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trois/build/trois.module.js

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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';
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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';
import { BokehPass as BokehPass$1 } from 'three/examples/jsm/postprocessing/BokehPass.js';
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import { FilmPass as FilmPass$1 } from 'three/examples/jsm/postprocessing/FilmPass.js';
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import { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js';
import { FXAAShader } from 'three/examples/jsm/shaders/FXAAShader.js';
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import { HalftonePass as HalftonePass$1 } from 'three/examples/jsm/postprocessing/HalftonePass.js';
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import { SMAAPass as SMAAPass$1 } from 'three/examples/jsm/postprocessing/SMAAPass.js';
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import { UnrealBloomPass as UnrealBloomPass$1 } from 'three/examples/jsm/postprocessing/UnrealBloomPass.js';
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import { Pass } from 'three/examples/jsm/postprocessing/Pass.js';
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import { gsap, Power4 } from 'gsap';
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import { Geometry as Geometry$1 } from 'three/examples/jsm/deprecated/Geometry.js';
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import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js';
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/**
* Three.js helper
*/
function useThree() {
// default conf
var conf = {
canvas: null,
antialias: true,
alpha: false,
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autoClear: true,
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orbit_ctrl: false,
mouse_move: false,
mouse_raycast: false,
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mouse_over: false,
click: false,
resize: true,
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width: 0,
height: 0,
};
// size
var size = {
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width: 1, height: 1,
wWidth: 1, wHeight: 1,
ratio: 1,
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};
// handlers
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var afterInitCallbacks = [];
var afterResizeCallbacks = [];
var beforeRenderCallbacks = [];
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// mouse tracking
var mouse = new Vector2();
var mouseV3 = new Vector3();
var mousePlane = new Plane$1(new Vector3(0, 0, 1), 0);
var raycaster = new Raycaster();
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// raycast objects
var intersectObjects = [];
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// 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,
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onAfterResize: onAfterResize, offAfterResize: offAfterResize,
onBeforeRender: onBeforeRender, offBeforeRender: offBeforeRender,
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addIntersectObject: addIntersectObject, removeIntersectObject: removeIntersectObject,
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};
/**
* init three
*/
function init(params) {
if (params) {
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Object.entries(params).forEach(function (ref) {
var key = ref[0];
var value = ref[1];
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conf[key] = value;
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});
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}
if (!obj.scene) {
console.error('Missing Scene');
return;
}
if (!obj.camera) {
console.error('Missing Camera');
return;
}
obj.renderer = new WebGLRenderer({ canvas: conf.canvas, antialias: conf.antialias, alpha: conf.alpha });
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obj.renderer.autoClear = conf.autoClear;
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if (conf.orbit_ctrl) {
obj.orbitCtrl = new OrbitControls(obj.camera, obj.renderer.domElement);
if (conf.orbit_ctrl instanceof Object) {
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Object.entries(conf.orbit_ctrl).forEach(function (ref) {
var key = ref[0];
var value = ref[1];
obj.orbitCtrl[key] = value;
});
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}
}
if (conf.width && conf.height) {
setSize(conf.width, conf.height);
} else if (conf.resize) {
onResize();
window.addEventListener('resize', onResize);
}
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conf.mouse_move = conf.mouse_move || conf.mouse_over;
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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);
}
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if (conf.click) {
obj.renderer.domElement.addEventListener('click', onClick);
}
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afterInitCallbacks.forEach(function (c) { return c(); });
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return true;
}
/**
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* add after init callback
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*/
function onAfterInit(callback) {
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afterInitCallbacks.push(callback);
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}
/**
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* add after resize callback
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*/
function onAfterResize(callback) {
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afterResizeCallbacks.push(callback);
}
/**
* remove after resize callback
*/
function offAfterResize(callback) {
afterResizeCallbacks = afterResizeCallbacks.filter(function (c) { return c !== callback; });
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}
/**
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* add before render callback
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*/
function onBeforeRender(callback) {
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beforeRenderCallbacks.push(callback);
}
/**
* remove before render callback
*/
function offBeforeRender(callback) {
beforeRenderCallbacks = beforeRenderCallbacks.filter(function (c) { return c !== callback; });
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}
/**
* default render
*/
function render() {
if (obj.orbitCtrl) { obj.orbitCtrl.update(); }
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beforeRenderCallbacks.forEach(function (c) { return c(); });
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obj.renderer.render(obj.scene, obj.camera);
}
/**
* composer render
*/
function renderC() {
if (obj.orbitCtrl) { obj.orbitCtrl.update(); }
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beforeRenderCallbacks.forEach(function (c) { return c(); });
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obj.composer.render();
}
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/**
* 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);
}
}
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/**
* remove listeners
*/
function dispose() {
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beforeRenderCallbacks = [];
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window.removeEventListener('resize', onResize);
if (obj.mouse_move_element) {
obj.mouse_move_element.removeEventListener('mousemove', onMousemove);
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obj.mouse_move_element.removeEventListener('mouseleave', onMouseleave);
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}
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obj.renderer.domElement.removeEventListener('click', onClick);
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if (obj.orbitCtrl) { obj.orbitCtrl.dispose(); }
this.renderer.dispose();
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}
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/**
*/
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;
}
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/**
* click listener
*/
function onClick(e) {
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updateMouse(e);
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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); }
}
}
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/**
* mousemove listener
*/
function onMousemove(e) {
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updateMouse(e);
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onMousechange();
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}
/**
* mouseleave listener
*/
function onMouseleave(e) {
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// mouse.x = 0;
// mouse.y = 0;
onMousechange();
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}
/**
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* mouse change
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*/
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function onMousechange(e) {
