if(e)for(var g in e)e.hasOwnProperty(g)&&(b[g]=e[g])}return b},
B=0,z=Date.now(),w=new WeakMap,C={MeshDepthMaterial:"depth",MeshDistanceMaterial:"distanceRGBA",MeshNormalMaterial:"normal",MeshBasicMaterial:"basic",MeshLambertMaterial:"lambert",MeshPhongMaterial:"phong",MeshToonMaterial:"phong",MeshStandardMaterial:"physical",MeshPhysicalMaterial:"physical",MeshMatcapMaterial:"matcap",LineBasicMaterial:"basic",LineDashedMaterial:"dashed",PointsMaterial:"points",ShadowMaterial:"shadow",SpriteMaterial:"sprite"},h=function(a){this.name=a;this.textureUniform="dataTex_"+
a;this.textureSizeUniform="dataTexSize_"+a;this.multiplierUniform="dataMultiplier_"+a;this.dataSizeUniform="dataSize_"+a;this.readFunction="readData_"+a;this._raw=new Float32Array(0);this._texture=new k.DataTexture(new Uint8Array(0),0,1);this._length=0;this._multiplier=1},v={length:{configurable:!0}};v.length.set=function(a){if(a!==this._length){var b=Math.pow(2,Math.ceil(Math.log2(a))),c=this._raw;b<c.length?this._raw=c.subarray(0,b):b>c.length&&(this._raw=new Float32Array(b),this._raw.set(c));this._length=
a}};v.length.get=function(){return this._length};h.prototype.push=function(a){return this.set(this.length++,a)};h.prototype.setArray=function(a){this.length=a.length;this._raw.set(a);this._needsRepack=!0};h.prototype.get=function(a){return this._raw[a]};h.prototype.set=function(a,b){a+1>this._length&&(this.length=a+1);b!==this._raw[a]&&(this._raw[a]=b,x(b/this._multiplier,this._texture.image.data,4*a),this._needsMultCheck=!0)};h.prototype.clone=function(){var a=new h(this.name);a.setArray(this._raw);
return a};h.prototype.getShaderUniforms=function(){var a,b=this;return a={},a[this.textureUniform]={get value(){b._sync();return b._texture}},a[this.textureSizeUniform]={get value(){b._sync();return b._texture.image.width}},a[this.dataSizeUniform]={get value(){b._sync();return b.length}},a[this.multiplierUniform]={get value(){b._sync();return b._multiplier}},a};h.prototype.getShaderHeaderCode=function(){var a=this.textureUniform,b=this.textureSizeUniform,c=this.multiplierUniform;return"\nuniform sampler2D "+
a+";\nuniform float "+b+";\nuniform float "+this.dataSizeUniform+";\nuniform float "+c+";\n\nfloat "+this.readFunction+"(float index) {\n vec2 texUV = vec2((index + 0.5) / "+b+", 0.5);\n vec4 pixel = texture2D("+a+", texUV);\n return dot(pixel, 1.0 / vec4(1.0, 255.0, 65025.0, 16581375.0)) * "+c+";\n}\n"};h.prototype._sync=function(){var a=this._texture,b=this._raw,c=this._needsRepack;b.length!==a.image.width&&(a.image={data:new Uint8Array(4*b.length),width:b.length,height:1},c=!0);if(c||this._needsMultCheck){var d=
this._raw.reduce(function(a,b){return Math.max(a,b)},0);d=Math.pow(2,Math.ceil(Math.log2(d)));d!==this._multiplier&&(this._multiplier=d,c=!0);a.needsUpdate=!0;this._needsMultCheck=!1}if(c){c=0;d=b.length;for(var e=this._multiplier;c<d;c++)x(b[c]/e,a.image.data,4*c);this._needsRepack=!1}};Object.defineProperties(h.prototype,v);f.ShaderFloatArray=h;f.createDerivedMaterial=r;f.expandShaderIncludes=p;f.getShaderUniformTypes=function(a){for(var b=/\buniform\s+(int|float|vec[234])\s+([A-Za-z_][\w]*)/g,
c=Object.create(null),d;null!==(d=b.exec(a));)c[d[2]]=d[1];return c};f.getShadersForMaterial=function(a){var b=C[a.type];return b?k.ShaderLib[b]:a};f.voidMainRegExp=u;Object.defineProperty(f,"__esModule",{value:!0})});
