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trois/build/trois.module.js.map
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2021-02-28 16:56:24 +01:00

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{"version":3,"file":"trois.module.js","sources":["../src/core/useThree.js","../src/core/Renderer.js","../src/tools.js","../src/use/useBindProp.js","../src/core/OrthographicCamera.js","../src/core/PerspectiveCamera.js","../src/core/Group.js","../src/core/Scene.js","../src/geometries/Geometry.js","../src/geometries/BoxGeometry.js","../src/geometries/CircleGeometry.js","../src/geometries/ConeGeometry.js","../src/geometries/CylinderGeometry.js","../src/geometries/DodecahedronGeometry.js","../src/geometries/IcosahedronGeometry.js","../src/geometries/LatheGeometry.js","../src/geometries/OctahedronGeometry.js","../src/geometries/PolyhedronGeometry.js","../src/geometries/RingGeometry.js","../src/geometries/SphereGeometry.js","../src/geometries/TetrahedronGeometry.js","../src/geometries/TorusGeometry.js","../src/geometries/TorusKnotGeometry.js","../src/geometries/TubeGeometry.js","../src/lights/Light.js","../src/lights/AmbientLight.js","../src/lights/DirectionalLight.js","../src/lights/PointLight.js","../src/lights/SpotLight.js","../src/materials/Material.js","../src/materials/BasicMaterial.js","../src/materials/LambertMaterial.js","../src/materials/MatcapMaterial.js","../src/materials/PhongMaterial.js","../src/materials/StandardMaterial.js","../src/materials/PhysicalMaterial.js","../src/materials/SubsurfaceScatteringShader.js","../src/materials/ShaderMaterial.js","../src/materials/SubSurfaceMaterial.js","../src/materials/ToonMaterial.js","../src/materials/Texture.js","../src/materials/CubeTexture.js","../src/meshes/Mesh.js","../src/meshes/Box.js","../src/meshes/Circle.js","../src/meshes/Cone.js","../src/meshes/Cylinder.js","../src/meshes/Dodecahedron.js","../src/meshes/Icosahedron.js","../src/meshes/Lathe.js","../src/meshes/Octahedron.js","../src/meshes/Plane.js","../src/meshes/Polyhedron.js","../src/meshes/Ring.js","../src/meshes/Sphere.js","../src/meshes/Tetrahedron.js","../src/meshes/TextProps.js","../src/meshes/Text.js","../src/meshes/Torus.js","../src/meshes/TorusKnot.js","../src/meshes/Tube.js","../src/meshes/Gem.js","../src/meshes/Image.js","../src/meshes/InstancedMesh.js","../src/meshes/MirrorMesh.js","../src/meshes/RefractionMesh.js","../src/meshes/Sprite.js","../src/effects/EffectComposer.js","../src/effects/EffectPass.js","../src/effects/RenderPass.js","../src/effects/BokehPass.js","../src/effects/FilmPass.js","../src/effects/FXAAPass.js","../src/effects/HalftonePass.js","../src/effects/SMAAPass.js","../src/shaders/default.js","../src/shaders/TiltShift.js","../src/use/useBindPropValue.js","../src/effects/TiltShiftPass.js","../src/effects/UnrealBloomPass.js","../src/shaders/ZoomBlur.js","../src/effects/ZoomBlurPass.js","../src/glsl/snoise2.glsl.js","../src/components/noisy/NoisyImage.js","../src/glsl/snoise3.glsl.js","../src/components/noisy/NoisyPlane.js","../src/glsl/snoise4.glsl.js","../src/components/noisy/NoisySphere.js","../src/components/noisy/NoisyText.js","../src/components/sliders/AnimatedPlane.js","../src/use/useTextures.js","../src/components/sliders/Slider1.vue","../src/components/sliders/Slider1.vue?vue&type=template&id=23f29a93&lang.js","../src/components/sliders/ZoomBlurImage.js","../src/components/sliders/Slider2.vue","../src/components/sliders/Slider2.vue?vue&type=template&id=2400b214&lang.js","../src/components/viewers/GLTFViewer.vue","../src/components/viewers/GLTFViewer.vue?vue&type=template&id=683b03c7&lang.js","../src/plugin.js"],"sourcesContent":["import {\n Plane,\n Raycaster,\n Vector2,\n Vector3,\n WebGLRenderer,\n} from 'three';\n\nimport { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';\n\n/**\n * Three.js helper\n */\nexport default function useThree() {\n // default conf\n const conf = {\n canvas: null,\n antialias: true,\n alpha: false,\n autoClear: true,\n orbit_ctrl: false,\n mouse_move: false,\n mouse_raycast: false,\n mouse_over: false,\n click: false,\n resize: true,\n width: 0,\n height: 0,\n };\n\n // size\n const size = {\n width: 1, height: 1,\n wWidth: 1, wHeight: 1,\n ratio: 1,\n };\n\n // handlers\n const afterInitCallbacks = [];\n let afterResizeCallbacks = [];\n let beforeRenderCallbacks = [];\n\n // mouse tracking\n const mouse = new Vector2();\n const mouseV3 = new Vector3();\n const mousePlane = new Plane(new Vector3(0, 0, 1), 0);\n const raycaster = new Raycaster();\n\n // raycast objects\n const intersectObjects = [];\n\n // returned object\n const obj = {\n conf,\n renderer: null,\n camera: null,\n cameraCtrl: null,\n materials: {},\n scene: null,\n size,\n mouse, mouseV3,\n init,\n dispose,\n render,\n renderC,\n setSize,\n onAfterInit,\n onAfterResize, offAfterResize,\n onBeforeRender, offBeforeRender,\n addIntersectObject, removeIntersectObject,\n };\n\n /**\n * init three\n */\n function init(params) {\n if (params) {\n Object.entries(params).forEach(([key, value]) => {\n conf[key] = value;\n });\n }\n\n if (!obj.scene) {\n console.error('Missing Scene');\n return;\n }\n\n if (!obj.camera) {\n console.error('Missing Camera');\n return;\n }\n\n obj.renderer = new WebGLRenderer({ canvas: conf.canvas, antialias: conf.antialias, alpha: conf.alpha });\n obj.renderer.autoClear = conf.autoClear;\n\n if (conf.orbit_ctrl) {\n obj.orbitCtrl = new OrbitControls(obj.camera, obj.renderer.domElement);\n if (conf.orbit_ctrl instanceof Object) {\n Object.entries(conf.orbit_ctrl).forEach(([key, value]) => {\n obj.orbitCtrl[key] = value;\n });\n }\n }\n\n if (conf.width && conf.height) {\n setSize(conf.width, conf.height);\n } else if (conf.resize) {\n onResize();\n window.addEventListener('resize', onResize);\n }\n\n conf.mouse_move = conf.mouse_move || conf.mouse_over;\n if (conf.mouse_move) {\n if (conf.mouse_move === 'body') {\n obj.mouse_move_element = document.body;\n } else {\n obj.mouse_move_element = obj.renderer.domElement;\n }\n obj.mouse_move_element.addEventListener('mousemove', onMousemove);\n obj.mouse_move_element.addEventListener('mouseleave', onMouseleave);\n }\n\n if (conf.click) {\n obj.renderer.domElement.addEventListener('click', onClick);\n }\n\n afterInitCallbacks.forEach(c => c());\n\n return true;\n };\n\n /**\n * add after init callback\n */\n function onAfterInit(callback) {\n afterInitCallbacks.push(callback);\n }\n\n /**\n * add after resize callback\n */\n function onAfterResize(callback) {\n afterResizeCallbacks.push(callback);\n }\n\n /**\n * remove after resize callback\n */\n function offAfterResize(callback) {\n afterResizeCallbacks = afterResizeCallbacks.filter(c => c !== callback);\n }\n\n /**\n * add before render callback\n */\n function onBeforeRender(callback) {\n beforeRenderCallbacks.push(callback);\n }\n\n /**\n * remove before render callback\n */\n function offBeforeRender(callback) {\n beforeRenderCallbacks = beforeRenderCallbacks.filter(c => c !== callback);\n }\n\n /**\n * default render\n */\n function render() {\n if (obj.orbitCtrl) obj.orbitCtrl.update();\n beforeRenderCallbacks.forEach(c => c());\n obj.renderer.render(obj.scene, obj.camera);\n }\n\n /**\n * composer render\n */\n function renderC() {\n if (obj.orbitCtrl) obj.orbitCtrl.update();\n beforeRenderCallbacks.forEach(c => c());\n obj.composer.render();\n }\n\n /**\n * add intersect object\n */\n function addIntersectObject(o) {\n if (intersectObjects.indexOf(o) === -1) {\n intersectObjects.push(o);\n }\n }\n\n /**\n * remove intersect object\n */\n function removeIntersectObject(o) {\n const i = intersectObjects.indexOf(o);\n if (i !== -1) {\n intersectObjects.splice(i, 1);\n }\n }\n\n /**\n * remove listeners\n */\n function dispose() {\n beforeRenderCallbacks = [];\n window.removeEventListener('resize', onResize);\n if (obj.mouse_move_element) {\n obj.mouse_move_element.removeEventListener('mousemove', onMousemove);\n obj.mouse_move_element.removeEventListener('mouseleave', onMouseleave);\n }\n obj.renderer.domElement.removeEventListener('click', onClick);\n if (obj.orbitCtrl) obj.orbitCtrl.dispose();\n this.renderer.dispose();\n }\n\n /**\n */\n function updateMouse(e) {\n const rect = e.target.getBoundingClientRect();\n mouse.x = ((e.clientX - rect.left) / size.width) * 2 - 1;\n mouse.y = -((e.clientY - rect.top) / size.height) * 2 + 1;\n }\n\n /**\n * click listener\n */\n function onClick(e) {\n updateMouse(e);\n raycaster.setFromCamera(mouse, obj.camera);\n const objects = raycaster.intersectObjects(intersectObjects);\n for (let i = 0; i < objects.length; i++) {\n const o = objects[i].object;\n if (o.onClick) o.onClick(e);\n }\n }\n\n /**\n * mousemove listener\n */\n function onMousemove(e) {\n updateMouse(e);\n onMousechange(e);\n }\n\n /**\n * mouseleave listener\n */\n function onMouseleave(e) {\n // mouse.x = 0;\n // mouse.y = 0;\n onMousechange(e);\n }\n\n /**\n * mouse change\n */\n function onMousechange(e) {\n if (conf.mouse_over || conf.mouse_raycast) {\n raycaster.setFromCamera(mouse, obj.camera);\n\n if (conf.mouse_raycast) {\n // get mouse 3d position\n obj.camera.getWorldDirection(mousePlane.normal);\n mousePlane.normal.normalize();\n raycaster.ray.intersectPlane(mousePlane, mouseV3);\n }\n\n if (conf.mouse_over) {\n const onObjects = raycaster.intersectObjects(intersectObjects);\n const offObjects = [...intersectObjects];\n for (let i = 0; i < onObjects.length; i++) {\n const o = onObjects[i].object;\n if (!o.hover && o.onHover) {\n o.hover = true;\n o.onHover(true);\n }\n offObjects.splice(offObjects.indexOf(o), 1);\n }\n for (let i = 0; i < offObjects.length; i++) {\n const o = offObjects[i];\n if (o.hover && o.onHover) {\n o.hover = false;\n o.onHover(false);\n }\n }\n }\n }\n }\n\n /**\n * resize listener\n */\n function onResize() {\n if (conf.resize === 'window') {\n setSize(window.innerWidth, window.innerHeight);\n } else {\n const elt = obj.renderer.domElement.parentNode;\n setSize(elt.clientWidth, elt.clientHeight);\n }\n afterResizeCallbacks.forEach(c => c());\n }\n\n /**\n * update renderer size and camera\n */\n function setSize(width, height) {\n size.width = width;\n size.height = height;\n size.ratio = width / height;\n\n obj.renderer.setSize(width, height, false);\n obj.camera.aspect = size.ratio;\n obj.camera.updateProjectionMatrix();\n\n if (obj.composer) {\n obj.composer.setSize(width, height);\n }\n\n if (obj.camera.type === 'OrthographicCamera') {\n size.wWidth = obj.camera.right - obj.camera.left;\n size.wHeight = obj.camera.top - obj.camera.bottom;\n } else {\n const wsize = getCameraSize();\n size.wWidth = wsize[0]; size.wHeight = wsize[1];\n }\n }\n\n /**\n * calculate camera visible area size\n */\n function getCameraSize() {\n const vFOV = (obj.camera.fov * Math.PI) / 180;\n const h = 2 * Math.tan(vFOV / 2) * Math.abs(obj.camera.position.z);\n const w = h * obj.camera.aspect;\n return [w, h];\n }\n\n return obj;\n}\n","import { h } from 'vue';\nimport useThree from './useThree';\n\nexport default {\n props: {\n antialias: Boolean,\n alpha: Boolean,\n autoClear: { type: Boolean, default: true },\n mouseMove: { type: [Boolean, String], default: false },\n mouseRaycast: { type: Boolean, default: false },\n mouseOver: { type: Boolean, default: false },\n click: { type: Boolean, default: false },\n orbitCtrl: { type: [Boolean, Object], default: false },\n resize: { type: [Boolean, String], default: true },\n shadow: Boolean,\n width: String,\n height: String,\n },\n setup() {\n return {\n three: useThree(),\n raf: true,\n onMountedCallbacks: [],\n };\n },\n provide() {\n return {\n three: this.three,\n // renderer: this.three.renderer,\n rendererComponent: this,\n };\n },\n mounted() {\n const params = {\n canvas: this.$el,\n antialias: this.antialias,\n alpha: this.alpha,\n autoClear: this.autoClear,\n orbit_ctrl: this.orbitCtrl,\n mouse_move: this.mouseMove,\n mouse_raycast: this.mouseRaycast,\n mouse_over: this.mouseOver,\n click: this.click,\n resize: this.resize,\n width: this.width,\n height: this.height,\n };\n\n if (this.three.init(params)) {\n this.three.renderer.shadowMap.enabled = this.shadow;\n if (this.three.composer) this.animateC();\n else this.animate();\n };\n\n this.onMountedCallbacks.forEach(c => c());\n },\n beforeUnmount() {\n this.raf = false;\n this.three.dispose();\n },\n methods: {\n onMounted(callback) {\n this.onMountedCallbacks.push(callback);\n },\n onBeforeRender(callback) {\n this.three.onBeforeRender(callback);\n },\n onAfterResize(callback) {\n this.three.onAfterResize(callback);\n },\n animate() {\n if (this.raf) requestAnimationFrame(this.animate);\n this.three.render();\n },\n animateC() {\n if (this.raf) requestAnimationFrame(this.animateC);\n this.three.renderC();\n },\n },\n render() {\n return h('canvas', {}, this.$slots.default());\n },\n};\n","export function setFromProp(o, prop) {\n if (prop instanceof Object) {\n Object.entries(prop).forEach(([key, value]) => {\n o[key] = value;\n });\n }\n};\n\nexport function propsValues(props, exclude) {\n const values = {};\n Object.entries(props).forEach(([key, value]) => {\n if (!exclude || (exclude && !exclude.includes(key))) {\n values[key] = value;\n }\n });\n return values;\n};\n\nexport function lerp(value1, value2, amount) {\n amount = amount < 0 ? 0 : amount;\n amount = amount > 1 ? 