if (conf.mouse_over || conf.mouse_raycast) {
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raycaster.setFromCamera(mouse, obj.camera);
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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);
}
}
}
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}
}
/**
* resize listener
*/
function onResize() {
if (conf.resize === 'window') {
setSize(window.innerWidth, window.innerHeight);
} else {
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var elt = obj.renderer.domElement.parentNode;
setSize(elt.clientWidth, elt.clientHeight);
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}
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afterResizeCallbacks.forEach(function (c) { return c(); });
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}
/**
* 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);
}
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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];
}
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}
/**
* 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: {
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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,
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width: String,
height: String,
},
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setup: function setup() {
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return {
three: useThree(),
raf: true,
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onMountedCallbacks: [],
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};
},
provide: function provide() {
return {
three: this.three,
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// renderer: this.three.renderer,
rendererComponent: this,
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};
},
mounted: function mounted() {
var params = {
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canvas: this.$el,
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antialias: this.antialias,
alpha: this.alpha,
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autoClear: this.autoClear,
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orbit_ctrl: this.orbitCtrl,
mouse_move: this.mouseMove,
mouse_raycast: this.mouseRaycast,
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mouse_over: this.mouseOver,
click: this.click,
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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(); }
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}
this.onMountedCallbacks.forEach(function (c) { return c(); });
},
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beforeUnmount: function beforeUnmount() {
this.raf = false;
this.three.dispose();
},
methods: {
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onMounted: function onMounted(callback) {
this.onMountedCallbacks.push(callback);
},
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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() {
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return h('canvas', {}, this.$slots.default());
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},
};
function setFromProp(o, prop) {
if (prop instanceof Object) {
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Object.entries(prop).forEach(function (ref) {
var key = ref[0];
var value = ref[1];
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o[key] = value;
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});
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}
}
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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;
}
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function lerp(value1, value2, amount) {
amount = amount < 0 ? 0 : amount;
amount = amount > 1 ? 1 : amount;
return value1 + (value2 - value1) * amount;
}
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function lerpv2(v1, v2, amount) {
v1.x = lerp(v1.x, v2.x, amount);
v1.y = lerp(v1.y, v2.y, amount);
}
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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);
}
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function limit(val, min, max) {
return val < min ? min : (val > max ? max : val);
}
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// 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 '';
}
}
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function useBindProp(comp, prop, object) {
if (comp[prop]) {
var ref = toRef(comp, prop);
setFromProp(object, ref.value);
watch(ref, function () {
setFromProp(object, ref.value);
}, { deep: true });
}
}
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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, Vector3], default: { x: 0, y: 0, z: 0 } },
},
created: function created() {
var this$1 = this;
this.camera = new OrthographicCamera$1(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) {
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',
};
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var PerspectiveCamera = {
inject: ['three'],
props: {
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aspect: { type: Number, default: 1 },
far: { type: Number, default: 2000 },
fov: { type: Number, default: 50 },
near: { type: Number, default: 0.1 },
position: { type: [Object, Vector3], default: { x: 0, y: 0, z: 0 } },
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},
created: function created() {
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var this$1 = this;
this.camera = new PerspectiveCamera$1(this.fov, this.aspect, this.near, this.far);
useBindProp(this, 'position', this.camera.position);
['aspect', 'far', 'fov', 'near'].forEach(function (p) {
watch(function () { return this$1[p]; }, function () {
this$1.camera[p] = this$1[p];
this$1.camera.updateProjectionMatrix();
});
});
this.three.camera = this.camera;
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},
render: function render() {
return [];
},
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__hmrId: 'PerspectiveCamera',
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};
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var Group = {
inject: ['three', 'scene'],
props: {
position: Object,
rotation: Object,
scale: Object,
},
setup: function setup(props) {
var parent = inject('group', inject('scene'));
var group = new Group$1();
useBindProp(props, 'position', group.position);
useBindProp(props, 'rotation', group.rotation);
useBindProp(props, 'scale', group.scale);
return { parent: parent, group: group };
},
provide: function provide() {
return {
group: this.group,
};
},
created: function created() {
this.parent.add(this.group);
},
unmounted: function unmounted() {
this.parent.remove(this.group);
},
render: function render() {
if (this.$slots.default) {
return this.$slots.default();
}
return [];
},
__hmrId: 'Group',
};
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var Scene = {
inject: ['three'],
props: {
id: String,
background: [String, Number],
},
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setup: function setup(props) {
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var scene = new Scene$1();
if (props.background) { scene.background = new Color(props.background); }
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watch(function () { return props.background; }, function (value) { scene.background = new Color(value); });
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return { scene: scene };
},
provide: function provide() {
return {
scene: this.scene,
};
},
mounted: function mounted() {
if (!this.three.scene) {
this.three.scene = this.scene;
}
},
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methods: {
// add(o) {
// this.scene.add(o);
// },
// remove(o) {
// this.scene.remove(o);
// },
},
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render: function render() {
if (this.$slots.default) {
return this.$slots.default();
}
return [];
},
};
var Geometry = {
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emits: ['ready'],
inject: ['mesh'],
props: {
rotateX: Number,
rotateY: Number,
rotateZ: Number,
},
created: function created() {
var this$1 = this;
if (!this.mesh) {
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console.error('Missing parent Mesh');
}
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this.watchProps = [];
Object.entries(this.$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();
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},
unmounted: function unmounted() {
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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) {
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();
},
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},
render: function render() {
return [];
},
};
var BoxGeometry = {
extends: Geometry,
props: {
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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 BoxBufferGeometry(w, h, d, this.widthSegments, this.heightSegments, this.depthSegments);