'use strict';(function(h,d){"object"===typeof exports&&"undefined"!==typeof module?d(exports,require("three")):"function"===typeof define&&define.amd?define(["exports","three"],d):(h=h||self,d(h.troika_three_utils={},h.THREE))})(this,function(h,d){function r(a){return a.replace(/^[ \t]*#include +<([\w\d./]+)>/gm,function(a,c){return(c=d.ShaderChunk[c])?r(c):a})}function t(a,b){function c(c){a.onBeforeCompile.call(this,c);var e=this[h]||(this[h]={vertex:{},fragment:{}}),f=e.vertex;e=e.fragment;if(f.source!==
c.vertexShader||e.source!==c.fragmentShader){var d=A(c,b,n);f.source=c.vertexShader;f.result=d.vertexShader;e.source=c.fragmentShader;e.result=d.fragmentShader}c.vertexShader=f.result;c.fragmentShader=e.result;k(c.uniforms,this.uniforms);b.timeUniform&&(c.uniforms[b.timeUniform]={get value(){return Date.now()-B}});if(this[g])this[g](c)}function e(){a.constructor.apply(this,arguments);this._listeners=void 0}var f=JSON.stringify(b,C),p=w.get(a);p||(p=Object.create(null),w.set(a,p));if(p[f])return p[f].clone();
var n=++D,h="_derivedShaders"+n,g="_onBeforeCompile"+n,l,u;e.prototype=Object.create(a,{constructor:{value:e},isDerivedMaterial:{value:!0},baseMaterial:{value:a},onBeforeCompile:{get:function(){return c},set:function(a){this[g]=a}},copy:{value:function(b){a.copy.call(this,b);a.isShaderMaterial||a.isDerivedMaterial||(this.extensions=b.extensions,this.defines=k({},b.defines),this.uniforms=d.UniformsUtils.clone(b.uniforms));return this}},getDepthMaterial:{value:function(){var c=this._depthMaterial;c||
(u||(u=t(a.isDerivedMaterial?a.getDepthMaterial():new d.MeshDepthMaterial({depthPacking:d.RGBADepthPacking}),b),u.defines.IS_DEPTH_MATERIAL=""),c=this._depthMaterial=u.clone());return c}},getDistanceMaterial:{value:function(){var c=this._distanceMaterial;c||(l||(l=t(a.isDerivedMaterial?a.getDistanceMaterial():new d.MeshDistanceMaterial,b),l.defines.IS_DISTANCE_MATERIAL=""),c=this._distanceMaterial=l.clone());return c}},dispose:{value:function(){var b=this._depthMaterial,c=this._distanceMaterial;b&&
b.dispose();c&&c.dispose();a.dispose.call(this)}}});var m=new e;m.copy(a);m.uniforms=k(d.UniformsUtils.clone(a.uniforms||{}),b.uniforms);m.defines=k({},a.defines,b.defines);m.defines.TROIKA_DERIVED_MATERIAL=n;m.extensions=k({},a.extensions,b.extensions);p[f]=m;return m.clone()}function A(a,b,c){var e=a.vertexShader;a=a.fragmentShader;var f=b.vertexDefs,d=b.vertexMainIntro,h=b.vertexTransform,g=b.fragmentDefs,k=b.fragmentMainIntro,l=b.fragmentColorTransform;if(b=b.timeUniform)b="\nuniform float "+
b+";\n",f=(f||"")+b,g=(g||"")+b;if(f||d||h)h&&(e=r(e),f=(f||"")+"\nvoid troikaVertexTransform"+c+"(inout vec3 position, inout vec3 normal, inout vec2 uv) {\n "+h+"\n}\n",e=e.replace(/\b(position|normal|uv)\b/g,function(a,b,e,f){return/\battribute\s+vec3\s+$/.test(f.substr(0,e))?b:"troika_"+b+"_"+c}),d="\nvec3 troika_position_"+c+" = vec3(position);\nvec3 troika_normal_"+c+" = vec3(normal);\nvec2 troika_uv_"+c+" = vec2(uv);\ntroikaVertexTransform"+c+"(troika_position_"+c+", troika_normal_"+c+", troika_uv_"+
c+");\n"+(d||"")+"\n"),e=e.replace(v,(f||"")+"\n\n$&\n\n"+(d||""));if(g||k||l)a=r(a),a=a.replace(v,"\n"+(g||"")+"\nvoid troikaOrigMain"+c+"() {\n"+(k||"")+"\n"),a+="\nvoid main() {\n troikaOrigMain"+c+"();\n "+(l||"")+"\n}";return{vertexShader:e,fragmentShader:a}}function C(a,b){return"uniforms"===a?void 0:b}function x(a,b,c){a*=255;var e=a%1*255,f=e%1*255;var d=Math.round(f%1*255)&255;b[c]=a&255;b[c+1]=e&255;b[c+2]=f&255;b[c+3]=d;return b}var v=/\bvoid\s+main\s*\(\s*\)\s*{/g,k=Object.assign||function(){for(var a=