1 : amount;\n return value1 + (value2 - value1) * amount;\n};\n\nexport function lerpv2(v1, v2, amount) {\n v1.x = lerp(v1.x, v2.x, amount);\n v1.y = lerp(v1.y, v2.y, amount);\n};\n\nexport function lerpv3(v1, v2, amount) {\n v1.x = lerp(v1.x, v2.x, amount);\n v1.y = lerp(v1.y, v2.y, amount);\n v1.z = lerp(v1.z, v2.z, amount);\n};\n\nexport function limit(val, min, max) {\n return val < min ? min : (val > max ? max : val);\n};\n\n// from https://github.com/pmndrs/drei/blob/master/src/useMatcapTexture.tsx\nconst MATCAP_ROOT = 'https://rawcdn.githack.com/emmelleppi/matcaps/9b36ccaaf0a24881a39062d05566c9e92be4aa0d';\n\nexport function getMatcapUrl(hash, format = 1024) {\n const fileName = `${hash}${getMatcapFormatString(format)}.png`;\n return `${MATCAP_ROOT}/${format}/${fileName}`;\n};\n\nfunction getMatcapFormatString(format) {\n switch (format) {\n case 64:\n return '-64px';\n case 128:\n return '-128px';\n case 256:\n return '-256px';\n case 512:\n return '-512px';\n default:\n return '';\n }\n}\n","import { toRef, watch } from 'vue';\nimport { setFromProp } from '../tools.js';\n\nexport default function useBindProp(comp, prop, object) {\n if (comp[prop]) {\n const ref = toRef(comp, prop);\n setFromProp(object, ref.value);\n watch(ref, () => {\n setFromProp(object, ref.value);\n }, { deep: true });\n }\n};\n","import { OrthographicCamera, Vector3 } from 'three';\nimport { watch } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: ['three'],\n props: {\n left: { type: Number, default: -1 },\n right: { type: Number, default: 1 },\n top: { type: Number, default: 1 },\n bottom: { type: Number, default: -1 },\n near: { type: Number, default: 0.1 },\n far: { type: Number, default: 2000 },\n zoom: { type: Number, default: 1 },\n position: { type: [Object, Vector3], default: { x: 0, y: 0, z: 0 } },\n },\n created() {\n this.camera = new OrthographicCamera(this.left, this.right, this.top, this.bottom, this.near, this.far);\n useBindProp(this, 'position', this.camera.position);\n\n ['left', 'right', 'top', 'bottom', 'near', 'far', 'zoom'].forEach(p => {\n watch(() => this[p], () => {\n this.camera[p] = this[p];\n this.camera.updateProjectionMatrix();\n });\n });\n\n this.three.camera = this.camera;\n },\n render() {\n return [];\n },\n __hmrId: 'OrthographicCamera',\n};\n","import { PerspectiveCamera, Vector3 } from 'three';\nimport { watch } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: ['three'],\n props: {\n aspect: { type: Number, default: 1 },\n far: { type: Number, default: 2000 },\n fov: { type: Number, default: 50 },\n near: { type: Number, default: 0.1 },\n position: { type: [Object, Vector3], default: { x: 0, y: 0, z: 0 } },\n },\n created() {\n this.camera = new PerspectiveCamera(this.fov, this.aspect, this.near, this.far);\n useBindProp(this, 'position', this.camera.position);\n\n ['aspect', 'far', 'fov', 'near'].forEach(p => {\n watch(() => this[p], () => {\n this.camera[p] = this[p];\n this.camera.updateProjectionMatrix();\n });\n });\n\n this.three.camera = this.camera;\n },\n render() {\n return [];\n },\n __hmrId: 'PerspectiveCamera',\n};\n","import { Group } from 'three';\r\nimport { inject } from 'vue';\r\nimport useBindProp from '../use/useBindProp.js';\r\n\r\nexport default {\r\n inject: ['three', 'scene'],\r\n props: {\r\n position: Object,\r\n rotation: Object,\r\n scale: Object,\r\n },\r\n setup(props) {\r\n const parent = inject('group', inject('scene'));\r\n const group = new Group();\r\n useBindProp(props, 'position', group.position);\r\n useBindProp(props, 'rotation', group.rotation);\r\n useBindProp(props, 'scale', group.scale);\r\n return { parent, group };\r\n },\r\n provide() {\r\n return {\r\n group: this.group,\r\n };\r\n },\r\n created() {\r\n this.parent.add(this.group);\r\n },\r\n unmounted() {\r\n this.parent.remove(this.group);\r\n },\r\n render() {\r\n if (this.$slots.default) {\r\n return this.$slots.default();\r\n }\r\n return [];\r\n },\r\n __hmrId: 'Group',\r\n};\r\n","import { Scene, Color } from 'three';\nimport { watch } from 'vue';\n\nexport default {\n inject: ['three'],\n props: {\n id: String,\n background: [String, Number],\n },\n setup(props) {\n const scene = new Scene();\n if (props.background) scene.background = new Color(props.background);\n watch(() => props.background, (value) => { scene.background = new Color(value); });\n return { scene };\n },\n provide() {\n return {\n scene: this.scene,\n };\n },\n mounted() {\n if (!this.three.scene) {\n this.three.scene = this.scene;\n }\n },\n methods: {\n // add(o) {\n // this.scene.add(o);\n // },\n // remove(o) {\n // this.scene.remove(o);\n // },\n },\n render() {\n if (this.$slots.default) {\n return this.$slots.default();\n }\n return [];\n },\n};\n","import { watch } from 'vue';\n\nexport default {\n emits: ['ready'],\n inject: ['mesh'],\n props: {\n rotateX: Number,\n rotateY: Number,\n rotateZ: Number,\n },\n created() {\n if (!this.mesh) {\n console.error('Missing parent Mesh');\n }\n this.watchProps = [];\n Object.entries(this.$props).forEach(e => this.watchProps.push(e[0]));\n },\n beforeMount() {\n this.createGeometry();\n this.rotateGeometry();\n this.mesh.setGeometry(this.geometry);\n },\n mounted() {\n this.addWatchers();\n },\n unmounted() {\n this.geometry.dispose();\n },\n methods: {\n rotateGeometry() {\n if (this.rotateX) this.geometry.rotateX(this.rotateX);\n if (this.rotateY) this.geometry.rotateY(this.rotateY);\n if (this.rotateZ) this.geometry.rotateZ(this.rotateZ);\n },\n addWatchers() {\n this.watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n refreshGeometry() {\n const oldGeo = this.geometry;\n this.createGeometry();\n this.rotateGeometry();\n this.mesh.setGeometry(this.geometry);\n oldGeo.dispose();\n },\n },\n render() {\n return [];\n },\n};\n","import { BoxBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n size: Number,\n width: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n depth: { type: Number, default: 1 },\n widthSegments: { type: Number, default: 1 },\n heightSegments: { type: Number, default: 1 },\n depthSegments: { type: Number, default: 1 },\n },\n methods: {\n createGeometry() {\n let w = this.width, h = this.height, d = this.depth;\n if (this.size) {\n w = this.size; h = this.size; d = this.size;\n }\n this.geometry = new BoxBufferGeometry(w, h, d, this.widthSegments, this.heightSegments, this.depthSegments);\n },\n },\n};\n","import { CircleBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n segments: { type: Number, default: 8 },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new CircleBufferGeometry(this.radius, this.segments, this.thetaStart, this.thetaLength);\n },\n },\n};\n","import { ConeBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n heightSegments: { type: Number, default: 1 },\n openEnded: { type: Boolean, default: false },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new ConeBufferGeometry(this.radius, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength);\n },\n },\n};\n","import { CylinderBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radiusTop: { type: Number, default: 1 },\n radiusBottom: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n heightSegments: { type: Number, default: 1 },\n openEnded: { type: Boolean, default: false },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new CylinderBufferGeometry(this.radiusTop, this.radiusBottom, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength);\n },\n },\n};\n","import { DodecahedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new DodecahedronBufferGeometry(this.radius, this.detail);\n },\n },\n};\n","import { IcosahedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new IcosahedronBufferGeometry(this.radius, this.detail);\n },\n },\n};\n","import { LatheBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n points: Array,\n segments: { type: Number, default: 12 },\n phiStart: { type: Number, default: 0 },\n phiLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new LatheBufferGeometry(this.points, this.segments, this.phiStart, this.phiLength);\n },\n },\n};\n","import { OctahedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new OctahedronBufferGeometry(this.radius, this.detail);\n },\n },\n};\n","import { PolyhedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n vertices: Array,\n indices: Array,\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new PolyhedronBufferGeometry(this.vertices, this.indices, this.radius, this.detail);\n },\n },\n};\n","import { RingBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n innerRadius: { type: Number, default: 0.5 },\n outerRadius: { type: Number, default: 1 },\n thetaSegments: { type: Number, default: 8 },\n phiSegments: { type: Number, default: 1 },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new RingBufferGeometry(this.innerRadius, this.outerRadius, this.thetaSegments, this.phiSegments, this.thetaStart, this.thetaLength);\n },\n },\n};\n","import { SphereBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n widthSegments: { type: Number, default: 12 },\n heightSegments: { type: Number, default: 12 },\n },\n methods: {\n createGeometry() {\n this.geometry = new SphereBufferGeometry(this.radius, this.widthSegments, this.heightSegments);\n },\n },\n};\n","import { TetrahedronBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n methods: {\n createGeometry() {\n this.geometry = new TetrahedronBufferGeometry(this.radius, this.detail);\n },\n },\n};\n","import { TorusBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n tube: { type: Number, default: 0.4 },\n radialSegments: { type: Number, default: 8 },\n tubularSegments: { type: Number, default: 6 },\n arc: { type: Number, default: Math.PI * 2 },\n },\n methods: {\n createGeometry() {\n this.geometry = new TorusBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.arc);\n },\n },\n};\n","import { TorusKnotBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n radius: { type: Number, default: 1 },\n tube: { type: Number, default: 0.4 },\n radialSegments: { type: Number, default: 64 },\n tubularSegments: { type: Number, default: 8 },\n p: { type: Number, default: 2 },\n q: { type: Number, default: 3 },\n },\n methods: {\n createGeometry() {\n this.geometry = new TorusKnotBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q);\n },\n },\n};\n","import { Curve, TubeBufferGeometry } from 'three';\nimport Geometry from './Geometry.js';\n\nexport default {\n extends: Geometry,\n props: {\n path: Curve,\n tubularSegments: { type: Number, default: 64 },\n radius: { type: Number, default: 1 },\n radiusSegments: { type: Number, default: 8 },\n closed: { type: Boolean, default: false },\n },\n methods: {\n createGeometry() {\n this.geometry = new TubeBufferGeometry(this.path, this.tubularSegments, this.radius, this.radiusSegments, this.closed);\n },\n },\n};\n","import { Color } from 'three';\nimport { inject, watch } from 'vue';\nimport { setFromProp } from '../tools.js';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: {\n scene: 'scene',\n parent: {\n from: 'group',\n default: () => inject('scene'),\n },\n },\n props: {\n color: {\n type: String,\n default: '#ffffff',\n },\n intensity: {\n type: Number,\n default: 1,\n },\n castShadow: {\n type: Boolean,\n default: false,\n },\n shadowMapSize: Object,\n position: Object,\n },\n // can't use setup because it will not be used in sub components\n // setup() {},\n mounted() {\n useBindProp(this, 'position', this.light.position);\n\n if (this.light.target) {\n useBindProp(this, 'target', this.light.target.position);\n }\n\n if (this.light.shadow) {\n this.light.castShadow = this.castShadow;\n setFromProp(this.light.shadow.mapSize, this.shadowMapSize);\n }\n\n ['color', 'intensity', 'castShadow'].forEach(p => {\n watch(() => this[p], () => {\n if (p === 'color') {\n this.light.color = new Color(this.color);\n } else {\n this.light[p] = this[p];\n }\n });\n });\n\n this.parent.add(this.light);\n if (this.light.target) this.parent.add(this.light.target);\n },\n unmounted() {\n this.parent.remove(this.light);\n if (this.light.target) this.parent.remove(this.light.target);\n },\n render() {\n return [];\n },\n __hmrId: 'Light',\n};\n","import { AmbientLight } from 'three';\nimport Light from './Light.js';\n\nexport default {\n extends: Light,\n created() {\n this.light = new AmbientLight(this.color, this.intensity);\n },\n __hmrId: 'AmbientLight',\n};\n","import { DirectionalLight } from 'three';\nimport Light from './Light.js';\n\nexport default {\n extends: Light,\n props: {\n target: Object,\n },\n created() {\n this.light = new DirectionalLight(this.color, this.intensity);\n },\n __hmrId: 'DirectionalLight',\n};\n","import { PointLight } from 'three';\nimport Light from './Light.js';\n\nexport default {\n extends: Light,\n props: {\n distance: {\n type: Number,\n default: 0,\n },\n decay: {\n type: Number,\n default: 1,\n },\n },\n created() {\n this.light = new PointLight(this.color, this.intensity, this.distance, this.decay);\n },\n __hmrId: 'PointLight',\n};\n","import { SpotLight } from 'three';\nimport { watch } from 'vue';\nimport Light from './Light.js';\n\nexport default {\n extends: Light,\n props: {\n angle: {\n type: Number,\n default: Math.PI / 3,\n },\n decay: {\n type: Number,\n default: 1,\n },\n distance: {\n type: Number,\n default: 0,\n },\n penumbra: {\n type: Number,\n default: 0,\n },\n target: Object,\n },\n created() {\n this.light = new SpotLight(this.color, this.intensity, this.distance, this.angle, this.penumbra, this.decay);\n ['angle', 'decay', 'distance', 'penumbra'].forEach(p => {\n watch(() => this[p], () => {\n this.light[p] = this[p];\n });\n });\n },\n __hmrId: 'SpotLight',\n};\n","import { watch } from 'vue';\nimport { FrontSide } from 'three';\n\nexport default {\n inject: ['three', 'mesh'],\n props: {\n id: String,\n color: { type: [String, Number], default: '#ffffff' },\n depthTest: { type: Boolean, default: true },\n depthWrite: { type: Boolean, default: true },\n flatShading: Boolean,\n fog: { type: Boolean, default: true },\n opacity: { type: Number, default: 1 },\n side: { type: Number, default: FrontSide },\n transparent: Boolean,\n vertexColors: Boolean,\n },\n provide() {\n return {\n material: this,\n };\n },\n beforeMount() {\n this.createMaterial();\n if (this.id) this.three.materials[this.id] = this.material;\n this.mesh.setMaterial(this.material);\n },\n mounted() {\n this._addWatchers();\n if (this.addWatchers) this.addWatchers();\n },\n unmounted() {\n this.material.dispose();\n if (this.id) delete this.three.materials[this.id];\n },\n methods: {\n setProp(key, value, needsUpdate = false) {\n this.material[key] = value;\n this.material.needsUpdate = needsUpdate;\n },\n setTexture(texture, key = 'map') {\n this.setProp(key, texture, true);\n },\n _addWatchers() {\n // don't work for flatShading\n ['color', 'depthTest', 'depthWrite', 'fog', 'opacity', 'side', 'transparent'].forEach(p => {\n watch(() => this[p], () => {\n if (p === 'color') {\n this.material.color.set(this.color);\n } else {\n this.material[p] = this[p];\n }\n });\n });\n },\n },\n render() {\n if (this.$slots.default) {\n return this.$slots.default();\n }\n return [];\n },\n __hmrId: 'Material',\n};\n","import { MeshBasicMaterial } from 'three';\nimport { propsValues } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n methods: {\n createMaterial() {\n this.material = new MeshBasicMaterial(propsValues(this.$props, ['id']));\n },\n },\n __hmrId: 'BasicMaterial',\n};\n","import { MeshLambertMaterial } from 'three';\nimport { propsValues } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n methods: {\n createMaterial() {\n this.material = new MeshLambertMaterial(propsValues(this.$props, ['id']));\n },\n },\n __hmrId: 'LambertMaterial',\n};\n","import { MeshMatcapMaterial, TextureLoader } from 'three';\n// import { watch } from 'vue';\nimport { propsValues, getMatcapUrl } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n props: {\n src: String,\n name: String,\n },\n methods: {\n createMaterial() {\n const src = this.name ? getMatcapUrl(this.name) : this.src;\n const opts = propsValues(this.