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},
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},
};
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 CircleBufferGeometry(this.radius, this.segments, this.thetaStart, this.thetaLength);
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},
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},
};
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 ConeBufferGeometry(this.radius, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength);
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},
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},
};
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 CylinderBufferGeometry(this.radiusTop, this.radiusBottom, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength);
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},
},
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};
var DodecahedronGeometry = {
extends: Geometry,
props: {
radius: { type: Number, default: 1 },
detail: { type: Number, default: 0 },
},
methods: {
createGeometry: function createGeometry() {
this.geometry = new 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 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 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 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 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 RingBufferGeometry(this.innerRadius, this.outerRadius, this.thetaSegments, this.phiSegments, this.thetaStart, this.thetaLength);
},
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},
};
var SphereGeometry = {
extends: Geometry,
props: {
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radius: { type: Number, default: 1 },
widthSegments: { type: Number, default: 12 },
heightSegments: { type: Number, default: 12 },
},
methods: {
createGeometry: function createGeometry() {
this.geometry = new SphereBufferGeometry(this.radius, this.widthSegments, this.heightSegments);
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},
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},
};
var TetrahedronGeometry = {
extends: Geometry,
props: {
radius: { type: Number, default: 1 },
detail: { type: Number, default: 0 },
},
methods: {
createGeometry: function createGeometry() {
this.geometry = new TetrahedronBufferGeometry(this.radius, this.detail);
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},
},
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};
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 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 TorusKnotBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q);
},
},
};
var TubeGeometry = {
extends: Geometry,
props: {
path: 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 TubeBufferGeometry(this.path, this.tubularSegments, this.radius, this.radiusSegments, this.closed);
},
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},
};
var Light = {
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inject: {
scene: 'scene',
parent: {
from: 'group',
default: function () { return inject('scene'); },
},
},
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props: {
color: {
type: String,
default: '#ffffff',
},
intensity: {
type: Number,
default: 1,
},
castShadow: {
type: Boolean,
default: false,
},
shadowMapSize: Object,
position: Object,
},
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// can't use setup because it will not be used in sub components
// setup() {},
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mounted: function mounted() {
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var this$1 = this;
useBindProp(this, 'position', this.light.position);
if (this.light.target) {
useBindProp(this, 'target', this.light.target.position);
}
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if (this.light.shadow) {
this.light.castShadow = this.castShadow;
setFromProp(this.light.shadow.mapSize, this.shadowMapSize);
}
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['color', 'intensity', 'castShadow'].forEach(function (p) {
watch(function () { return this$1[p]; }, function () {
if (p === 'color') {
this$1.light.color = new Color(this$1.color);
} else {
this$1.light[p] = this$1[p];
}
});
});
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this.parent.add(this.light);
if (this.light.target) { this.parent.add(this.light.target); }
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},
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unmounted: function unmounted() {
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this.parent.remove(this.light);
if (this.light.target) { this.parent.remove(this.light.target); }
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},
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render: function render() {
return [];
},
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__hmrId: 'Light',
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};
var AmbientLight = {
extends: Light,
created: function created() {
this.light = new AmbientLight$1(this.color, this.intensity);
},
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__hmrId: 'AmbientLight',
};
var DirectionalLight = {
extends: Light,
props: {
target: Object,
},
created: function created() {
this.light = new DirectionalLight$1(this.color, this.intensity);
},
__hmrId: 'DirectionalLight',
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};
var PointLight = {
extends: Light,
props: {
distance: {
type: Number,
default: 0,
},
decay: {
type: Number,
default: 1,
},
},
created: function created() {
this.light = new PointLight$1(this.color, this.intensity, this.distance, this.decay);
},
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__hmrId: 'PointLight',
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};
var SpotLight = {
extends: Light,
props: {
angle: {
type: Number,
default: Math.PI / 3,
},
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decay: {
type: Number,
default: 1,
},
distance: {
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type: Number,
default: 0,
},
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penumbra: {
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type: Number,
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default: 0,
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},
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target: Object,
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},
created: function created() {
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var this$1 = this;
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this.light = new SpotLight$1(this.color, this.intensity, this.distance, this.angle, this.penumbra, this.decay);
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['angle', 'decay', 'distance', 'penumbra'].forEach(function (p) {
watch(function () { return this$1[p]; }, function () {
this$1.light[p] = this$1[p];
});
});
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},
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__hmrId: 'SpotLight',
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};
var Material = {
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inject: ['three', 'mesh'],
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props: {
id: String,
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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: 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);
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},
mounted: function mounted() {
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this._addWatchers();
if (this.addWatchers) { this.addWatchers(); }
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},
unmounted: function unmounted() {
this.material.dispose();
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if (this.id) { delete this.three.materials[this.id]; }
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},
methods: {
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setProp: function setProp(key, value, needsUpdate) {
if ( needsUpdate === void 0 ) needsUpdate = false;
this.material[key] = value;
this.material.needsUpdate = needsUpdate;
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},
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setTexture: function setTexture(texture, key) {
if ( key === void 0 ) key = 'map';
this.setProp(key, texture, true);
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},
_addWatchers: function _addWatchers() {
var this$1 = this;
// don't work for flatShading
['color', 'depthTest', 'depthWrite', 'fog', 'opacity', 'side', 'transparent'].forEach(function (p) {
watch(function () { return this$1[p]; }, function () {
if (p === 'color') {
this$1.material.color.set(this$1.color);
} else {
this$1.material[p] = this$1[p];
}
});
});
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},
},
render: function render() {
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if (this.$slots.default) {
return this.$slots.default();
}
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return [];
},
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__hmrId: 'Material',