arguments,b=arguments[0],c=1,e=arguments.length;c<e;c++){var f=a[c];if(f)for(var d in f)f.hasOwnProperty(d)&&(b[d]=f[d])}return b},D=0,B=Date.now(),w=new WeakMap,E={MeshDepthMaterial:"depth",MeshDistanceMaterial:"distanceRGBA",MeshNormalMaterial:"normal",MeshBasicMaterial:"basic",MeshLambertMaterial:"lambert",MeshPhongMaterial:"phong",MeshToonMaterial:"phong",MeshStandardMaterial:"physical",MeshPhysicalMaterial:"physical",MeshMatcapMaterial:"matcap",LineBasicMaterial:"basic",LineDashedMaterial:"dashed",
PointsMaterial:"points",ShadowMaterial:"shadow",SpriteMaterial:"sprite"},g=function(a){this.name=a;this.textureUniform="dataTex_"+a;this.textureSizeUniform="dataTexSize_"+a;this.multiplierUniform="dataMultiplier_"+a;this.dataSizeUniform="dataSize_"+a;this.readFunction="readData_"+a;this._raw=new Float32Array(0);this._texture=new d.DataTexture(new Uint8Array(0),0,1);this._length=0;this._multiplier=1},q={length:{configurable:!0}};q.length.set=function(a){if(a!==this._length){var b=Math.pow(2,Math.ceil(Math.log2(a))),
c=this._raw;b<c.length?this._raw=c.subarray(0,b):b>c.length&&(this._raw=new Float32Array(b),this._raw.set(c));this._length=a}};q.length.get=function(){return this._length};g.prototype.push=function(a){return this.set(this.length++,a)};g.prototype.setArray=function(a){this.length=a.length;this._raw.set(a);this._needsRepack=!0};g.prototype.get=function(a){return this._raw[a]};g.prototype.set=function(a,b){a+1>this._length&&(this.length=a+1);b!==this._raw[a]&&(this._raw[a]=b,x(b/this._multiplier,this._texture.image.data,
4*a),this._needsMultCheck=!0)};g.prototype.clone=function(){var a=new g(this.name);a.setArray(this._raw);return a};g.prototype.getShaderUniforms=function(){var a,b=this;return a={},a[this.textureUniform]={get value(){b._sync();return b._texture}},a[this.textureSizeUniform]={get value(){b._sync();return b._texture.image.width}},a[this.dataSizeUniform]={get value(){b._sync();return b.length}},a[this.multiplierUniform]={get value(){b._sync();return b._multiplier}},a};g.prototype.getShaderHeaderCode=
function(){var a=this.textureUniform,b=this.textureSizeUniform,c=this.multiplierUniform;return"\nuniform sampler2D "+a+";\nuniform float "+b+";\nuniform float "+this.dataSizeUniform+";\nuniform float "+c+";\n\nfloat "+this.readFunction+"(float index) {\n vec2 texUV = vec2((index + 0.5) / "+b+", 0.5);\n vec4 pixel = texture2D("+a+", texUV);\n return dot(pixel, 1.0 / vec4(1.0, 255.0, 65025.0, 16581375.0)) * "+c+";\n}\n"};g.prototype._sync=function(){var a=this._texture,b=this._raw,c=this._needsRepack;
b.length!==a.image.width&&(a.image={data:new Uint8Array(4*b.length),width:b.length,height:1},c=!0);if(c||this._needsMultCheck){var e=this._raw.reduce(function(a,b){return Math.max(a,b)},0);e=Math.pow(2,Math.ceil(Math.log2(e)));e!==this._multiplier&&(this._multiplier=e,c=!0);a.needsUpdate=!0;this._needsMultCheck=!1}if(c){c=0;e=b.length;for(var d=this._multiplier;c<e;c++)x(b[c]/d,a.image.data,4*c);this._needsRepack=!1}};Object.defineProperties(g.prototype,q);var y=null,z=new d.MeshStandardMaterial({color:16777215,
side:d.DoubleSide});q=function(a){function b(){a.call(this,y||(y=(new d.CylinderBufferGeometry(1,1,1,6,64)).translate(0,.5,0)),z);this.pointA=new d.Vector3;this.controlA=new d.Vector3;this.controlB=new d.Vector3;this.pointB=new d.Vector3;this.radius=.01;this.dashArray=new d.Vector2;this.dashOffset=0;this.frustumCulled=!1}a&&(b.__proto__=a);b.prototype=Object.create(a&&a.prototype);b.prototype.constructor=b;var c={material:{configurable:!0},customDepthMaterial:{configurable:!0},customDistanceMaterial:{configurable:!0}};