$props, ['id', 'src', 'name']);\n opts.matcap = new TextureLoader().load(src);\n this.material = new MeshMatcapMaterial(opts);\n },\n },\n __hmrId: 'MatcapMaterial',\n};\n","import { MeshPhongMaterial } from 'three';\nimport { watch } from 'vue';\nimport { propsValues } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n props: {\n emissive: { type: [Number, String], default: 0 },\n emissiveIntensity: { type: Number, default: 1 },\n reflectivity: { type: Number, default: 1 },\n shininess: { type: Number, default: 30 },\n specular: { type: [String, Number], default: 0x111111 },\n },\n methods: {\n createMaterial() {\n this.material = new MeshPhongMaterial(propsValues(this.$props, ['id']));\n },\n addWatchers() {\n ['emissive', 'emissiveIntensity', 'reflectivity', 'shininess', 'specular'].forEach(p => {\n watch(() => this[p], (value) => {\n if (p === 'emissive' || p === 'specular') {\n this.material[p].set(value);\n } else {\n this.material[p] = value;\n }\n });\n });\n },\n },\n __hmrId: 'PhongMaterial',\n};\n","import { MeshStandardMaterial, Vector2 } from 'three';\nimport { watch } from 'vue';\nimport { propsValues } from '../tools.js';\nimport useBindProp from '../use/useBindProp.js';\nimport Material from './Material';\n\nconst props = {\n aoMapIntensity: { type: Number, default: 1 },\n bumpScale: { type: Number, default: 1 },\n displacementBias: { type: Number, default: 0 },\n displacementScale: { type: Number, default: 1 },\n emissive: { type: [Number, String], default: 0 },\n emissiveIntensity: { type: Number, default: 1 },\n envMapIntensity: { type: Number, default: 1 },\n lightMapIntensity: { type: Number, default: 1 },\n metalness: { type: Number, default: 0 },\n normalScale: { type: Object, default: () => new Vector2(1, 1) },\n roughness: { type: Number, default: 1 },\n refractionRatio: { type: Number, default: 0.98 },\n wireframe: Boolean,\n};\n\nexport default {\n extends: Material,\n props,\n methods: {\n createMaterial() {\n this.material = new MeshStandardMaterial(propsValues(this.$props, ['id', 'normalScale']));\n },\n addWatchers() {\n // todo : use setProp ?\n Object.keys(props).forEach(p => {\n if (p === 'normalScale') return;\n watch(() => this[p], (value) => {\n if (p === 'emissive') {\n this.material[p].set(value);\n } else {\n this.material[p] = value;\n }\n });\n });\n useBindProp(this, 'normalScale', this.material.normalScale);\n },\n },\n __hmrId: 'StandardMaterial',\n};\n","import { MeshPhysicalMaterial } from 'three';\nimport { propsValues } from '../tools.js';\nimport StandardMaterial from './StandardMaterial';\n\nexport default {\n extends: StandardMaterial,\n methods: {\n createMaterial() {\n this.material = new MeshPhysicalMaterial(propsValues(this.$props, ['id']));\n },\n },\n __hmrId: 'PhysicalMaterial',\n};\n","/**\n * ------------------------------------------------------------------------------------------\n * Subsurface Scattering shader\n * Based on three/examples/jsm/shaders/SubsurfaceScatteringShader.js\n * Based on GDC 2011 Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look\n * https://colinbarrebrisebois.com/2011/03/07/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look/\n *------------------------------------------------------------------------------------------\n */\nimport {\n Color,\n ShaderChunk,\n ShaderLib,\n UniformsUtils,\n} from 'three';\n\nfunction replaceAll(string, find, replace) {\n return string.split(find).join(replace);\n}\n\nconst meshphongFragHead = ShaderChunk.meshphong_frag.slice(0, ShaderChunk.meshphong_frag.indexOf('void main() {'));\nconst meshphongFragBody = ShaderChunk.meshphong_frag.slice(ShaderChunk.meshphong_frag.indexOf('void main() {'));\n\nconst SubsurfaceScatteringShader = {\n\n uniforms: UniformsUtils.merge([\n ShaderLib.phong.uniforms,\n {\n thicknessColor: { value: new Color(0x668597) },\n thicknessDistortion: { value: 0.1 },\n thicknessAmbient: { value: 0.0 },\n thicknessAttenuation: { value: 0.1 },\n thicknessPower: { value: 2.0 },\n thicknessScale: { value: 10.0 },\n },\n ]),\n\n vertexShader: `\n #define USE_UV\n ${ShaderChunk.meshphong_vert}\n `,\n\n fragmentShader: `\n #define USE_UV\n #define SUBSURFACE\n\n ${meshphongFragHead}\n\n uniform float thicknessPower;\n uniform float thicknessScale;\n uniform float thicknessDistortion;\n uniform float thicknessAmbient;\n uniform float thicknessAttenuation;\n uniform vec3 thicknessColor;\n\n void RE_Direct_Scattering(const in IncidentLight directLight, const in vec2 uv, const in GeometricContext geometry, inout ReflectedLight reflectedLight) {\n #ifdef USE_COLOR\n vec3 thickness = vColor * thicknessColor;\n #else\n vec3 thickness = thicknessColor;\n #endif\n vec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * thicknessDistortion));\n float scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), thicknessPower) * thicknessScale;\n vec3 scatteringIllu = (scatteringDot + thicknessAmbient) * thickness;\n reflectedLight.directDiffuse += scatteringIllu * thicknessAttenuation * directLight.color;\n }\n ` + meshphongFragBody.replace(\n '#include <lights_fragment_begin>',\n replaceAll(\n ShaderChunk.lights_fragment_begin,\n 'RE_Direct( directLight, geometry, material, reflectedLight );',\n `\n RE_Direct( directLight, geometry, material, reflectedLight );\n #if defined( SUBSURFACE ) && defined( USE_UV )\n RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);\n #endif\n `\n )\n ),\n};\n\nexport default SubsurfaceScatteringShader;\n","export default {\n inject: ['three', 'mesh'],\n props: {\n id: String,\n uniforms: Object,\n vertexShader: String,\n fragmentShader: String,\n },\n beforeMount() {\n this.createMaterial();\n if (this.id) this.three.materials[this.id] = this.material;\n this.mesh.setMaterial(this.material);\n },\n mounted() {\n if (this.addWatchers) this.addWatchers();\n },\n unmounted() {\n this.material.dispose();\n if (this.id) delete this.three.materials[this.id];\n },\n render() {\n return [];\n },\n __hmrId: 'ShaderMaterial',\n};\n","import { Color, ShaderMaterial as TShaderMaterial, UniformsUtils } from 'three';\nimport SubsurfaceScatteringShader from './SubsurfaceScatteringShader.js';\nimport ShaderMaterial from './ShaderMaterial';\n\nexport default {\n extends: ShaderMaterial,\n props: {\n diffuse: { type: String, default: '#ffffff' },\n thicknessColor: { type: String, default: '#ffffff' },\n thicknessDistortion: { type: Number, default: 0.4 },\n thicknessAmbient: { type: Number, default: 0.01 },\n thicknessAttenuation: { type: Number, default: 0.7 },\n thicknessPower: { type: Number, default: 2 },\n thicknessScale: { type: Number, default: 4 },\n transparent: { type: Boolean, default: false },\n opacity: { type: Number, default: 1 },\n vertexColors: { type: Boolean, default: false },\n },\n methods: {\n createMaterial() {\n const params = SubsurfaceScatteringShader;\n const uniforms = UniformsUtils.clone(params.uniforms);\n Object.entries(this.$props).forEach(([key, value]) => {\n if (key === 'diffuse' || key === 'thicknessColor') {\n value = new Color(value);\n }\n if (key !== 'id' && key !== 'transparent' && key !== 'vertexColors') {\n uniforms[key].value = value;\n }\n });\n\n this.material = new TShaderMaterial({\n ...params,\n uniforms,\n lights: true,\n transparent: this.transparent,\n vertexColors: this.vertexColors,\n });\n },\n },\n __hmrId: 'SubSurfaceMaterial',\n};\n","import { MeshToonMaterial } from 'three';\nimport { propsValues } from '../tools.js';\nimport Material from './Material';\n\nexport default {\n extends: Material,\n methods: {\n createMaterial() {\n this.material = new MeshToonMaterial(propsValues(this.$props, ['id']));\n },\n },\n __hmrId: 'ToonMaterial',\n};\n","import { TextureLoader } from 'three';\nimport { watch } from 'vue';\n\nexport default {\n inject: ['material'],\n emits: ['loaded'],\n props: {\n src: String,\n onLoad: Function,\n onProgress: Function,\n onError: Function,\n id: { type: String, default: 'map' },\n },\n created() {\n this.refreshTexture();\n watch(() => this.src, this.refreshTexture);\n },\n unmounted() {\n this.material.setTexture(null, this.id);\n this.texture.dispose();\n },\n methods: {\n createTexture() {\n this.texture = new TextureLoader().load(this.src, this.onLoaded, this.onProgress, this.onError);\n },\n refreshTexture() {\n this.createTexture();\n this.material.setTexture(this.texture, this.id);\n },\n onLoaded() {\n if (this.onLoad) this.onLoad();\n this.$emit('loaded');\n },\n },\n render() {\n return [];\n },\n};\n","import { CubeTextureLoader, CubeRefractionMapping } from 'three';\nimport { watch } from 'vue';\n\nexport default {\n inject: ['material'],\n emits: ['loaded'],\n props: {\n path: String,\n urls: {\n type: Array,\n default: ['px.jpg', 'nx.jpg', 'py.jpg', 'ny.jpg', 'pz.jpg', 'nz.jpg'],\n },\n onLoad: Function,\n onProgress: Function,\n onError: Function,\n id: { type: String, default: 'envMap' },\n refraction: Boolean,\n // todo: remove ?\n refractionRatio: { type: Number, default: 0.98 },\n },\n created() {\n this.refreshTexture();\n watch(() => this.path, this.refreshTexture);\n watch(() => this.urls, this.refreshTexture);\n },\n unmounted() {\n this.material.setTexture(null, this.id);\n this.texture.dispose();\n },\n methods: {\n createTexture() {\n this.texture = new CubeTextureLoader()\n .setPath(this.path)\n .load(this.urls, this.onLoaded, this.onProgress, this.onError);\n },\n refreshTexture() {\n this.createTexture();\n this.material.setTexture(this.texture, this.id);\n if (this.refraction) {\n this.texture.mapping = CubeRefractionMapping;\n this.material.setProp('refractionRatio', this.refractionRatio);\n }\n },\n onLoaded() {\n if (this.onLoad) this.onLoad();\n this.$emit('loaded');\n },\n },\n render() {\n return [];\n },\n};\n","import { Mesh } from 'three';\nimport { inject, watch } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: {\n three: 'three',\n scene: 'scene',\n rendererComponent: 'rendererComponent',\n parent: {\n from: 'group',\n default: () => inject('scene'),\n },\n },\n emits: ['ready'],\n props: {\n materialId: String,\n position: Object,\n rotation: Object,\n scale: Object,\n castShadow: Boolean,\n receiveShadow: Boolean,\n onHover: Function,\n onClick: Function,\n },\n // can't use setup because it will not be used in sub components\n // setup() {},\n provide() {\n return {\n mesh: this,\n };\n },\n mounted() {\n // console.log('Mesh mounted');\n if (this.geometry && !this.mesh) this.initMesh();\n },\n unmounted() {\n // console.log('Mesh unmounted');\n if (this.mesh) {\n this.three.removeIntersectObject(this.mesh);\n this.parent.remove(this.mesh);\n }\n if (this.geometry) this.geometry.dispose();\n if (this.material && !this.materialId) this.material.dispose();\n },\n methods: {\n initMesh() {\n if (!this.material && this.materialId) {\n this.material = this.three.materials[this.materialId];\n }\n this.mesh = new Mesh(this.geometry, this.material);\n\n if (this.onHover) {\n this.mesh.onHover = (over) => { this.onHover({ component: this, over }); };\n this.three.addIntersectObject(this.mesh);\n }\n\n if (this.onClick) {\n this.mesh.onClick = (e) => { this.onClick({ component: this, event: e }); };\n this.three.addIntersectObject(this.mesh);\n }\n\n this.bindProps();\n this.parent.add(this.mesh);\n this.$emit('ready');\n },\n bindProps() {\n useBindProp(this, 'position', this.mesh.position);\n useBindProp(this, 'rotation', this.mesh.rotation);\n useBindProp(this, 'scale', this.mesh.scale);\n\n ['castShadow', 'receiveShadow'].forEach(p => {\n this.mesh[p] = this[p];\n watch(() => this[p], () => { this.mesh[p] = this[p]; });\n });\n\n watch(() => this.materialId, () => {\n this.mesh.material = this.three.materials[this.materialId];\n });\n },\n setGeometry(geometry) {\n this.geometry = geometry;\n if (this.mesh) this.mesh.geometry = geometry;\n },\n setMaterial(material) {\n this.material = material;\n if (this.mesh) this.mesh.material = material;\n },\n refreshGeometry() {\n const oldGeo = this.geometry;\n this.createGeometry();\n this.mesh.geometry = this.geometry;\n oldGeo.dispose();\n },\n },\n render() {\n if (this.$slots.default) {\n return this.$slots.default();\n }\n return [];\n },\n __hmrId: 'Mesh',\n};\n","import { BoxBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n size: Number,\n width: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n depth: { type: Number, default: 1 },\n widthSegments: { type: Number, default: 1 },\n heightSegments: { type: Number, default: 1 },\n depthSegments: { type: Number, default: 1 },\n },\n created() {\n this.createGeometry();\n\n ['size', 'width', 'height', 'depth', 'widthSegments', 'heightSegments', 'depthSegments'].forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n if (this.size) {\n this.geometry = new BoxBufferGeometry(this.size, this.size, this.size);\n } else {\n this.geometry = new BoxBufferGeometry(this.width, this.height, this.depth);\n }\n },\n },\n __hmrId: 'Box',\n};\n","import { CircleBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n segments: { type: Number, default: 8 },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'segments', 'thetaStart', 'thetaLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new CircleBufferGeometry(this.radius, this.segments, this.thetaStart, this.thetaLength);\n },\n },\n __hmrId: 'Circle',\n};\n","import { ConeBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n heightSegments: { type: Number, default: 1 },\n openEnded: { type: Boolean, default: false },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'height', 'radialSegments', 'heightSegments', 'openEnded', 'thetaStart', 'thetaLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new ConeBufferGeometry(this.radius, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength);\n },\n },\n __hmrId: 'Cone',\n};\n","import { CylinderBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radiusTop: { type: Number, default: 1 },\n radiusBottom: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n heightSegments: { type: Number, default: 1 },\n openEnded: { type: Boolean, default: false },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radiusTop', 'radiusBottom', 'height', 'radialSegments', 'heightSegments', 'openEnded', 'thetaStart', 'thetaLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new CylinderBufferGeometry(this.radiusTop, this.radiusBottom, this.height, this.radialSegments, this.heightSegments, this.openEnded, this.thetaStart, this.thetaLength);\n },\n },\n __hmrId: 'Cylinder',\n};\n","import { DodecahedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new DodecahedronBufferGeometry(this.radius, this.detail);\n },\n },\n __hmrId: 'Dodecahedron',\n};\n","import { IcosahedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new IcosahedronBufferGeometry(this.radius, this.detail);\n },\n },\n __hmrId: 'Icosahedron',\n};\n","import { LatheBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n points: Array,\n segments: { type: Number, default: 12 },\n phiStart: { type: Number, default: 0 },\n phiLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['points', 'segments', 'phiStart', 'phiLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new LatheBufferGeometry(this.points, this.segments, this.phiStart, this.phiLength);\n },\n },\n __hmrId: 'Lathe',\n};\n","import { OctahedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new OctahedronBufferGeometry(this.radius, this.detail);\n },\n },\n __hmrId: 'Octahedron',\n};\n","import { PlaneBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n width: { type: Number, default: 1 },\n height: { type: Number, default: 1 },\n widthSegments: { type: Number, default: 1 },\n heightSegments: { type: Number, default: 1 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['width', 'height', 'widthSegments', 'heightSegments'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new PlaneBufferGeometry(this.width, this.height, this.widthSegments, this.heightSegments);\n },\n },\n __hmrId: 'Plane',\n};\n","import { PolyhedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n vertices: Array,\n indices: Array,\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['vertices', 'indices', 'radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new PolyhedronBufferGeometry(this.vertices, this.indices, this.radius, this.detail);\n },\n },\n __hmrId: 'Polyhedron',\n};\n","import { RingBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n innerRadius: { type: Number, default: 0.5 },\n outerRadius: { type: Number, default: 1 },\n thetaSegments: { type: Number, default: 8 },\n phiSegments: { type: Number, default: 1 },\n thetaStart: { type: Number, default: 0 },\n thetaLength: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['innerRadius', 'outerRadius', 'thetaSegments', 'phiSegments', 'thetaStart', 'thetaLength'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new RingBufferGeometry(this.innerRadius, this.outerRadius, this.thetaSegments, this.phiSegments, this.thetaStart, this.thetaLength);\n },\n },\n __hmrId: 'Ring',\n};\n","import { SphereBufferGeometry } from 'three';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: Number,\n widthSegments: { type: Number, default: 12 },\n heightSegments: { type: Number, default: 12 },\n },\n watch: {\n radius() { this.refreshGeometry(); },\n widthSegments() { this.refreshGeometry(); },\n heightSegments() { this.refreshGeometry(); },\n },\n created() {\n this.createGeometry();\n },\n methods: {\n createGeometry() {\n this.geometry = new SphereBufferGeometry(this.radius, this.widthSegments, this.heightSegments);\n },\n },\n __hmrId: 'Sphere',\n};\n","import { TetrahedronBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 1 },\n detail: { type: Number, default: 0 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'detail'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TetrahedronBufferGeometry(this.radius, this.detail);\n },\n },\n __hmrId: 'Tetrahedron',\n};\n","export default {\n text: String,\n fontSrc: String,\n size: { type: Number, default: 80 },\n height: { type: Number, default: 5 },\n depth: { type: Number, default: 1 },\n curveSegments: { type: Number, default: 12 },\n bevelEnabled: { type: Boolean, default: false },\n bevelThickness: { type: Number, default: 10 },\n bevelSize: { type: Number, default: 8 },\n bevelOffset: { type: Number, default: 0 },\n bevelSegments: { type: Number, default: 5 },\n align: { type: [Boolean, String], default: false },\n};\n","import { FontLoader, TextBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\nimport TextProps from './TextProps.js';\n\nexport default {\n extends: Mesh,\n props: {\n ...TextProps,\n },\n created() {\n // add watchers\n const watchProps = [\n 'text', 'size', 'height', 'curveSegments',\n 'bevelEnabled', 'bevelThickness', 'bevelSize', 'bevelOffset', 'bevelSegments',\n 'align',\n ];\n watchProps.forEach(p => {\n watch(() => this[p], () => {\n if (this.font) this.refreshGeometry();\n });\n });\n\n const loader = new FontLoader();\n loader.load(this.fontSrc, (font) => {\n this.font = font;\n this.createGeometry();\n this.initMesh();\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TextBufferGeometry(this.text, {\n font: this.font,\n size: this.size,\n height: this.height,\n depth: this.depth,\n curveSegments: this.curveSegments,\n bevelEnabled: this.bevelEnabled,\n bevelThickness: this.bevelThickness,\n bevelSize: this.bevelSize,\n bevelOffset: this.bevelOffset,\n bevelSegments: this.bevelSegments,\n });\n\n if (this.align === 'center') {\n this.geometry.center();\n }\n },\n },\n};\n","import { TorusBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 0.5 },\n tube: { type: Number, default: 0.4 },\n radialSegments: { type: Number, default: 8 },\n tubularSegments: { type: Number, default: 6 },\n arc: { type: Number, default: Math.PI * 2 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'tube', 'radialSegments', 'tubularSegments', 'arc'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TorusBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.arc);\n },\n },\n __hmrId: 'Torus',\n};\n","import { TorusKnotBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n radius: { type: Number, default: 0.5 },\n tube: { type: Number, default: 0.4 },\n radialSegments: { type: Number, default: 64 },\n tubularSegments: { type: Number, default: 8 },\n p: { type: Number, default: 2 },\n q: { type: Number, default: 3 },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['radius', 'tube', 'radialSegments', 'tubularSegments', 'p', 'q'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TorusKnotBufferGeometry(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q);\n },\n },\n __hmrId: 'TorusKnot',\n};\n","import { Curve, TubeBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n extends: Mesh,\n props: {\n path: Curve,\n tubularSegments: { type: Number, default: 64 },\n radius: { type: Number, default: 1 },\n radialSegments: { type: Number, default: 8 },\n closed: { type: Boolean, default: false },\n },\n created() {\n this.createGeometry();\n\n const watchProps = ['path', 'tubularSegments', 'radius', 'radialSegments', 'closed'];\n watchProps.forEach(prop => {\n watch(() => this[prop], () => {\n this.refreshGeometry();\n });\n });\n },\n methods: {\n createGeometry() {\n this.geometry = new TubeBufferGeometry(this.path, this.tubularSegments, this.radius, this.radialSegments, this.closed);\n },\n },\n __hmrId: 'Tube',\n};\n","import {\n BackSide,\n CubeCamera,\n FrontSide,\n LinearMipmapLinearFilter,\n Mesh as TMesh,\n RGBFormat,\n WebGLCubeRenderTarget,\n} from 'three';\n// import { watch } from 'vue';\nimport Mesh from '../meshes/Mesh.js';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n extends: Mesh,\n props: {\n cubeRTSize: { type: Number, default: 256 },\n cubeCameraNear: { type: Number, default: 0.1 },\n cubeCameraFar: { type: Number, default: 2000 },\n autoUpdate: Boolean,\n },\n mounted() {\n this.initGem();\n if (this.autoUpdate) this.three.onBeforeRender(this.updateCubeRT);\n else this.rendererComponent.onMounted(this.updateCubeRT);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateCubeRT);\n if (this.meshBack) this.parent.remove(this.meshBack);\n if (this.materialBack) this.materialBack.dispose();\n },\n methods: {\n initGem() {\n const cubeRT = new WebGLCubeRenderTarget(this.cubeRTSize, { format: RGBFormat, generateMipmaps: true, minFilter: LinearMipmapLinearFilter });\n this.cubeCamera = new CubeCamera(this.cubeCameraNear, this.cubeCameraFar, cubeRT);\n useBindProp(this, 'position', this.cubeCamera.position);\n this.parent.add(this.cubeCamera);\n\n this.material.side = FrontSide;\n this.material.envMap = cubeRT.texture;\n this.material.envMapIntensity = 10;\n this.material.metalness = 0;\n this.material.roughness = 0;\n this.material.opacity = 0.75;\n this.material.transparent = true;\n this.material.premultipliedAlpha = true;\n this.material.needsUpdate = true;\n\n this.materialBack = this.material.clone();\n this.materialBack.side = BackSide;\n this.materialBack.envMapIntensity = 5;\n this.materialBack.metalness = 1;\n this.materialBack.roughness = 0;\n this.materialBack.opacity = 0.5;\n\n this.meshBack = new TMesh(this.geometry, this.materialBack);\n\n useBindProp(this, 'position', this.meshBack.position);\n useBindProp(this, 'rotation', this.meshBack.rotation);\n useBindProp(this, 'scale', this.meshBack.scale);\n this.parent.add(this.meshBack);\n },\n updateCubeRT() {\n this.mesh.visible = false;\n this.meshBack.visible = false;\n this.cubeCamera.update(this.three.renderer, this.scene);\n this.mesh.visible = true;\n this.meshBack.visible = true;\n },\n },\n __hmrId: 'Gem',\n};\n","import { DoubleSide, MeshBasicMaterial, PlaneBufferGeometry, TextureLoader } from 'three';\nimport { watch } from 'vue';\nimport Mesh from './Mesh.js';\n\nexport default {\n emits: ['loaded'],\n extends: Mesh,\n props: {\n src: String,\n width: Number,\n height: Number,\n keepSize: Boolean,\n },\n created() {\n this.createGeometry();\n this.createMaterial();\n this.initMesh();\n\n watch(() => this.src, this.refreshTexture);\n\n ['width', 'height'].forEach(p => {\n watch(() => this[p], this.resize);\n });\n\n if (this.keepSize) this.three.onAfterResize(this.resize);\n },\n methods: {\n createGeometry() {\n this.geometry = new PlaneBufferGeometry(1, 1, 1, 1);\n },\n createMaterial() {\n this.material = new MeshBasicMaterial({ side: DoubleSide, map: this.loadTexture() });\n },\n loadTexture() {\n return new TextureLoader().load(this.src, this.onLoaded);\n },\n refreshTexture() {\n if (this.texture) this.texture.dispose();\n this.material.map = this.loadTexture();\n this.material.needsUpdate = true;\n },\n onLoaded(texture) {\n this.texture = texture;\n this.resize();\n this.$emit('loaded');\n },\n resize() {\n if (!this.texture) return;\n const screen = this.three.size;\n const iW = this.texture.image.width;\n const iH = this.texture.image.height;\n const iRatio = iW / iH;\n let w, h;\n if (this.width && this.height) {\n w = this.width * screen.wWidth / screen.width;\n h = this.height * screen.wHeight / screen.height;\n } else if (this.width) {\n w = this.width * screen.wWidth / screen.width;\n h = w / iRatio;\n } else if (this.height) {\n h = this.height * screen.wHeight / screen.height;\n w = h * iRatio;\n }\n this.mesh.scale.x = w;\n this.mesh.scale.y = h;\n },\n },\n __hmrId: 'Image',\n};\n","import { InstancedMesh } from 'three';\nimport { inject, watch } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n inject: ['three', 'scene'],\n props: {\n materialId: String,\n count: Number,\n position: Object,\n castShadow: Boolean,\n receiveShadow: Boolean,\n },\n setup() {\n const parent = inject('group', inject('scene'));\n return { parent };\n },\n provide() {\n return {\n mesh: this,\n };\n },\n beforeMount() {\n if (!this.$slots.default) {\n console.error('Missing Geometry');\n }\n },\n mounted() {\n this.initMesh();\n },\n unmounted() {\n this.parent.remove(this.mesh);\n },\n methods: {\n initMesh() {\n if (!this.material && this.materialId) {\n this.material = this.three.materials[this.materialId];\n }\n\n this.mesh = new InstancedMesh(this.geometry, this.material, this.count);\n\n useBindProp(this, 'position', this.mesh.position);\n useBindProp(this, 'rotation', this.mesh.rotation);\n useBindProp(this, 'scale', this.mesh.scale);\n\n ['castShadow', 'receiveShadow'].forEach(p => {\n this.mesh[p] = this[p];\n watch(() => this[p], () => { this.mesh[p] = this[p]; });\n });\n\n // watch(() => this.materialId, () => {\n // this.mesh.material = this.three.materials[this.materialId];\n // });\n\n this.parent.add(this.mesh);\n },\n setGeometry(geometry) {\n this.geometry = geometry;\n if (this.mesh) this.mesh.geometry = geometry;\n },\n setMaterial(material) {\n this.material = material;\n if (this.mesh) this.mesh.material = material;\n },\n },\n render() {\n return this.$slots.default();\n },\n __hmrId: 'InstancedMesh',\n};\n","import {\n CubeCamera,\n LinearMipmapLinearFilter,\n RGBFormat,\n WebGLCubeRenderTarget,\n} from 'three';\n// import { watch } from 'vue';\nimport Mesh from './Mesh.js';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n extends: Mesh,\n props: {\n cubeRTSize: { type: Number, default: 256 },\n cubeCameraNear: { type: Number, default: 0.1 },\n cubeCameraFar: { type: Number, default: 2000 },\n autoUpdate: Boolean,\n },\n mounted() {\n this.initMirrorMesh();\n if (this.autoUpdate) this.three.onBeforeRender(this.updateCubeRT);\n else this.rendererComponent.onMounted(this.updateCubeRT);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateCubeRT);\n if (this.cubeCamera) this.parent.remove(this.cubeCamera);\n },\n methods: {\n initMirrorMesh() {\n const cubeRT = new WebGLCubeRenderTarget(this.cubeRTSize, { format: RGBFormat, generateMipmaps: true, minFilter: LinearMipmapLinearFilter });\n this.cubeCamera = new CubeCamera(this.cubeCameraNear, this.cubeCameraFar, cubeRT);\n this.parent.add(this.cubeCamera);\n\n this.material.envMap = cubeRT.texture;\n this.material.needsUpdate = true;\n },\n updateCubeRT() {\n this.mesh.visible = false;\n this.cubeCamera.update(this.three.renderer, this.scene);\n this.mesh.visible = true;\n },\n },\n __hmrId: 'MirrorMesh',\n};\n","import {\n CubeCamera,\n CubeRefractionMapping,\n LinearMipmapLinearFilter,\n RGBFormat,\n WebGLCubeRenderTarget,\n} from 'three';\n// import { watch } from 'vue';\nimport Mesh from './Mesh.js';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n extends: Mesh,\n props: {\n cubeRTSize: { type: Number, default: 256 },\n cubeCameraNear: { type: Number, default: 0.1 },\n cubeCameraFar: { type: Number, default: 2000 },\n refractionRatio: { type: Number, default: 0.98 },\n autoUpdate: Boolean,\n },\n mounted() {\n this.initMirrorMesh();\n if (this.autoUpdate) this.three.onBeforeRender(this.updateCubeRT);\n else this.rendererComponent.onMounted(this.updateCubeRT);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateCubeRT);\n if (this.cubeCamera) this.parent.remove(this.cubeCamera);\n },\n methods: {\n initMirrorMesh() {\n const cubeRT = new WebGLCubeRenderTarget(this.cubeRTSize, { mapping: CubeRefractionMapping, format: RGBFormat, generateMipmaps: true, minFilter: LinearMipmapLinearFilter });\n this.cubeCamera = new CubeCamera(this.cubeCameraNear, this.cubeCameraFar, cubeRT);\n useBindProp(this, 'position', this.cubeCamera.position);\n this.parent.add(this.cubeCamera);\n\n this.material.envMap = cubeRT.texture;\n this.material.refractionRatio = this.refractionRatio;\n this.material.needsUpdate = true;\n },\n updateCubeRT() {\n this.mesh.visible = false;\n this.cubeCamera.update(this.three.renderer, this.scene);\n this.mesh.visible = true;\n },\n },\n __hmrId: 'RefractionMesh',\n};\n","import { Sprite, SpriteMaterial, TextureLoader } from 'three';\nimport { inject } from 'vue';\nimport useBindProp from '../use/useBindProp.js';\n\nexport default {\n emits: ['ready', 'loaded'],\n inject: ['three', 'scene'],\n props: {\n src: String,\n position: Object,\n scale: Object,\n },\n setup() {\n const parent = inject('group', inject('scene'));\n return { parent };\n },\n mounted() {\n this.texture = new TextureLoader().load(this.src, this.onLoaded);\n this.material = new SpriteMaterial({ map: this.texture });\n this.sprite = new Sprite(this.material);\n this.geometry = this.sprite.geometry;\n useBindProp(this, 'position', this.sprite.position);\n useBindProp(this, 'scale', this.sprite.scale);\n\n this.parent.add(this.sprite);\n this.