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};
var BasicMaterial = {
extends: Material,
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methods: {
createMaterial: function createMaterial() {
this.material = new MeshBasicMaterial(propsValues(this.$props, ['id']));
},
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},
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__hmrId: 'BasicMaterial',
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};
var LambertMaterial = {
extends: Material,
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methods: {
createMaterial: function createMaterial() {
this.material = new MeshLambertMaterial(propsValues(this.$props, ['id']));
},
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},
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__hmrId: 'LambertMaterial',
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};
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var MatcapMaterial = {
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extends: Material,
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props: {
src: String,
name: String,
},
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methods: {
createMaterial: function createMaterial() {
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var src = this.name ? getMatcapUrl(this.name) : this.src;
var opts = propsValues(this.$props, ['id', 'src', 'name']);
opts.matcap = new TextureLoader().load(src);
this.material = new MeshMatcapMaterial(opts);
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},
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},
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__hmrId: 'MatcapMaterial',
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};
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var PhongMaterial = {
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extends: Material,
props: {
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emissive: { type: [Number, String], default: 0 },
emissiveIntensity: { type: Number, default: 1 },
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reflectivity: { type: Number, default: 1 },
shininess: { type: Number, default: 30 },
specular: { type: [String, Number], default: 0x111111 },
},
methods: {
createMaterial: function createMaterial() {
this.material = new MeshPhongMaterial(propsValues(this.$props, ['id']));
},
addWatchers: function addWatchers() {
var this$1 = this;
['emissive', 'emissiveIntensity', 'reflectivity', 'shininess', 'specular'].forEach(function (p) {
watch(function () { return this$1[p]; }, function (value) {
if (p === 'emissive' || p === 'specular') {
this$1.material[p].set(value);
} else {
this$1.material[p] = value;
}
});
});
},
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},
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__hmrId: 'PhongMaterial',
};
var props = {
aoMapIntensity: { type: Number, default: 1 },
bumpScale: { type: Number, default: 1 },
displacementBias: { type: Number, default: 0 },
displacementScale: { type: Number, default: 1 },
emissive: { type: [Number, String], default: 0 },
emissiveIntensity: { type: Number, default: 1 },
envMapIntensity: { type: Number, default: 1 },
lightMapIntensity: { type: Number, default: 1 },
metalness: { type: Number, default: 0 },
normalScale: { type: Object, default: function () { return new Vector2(1, 1); } },
roughness: { type: Number, default: 1 },
refractionRatio: { type: Number, default: 0.98 },
wireframe: Boolean,
};
var StandardMaterial = {
extends: Material,
props: props,
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methods: {
createMaterial: function createMaterial() {
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this.material = new MeshStandardMaterial(propsValues(this.$props, ['id', 'normalScale']));
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},
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addWatchers: function addWatchers() {
var this$1 = this;
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// todo : use setProp ?
Object.keys(props).forEach(function (p) {
if (p === 'normalScale') { return; }
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watch(function () { return this$1[p]; }, function (value) {
if (p === 'emissive') {
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this$1.material[p].set(value);
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} else {
this$1.material[p] = value;
}
});
});
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useBindProp(this, 'normalScale', this.material.normalScale);
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},
},
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__hmrId: 'StandardMaterial',
};
var PhysicalMaterial = {
extends: StandardMaterial,
methods: {
createMaterial: function createMaterial() {
this.material = new MeshPhysicalMaterial(propsValues(this.$props, ['id']));
},
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},
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__hmrId: 'PhysicalMaterial',
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};
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/**
* ------------------------------------------------------------------------------------------
* 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 = ShaderChunk.meshphong_frag.slice(0, ShaderChunk.meshphong_frag.indexOf('void main() {'));
var meshphongFragBody = ShaderChunk.meshphong_frag.slice(ShaderChunk.meshphong_frag.indexOf('void main() {'));
var SubsurfaceScatteringShader = {
uniforms: UniformsUtils.merge([
ShaderLib.phong.uniforms,
{
thicknessColor: { value: new 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 " + (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 <lights_fragment_begin>',
replaceAll(
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'],
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props: {
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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);
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},
mounted: function mounted() {
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if (this.addWatchers) { this.addWatchers(); }
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},
unmounted: function unmounted() {
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this.material.dispose();
if (this.id) { delete this.three.materials[this.id]; }
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},
render: function render() {
return [];
},
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__hmrId: 'ShaderMaterial',
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};
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var SubSurfaceMaterial = {
extends: ShaderMaterial,
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props: {
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diffuse: { 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 },
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},
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methods: {
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);
}
if (key !== 'id' && key !== 'transparent' && key !== 'vertexColors') {
uniforms[key].value = value;
}
});
this.material = new ShaderMaterial$1(Object.assign({}, params,
{uniforms: uniforms,
lights: true,
transparent: this.transparent,
vertexColors: this.vertexColors}));
},
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},
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__hmrId: 'SubSurfaceMaterial',
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};
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var ToonMaterial = {
extends: Material,
methods: {
createMaterial: function createMaterial() {
this.material = new MeshToonMaterial(propsValues(this.$props, ['id']));
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},
},
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__hmrId: 'ToonMaterial',
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};
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var Texture = {
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inject: ['material'],
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emits: ['loaded'],
props: {
src: String,
onLoad: Function,
onProgress: Function,
onError: Function,
id: { type: String, default: 'map' },
},
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created: function created() {
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var this$1 = this;
this.refreshTexture();
watch(function () { return this$1.src; }, this.refreshTexture);
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},
unmounted: function unmounted() {
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this.material.setTexture(null, this.id);
this.texture.dispose();
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},
methods: {
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createTexture: function createTexture() {
this.texture = new TextureLoader().load(this.src, this.onLoaded, this.onProgress, this.onError);
},
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refreshTexture: function refreshTexture() {