c.material.get=function(){var a=this._derivedMaterial,b=this._baseMaterial||z;a&&a.baseMaterial===b||(a&&a.dispose(),a=this._derivedMaterial=t(b,{uniforms:{pointA:{value:new d.Vector3},controlA:{value:new d.Vector3},controlB:{value:new d.Vector3},pointB:{value:new d.Vector3},radius:{value:.01},dashing:{value:new d.Vector3}},vertexDefs:"\nuniform vec3 pointA;\nuniform vec3 controlA;\nuniform vec3 controlB;\nuniform vec3 pointB;\nuniform float radius;\nvarying float bezierT;\n\nvec3 cubicBezier(vec3 p1, vec3 c1, vec3 c2, vec3 p2, float t) {\n float t2 = 1.0 - t;\n float b0 = t2 * t2 * t2;\n float b1 = 3.0 * t * t2 * t2;\n float b2 = 3.0 * t * t * t2;\n float b3 = t * t * t;\n return b0 * p1 + b1 * c1 + b2 * c2 + b3 * p2;\n}\n\nvec3 cubicBezierDerivative(vec3 p1, vec3 c1, vec3 c2, vec3 p2, float t) {\n float t2 = 1.0 - t;\n return -3.0 * p1 * t2 * t2 +\n c1 * (3.0 * t2 * t2 - 6.0 * t2 * t) +\n c2 * (6.0 * t2 * t - 3.0 * t * t) +\n 3.0 * p2 * t * t;\n}\n",
vertexTransform:'\nfloat t = position.y;\nbezierT = t;\nvec3 bezierCenterPos = cubicBezier(pointA, controlA, controlB, pointB, t);\nvec3 bezierDir = normalize(cubicBezierDerivative(pointA, controlA, controlB, pointB, t));\n\n// Make "sideways" always perpendicular to the camera ray; this ensures that any twists\n// in the cylinder occur where you won\'t see them: \nvec3 viewDirection = normalMatrix * vec3(0.0, 0.0, 1.0);\nif (bezierDir == viewDirection) {\n bezierDir = normalize(cubicBezierDerivative(pointA, controlA, controlB, pointB, t == 1.0 ? t - 0.0001 : t + 0.0001));\n}\nvec3 sideways = normalize(cross(bezierDir, viewDirection));\nvec3 upish = normalize(cross(sideways, bezierDir));\n\n// Build a matrix for transforming this disc in the cylinder:\nmat4 discTx;\ndiscTx[0].xyz = sideways * radius;\ndiscTx[1].xyz = bezierDir * radius;\ndiscTx[2].xyz = upish * radius;\ndiscTx[3].xyz = bezierCenterPos;\ndiscTx[3][3] = 1.0;\n\n// Apply transform, ignoring original y\nposition = (discTx * vec4(position.x, 0.0, position.z, 1.0)).xyz;\nnormal = normalize(mat3(discTx) * normal);\n',
fragmentDefs:"\nuniform vec3 dashing;\nvarying float bezierT;\n",fragmentMainIntro:"\nif (dashing.x + dashing.y > 0.0) {\n float dashFrac = mod(bezierT - dashing.z, dashing.x + dashing.y);\n if (dashFrac > dashing.x) {\n discard;\n }\n}\n"}),b.addEventListener("dispose",function n(){b.removeEventListener("dispose",n);a.dispose()}));return a};c.material.set=function(a){this._baseMaterial=a};c.customDepthMaterial.get=function(){return this._updateBezierUniforms(this.material.getDepthMaterial())};
c.customDistanceMaterial.get=function(){return this._updateBezierUniforms(this.material.getDistanceMaterial())};b.prototype.onBeforeRender=function(a){this._updateBezierUniforms(this.material)};b.prototype._updateBezierUniforms=function(a){var b=a.uniforms,c=this.controlA,d=this.controlB,e=this.pointB,h=this.radius,g=this.dashArray,k=this.dashOffset;b.pointA.value.copy(this.pointA);b.controlA.value.copy(c);b.controlB.value.copy(d);b.pointB.value.copy(e);b.radius.value=h;b.dashing.value.set(g.x,g.y,
k||0);return a};b.prototype.raycast=function(a,b){};Object.defineProperties(b.prototype,c);return b}(d.Mesh);h.BezierMesh=q;h.ShaderFloatArray=g;h.createDerivedMaterial=t;h.expandShaderIncludes=r;h.getShaderUniformTypes=function(a){for(var b=/\buniform\s+(int|float|vec[234])\s+([A-Za-z_][\w]*)/g,c=Object.create(null),d;null!==(d=b.exec(a));)c[d[2]]=d[1];return c};h.getShadersForMaterial=function(a){var b=E[a.type];return b?d.ShaderLib[b]:a};h.voidMainRegExp=v;Object.defineProperty(h,"__esModule",
{value:!0})});
{
"name": "troika-three-utils",
"version": "0.15.3",
"version": "0.15.6",
"description": "Various utilities related to Three.js",