$emit('ready');\n },\n unmounted() {\n this.texture.dispose();\n this.material.dispose();\n this.parent.remove(this.sprite);\n },\n methods: {\n onLoaded() {\n this.updateUV();\n this.$emit('loaded');\n },\n updateUV() {\n this.iWidth = this.texture.image.width;\n this.iHeight = this.texture.image.height;\n this.iRatio = this.iWidth / this.iHeight;\n\n let x = 0.5, y = 0.5;\n if (this.iRatio > 1) {\n y = 0.5 / this.iRatio;\n } else {\n x = 0.5 / this.iRatio;\n }\n\n const positions = this.geometry.attributes.position.array;\n positions[0] = -x; positions[1] = -y;\n positions[5] = x; positions[6] = -y;\n positions[10] = x; positions[11] = y;\n positions[15] = -x; positions[16] = y;\n this.geometry.attributes.position.needsUpdate = true;\n },\n },\n render() {\n return [];\n },\n __hmrId: 'Sprite',\n};\n","import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer.js';\n\nexport default {\n setup() {\n return {\n passes: [],\n };\n },\n inject: ['three'],\n provide() {\n return {\n passes: this.passes,\n };\n },\n mounted() {\n this.three.onAfterInit(() => {\n this.composer = new EffectComposer(this.three.renderer);\n this.three.renderer.autoClear = false;\n this.passes.forEach(pass => {\n this.composer.addPass(pass);\n });\n this.three.composer = this.composer;\n\n this.resize();\n this.three.onAfterResize(this.resize);\n });\n },\n unmounted() {\n this.three.offAfterResize(this.resize);\n },\n methods: {\n resize() {\n this.composer.setSize(this.three.size.width, this.three.size.height);\n },\n },\n render() {\n return this.$slots.default();\n },\n __hmrId: 'EffectComposer',\n};\n","export default {\n inject: ['three', 'passes'],\n beforeMount() {\n if (!this.passes) {\n console.error('Missing parent EffectComposer');\n }\n },\n unmounted() {\n if (this.pass.dispose) this.pass.dispose();\n },\n render() {\n return [];\n },\n __hmrId: 'EffectPass',\n};\n","import { RenderPass } from 'three/examples/jsm/postprocessing/RenderPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n mounted() {\n if (!this.three.scene) {\n console.error('Missing Scene');\n }\n if (!this.three.camera) {\n console.error('Missing Camera');\n }\n const pass = new RenderPass(this.three.scene, this.three.camera);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'RenderPass',\n};\n","import { BokehPass } from 'three/examples/jsm/postprocessing/BokehPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n props: {\n focus: {\n type: Number,\n default: 1,\n },\n aperture: {\n type: Number,\n default: 0.025,\n },\n maxblur: {\n type: Number,\n default: 0.01,\n },\n },\n watch: {\n focus() { this.pass.uniforms.focus.value = this.focus; },\n aperture() { this.pass.uniforms.aperture.value = this.aperture; },\n maxblur() { this.pass.uniforms.maxblur.value = this.maxblur; },\n },\n mounted() {\n if (!this.three.scene) {\n console.error('Missing Scene');\n }\n if (!this.three.camera) {\n console.error('Missing Camera');\n }\n const params = {\n focus: this.focus,\n aperture: this.aperture,\n maxblur: this.maxblur,\n width: this.three.size.width,\n height: this.three.size.height,\n };\n const pass = new BokehPass(this.three.scene, this.three.camera, params);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'BokehPass',\n};\n","import { FilmPass } from 'three/examples/jsm/postprocessing/FilmPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n props: {\n noiseIntensity: {\n type: Number,\n default: 0.5,\n },\n scanlinesIntensity: {\n type: Number,\n default: 0.05,\n },\n scanlinesCount: {\n type: Number,\n default: 4096,\n },\n grayscale: {\n type: Number,\n default: 0,\n },\n },\n watch: {\n noiseIntensity() { this.pass.uniforms.nIntensity.value = this.noiseIntensity; },\n scanlinesIntensity() { this.pass.uniforms.sIntensity.value = this.scanlinesIntensity; },\n scanlinesCount() { this.pass.uniforms.sCount.value = this.scanlinesCount; },\n grayscale() { this.pass.uniforms.grayscale.value = this.grayscale; },\n },\n mounted() {\n const pass = new FilmPass(this.noiseIntensity, this.scanlinesIntensity, this.scanlinesCount, this.grayscale);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'FilmPass',\n};\n","import { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js';\nimport { FXAAShader } from 'three/examples/jsm/shaders/FXAAShader.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n mounted() {\n const pass = new ShaderPass(FXAAShader);\n this.passes.push(pass);\n this.pass = pass;\n\n // resize will be called in three init\n this.three.onAfterResize(this.resize);\n },\n unmounted() {\n this.three.offAfterResize(this.resize);\n },\n methods: {\n resize() {\n const { resolution } = this.pass.material.uniforms;\n resolution.value.x = 1 / this.three.size.width;\n resolution.value.y = 1 / this.three.size.height;\n },\n },\n __hmrId: 'FXAAPass',\n};\n","import { HalftonePass } from 'three/examples/jsm/postprocessing/HalftonePass.js';\nimport { watch } from 'vue';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n props: {\n shape: { type: Number, default: 1 },\n radius: { type: Number, default: 4 },\n rotateR: { type: Number, default: Math.PI / 12 * 1 },\n rotateG: { type: Number, default: Math.PI / 12 * 2 },\n rotateB: { type: Number, default: Math.PI / 12 * 3 },\n scatter: { type: Number, default: 0 },\n },\n mounted() {\n const pass = new HalftonePass(this.three.size.width, this.three.size.height, {});\n\n ['shape', 'radius', 'rotateR', 'rotateG', 'rotateB', 'scatter'].forEach(p => {\n pass.uniforms[p].value = this[p];\n watch(() => this[p], () => {\n pass.uniforms[p].value = this[p];\n });\n });\n\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'HalftonePass',\n};\n","import { SMAAPass } from 'three/examples/jsm/postprocessing/SMAAPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n mounted() {\n // three size is not set yet, but this pass will be resized by effect composer\n const pass = new SMAAPass(this.three.size.width, this.three.size.height);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'SMAAPass',\n};\n","export default {\n uniforms: {},\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n varying vec2 vUv;\n void main() {\n gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n }\n `,\n};\n","// From https://github.com/evanw/glfx.js\nimport { Vector2 } from 'three';\nimport DefaultShader from './default';\n\nexport default {\n uniforms: {\n tDiffuse: { value: null },\n blurRadius: { value: 0 },\n gradientRadius: { value: 0 },\n start: { value: new Vector2() },\n end: { value: new Vector2() },\n delta: { value: new Vector2() },\n texSize: { value: new Vector2() },\n },\n vertexShader: DefaultShader.vertexShader,\n fragmentShader: `\n uniform sampler2D tDiffuse;\n uniform float blurRadius;\n uniform float gradientRadius;\n uniform vec2 start;\n uniform vec2 end;\n uniform vec2 delta;\n uniform vec2 texSize;\n varying vec2 vUv;\n\n float random(vec3 scale, float seed) {\n /* use the fragment position for a different seed per-pixel */\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n }\n\n void main() {\n vec4 color = vec4(0.0);\n float total = 0.0;\n\n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n\n vec2 normal = normalize(vec2(start.y - end.y, end.x - start.x));\n float radius = smoothstep(0.0, 1.0, abs(dot(vUv * texSize - start, normal)) / gradientRadius) * blurRadius;\n for (float t = -30.0; t <= 30.0; t++) {\n float percent = (t + offset - 0.5) / 30.0;\n float weight = 1.0 - abs(percent);\n vec4 texel = texture2D(tDiffuse, vUv + delta / texSize * percent * radius);\n // vec4 texel2 = texture2D(tDiffuse, vUv + vec2(-delta.y, delta.x) / texSize * percent * radius);\n\n /* switch to pre-multiplied alpha to correctly blur transparent images */\n texel.rgb *= texel.a;\n // texel2.rgb *= texel2.a;\n\n color += texel * weight;\n total += 2.0 * weight;\n }\n\n gl_FragColor = color / total;\n\n /* switch back from pre-multiplied alpha */\n gl_FragColor.rgb /= gl_FragColor.a + 0.00001;\n }\n `,\n};\n","import { watch } from 'vue';\n\nexport default function useBindPropValue(src, srcProp, dst, dstProp = 'value') {\n if (src[srcProp]) {\n dst[dstProp] = src[srcProp];\n watch(() => src[srcProp], (value) => {\n dst[dstProp] = value;\n });\n }\n};\n","import { Vector2 } from 'three';\nimport { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js';\nimport { watch } from 'vue';\nimport EffectPass from './EffectPass.js';\nimport TiltShift from '../shaders/TiltShift.js';\nimport useBindPropValue from '../use/useBindPropValue.js';\n\nexport default {\n extends: EffectPass,\n props: {\n blurRadius: { type: Number, default: 10 },\n gradientRadius: { type: Number, default: 100 },\n start: { type: Object, default: { x: 0, y: 100 } },\n end: { type: Object, default: { x: 10, y: 100 } },\n },\n mounted() {\n this.pass = new ShaderPass(TiltShift);\n this.passes.push(this.pass);\n\n this.pass1 = new ShaderPass(TiltShift);\n this.passes.push(this.pass1);\n\n const uniforms = this.uniforms = this.pass.uniforms;\n const uniforms1 = this.uniforms1 = this.pass1.uniforms;\n uniforms1.blurRadius = uniforms.blurRadius;\n uniforms1.gradientRadius = uniforms.gradientRadius;\n uniforms1.start = uniforms.start;\n uniforms1.end = uniforms.end;\n uniforms1.texSize = uniforms.texSize;\n\n useBindPropValue(this, 'blurRadius', uniforms.blurRadius);\n useBindPropValue(this, 'gradientRadius', uniforms.gradientRadius);\n\n this.updateFocusLine();\n ['start', 'end'].forEach(p => {\n watch(() => this[p], this.updateFocusLine);\n });\n\n this.pass.setSize = (width, height) => {\n uniforms.texSize.value.set(width, height);\n };\n },\n methods: {\n updateFocusLine() {\n this.uniforms.start.value.copy(this.start);\n this.uniforms.end.value.copy(this.end);\n const dv = new Vector2().copy(this.end).sub(this.start).normalize();\n this.uniforms.delta.value.copy(dv);\n this.uniforms1.delta.value.set(-dv.y, dv.x);\n },\n },\n __hmrId: 'TiltShiftPass',\n};\n","import { Vector2 } from 'three';\nimport { UnrealBloomPass } from 'three/examples/jsm/postprocessing/UnrealBloomPass.js';\nimport EffectPass from './EffectPass.js';\n\nexport default {\n extends: EffectPass,\n props: {\n strength: { type: Number, default: 1.5 },\n radius: { type: Number, default: 0 },\n threshold: { type: Number, default: 0 },\n },\n watch: {\n strength() { this.pass.strength = this.strength; },\n radius() { this.pass.radius = this.radius; },\n threshold() { this.pass.threshold = this.threshold; },\n },\n mounted() {\n const size = new Vector2(this.three.size.width, this.three.size.height);\n const pass = new UnrealBloomPass(size, this.strength, this.radius, this.threshold);\n this.passes.push(pass);\n this.pass = pass;\n },\n __hmrId: 'UnrealBloomPass',\n};\n","// From https://github.com/evanw/glfx.js\nimport { Vector2 } from 'three';\nimport DefaultShader from './default';\n\nexport default {\n uniforms: {\n tDiffuse: { value: null },\n center: { value: new Vector2(0.5, 0.5) },\n strength: { value: 0 },\n },\n vertexShader: DefaultShader.vertexShader,\n fragmentShader: `\n uniform sampler2D tDiffuse;\n uniform vec2 center;\n uniform float strength;\n varying vec2 vUv;\n\n float random(vec3 scale, float seed) {\n /* use the fragment position for a different seed per-pixel */\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n }\n \n void main() {\n vec4 color = vec4(0.0);\n float total = 0.0;\n vec2 toCenter = center - vUv;\n \n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n \n for (float t = 0.0; t <= 40.0; t++) {\n float percent = (t + offset) / 40.0;\n float weight = 4.0 * (percent - percent * percent);\n vec4 texel = texture2D(tDiffuse, vUv + toCenter * percent * strength);\n\n /* switch to pre-multiplied alpha to correctly blur transparent images */\n texel.rgb *= texel.a;\n\n color += texel * weight;\n total += weight;\n }\n\n gl_FragColor = color / total;\n\n /* switch back from pre-multiplied alpha */\n gl_FragColor.rgb /= gl_FragColor.a + 0.00001;\n }\n `,\n};\n","import { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js';\nimport EffectPass from './EffectPass.js';\nimport ZoomBlur from '../shaders/ZoomBlur.js';\nimport useBindProp from '../use/useBindProp.js';\nimport useBindPropValue from '../use/useBindPropValue.js';\n\nexport default {\n extends: EffectPass,\n props: {\n center: { type: Object, default: { x: 0.5, y: 0.5 } },\n strength: { type: Number, default: 0.5 },\n },\n mounted() {\n this.pass = new ShaderPass(ZoomBlur);\n this.passes.push(this.pass);\n\n const uniforms = this.uniforms = this.pass.uniforms;\n useBindProp(this, 'center', uniforms.center.value);\n useBindPropValue(this, 'strength', uniforms.strength);\n },\n __hmrId: 'ZoomBlurPass',\n};\n","export default `\n//\n// Description : Array and textureless GLSL 2D simplex noise function.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : ijm\n// Lastmod : 20110822 (ijm)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n//\n\nvec3 mod289(vec3 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec2 mod289(vec2 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec3 permute(vec3 x) {\n return mod289(((x*34.0)+1.0)*x);\n}\n\nfloat snoise(vec2 v)\n{\n const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0\n 0.366025403784439, // 0.5*(sqrt(3.0)-1.0)\n -0.577350269189626, // -1.0 + 2.0 * C.x\n 0.024390243902439); // 1.0 / 41.0\n // First corner\n vec2 i = floor(v + dot(v, C.yy) );\n vec2 x0 = v - i + dot(i, C.xx);\n\n // Other corners\n vec2 i1;\n i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);\n vec4 x12 = x0.xyxy + C.xxzz;\n x12.xy -= i1;\n\n // Permutations\n i = mod289(i); // Avoid truncation effects in permutation\n vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))\n + i.x + vec3(0.0, i1.x, 1.0 ));\n\n vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);\n m = m*m ;\n m = m*m ;\n\n // Gradients: 41 points uniformly over a line, mapped onto a diamond.