this.createTexture();
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this.material.setTexture(this.texture, this.id);
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},
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onLoaded: function onLoaded() {
if (this.onLoad) { this.onLoad(); }
this.$emit('loaded');
},
},
render: function render() {
return [];
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},
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};
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var CubeTexture = {
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inject: ['material'],
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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 },
},
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created: function created() {
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var this$1 = this;
this.refreshTexture();
watch(function () { return this$1.path; }, this.refreshTexture);
watch(function () { return this$1.urls; }, this.refreshTexture);
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},
unmounted: function unmounted() {
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this.material.setTexture(null, this.id);
this.texture.dispose();
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},
methods: {
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createTexture: function createTexture() {
this.texture = new CubeTextureLoader()
.setPath(this.path)
.load(this.urls, this.onLoaded, this.onProgress, this.onError);
},
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refreshTexture: function refreshTexture() {
this.createTexture();
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this.material.setTexture(this.texture, this.id);
if (this.refraction) {
this.texture.mapping = CubeRefractionMapping;
this.material.setProp('refractionRatio', this.refractionRatio);
}
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},
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onLoaded: function onLoaded() {
if (this.onLoad) { this.onLoad(); }
this.$emit('loaded');
},
},
render: function render() {
return [];
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},
};
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var Mesh = {
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inject: {
three: 'three',
scene: 'scene',
rendererComponent: 'rendererComponent',
parent: {
from: 'group',
default: function () { return inject('scene'); },
},
},
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emits: ['ready'],
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props: {
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materialId: String,
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position: Object,
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rotation: Object,
scale: Object,
castShadow: Boolean,
receiveShadow: Boolean,
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onHover: Function,
onClick: Function,
},
// can't use setup because it will not be used in sub components
// setup() {},
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provide: function provide() {
return {
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mesh: this,
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};
},
mounted: function mounted() {
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// console.log('Mesh mounted');
if (this.geometry && !this.mesh) { this.initMesh(); }
},
unmounted: function unmounted() {
// console.log('Mesh unmounted');
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if (this.mesh) {
this.three.removeIntersectObject(this.mesh);
this.parent.remove(this.mesh);
}
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if (this.geometry) { this.geometry.dispose(); }
if (this.material && !this.materialId) { this.material.dispose(); }
},
methods: {
initMesh: function initMesh() {
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var this$1 = this;
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if (!this.material && this.materialId) {
this.material = this.three.materials[this.materialId];
}
this.mesh = new Mesh$1(this.geometry, this.material);
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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$1, event: e }); };
this.three.addIntersectObject(this.mesh);
}
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this.bindProps();
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this.parent.add(this.mesh);
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this.$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];
watch(function () { return this$1[p]; }, function () { this$1.mesh[p] = this$1[p]; });
});
watch(function () { return this$1.materialId; }, function () {
this$1.mesh.material = this$1.three.materials[this$1.materialId];
});
},
setGeometry: function setGeometry(geometry) {
this.geometry = geometry;
if (this.mesh) { this.mesh.geometry = geometry; }
},
setMaterial: function setMaterial(material) {
this.material = material;
if (this.mesh) { this.mesh.material = material; }
},
refreshGeometry: function refreshGeometry() {
var oldGeo = this.geometry;
this.createGeometry();
this.mesh.geometry = this.geometry;
oldGeo.dispose();
},
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},
render: function render() {
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if (this.$slots.default) {
return this.$slots.default();
}
return [];
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},
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__hmrId: 'Mesh',
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};
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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 },
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},
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created: function created() {
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var this$1 = this;
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this.createGeometry();
['size', 'width', 'height', 'depth', 'widthSegments', 'heightSegments', 'depthSegments'].forEach(function (prop) {
watch(function () { return this$1[prop]; }, function () {
this$1.refreshGeometry();
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});
});
},
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methods: {
createGeometry: function createGeometry() {
if (this.size) {
this.geometry = new BoxBufferGeometry(this.size, this.size, this.size);
} else {
this.geometry = new BoxBufferGeometry(this.width, this.height, this.depth);
}
},
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},
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__hmrId: 'Box',
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};
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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 },
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},
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created: function created() {
var this$1 = this;
this.createGeometry();
var watchProps = ['radius', 'segments', 'thetaStart', 'thetaLength'];
watchProps.forEach(function (prop) {
watch(function () { return this$1[prop]; }, function () {
this$1.refreshGeometry();
});
});
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},
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methods: {
createGeometry: function createGeometry() {
this.geometry = new CircleBufferGeometry(this.radius, this.segments, this.thetaStart, this.thetaLength);
},
},
__hmrId: 'Circle',
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};
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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) {
watch(function () { return this$1[prop]; }, function () {
this$1.refreshGeometry();
});
});
},
methods: {
createGeometry: function createGeometry() {
this.geometry = new 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) {
watch(function () { return this$1[prop]; }, function () {
this$1.refreshGeometry();
});
});
},
methods: {
createGeometry: function createGeometry() {
this.geometry = new 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) {
watch(function () { return this$1[prop]; }, function () {
this$1.refreshGeometry();
});
});
},
methods: {
createGeometry: function createGeometry() {
this.geometry = new 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) {
watch(function () { return this$1[prop]; }, function () {
this$1.refreshGeometry();
});
});
},
methods: {
createGeometry: function createGeometry() {
this.geometry = new 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) {
watch(function () { return this$1[prop]; }, function () {
this$1.refreshGeometry();
});
});
},
methods: {
createGeometry: function createGeometry() {
this.geometry = new 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) {
watch(function () { return this$1[prop]; }, function () {
this$1.refreshGeometry();
});
});
},
methods: {
createGeometry: function createGeometry() {
this.geometry = new 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) {