@@ -17,3 +17,3 @@ "author": "Jason Johnston <jason.johnston@protectwise.com>",

"module:es2015": "src/index.js",
"gitHead": "5286e414c66aa8c471091aaaea28c08b86bed0f6"
"gitHead": "13acfe60f037e5156d7b29940ea87c66b3e71ead"
}

@@ -88,3 +88,3 @@ import { voidMainRegExp } from './voidMainRegExp.js'

const privateBeforeCompileProp = `_onBeforeCompile${id}`
let depthMaterial, distanceMaterial
let distanceMaterialTpl, depthMaterialTpl

@@ -158,11 +158,15 @@ // Private onBeforeCompile handler that injects the modified shaders and uniforms when

*/
getDepthMaterial: {value() {
getDepthMaterial: {value: function() {
let depthMaterial = this._depthMaterial
if (!depthMaterial) {
depthMaterial = createDerivedMaterial(
baseMaterial.isDerivedMaterial
? baseMaterial.getDepthMaterial()
: new MeshDepthMaterial({depthPacking: RGBADepthPacking}),
options
)
depthMaterial.defines.IS_DEPTH_MATERIAL = ''
if (!depthMaterialTpl) {
depthMaterialTpl = createDerivedMaterial(
baseMaterial.isDerivedMaterial
? baseMaterial.getDepthMaterial()
: new MeshDepthMaterial({depthPacking: RGBADepthPacking}),
options
)
depthMaterialTpl.defines.IS_DEPTH_MATERIAL = ''
}
depthMaterial = this._depthMaterial = depthMaterialTpl.clone()
}

@@ -176,11 +180,15 @@ return depthMaterial

*/
getDistanceMaterial: {value() {
getDistanceMaterial: {value: function() {
let distanceMaterial = this._distanceMaterial
if (!distanceMaterial) {
distanceMaterial = createDerivedMaterial(
baseMaterial.isDerivedMaterial
? baseMaterial.getDistanceMaterial()
: new MeshDistanceMaterial(),
options
)
distanceMaterial.defines.IS_DISTANCE_MATERIAL = ''
if (!distanceMaterialTpl) {
distanceMaterialTpl = createDerivedMaterial(
baseMaterial.isDerivedMaterial
? baseMaterial.getDistanceMaterial()
: new MeshDistanceMaterial(),
options
)
distanceMaterialTpl.defines.IS_DISTANCE_MATERIAL = ''
}
distanceMaterial = this._distanceMaterial = distanceMaterialTpl.clone()
}

@@ -187,0 +195,0 @@ return distanceMaterial

@@ -10,1 +10,2 @@ // Troika Three.js Utilities exports

export {voidMainRegExp} from './voidMainRegExp.js'
export {BezierMesh} from './BezierMesh'
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