\n // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)\n\n vec3 x = 2.0 * fract(p * C.www) - 1.0;\n vec3 h = abs(x) - 0.5;\n vec3 ox = floor(x + 0.5);\n vec3 a0 = x - ox;\n\n // Normalise gradients implicitly by scaling m\n // Approximation of: m *= inversesqrt( a0*a0 + h*h );\n m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );\n\n // Compute final noise value at P\n vec3 g;\n g.x = a0.x * x0.x + h.x * x0.y;\n g.yz = a0.yz * x12.xz + h.yz * x12.yw;\n return 130.0 * dot(m, g);\n}\n`;\n","import { DoubleSide, MeshBasicMaterial, PlaneBufferGeometry } from 'three';\nimport { watch } from 'vue';\nimport Image from '../../meshes/Image.js';\nimport snoise2 from '../../glsl/snoise2.glsl.js';\n\nexport default {\n extends: Image,\n props: {\n widthSegments: { type: Number, default: 20 },\n heightSegments: { type: Number, default: 20 },\n timeCoef: { type: Number, default: 0.001 },\n noiseCoef: { type: Number, default: 1 },\n zCoef: { type: Number, default: 5 },\n dispCoef: { type: Number, default: 0.05 },\n },\n setup(props) {\n // uniforms\n const uTime = { value: 0 };\n const uNoiseCoef = { value: props.noiseCoef };\n watch(() => props.noiseCoef, (value) => { uNoiseCoef.value = value; });\n const uZCoef = { value: props.zCoef };\n watch(() => props.zCoef, (value) => { uZCoef.value = value; });\n const uDispCoef = { value: props.dispCoef };\n watch(() => props.dispCoef, (value) => { uDispCoef.value = value; });\n\n return {\n uTime, uNoiseCoef, uZCoef, uDispCoef,\n };\n },\n mounted() {\n this.startTime = Date.now();\n this.three.onBeforeRender(this.updateTime);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateTime);\n },\n methods: {\n createGeometry() {\n this.geometry = new PlaneBufferGeometry(1, 1, this.widthSegments, this.heightSegments);\n },\n createMaterial() {\n this.material = new MeshBasicMaterial({ side: DoubleSide, map: this.loadTexture() });\n this.material.onBeforeCompile = (shader) => {\n shader.uniforms.uTime = this.uTime;\n shader.uniforms.uNoiseCoef = this.uNoiseCoef;\n shader.uniforms.uZCoef = this.uZCoef;\n shader.uniforms.uDispCoef = this.uDispCoef;\n shader.vertexShader = `\n uniform float uTime;\n uniform float uNoiseCoef;\n uniform float uZCoef;\n varying float vNoise;\n ${snoise2}\n ` + shader.vertexShader;\n\n shader.vertexShader = shader.vertexShader.replace(\n '#include <begin_vertex>',\n ` \n vec3 p = vec3(position * uNoiseCoef);\n p.x += uTime;\n vNoise = snoise(p.xy);\n vec3 transformed = vec3(position);\n transformed.z += vNoise * uZCoef;\n `\n );\n\n shader.fragmentShader = `\n uniform float uDispCoef;\n varying float vNoise;\n ` + shader.fragmentShader;\n\n shader.fragmentShader = shader.fragmentShader.replace(\n '#include <map_fragment>',\n `\n vec4 texelColor = texture2D(map, vUv);\n vec4 dispTexel = texture2D(map, vUv + vec2(vNoise * uDispCoef, 0));\n texelColor.r = dispTexel.r;\n diffuseColor = texelColor;\n `\n );\n this.materialShader = shader;\n };\n },\n updateTime() {\n this.uTime.value = (Date.now() - this.startTime) * this.timeCoef;\n },\n },\n __hmrId: 'NoisyImage',\n};\n","export default `\n//\n// Description : Array and textureless GLSL 2D/3D/4D simplex\n// noise functions.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : ijm\n// Lastmod : 20110822 (ijm)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n//\n\nvec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }\nvec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }\nvec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); }\nvec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }\n\nfloat snoise(vec3 v)\n{\n const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;\n const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);\n\n // First corner\n vec3 i = floor(v + dot(v, C.yyy) );\n vec3 x0 = v - i + dot(i, C.xxx) ;\n\n // Other corners\n vec3 g = step(x0.yzx, x0.xyz);\n vec3 l = 1.0 - g;\n vec3 i1 = min( g.xyz, l.zxy );\n vec3 i2 = max( g.xyz, l.zxy );\n\n vec3 x1 = x0 - i1 + C.xxx;\n vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y\n vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y\n\n // Permutations\n i = mod289(i);\n vec4 p = permute( permute( permute(\n i.z + vec4(0.0, i1.z, i2.z, 1.0 ))\n + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))\n + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));\n\n // Gradients: 7x7 points over a square, mapped onto an octahedron.\n // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)\n float n_ = 0.142857142857; // 1.0/7.0\n vec3 ns = n_ * D.wyz - D.xzx;\n\n vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)\n\n vec4 x_ = floor(j * ns.z);\n vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)\n\n vec4 x = x_ *ns.x + ns.yyyy;\n vec4 y = y_ *ns.x + ns.yyyy;\n vec4 h = 1.0 - abs(x) - abs(y);\n\n vec4 b0 = vec4( x.xy, y.xy );\n vec4 b1 = vec4( x.zw, y.zw );\n\n vec4 s0 = floor(b0)*2.0 + 1.0;\n vec4 s1 = floor(b1)*2.0 + 1.0;\n vec4 sh = -step(h, vec4(0.0));\n\n vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;\n vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;\n\n vec3 p0 = vec3(a0.xy,h.x);\n vec3 p1 = vec3(a0.zw,h.y);\n vec3 p2 = vec3(a1.xy,h.z);\n vec3 p3 = vec3(a1.zw,h.w);\n\n // Normalise gradients\n vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n\n // Mix final noise value\n vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);\n m = m * m;\n return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),\n dot(p2,x2), dot(p3,x3) ) );\n}\n`;\n","import { ObjectSpaceNormalMap, ShaderMaterial, Vector2, WebGLRenderTarget } from 'three';\nimport { Pass } from 'three/examples/jsm/postprocessing/Pass.js';\nimport { watch } from 'vue';\nimport Plane from '../../meshes/Plane.js';\nimport snoise3 from '../../glsl/snoise3.glsl.js';\n\nexport default {\n extends: Plane,\n props: {\n timeCoef: { type: Number, default: 0.001 },\n noiseCoef: { type: Number, default: 5 },\n deltaCoef: { type: Number, default: 1 / 512 },\n displacementScale: { type: Number, default: 5 },\n },\n setup(props) {\n // uniforms\n const uTime = { value: 0 };\n const uNoiseCoef = { value: props.noiseCoef };\n watch(() => props.noiseCoef, (value) => { uNoiseCoef.value = value; });\n const uDelta = { value: new Vector2(props.deltaCoef, props.deltaCoef) };\n watch(() => props.deltaCoef, (value) => { uDelta.value.set(value, value); });\n\n return {\n uTime, uNoiseCoef, uDelta,\n };\n },\n mounted() {\n this.init();\n\n watch(() => this.displacementScale, (value) => { this.material.displacementScale = value; });\n\n this.startTime = Date.now();\n this.three.onBeforeRender(this.update);\n },\n unmounted() {\n this.three.offBeforeRender(this.update);\n this.fsQuad.dispose();\n this.dispRT.dispose();\n this.dispMat.dispose();\n this.normRT.dispose();\n this.normMat.dispose();\n },\n methods: {\n init() {\n this.fsQuad = new Pass.FullScreenQuad();\n\n // displacement map\n this.dispRT = new WebGLRenderTarget(512, 512, { depthBuffer: false, stencilBuffer: false });\n this.dispMat = new ShaderMaterial({\n uniforms: {\n uTime: this.uTime,\n uNoiseCoef: this.uNoiseCoef,\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n // gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n gl_Position = vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform float uTime;\n uniform float uNoiseCoef;\n varying vec2 vUv;\n ${snoise3}\n void main() {\n vec2 p = vec2(vUv * uNoiseCoef);\n float noise = (snoise(vec3(p.x, p.y, uTime)) + 1.0) / 2.0;\n gl_FragColor = vec4(noise, 0.0, 0.0, 1.0);\n }\n `,\n });\n\n // normal map\n this.normRT = new WebGLRenderTarget(512, 512, { depthBuffer: false, stencilBuffer: false });\n this.normMat = new ShaderMaterial({\n uniforms: {\n dispMap: { value: this.dispRT.texture },\n delta: this.uDelta,\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n // gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n gl_Position = vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform sampler2D dispMap;\n uniform vec2 delta;\n varying vec2 vUv;\n void main() {\n // gl_FragColor = vec4(0.5, 0.5, 1.0, 0.0);\n float x1 = texture2D(dispMap, vec2(vUv.x - delta.x, vUv.y)).r;\n float x2 = texture2D(dispMap, vec2(vUv.x + delta.x, vUv.y)).r;\n float y1 = texture2D(dispMap, vec2(vUv.x, vUv.y - delta.y)).r;\n float y2 = texture2D(dispMap, vec2(vUv.x, vUv.y + delta.y)).r;\n gl_FragColor = vec4(0.5 + (x1 - x2), 0.5 + (y1 - y2), 1.0, 1.0);\n }\n `,\n });\n\n this.material.displacementMap = this.dispRT.texture;\n this.material.displacementScale = this.displacementScale;\n this.material.normalMap = this.normRT.texture;\n this.material.normalMapType = ObjectSpaceNormalMap;\n // this.material.needsUpdate = true;\n },\n update() {\n this.uTime.value = (Date.now() - this.startTime) * this.timeCoef;\n this.renderDisp();\n },\n renderDisp() {\n this.renderMat(this.dispMat, this.dispRT);\n this.renderMat(this.normMat, this.normRT);\n },\n renderMat(mat, target) {\n const renderer = this.three.renderer;\n this.fsQuad.material = mat;\n const oldTarget = renderer.getRenderTarget();\n renderer.setRenderTarget(target);\n this.fsQuad.render(renderer);\n renderer.setRenderTarget(oldTarget);\n },\n },\n __hmrId: 'NoisyPlane',\n};\n","export default `\n//\n// Description : Array and textureless GLSL 2D/3D/4D simplex\n// noise functions.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : ijm\n// Lastmod : 20110822 (ijm)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n//\n\nvec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }\nfloat mod289(float x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }\nvec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); }\nfloat permute(float x) { return mod289(((x*34.0)+1.0)*x); }\nvec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }\nfloat taylorInvSqrt(float r) { return 1.79284291400159 - 0.85373472095314 * r; }\n\nvec4 grad4(float j, vec4 ip)\n{\n const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);\n vec4 p,s;\n\n p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;\n p.w = 1.5 - dot(abs(p.xyz), ones.xyz);\n s = vec4(lessThan(p, vec4(0.0)));\n p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;\n\n return p;\n}\n\n// (sqrt(5) - 1)/4 = F4, used once below\n#define F4 0.309016994374947451\n\nfloat snoise(vec4 v)\n{\n const vec4 C = vec4( 0.138196601125011, // (5 - sqrt(5))/20 G4\n 0.276393202250021, // 2 * G4\n 0.414589803375032, // 3 * G4\n -0.447213595499958); // -1 + 4 * G4\n\n // First corner\n vec4 i = floor(v + dot(v, vec4(F4)) );\n vec4 x0 = v - i + dot(i, C.xxxx);\n\n // Other corners\n\n // Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)\n vec4 i0;\n vec3 isX = step( x0.yzw, x0.xxx );\n vec3 isYZ = step( x0.zww, x0.yyz );\n // i0.x = dot( isX, vec3( 1.0 ) );\n i0.x = isX.x + isX.y + isX.z;\n i0.yzw = 1.0 - isX;\n // i0.y += dot( isYZ.xy, vec2( 1.0 ) );\n i0.y += isYZ.x + isYZ.y;\n i0.zw += 1.0 - isYZ.xy;\n i0.z += isYZ.z;\n i0.w += 1.0 - isYZ.z;\n\n // i0 now contains the unique values 0,1,2,3 in each channel\n vec4 i3 = clamp( i0, 0.0, 1.0 );\n vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );\n vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );\n\n vec4 x1 = x0 - i1 + C.xxxx;\n vec4 x2 = x0 - i2 + C.yyyy;\n vec4 x3 = x0 - i3 + C.zzzz;\n vec4 x4 = x0 + C.wwww;\n\n // Permutations\n i = mod289(i);\n float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);\n vec4 j1 = permute( permute( permute( permute (\n i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))\n + i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))\n + i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))\n + i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));\n\n // Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope\n // 7*7*6 = 294, which is close to the ring size 17*17 = 289.\n vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;\n\n vec4 p0 = grad4(j0, ip);\n vec4 p1 = grad4(j1.x, ip);\n vec4 p2 = grad4(j1.y, ip);\n vec4 p3 = grad4(j1.z, ip);\n vec4 p4 = grad4(j1.w, ip);\n\n // Normalise gradients\n vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n p4 *= taylorInvSqrt(dot(p4,p4));\n\n // Mix contributions from the five corners\n vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);\n vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);\n m0 = m0 * m0;\n m1 = m1 * m1;\n return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))\n + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;\n\n}\n`;\n","import { watch } from 'vue';\nimport Sphere from '../../meshes/Sphere.js';\nimport snoise4 from '../../glsl/snoise4.glsl.js';\n\nexport default {\n extends: Sphere,\n props: {\n radius: { type: Number, default: 20 },\n widthSegments: { type: Number, default: 128 },\n heightSegments: { type: Number, default: 128 },\n timeCoef: { type: Number, default: 0.001 },\n noiseCoef: { type: Number, default: 0.05 },\n dispCoef: { type: Number, default: 5 },\n },\n setup(props) {\n // uniforms\n const uTime = { value: 0 };\n const uNoiseCoef = { value: props.noiseCoef };\n watch(() => props.noiseCoef, (value) => { uNoiseCoef.value = value; });\n const uDispCoef = { value: props.dispCoef };\n watch(() => props.dispCoef, (value) => { uDispCoef.value = value; });\n\n return {\n uTime, uNoiseCoef, uDispCoef,\n };\n },\n mounted() {\n this.updateMaterial();\n\n this.startTime = Date.now();\n this.three.onBeforeRender(this.updateTime);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateTime);\n },\n methods: {\n updateMaterial() {\n this.material.onBeforeCompile = (shader) => {\n shader.uniforms.uTime = this.uTime;\n shader.uniforms.uNoiseCoef = this.uNoiseCoef;\n shader.uniforms.uDispCoef = this.uDispCoef;\n shader.vertexShader = `\n uniform float uTime;\n uniform float uNoiseCoef;\n uniform float uDispCoef;\n varying float vNoise;\n ${snoise4}\n ` + shader.vertexShader;\n\n shader.vertexShader = shader.vertexShader.replace(\n '#include <begin_vertex>',\n `\n vec4 p = vec4(vec3(position * uNoiseCoef), uTime);\n vNoise = snoise(p);\n vec3 transformed = vec3(position);\n transformed += normalize(position) * vNoise * uDispCoef;\n `\n );\n this.materialShader = shader;\n };\n this.material.needsupdate = true;\n },\n updateTime() {\n this.uTime.value = (Date.now() - this.startTime) * this.timeCoef;\n },\n },\n __hmrId: 'NoisySphere',\n};\n","import { watch } from 'vue';\nimport Text from '../../meshes/Text.js';\nimport snoise2 from '../../glsl/snoise2.glsl.js';\n\nexport default {\n extends: Text,\n props: {\n timeCoef: { type: Number, default: 0.001 },\n noiseCoef: { type: Number, default: 0.015 },\n zCoef: { type: Number, default: 10 },\n },\n setup(props) {\n // uniforms\n const uTime = { value: 0 };\n const uNoiseCoef = { value: props.noiseCoef };\n watch(() => props.noiseCoef, (value) => { uNoiseCoef.value = value; });\n const uZCoef = { value: props.zCoef };\n watch(() => props.zCoef, (value) => { uZCoef.value = value; });\n\n return {\n uTime, uNoiseCoef, uZCoef,\n };\n },\n mounted() {\n this.updateMaterial();\n\n this.startTime = Date.now();\n this.three.onBeforeRender(this.updateTime);\n },\n unmounted() {\n this.three.offBeforeRender(this.updateTime);\n },\n methods: {\n updateMaterial() {\n this.material.onBeforeCompile = (shader) => {\n shader.uniforms.uTime = this.uTime;\n shader.uniforms.uNoiseCoef = this.uNoiseCoef;\n shader.uniforms.uZCoef = this.uZCoef;\n shader.vertexShader = `\n uniform float uTime;\n uniform float uNoiseCoef;\n uniform float uZCoef;\n ${snoise2}\n ` + shader.vertexShader;\n\n shader.vertexShader = shader.vertexShader.replace(\n '#include <begin_vertex>',\n ` \n vec3 p = vec3(position * uNoiseCoef);\n p.x += uTime;\n float noise = snoise(p.xy);\n vec3 transformed = vec3(position);\n transformed.z += noise * uZCoef;\n `\n );\n this.materialShader = shader;\n };\n this.material.needsupdate = true;\n },\n updateTime() {\n this.uTime.value = (Date.now() - this.startTime) * this.timeCoef;\n },\n },\n __hmrId: 'NoisyText',\n};\n","import {\n DoubleSide,\n Face3,\n InstancedBufferAttribute,\n InstancedMesh,\n MathUtils,\n MeshBasicMaterial,\n Object3D,\n Vector2,\n Vector3,\n} from 'three';\n\nimport { Geometry } from 'three/examples/jsm/deprecated/Geometry.js';\n\nexport default class AnimatedPlane {\n constructor(params) {\n Object.entries(params).forEach(([key, value]) => {\n this[key] = value;\n });\n\n this.o3d = new Object3D();\n this.uProgress = { value: 0 };\n this.uvScale = new Vector2();\n\n this.initMaterial();\n this.initPlane();\n }\n\n initMaterial() {\n this.material = new MeshBasicMaterial({\n side: DoubleSide,\n transparent: true,\n map: this.texture,\n onBeforeCompile: shader => {\n shader.uniforms.progress = this.uProgress;\n shader.uniforms.uvScale = { value: this.uvScale };\n shader.vertexShader = `\n uniform float progress;\n uniform vec2 uvScale;\n\n attribute vec3 offset;\n attribute vec3 rotation;\n attribute vec2 uvOffset;\n\n mat3 rotationMatrixXYZ(vec3 r)\n {\n float cx = cos(r.x);\n float sx = sin(r.x);\n float cy = cos(r.y);\n float sy = sin(r.y);\n float cz = cos(r.z);\n float sz = sin(r.z);\n\n return mat3(\n cy * cz, cx * sz + sx * sy * cz, sx * sz - cx * sy * cz,\n -cy * sz, cx * cz - sx * sy * sz, sx * cz + cx * sy * sz,\n sy, -sx * cy, cx * cy\n );\n }\n ` + shader.vertexShader;\n\n shader.vertexShader = shader.vertexShader.replace('#include <uv_vertex>', `\n #include <uv_vertex>\n vUv = vUv * uvScale + uvOffset;\n `);\n\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 `);\n },\n });\n }\n\n initPlane() {\n const { width, wWidth, wHeight } = this.screen;\n this.wSize = this.size * wWidth / width;\n this.nx = Math.ceil(wWidth / this.wSize) + 1;\n this.ny = Math.ceil(wHeight / this.wSize) + 1;\n this.icount = this.nx * this.ny;\n\n this.initGeometry();\n this.initUV();\n this.initAnimAttributes();\n\n if (this.imesh) {\n this.o3d.remove(this.imesh);\n }\n this.imesh = new InstancedMesh(this.bGeometry, this.material, this.icount);\n this.o3d.add(this.imesh);\n\n const dummy = new Object3D();\n let index = 0;\n let x = -(wWidth - (wWidth - this.nx * this.wSize)) / 2 + this.dx;\n for (let i = 0; i < this.nx; i++) {\n let y = -(wHeight - (wHeight - this.ny * this.wSize)) / 2 + this.dy;\n for (let j = 0; j < this.ny; j++) {\n dummy.position.set(x, y, 0);\n dummy.updateMatrix();\n this.imesh.setMatrixAt(index++, dummy.matrix);\n y += this.wSize;\n }\n x += this.wSize;\n }\n }\n\n initGeometry() {\n // square\n const geometry = new Geometry();\n geometry.vertices.push(new Vector3(0, 0, 0));\n geometry.vertices.push(new Vector3(this.wSize, 0, 0));\n geometry.vertices.push(new Vector3(0, this.wSize, 0));\n geometry.vertices.push(new Vector3(this.wSize, this.wSize, 0));\n geometry.faces.push(new Face3(0, 2, 1));\n geometry.faces.push(new Face3(2, 3, 1));\n\n geometry.faceVertexUvs[0].push([\n new Vector2(0, 0),\n new Vector2(0, 1),\n new Vector2(1, 0),\n ]);\n geometry.faceVertexUvs[0].push([\n new Vector2(0, 1),\n new Vector2(1, 1),\n new Vector2(1, 0),\n ]);\n\n // geometry.computeFaceNormals();\n // geometry.computeVertexNormals();\n\n // center\n this.dx = this.wSize / 2;\n this.dy = this.wSize / 2;\n geometry.translate(-this.dx, -this.dy, 0);\n\n this.bGeometry = geometry.toBufferGeometry();\n }\n\n initAnimAttributes() {\n const { randFloat: rnd, randFloatSpread: rndFS } = MathUtils;\n const v3 = new Vector3();\n\n const offsets = new Float32Array(this.icount * 3);\n for (let i = 0; i < offsets.length; i += 3) {\n if (this.anim === 1) v3.set(rndFS(10), rnd(50, 100), rnd(20, 50)).toArray(offsets, i);\n else v3.set(rndFS(20), rndFS(20), rnd(20, 200)).toArray(offsets, i);\n }\n this.bGeometry.setAttribute('offset', new InstancedBufferAttribute(offsets, 3));\n\n const rotations = new Float32Array(this.icount * 3);\n const angle = Math.PI * 4;\n for (let i = 0; i < rotations.length; i += 3) {\n rotations[i] = rndFS(angle);\n rotations[i + 1] = rndFS(angle);\n rotations[i + 2] = rndFS(angle);\n }\n this.bGeometry.setAttribute('rotation', new InstancedBufferAttribute(rotations, 3));\n }\n\n initUV() {\n const ratio = this.nx / this.ny;\n const tRatio = this.texture.image.width / this.texture.image.height;\n if (ratio > tRatio) this.uvScale.set(1 / this.nx, (tRatio / ratio) / this.ny);\n else this.uvScale.set((ratio / tRatio) / this.nx, 1 / this.ny);\n const nW = this.uvScale.x * this.nx;\n const nH = this.uvScale.y * this.ny;\n\n const v2 = new Vector2();\n const uvOffsets = new Float32Array(this.icount * 2);\n for (let i = 0; i < this.nx; i++) {\n for (let j = 0; j < this.ny; j++) {\n v2.set(\n this.uvScale.x * i + (1 - nW) / 2,\n this.uvScale.y * j + (1 - nH) / 2\n ).toArray(uvOffsets, (i * this.ny + j) * 2);\n }\n }\n this.bGeometry.setAttribute('uvOffset', new InstancedBufferAttribute(uvOffsets, 2));\n }\n\n setTexture(texture) {\n this.texture = texture;\n this.material.map = texture;\n this.initUV();\n }\n\n resize() {\n this.initPlane();\n }\n}\n","import { TextureLoader } from 'three';\n\nexport default function useTextures() {\n const obj = {\n loader: new TextureLoader(),\n count: 0,\n textures: [],\n loadProgress: 0,\n loadTextures,\n dispose,\n };\n return obj;\n\n function loadTextures(images, cb) {\n obj.count = images.length;\n obj.textures.splice(0);\n obj.loadProgress = 0;\n Promise.all(images.map(loadTexture)).then(cb);\n };\n\n function loadTexture(img, index) {\n return new Promise(resolve => {\n obj.loader.load(\n img.src,\n texture => {\n obj.loadProgress += 1 / obj.count;\n obj.textures[index] = texture;\n resolve(texture);\n }\n );\n });\n };\n\n function dispose() {\n obj.textures.forEach(t => t.dispose());\n }\n};\n","<template>\n <Renderer ref=\"renderer\" antialias>\n <Camera ref=\"camera\" :position=\"{ z: 150 }\"></Camera>\n <Scene ref=\"scene\">\n </Scene>\n </Renderer>\n</template>\n\n<script>\nimport { Object3D } from 'three';\nimport { gsap, Power4 } from 'gsap';\nimport { lerp } from '../../tools.js';\nimport AnimatedPlane from './AnimatedPlane.js';\nimport useTextures from '../../use/useTextures';\n\nexport default {\n props: {\n images: Array,\n events: { type: Object, default: () => { return { wheel: true, click: true, keyup: true }; } },\n },\n setup() {\n const loader = useTextures();\n return {\n loader,\n progress: 0,\n targetProgress: 0,\n };\n },\n mounted() {\n this.three = this.$refs.renderer.three;\n\n if (this.images.length < 2) {\n console.error('This slider needs at least 2 images.');\n } else {\n this.loader.loadTextures(this.images, this.init);\n }\n },\n unmounted() {\n this.loader.dispose();\n const domElement = this.three.renderer.domElement;\n domElement.removeEventListener('click', this.onClick);\n domElement.removeEventListener('wheel', this.onWheel);\n document.removeEventListener('keyup', this.onKeyup);\n },\n methods: {\n init() {\n this.initScene();\n\n gsap.fromTo(this.plane1.uProgress,\n {\n value: -2,\n },\n {\n value: 0,\n duration: 2.5,\n ease: Power4.easeOut,\n }\n );\n\n const domElement = this.three.renderer.domElement;\n if (this.events.click) domElement.addEventListener('click', this.onClick);\n if (this.events.wheel) domElement.addEventListener('wheel', this.onWheel);\n if (this.events.keyup) document.addEventListener('keyup', this.onKeyup);\n this.three.onBeforeRender(this.updateProgress);\n this.three.onAfterResize(this.onResize);\n },\n initScene() {\n const renderer = this.three.renderer;\n const scene = this.$refs.scene.scene;\n\n this.plane1 = new AnimatedPlane({\n renderer, screen: this.three.size,\n size: 10,\n anim: 1,\n texture: this.loader.textures[0],\n });\n\n this.plane2 = new AnimatedPlane({\n renderer, screen: this.three.size,\n size: 10,\n anim: 2,\n texture: this.loader.textures[1],\n });\n\n this.setPlanesProgress(0);\n this.planes = new Object3D();\n this.planes.add(this.plane1.o3d);\n this.planes.add(this.plane2.o3d);\n scene.add(this.planes);\n },\n onResize() {\n this.plane1.resize();\n this.plane2.resize();\n },\n onWheel(e) {\n // e.preventDefault();\n if (e.deltaY > 0) {\n this.setTargetProgress(this.targetProgress + 1 / 20);\n } else {\n this.setTargetProgress(this.targetProgress - 1 / 20);\n }\n },\n onClick(e) {\n if (e.clientY < this.three.size.height / 2) {\n this.navPrevious();\n } else {\n this.navNext();\n }\n },\n onKeyup(e) {\n if (e.keyCode === 37 || e.keyCode === 38) {\n this.navPrevious();\n } else if (e.keyCode === 39 || e.keyCode === 40) {\n this.navNext();\n }\n },\n navNext() {\n if (Number.isInteger(this.targetProgress)) this.setTargetProgress(this.targetProgress + 1);\n else this.setTargetProgress(Math.ceil(this.targetProgress));\n },\n navPrevious() {\n if (Number.isInteger(this.targetProgress)) this.setTargetProgress(this.targetProgress - 1);\n else this.setTargetProgress(Math.floor(this.targetProgress));\n },\n setTargetProgress(value) {\n this.targetProgress = value;\n if (this.targetProgress < 0) {\n this.progress += this.images.length;\n this.targetProgress += this.images.length;\n }\n },\n updateProgress() {\n const progress1 = lerp(this.progress, this.targetProgress, 0.1);\n const pdiff = progress1 - this.progress;\n if (pdiff === 0) return;\n\n const p0 = this.progress % 1;\n const p1 = progress1 % 1;\n if ((pdiff > 0 && p1 < p0) || (pdiff < 0 && p0 < p1)) {\n const i = Math.floor(progress1) % this.images.length;\n const j = (i + 1) % this.images.length;\n this.plane1.setTexture(this.loader.textures[i]);\n this.plane2.setTexture(this.loader.textures[j]);\n }\n\n this.progress = progress1;\n this.setPlanesProgress(this.progress % 1);\n },\n setPlanesProgress(progress) {\n this.plane1.uProgress.value = progress;\n this.plane2.uProgress.value = -1 + progress;\n this.plane1.material.opacity = 1 - progress;\n this.plane2.material.opacity = progress;\n this.plane1.o3d.position.z = progress;\n this.plane2.o3d.position.z = progress - 1;\n },\n },\n};\n</script>\n","<template>\n <Renderer ref=\"renderer\" antialias>\n <Camera ref=\"camera\" :position=\"{ z: 150 }\"></Camera>\n <Scene ref=\"scene\">\n </Scene>\n </Renderer>\n</template>\n\n<script>\nimport { Object3D } from 'three';\nimport { gsap, Power4 } from 'gsap';\nimport { lerp } from '../../tools.js';\nimport AnimatedPlane from './AnimatedPlane.js';\nimport useTextures from '../../use/useTextures';\n\nexport default {\n props: {\n images: Array,\n events: { type: Object, default: () => { return { wheel: true, click: true, keyup: true }; } },\n },\n setup() {\n const loader = useTextures();\n return {\n loader,\n progress: 0,\n targetProgress: 0,\n };\n },\n mounted() {\n this.three = this.$refs.renderer.three;\n\n if (this.images.length < 2) {\n console.error('This slider needs at least 2 images.');\n } else {\n this.loader.loadTextures(this.images, this.init);\n }\n },\n unmounted() {\n this.loader.dispose();\n const domElement = this.three.renderer.domElement;\n domElement.removeEventListener('click', this.onClick);\n domElement.removeEventListener('wheel', this.onWheel);\n document.removeEventListener('keyup', this.onKeyup);\n },\n methods: {\n init() {\n this.initScene();\n\n gsap.fromTo(this.plane1.uProgress,\n {\n value: -2,\n },\n {\n value: 0,\n duration: 2.5,\n ease: Power4.easeOut,\n }\n );\n\n const domElement = this.three.renderer.domElement;\n if (this.events.click) domElement.addEventListener('click', this.onClick);\n if (this.events.wheel) domElement.addEventListener('wheel', this.onWheel);\n if (this.events.keyup) document.addEventListener('keyup', this.onKeyup);\n this.three.onBeforeRender(this.updateProgress);\n this.three.onAfterResize(this.onResize);\n },\n initScene() {\n const renderer = this.three.renderer;\n const scene = this.