watch(function () { return this$1[prop]; }, function () {
this$1.refreshGeometry();
});
});
},
methods: {
createGeometry: function createGeometry() {
this.geometry = new 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) {
watch(function () { return this$1[prop]; }, function () {
this$1.refreshGeometry();
});
});
},
methods: {
createGeometry: function createGeometry() {
this.geometry = new 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) {
watch(function () { return this$1[prop]; }, function () {
this$1.refreshGeometry();
});
});
},
methods: {
createGeometry: function createGeometry() {
this.geometry = new 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 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) {
watch(function () { return this$1[prop]; }, function () {
this$1.refreshGeometry();
});
});
},
methods: {
createGeometry: function createGeometry() {
this.geometry = new 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) {
watch(function () { return this$1[p]; }, function () {
if (this$1.font) { this$1.refreshGeometry(); }
});
});
var loader = new FontLoader();
loader.load(this.fontSrc, function (font) {
this$1.font = font;
this$1.createGeometry();
this$1.initMesh();
});
},
methods: {
createGeometry: function createGeometry() {
this.geometry = new 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) {
watch(function () { return this$1[prop]; }, function () {
this$1.refreshGeometry();
});
});
},
methods: {
createGeometry: function createGeometry() {
this.geometry = new 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 },
radialSegments: { type: Number, default: 64 },
tubularSegments: { 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) {
watch(function () { return this$1[prop]; }, function () {
this$1.refreshGeometry();
});
});
},
methods: {
createGeometry: function createGeometry() {
this.geometry = new TorusKnotBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q);
},
},
__hmrId: 'TorusKnot',
};
var Tube = {
extends: Mesh,
props: {
path: 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) {
watch(function () { return this$1[prop]; }, function () {
this$1.refreshGeometry();
});
});
},
methods: {
createGeometry: function createGeometry() {
this.geometry = new TubeBufferGeometry(this.path, this.tubularSegments, this.radius, this.radialSegments, this.closed);
},
},
__hmrId: 'Tube',
};
var Gem = {
extends: Mesh,
props: {
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cubeRTSize: { type: Number, default: 256 },
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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);
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if (this.meshBack) { this.parent.remove(this.meshBack); }
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if (this.materialBack) { this.materialBack.dispose(); }
},
methods: {
initGem: function initGem() {
var cubeRT = new WebGLCubeRenderTarget(this.cubeRTSize, { format: RGBFormat, generateMipmaps: true, minFilter: LinearMipmapLinearFilter });
this.cubeCamera = new CubeCamera(this.cubeCameraNear, this.cubeCameraFar, cubeRT);
useBindProp(this, 'position', this.cubeCamera.position);
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this.parent.add(this.cubeCamera);
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this.material.side = 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 = BackSide;
this.materialBack.envMapIntensity = 5;
this.materialBack.metalness = 1;
this.materialBack.roughness = 0;
this.materialBack.opacity = 0.5;
this.meshBack = new Mesh$1(this.geometry, this.materialBack);
useBindProp(this, 'position', this.meshBack.position);
useBindProp(this, 'rotation', this.meshBack.rotation);
useBindProp(this, 'scale', this.meshBack.scale);
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this.parent.add(this.meshBack);
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},
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();
watch(function () { return this$1.src; }, this.refreshTexture);
['width', 'height'].forEach(function (p) {
watch(function () { return this$1[p]; }, this$1.resize);
});
if (this.keepSize) { this.three.onAfterResize(this.resize); }
},
methods: {
createGeometry: function createGeometry() {
this.geometry = new PlaneBufferGeometry(1, 1, 1, 1);
},
createMaterial: function createMaterial() {
this.material = new MeshBasicMaterial({ side: DoubleSide, map: this.loadTexture() });
},
loadTexture: function loadTexture() {
return new TextureLoader().load(this.src, this.onLoaded);
},
refreshTexture: function refreshTexture() {
if (this.texture) { this.texture.dispose(); }
this.material.map = this.loadTexture();
this.material.needsUpdate = true;
},
onLoaded: function onLoaded(texture) {
this.texture = texture;
this.resize();
this.$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,
},
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setup: function setup() {
var parent = inject('group', inject('scene'));
return { parent: parent };
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},
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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() {
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this.parent.remove(this.mesh);
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},
methods: {
initMesh: function initMesh() {
var this$1 = this;
if (!this.material && this.materialId) {
this.material = this.three.materials[this.materialId];
}
this.mesh = new InstancedMesh$1(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];
watch(function () { return this$1[p]; }, function () { this$1.mesh[p] = this$1[p]; });
});
// watch(() => this.materialId, () => {
// this.mesh.material = this.three.materials[this.materialId];
// });
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this.parent.add(this.mesh);
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},
setGeometry: function setGeometry(geometry) {
this.geometry = geometry;
if (this.mesh) { this.mesh.geometry = geometry; }
},
setMaterial: function setMaterial(material) {
this.material = material;
if (this.mesh) { this.mesh.material = material; }
},
},
render: function render() {
return this.$slots.default();
},
__hmrId: 'InstancedMesh',
};
var MirrorMesh = {
extends: Mesh,
props: {
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cubeRTSize: { type: Number, default: 256 },
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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);
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if (this.cubeCamera) { this.parent.remove(this.cubeCamera); }
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},
methods: {
initMirrorMesh: function initMirrorMesh() {
var cubeRT = new WebGLCubeRenderTarget(this.cubeRTSize, { format: RGBFormat, generateMipmaps: true, minFilter: LinearMipmapLinearFilter });
this.cubeCamera = new CubeCamera(this.cubeCameraNear, this.cubeCameraFar, cubeRT);
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this.parent.add(this.cubeCamera);
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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: {
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cubeRTSize: { type: Number, default: 256 },
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cubeCameraNear: { type: Number, default: 0.1 },
cubeCameraFar: { type: Number, default: 2000 },
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refractionRatio: { type: Number, default: 0.98 },
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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);
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if (this.cubeCamera) { this.parent.remove(this.cubeCamera); }
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},
methods: {
initMirrorMesh: function initMirrorMesh() {
var cubeRT = new WebGLCubeRenderTarget(this.cubeRTSize, { mapping: CubeRefractionMapping, format: RGBFormat, generateMipmaps: true, minFilter: LinearMipmapLinearFilter });
this.cubeCamera = new CubeCamera(this.cubeCameraNear, this.cubeCameraFar, cubeRT);
useBindProp(this, 'position', this.cubeCamera.position);
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this.parent.add(this.cubeCamera);
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this.material.envMap = cubeRT.texture;
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this.material.refractionRatio = this.refractionRatio;
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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,
},
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setup: function setup() {
var parent = inject('group', inject('scene'));
return { parent: parent };
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},
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mounted: function mounted() {
this.texture = new TextureLoader().load(this.src, this.onLoaded);
this.material = new SpriteMaterial({ map: this.texture });
this.sprite = new Sprite$1(this.material);
this.geometry = this.sprite.geometry;
useBindProp(this, 'position', this.sprite.position);
useBindProp(this, 'scale', this.sprite.scale);
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this.parent.add(this.sprite);
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this.$emit('ready');
},
unmounted: function unmounted() {
this.texture.dispose();
this.material.dispose();
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this.parent.remove(this.sprite);
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},
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$1(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;
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this$1.resize();
this$1.three.onAfterResize(this$1.resize);
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});
},
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unmounted: function unmounted() {
this.three.offAfterResize(this.resize);
},
methods: {
resize: function resize() {
this.composer.setSize(this.three.size.width, this.three.size.height);
},
},
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render: function render() {
return this.$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$1(this.three.scene, this.three.camera);
this.passes.push(pass);
this.pass = pass;
},
__hmrId: 'RenderPass',
};
var BokehPass = {
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extends: EffectPass,
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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$1(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$1(this.noiseIntensity, this.scanlinesIntensity, this.scanlinesCount, this.grayscale);
this.passes.push(pass);
this.pass = pass;
},
__hmrId: 'FilmPass',
};
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var FXAAPass = {
extends: EffectPass,
mounted: function mounted() {
var pass = new ShaderPass(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',
};
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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 },
},
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mounted: function mounted() {
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var this$1 = this;
var pass = new HalftonePass$1(this.three.size.width, this.three.size.height, {});
['shape', 'radius', 'rotateR', 'rotateG', 'rotateB', 'scatter'].forEach(function (p) {
pass.uniforms[p].value = this$1[p];
watch(function () { return this$1[p]; }, function () {
pass.uniforms[p].value = this$1[p];
});
});
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this.passes.push(pass);
this.pass = pass;
},
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__hmrId: 'HalftonePass',
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};
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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$1(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 Vector2() },
end: { value: new Vector2() },
delta: { value: new Vector2() },
texSize: { value: new 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];
watch(function () { return src[srcProp]; }, function (value) {
dst[dstProp] = value;
});
}
}
var TiltShiftPass = {
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extends: EffectPass,
props: {
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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 } },
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},
mounted: function mounted() {
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var this$1 = this;
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this.pass = new ShaderPass(TiltShift);
this.passes.push(this.pass);
this.pass1 = new 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) {
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 Vector2().copy(this.end).sub(this.start).normalize();
this.uniforms.delta.value.copy(dv);
this.uniforms1.delta.value.set(-dv.y, dv.x);
},
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},
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__hmrId: 'TiltShiftPass',
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};
var UnrealBloomPass = {
extends: EffectPass,
props: {
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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; },
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},
mounted: function mounted() {
var size = new Vector2(this.three.size.width, this.three.size.height);
var pass = new UnrealBloomPass$1(size, this.strength, this.radius, this.threshold);
this.passes.push(pass);
this.pass = pass;
},
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__hmrId: 'UnrealBloomPass',
};
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// From https://github.com/evanw/glfx.js
var ZoomBlur = {
uniforms: {
tDiffuse: { value: null },
center: { value: new 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(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',
};
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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 <begin_vertex>',
" \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 <map_fragment>',
"\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 },
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noiseCoef: { type: Number, default: 5 },
deltaCoef: { type: Number, default: 1 / 512 },
displacementScale: { type: Number, default: 5 },
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},
setup: function setup(props) {
// uniforms
var uTime = { value: 0 };
var uNoiseCoef = { value: props.noiseCoef };
watch(function () { return props.noiseCoef; }, function (value) { uNoiseCoef.value = value; });
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var uDelta = { value: new Vector2(props.deltaCoef, props.deltaCoef) };
watch(function () { return props.deltaCoef; }, function (value) { uDelta.value.set(value, value); });
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return {
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uTime: uTime, uNoiseCoef: uNoiseCoef, uDelta: uDelta,
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};
},
mounted: function mounted() {
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var this$1 = this;
this.init();
watch(function () { return this$1.displacementScale; }, function (value) { this$1.material.displacementScale = value; });
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this.startTime = Date.now();
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this.three.onBeforeRender(this.update);
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},
unmounted: function unmounted() {
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this.three.offBeforeRender(this.update);
this.fsQuad.dispose();
this.dispRT.dispose();
this.dispMat.dispose();
this.normRT.dispose();
this.normMat.dispose();
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},
methods: {
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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 "),
});
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// 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 ",
});
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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;
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},
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update: function update() {
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this.uTime.value = (Date.now() - this.startTime) * this.timeCoef;
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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);
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},
},
__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 <begin_vertex>',
"\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 <begin_vertex>',
" \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 <uv_vertex>', "\n #include <uv_vertex>\n vUv = vUv * uvScale + uvOffset;\n ");
shader.vertexShader = shader.vertexShader.replace('#include <project_vertex>', "\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);
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this.bGeometry = geometry.toBufferGeometry();
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};
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() {
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var obj = {
loader: new TextureLoader(),
count: 0,
textures: [],
loadProgress: 0,
loadTextures: loadTextures,
dispose: dispose,
};
return obj;
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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) {
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return new Promise(function (resolve) {
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obj.loader.load(
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img.src,
function (texture) {
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obj.loadProgress += 1 / obj.count;
obj.textures[index] = texture;
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resolve(texture);
}
);
});
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}
function dispose() {
obj.textures.forEach(function (t) { return t.dispose(); });
}
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}
var script = {
props: {
images: Array,