$refs.scene.scene;\n\n this.plane1 = new AnimatedPlane({\n renderer, screen: this.three.size,\n size: 10,\n anim: 1,\n texture: this.loader.textures[0],\n });\n\n this.plane2 = new AnimatedPlane({\n renderer, screen: this.three.size,\n size: 10,\n anim: 2,\n texture: this.loader.textures[1],\n });\n\n this.setPlanesProgress(0);\n this.planes = new Object3D();\n this.planes.add(this.plane1.o3d);\n this.planes.add(this.plane2.o3d);\n scene.add(this.planes);\n },\n onResize() {\n this.plane1.resize();\n this.plane2.resize();\n },\n onWheel(e) {\n // e.preventDefault();\n if (e.deltaY > 0) {\n this.setTargetProgress(this.targetProgress + 1 / 20);\n } else {\n this.setTargetProgress(this.targetProgress - 1 / 20);\n }\n },\n onClick(e) {\n if (e.clientY < this.three.size.height / 2) {\n this.navPrevious();\n } else {\n this.navNext();\n }\n },\n onKeyup(e) {\n if (e.keyCode === 37 || e.keyCode === 38) {\n this.navPrevious();\n } else if (e.keyCode === 39 || e.keyCode === 40) {\n this.navNext();\n }\n },\n navNext() {\n if (Number.isInteger(this.targetProgress)) this.setTargetProgress(this.targetProgress + 1);\n else this.setTargetProgress(Math.ceil(this.targetProgress));\n },\n navPrevious() {\n if (Number.isInteger(this.targetProgress)) this.setTargetProgress(this.targetProgress - 1);\n else this.setTargetProgress(Math.floor(this.targetProgress));\n },\n setTargetProgress(value) {\n this.targetProgress = value;\n if (this.targetProgress < 0) {\n this.progress += this.images.length;\n this.targetProgress += this.images.length;\n }\n },\n updateProgress() {\n const progress1 = lerp(this.progress, this.targetProgress, 0.1);\n const pdiff = progress1 - this.progress;\n if (pdiff === 0) return;\n\n const p0 = this.progress % 1;\n const p1 = progress1 % 1;\n if ((pdiff > 0 && p1 < p0) || (pdiff < 0 && p0 < p1)) {\n const i = Math.floor(progress1) % this.images.length;\n const j = (i + 1) % this.images.length;\n this.plane1.setTexture(this.loader.textures[i]);\n this.plane2.setTexture(this.loader.textures[j]);\n }\n\n this.progress = progress1;\n this.setPlanesProgress(this.progress % 1);\n },\n setPlanesProgress(progress) {\n this.plane1.uProgress.value = progress;\n this.plane2.uProgress.value = -1 + progress;\n this.plane1.material.opacity = 1 - progress;\n this.plane2.material.opacity = progress;\n this.plane1.o3d.position.z = progress;\n this.plane2.o3d.position.z = progress - 1;\n },\n },\n};\n</script>\n","import {\n Mesh,\n PlaneBufferGeometry,\n ShaderMaterial,\n Vector2,\n} from 'three';\n\nexport default function ZoomBlurImage(three) {\n let geometry, material, mesh;\n\n const uMap = { value: null };\n const uCenter = { value: new Vector2(0.5, 0.5) };\n const uStrength = { value: 0 };\n const uUVOffset = { value: new Vector2(0, 0) };\n const uUVScale = { value: new Vector2(1, 1) };\n\n init();\n\n return { geometry, material, mesh, uCenter, uStrength, setMap, updateUV };\n\n function init() {\n geometry = new PlaneBufferGeometry(2, 2, 1, 1);\n\n material = new ShaderMaterial({\n transparent: true,\n uniforms: {\n map: uMap,\n center: uCenter,\n strength: uStrength,\n uvOffset: uUVOffset,\n uvScale: uUVScale,\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n // adapted from https://github.com/evanw/glfx.js\n fragmentShader: `\n uniform sampler2D map;\n uniform vec2 center;\n uniform float strength;\n uniform vec2 uvOffset;\n uniform vec2 uvScale;\n varying vec2 vUv;\n\n float random(vec3 scale, float seed) {\n /* use the fragment position for a different seed per-pixel */\n return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n }\n \n void main() {\n vec2 tUv = vUv * uvScale + uvOffset;\n if (abs(strength) > 0.001) {\n vec4 color = vec4(0.0);\n float total = 0.0;\n vec2 toCenter = center * uvScale + uvOffset - tUv;\n \n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n \n for (float t = 0.0; t <= 20.0; t++) {\n float percent = (t + offset) / 20.0;\n float weight = 2.0 * (percent - percent * percent);\n vec4 texel = texture2D(map, tUv + toCenter * percent * strength);\n\n /* switch to pre-multiplied alpha to correctly blur transparent images */\n texel.rgb *= texel.a;\n\n color += texel * weight;\n total += weight;\n }\n\n gl_FragColor = color / total;\n\n /* switch back from pre-multiplied alpha */\n gl_FragColor.rgb /= gl_FragColor.a + 0.00001;\n gl_FragColor.a = 1.0 - abs(strength);\n } else {\n gl_FragColor = texture2D(map, tUv);\n }\n }\n `,\n });\n\n mesh = new Mesh(geometry, material);\n }\n\n function setMap(value) {\n uMap.value = value;\n updateUV();\n }\n\n function updateUV() {\n const ratio = three.size.ratio;\n const iRatio = uMap.value.image.width / uMap.value.image.height;\n uUVOffset.value.set(0, 0);\n uUVScale.value.set(1, 1);\n if (iRatio > ratio) {\n uUVScale.value.x = ratio / iRatio;\n uUVOffset.value.x = (1 - uUVScale.value.x) / 2;\n } else {\n uUVScale.value.y = iRatio / ratio;\n uUVOffset.value.y = (1 - uUVScale.value.y) / 2;\n }\n }\n}\n","<template>\n <Renderer ref=\"renderer\" antialias mouse-move>\n <OrthographicCamera ref=\"camera\" :position=\"{ z: 10 }\" />\n <Scene ref=\"scene\" />\n </Renderer>\n</template>\n\n<script>\nimport { Vector2 } from 'three';\nimport { gsap, Power4 } from 'gsap';\nimport { lerp, lerpv2 } from '../../tools.js';\nimport ZoomBlurImage from './ZoomBlurImage.js';\nimport useTextures from '../../use/useTextures.js';\n\nexport default {\n props: {\n images: Array,\n events: { type: Object, default: () => { return { wheel: true, click: true, keyup: true }; } },\n },\n setup() {\n const center = new Vector2();\n const loader = useTextures();\n\n return {\n loader,\n center,\n progress: 0,\n targetProgress: 0,\n };\n },\n mounted() {\n this.three = this.$refs.renderer.three;\n\n if (this.images.length < 2) {\n console.error('This slider needs at least 2 images.');\n } else {\n this.loader.loadTextures(this.images, this.init);\n }\n },\n unmounted() {\n this.loader.dispose();\n const domElement = this.three.renderer.domElement;\n domElement.removeEventListener('click', this.onClick);\n domElement.removeEventListener('wheel', this.onWheel);\n document.removeEventListener('keyup', this.onKeyup);\n },\n methods: {\n init() {\n this.initScene();\n gsap.fromTo(this.image1.uStrength,\n {\n value: -2,\n },\n {\n value: 0,\n duration: 2.5,\n ease: Power4.easeOut,\n }\n );\n\n const domElement = this.three.renderer.domElement;\n if (this.events.click) domElement.addEventListener('click', this.onClick);\n if (this.events.wheel) domElement.addEventListener('wheel', this.onWheel);\n if (this.events.keyup) document.addEventListener('keyup', this.onKeyup);\n this.three.onBeforeRender(this.animate);\n this.three.onAfterResize(this.onResize);\n },\n initScene() {\n const scene = this.$refs.scene.scene;\n\n this.image1 = new ZoomBlurImage(this.three);\n this.image1.setMap(this.loader.textures[0]);\n this.image2 = new ZoomBlurImage(this.three);\n this.image2.setMap(this.loader.textures[1]);\n this.setImagesProgress(0);\n\n scene.add(this.image1.mesh);\n scene.add(this.image2.mesh);\n },\n animate() {\n const { mouse } = this.three;\n this.center.copy(mouse).divideScalar(2).addScalar(0.5);\n lerpv2(this.image1.uCenter.value, this.center, 0.1);\n lerpv2(this.image2.uCenter.value, this.center, 0.1);\n\n this.updateProgress();\n },\n onResize() {\n this.image1.updateUV();\n this.image2.updateUV();\n },\n onWheel(e) {\n // e.preventDefault();\n if (e.deltaY > 0) {\n this.setTargetProgress(this.targetProgress + 1 / 20);\n } else {\n this.setTargetProgress(this.targetProgress - 1 / 20);\n }\n },\n onClick(e) {\n if (e.clientY < this.three.size.height / 2) {\n this.navPrevious();\n } else {\n this.navNext();\n }\n },\n onKeyup(e) {\n if (e.keyCode === 37 || e.keyCode === 38) {\n this.navPrevious();\n } else if (e.keyCode === 39 || e.keyCode === 40) {\n this.navNext();\n }\n },\n navNext() {\n if (Number.isInteger(this.targetProgress)) this.setTargetProgress(this.targetProgress + 1);\n else this.setTargetProgress(Math.ceil(this.targetProgress));\n },\n navPrevious() {\n if (Number.isInteger(this.targetProgress)) this.setTargetProgress(this.targetProgress - 1);\n else this.setTargetProgress(Math.floor(this.targetProgress));\n },\n setTargetProgress(value) {\n this.targetProgress = value;\n if (this.targetProgress < 0) {\n this.progress += this.images.length;\n this.targetProgress += this.images.length;\n }\n },\n updateProgress() {\n const progress1 = lerp(this.progress, this.targetProgress, 0.1);\n const pdiff = progress1 - this.progress;\n if (pdiff === 0) return;\n\n const p0 = this.progress % 1;\n const p1 = progress1 % 1;\n if ((pdiff > 0 && p1 < p0) || (pdiff < 0 && p0 < p1)) {\n const i = Math.floor(progress1) % this.images.length;\n const j = (i + 1) % this.images.length;\n this.image1.setMap(this.loader.textures[i]);\n this.image2.setMap(this.loader.textures[j]);\n }\n\n this.progress = progress1;\n this.setImagesProgress(this.progress % 1);\n },\n setImagesProgress(progress) {\n this.image1.uStrength.value = progress;\n this.image2.uStrength.value = -1 + progress;\n },\n },\n};\n</script>\n","<template>\n <Renderer ref=\"renderer\" antialias mouse-move>\n <OrthographicCamera ref=\"camera\" :position=\"{ z: 10 }\" />\n <Scene ref=\"scene\" />\n </Renderer>\n</template>\n\n<script>\nimport { Vector2 } from 'three';\nimport { gsap, Power4 } from 'gsap';\nimport { lerp, lerpv2 } from '../../tools.js';\nimport ZoomBlurImage from './ZoomBlurImage.js';\nimport useTextures from '../../use/useTextures.js';\n\nexport default {\n props: {\n images: Array,\n events: { type: Object, default: () => { return { wheel: true, click: true, keyup: true }; } },\n },\n setup() {\n const center = new Vector2();\n const loader = useTextures();\n\n return {\n loader,\n center,\n progress: 0,\n targetProgress: 0,\n };\n },\n mounted() {\n this.three = this.$refs.renderer.three;\n\n if (this.images.length < 2) {\n console.error('This slider needs at least 2 images.');\n } else {\n this.loader.loadTextures(this.images, this.init);\n }\n },\n unmounted() {\n this.loader.dispose();\n const domElement = this.three.renderer.domElement;\n domElement.removeEventListener('click', this.onClick);\n domElement.removeEventListener('wheel', this.onWheel);\n document.removeEventListener('keyup', this.onKeyup);\n },\n methods: {\n init() {\n this.initScene();\n gsap.fromTo(this.image1.uStrength,\n {\n value: -2,\n },\n {\n value: 0,\n duration: 2.5,\n ease: Power4.easeOut,\n }\n );\n\n const domElement = this.three.renderer.domElement;\n if (this.events.click) domElement.addEventListener('click', this.onClick);\n if (this.events.wheel) domElement.addEventListener('wheel', this.onWheel);\n if (this.events.keyup) document.addEventListener('keyup', this.onKeyup);\n this.three.onBeforeRender(this.animate);\n this.three.onAfterResize(this.onResize);\n },\n initScene() {\n const scene = this.$refs.scene.scene;\n\n this.image1 = new ZoomBlurImage(this.three);\n this.image1.setMap(this.loader.textures[0]);\n this.image2 = new ZoomBlurImage(this.three);\n this.image2.setMap(this.loader.textures[1]);\n this.setImagesProgress(0);\n\n scene.add(this.image1.mesh);\n scene.add(this.image2.mesh);\n },\n animate() {\n const { mouse } = this.three;\n this.center.copy(mouse).divideScalar(2).addScalar(0.5);\n lerpv2(this.image1.uCenter.value, this.center, 0.1);\n lerpv2(this.image2.uCenter.value, this.center, 0.1);\n\n this.updateProgress();\n },\n onResize() {\n this.image1.updateUV();\n this.image2.updateUV();\n },\n onWheel(e) {\n // e.preventDefault();\n if (e.deltaY > 0) {\n this.setTargetProgress(this.targetProgress + 1 / 20);\n } else {\n this.setTargetProgress(this.targetProgress - 1 / 20);\n }\n },\n onClick(e) {\n if (e.clientY < this.three.size.height / 2) {\n this.navPrevious();\n } else {\n this.navNext();\n }\n },\n onKeyup(e) {\n if (e.keyCode === 37 || e.keyCode === 38) {\n this.navPrevious();\n } else if (e.keyCode === 39 || e.keyCode === 40) {\n this.navNext();\n }\n },\n navNext() {\n if (Number.isInteger(this.targetProgress)) this.setTargetProgress(this.targetProgress + 1);\n else this.setTargetProgress(Math.ceil(this.targetProgress));\n },\n navPrevious() {\n if (Number.isInteger(this.targetProgress)) this.setTargetProgress(this.targetProgress - 1);\n else this.setTargetProgress(Math.floor(this.targetProgress));\n },\n setTargetProgress(value) {\n this.targetProgress = value;\n if (this.targetProgress < 0) {\n this.progress += this.images.length;\n this.targetProgress += this.images.length;\n }\n },\n updateProgress() {\n const progress1 = lerp(this.progress, this.targetProgress, 0.1);\n const pdiff = progress1 - this.progress;\n if (pdiff === 0) return;\n\n const p0 = this.progress % 1;\n const p1 = progress1 % 1;\n if ((pdiff > 0 && p1 < p0) || (pdiff < 0 && p0 < p1)) {\n const i = Math.floor(progress1) % this.images.length;\n const j = (i + 1) % this.images.length;\n this.image1.setMap(this.loader.textures[i]);\n this.image2.setMap(this.loader.textures[j]);\n }\n\n this.progress = progress1;\n this.setImagesProgress(this.progress % 1);\n },\n setImagesProgress(progress) {\n this.image1.uStrength.value = progress;\n this.image2.uStrength.value = -1 + progress;\n },\n },\n};\n</script>\n","<template>\n <Renderer ref=\"renderer\" :orbit-ctrl=\"{ enableDamping: true, dampingFactor: 0.05 }\">\n <Camera ref=\"camera\" :position=\"cameraPosition\"></Camera>\n <Scene>\n <slot></slot>\n </Scene>\n </Renderer>\n</template>\n\n<script>\nimport { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js';\n\nexport default {\n props: {\n src: String,\n cameraPosition: Object,\n },\n mounted() {\n this.renderer = this.$refs.renderer;\n\n const loader = new GLTFLoader();\n loader.load(this.src, (gltf) => {\n this.renderer.three.scene.add(gltf.scene);\n });\n },\n};\n</script>\n","<template>\n <Renderer ref=\"renderer\" :orbit-ctrl=\"{ enableDamping: true, dampingFactor: 0.05 }\">\n <Camera ref=\"camera\" :position=\"cameraPosition\"></Camera>\n <Scene>\n <slot></slot>\n </Scene>\n </Renderer>\n</template>\n\n<script>\nimport { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js';\n\nexport default {\n props: {\n src: String,\n cameraPosition: Object,\n },\n mounted() {\n this.renderer = this.$refs.renderer;\n\n const loader = new GLTFLoader();\n loader.load(this.src, (gltf) => {\n this.renderer.three.scene.add(gltf.scene);\n });\n },\n};\n</script>\n","import * as TROIS from './index.js';\n\nexport const TroisJSVuePlugin = {\n install: (app) => {\n const comps = [\n 'Camera',\n 'OrthographicCamera',\n 'PerspectiveCamera',\n 'Renderer',\n 'Scene',\n 'Group',\n\n 'BoxGeometry',\n 'CircleGeometry',\n 'ConeGeometry',\n 'CylinderGeometry',\n 'DodecahedronGeometry',\n 'IcosahedronGeometry',\n 'LatheGeometry',\n 'OctahedronGeometry',\n 'PolyhedronGeometry',\n 'RingGeometry',\n 'SphereGeometry',\n 'TetrahedronGeometry',\n 'TorusGeometry',\n 'TorusKnotGeometry',\n 'TubeGeometry',\n\n 'AmbientLight',\n 'DirectionalLight',\n 'PointLight',\n 'SpotLight',\n\n 'BasicMaterial',\n 'LambertMaterial',\n 'MatcapMaterial',\n 'PhongMaterial',\n 'PhysicalMaterial',\n 'ShaderMaterial',\n 'StandardMaterial',\n 'SubSurfaceMaterial',\n 'ToonMaterial',\n\n 'Texture',\n 'CubeTexture',\n\n 'Box',\n 'Circle',\n 'Cone',\n 'Cylinder',\n 'Dodecahedron',\n 'Icosahedron',\n 'Mesh',\n 'Lathe',\n 'Octahedron',\n 'Plane',\n 'Polyhedron',\n 'Ring',\n 'Sphere',\n 'Tetrahedron',\n 'Text',\n 'Torus',\n 'TorusKnot',\n 'Tube',\n\n 'Gem',\n 'Image',\n 'InstancedMesh',\n 'MirrorMesh',\n 'RefractionMesh',\n 'Sprite',\n\n 'BokehPass',\n 'EffectComposer',\n 'FilmPass',\n 'FXAAPass',\n 'HalftonePass',\n 'RenderPass',\n 'SAOPass',\n 'SMAAPass',\n 'TiltShiftPass',\n 'UnrealBloomPass',\n 'ZoomBlurPass',\n\n 'GLTFViewer',\n ];\n\n comps.forEach(comp => {\n app.component(comp, TROIS[comp]);\n });\n 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