events: { type: Object, default: function () { return { wheel: true, click: true, keyup: true }; } },
},
setup: function setup() {
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var loader = useTextures();
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return {
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loader: loader,
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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 {
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this.loader.loadTextures(this.images, this.init);
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}
},
unmounted: function unmounted() {
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this.loader.dispose();
var domElement = this.three.renderer.domElement;
domElement.removeEventListener('click', this.onClick);
domElement.removeEventListener('wheel', this.onWheel);
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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,
}
);
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var domElement = this.three.renderer.domElement;
if (this.events.click) { domElement.addEventListener('click', this.onClick); }
if (this.events.wheel) { domElement.addEventListener('wheel', this.onWheel); }
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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,
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texture: this.loader.textures[0],
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});
this.plane2 = new AnimatedPlane({
renderer: renderer, screen: this.three.size,
size: 10,
anim: 2,
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texture: this.loader.textures[1],
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});
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) {
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this.setTargetProgress(this.targetProgress + 1 / 20);
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} else {
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this.setTargetProgress(this.targetProgress - 1 / 20);
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}
},
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() {
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if (Number.isInteger(this.targetProgress)) { this.setTargetProgress(this.targetProgress + 1); }
else { this.setTargetProgress(Math.ceil(this.targetProgress)); }
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},
navPrevious: function navPrevious() {
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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;
}
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},
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)) {
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var i = Math.floor(progress1) % this.images.length;
var j = (i + 1) % this.images.length;
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this.plane1.setTexture(this.loader.textures[i]);
this.plane2.setTexture(this.loader.textures[j]);
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}
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");
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return (openBlock(), createBlock(_component_Renderer, {
ref: "renderer",
antialias: ""
}, {
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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 */)
]; }),
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_: 1 /* STABLE */
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}, 512 /* NEED_PATCH */))
}
script.render = render;
script.__file = "src/components/sliders/Slider1.vue";
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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;
}
}
}
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var script$1 = {
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props: {
images: Array,
events: { type: Object, default: function () { return { wheel: true, click: true, keyup: true }; } },
},
setup: function setup() {
var center = new Vector2();
var loader = useTextures();
return {
loader: loader,
center: center,
progress: 0,
targetProgress: 0,
};
},
mounted: function mounted() {
this.three = this.$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 = {
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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);
});
},
};
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function render$2(_ctx, _cache, $props, $setup, $data, $options) {
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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")
]; }),
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_: 3 /* FORWARDED */
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})
]; }),
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_: 1 /* STABLE */
}, 8 /* PROPS */, ["orbit-ctrl"]))
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}
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script$2.render = render$2;
script$2.__file = "src/components/viewers/GLTFViewer.vue";
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var TROIS = /*#__PURE__*/Object.freeze({
__proto__: null,
Renderer: Renderer,
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OrthographicCamera: OrthographicCamera,
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PerspectiveCamera: PerspectiveCamera,
Camera: PerspectiveCamera,
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Group: Group,
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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,
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MatcapMaterial: MatcapMaterial,
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PhongMaterial: PhongMaterial,
PhysicalMaterial: PhysicalMaterial,
StandardMaterial: StandardMaterial,
SubSurfaceMaterial: SubSurfaceMaterial,
ToonMaterial: ToonMaterial,
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Texture: Texture,
CubeTexture: CubeTexture,
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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,
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FXAAPass: FXAAPass,
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HalftonePass: HalftonePass,
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SMAAPass: SMAAPass,
TiltShiftPass: TiltShiftPass,
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UnrealBloomPass: UnrealBloomPass,
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ZoomBlurPass: ZoomBlurPass,
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NoisyImage: NoisyImage,
NoisyPlane: NoisyPlane,
NoisySphere: NoisySphere,
NoisyText: NoisyText,
Slider1: script,
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Slider2: script$1,
GLTFViewer: script$2,
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setFromProp: setFromProp,
propsValues: propsValues,
lerp: lerp,
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lerpv2: lerpv2,
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lerpv3: lerpv3,
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limit: limit,
getMatcapUrl: getMatcapUrl
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});
var TroisJSVuePlugin = {
install: function (app) {
var comps = [
'Camera',
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'OrthographicCamera',
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'PerspectiveCamera',
'Renderer',
'Scene',
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'Group',
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'BoxGeometry',
'CircleGeometry',
'ConeGeometry',
'CylinderGeometry',
'DodecahedronGeometry',
'IcosahedronGeometry',
'LatheGeometry',
'OctahedronGeometry',
'PolyhedronGeometry',
'RingGeometry',
'SphereGeometry',
'TetrahedronGeometry',
'TorusGeometry',
'TorusKnotGeometry',
'TubeGeometry',
'AmbientLight',
'DirectionalLight',
'PointLight',
'SpotLight',
'BasicMaterial',
'LambertMaterial',
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'MatcapMaterial',
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'PhongMaterial',
'PhysicalMaterial',
'ShaderMaterial',
'StandardMaterial',
'SubSurfaceMaterial',
'ToonMaterial',
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'Texture',
'CubeTexture',
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'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',
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'FXAAPass',
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'HalftonePass',
'RenderPass',
'SAOPass',
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'SMAAPass',
'TiltShiftPass',
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'UnrealBloomPass',
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'ZoomBlurPass',
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'GLTFViewer' ];
comps.forEach(function (comp) {
app.component(comp, TROIS[comp]);
});
},
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};
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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 };
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//# sourceMappingURL=trois.module.js.map