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@google/model-viewer

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Easily display interactive 3D models on the web and in AR!

1,769 lines (1,524 loc) 2.63 MB
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SPDX-License-Identifier: BSD-3-Clause */const o={attribute:true,type:String,converter:u$2,reflect:false,hasChanged:f$1},r=(t=o,e,r)=>{const{kind:n,metadata:i}=r;let s=globalThis.litPropertyMetadata.get(i);if(void 0===s&&globalThis.litPropertyMetadata.set(i,s=new Map),"setter"===n&&((t=Object.create(t)).wrapped=true),s.set(r.name,t),"accessor"===n){const{name:o}=r;return {set(r){const n=e.get.call(this);e.set.call(this,r),this.requestUpdate(o,n,t,true,r);},init(e){return void 0!==e&&this.C(o,void 0,t,e),e}}}if("setter"===n){const{name:o}=r;return function(r){const n=this[o];e.call(this,r),this.requestUpdate(o,n,t,true,r);}}throw Error("Unsupported decorator location: "+n)};function n$1(t){return (e,o)=>"object"==typeof o?r(t,e,o):((t,e,o)=>{const r=e.hasOwnProperty(o);return e.constructor.createProperty(o,t),r?Object.getOwnPropertyDescriptor(e,o):void 0})(t,e,o)} /* @license * Copyright 2026 Google LLC. All Rights Reserved. * Licensed under the Apache License, Version 2.0 (the 'License'); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an 'AS IS' BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ var __decorate$8 = (undefined && undefined.__decorate) || function (decorators, target, key, desc) { var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; return c > 3 && r && Object.defineProperty(target, key, r), r; }; /** * Declarative child element for adding multiple models to <model-viewer>. */ class ExtraModelElement extends y$2 { constructor() { super(...arguments); this.src = null; /** * Position offset relative to global origin. * Format: "x y z" in meters (e.g., "1 0 -0.5") */ this.offset = null; /** * Rotation orientation. * Format: "x y z" in degrees or radians (mirroring orientation format). */ this.orientation = null; /** * Scale multiplier. * Format: "x y z" or single number multiplier. */ this.scale = null; /** * Transparently excludes model from AR and casting shadows. */ this.background = false; } static get is() { return 'extra-model'; } updated(changedProperties) { super.updated(changedProperties); // Whenever attributes change, dispatch a customized event up to // <model-viewer> if (changedProperties.has('src') || changedProperties.has('offset') || changedProperties.has('orientation') || changedProperties.has('scale') || changedProperties.has('background')) { const srcChanged = changedProperties.has('src'); this.dispatchEvent(new CustomEvent('extra-model-changed', { bubbles: true, composed: true, detail: { srcChanged, src: this.src, offset: this.offset, orientation: this.orientation, scale: this.scale, background: this.background } })); } } } __decorate$8([ n$1({ type: String }) ], ExtraModelElement.prototype, "src", void 0); __decorate$8([ n$1({ type: String }) ], ExtraModelElement.prototype, "offset", void 0); __decorate$8([ n$1({ type: String }) ], ExtraModelElement.prototype, "orientation", void 0); __decorate$8([ n$1({ type: String }) ], ExtraModelElement.prototype, "scale", void 0); __decorate$8([ n$1({ type: Boolean }) ], ExtraModelElement.prototype, "background", void 0); customElements.define('extra-model', ExtraModelElement); /** * @license * Copyright 2010-2026 Three.js Authors * SPDX-License-Identifier: MIT */ const REVISION = '183'; /** * Disables face culling. * * @type {number} * @constant */ const CullFaceNone = 0; /** * Culls back faces. * * @type {number} * @constant */ const CullFaceBack = 1; /** * Culls front faces. * * @type {number} * @constant */ const CullFaceFront = 2; /** * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm. * * @type {number} * @constant */ const PCFShadowMap = 1; /** * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with * better soft shadows especially when using low-resolution shadow maps. * * @type {number} * @constant */ const PCFSoftShadowMap = 2; /** * Filters shadow maps using the Variance Shadow Map (VSM) algorithm. * When using VSMShadowMap all shadow receivers will also cast shadows. * * @type {number} * @constant */ const VSMShadowMap = 3; /** * Only front faces are rendered. * * @type {number} * @constant */ const FrontSide = 0; /** * Only back faces are rendered. * * @type {number} * @constant */ const BackSide = 1; /** * Both front and back faces are rendered. * * @type {number} * @constant */ const DoubleSide = 2; /** * No blending is performed which effectively disables * alpha transparency. * * @type {number} * @constant */ const NoBlending = 0; /** * The default blending. * * @type {number} * @constant */ const NormalBlending = 1; /** * Represents additive blending. * * @type {number} * @constant */ const AdditiveBlending = 2; /** * Represents subtractive blending. * * @type {number} * @constant */ const SubtractiveBlending = 3; /** * Represents multiply blending. * * @type {number} * @constant */ const MultiplyBlending = 4; /** * Represents custom blending. * * @type {number} * @constant */ const CustomBlending = 5; /** * A `source + destination` blending equation. * * @type {number} * @constant */ const AddEquation = 100; /** * A `source - destination` blending equation. * * @type {number} * @constant */ const SubtractEquation = 101; /** * A `destination - source` blending equation. * * @type {number} * @constant */ const ReverseSubtractEquation = 102; /** * A blend equation that uses the minimum of source and destination. * * @type {number} * @constant */ const MinEquation = 103; /** * A blend equation that uses the maximum of source and destination. * * @type {number} * @constant */ const MaxEquation = 104; /** * Multiplies all colors by `0`. * * @type {number} * @constant */ const ZeroFactor = 200; /** * Multiplies all colors by `1`. * * @type {number} * @constant */ const OneFactor = 201; /** * Multiplies all colors by the source colors. * * @type {number} * @constant */ const SrcColorFactor = 202; /** * Multiplies all colors by `1` minus each source color. * * @type {number} * @constant */ const OneMinusSrcColorFactor = 203; /** * Multiplies all colors by the source alpha value. * * @type {number} * @constant */ const SrcAlphaFactor = 204; /** * Multiplies all colors by 1 minus the source alpha value. * * @type {number} * @constant */ const OneMinusSrcAlphaFactor = 205; /** * Multiplies all colors by the destination alpha value. * * @type {number} * @constant */ const DstAlphaFactor = 206; /** * Multiplies all colors by `1` minus the destination alpha value. * * @type {number} * @constant */ const OneMinusDstAlphaFactor = 207; /** * Multiplies all colors by the destination color. * * @type {number} * @constant */ const DstColorFactor = 208; /** * Multiplies all colors by `1` minus each destination color. * * @type {number} * @constant */ const OneMinusDstColorFactor = 209; /** * Multiplies the RGB colors by the smaller of either the source alpha * value or the value of `1` minus the destination alpha value. The alpha * value is multiplied by `1`. * * @type {number} * @constant */ const SrcAlphaSaturateFactor = 210; /** * Multiplies all colors by a constant color. * * @type {number} * @constant */ const ConstantColorFactor = 211; /** * Multiplies all colors by `1` minus a constant color. * * @type {number} * @constant */ const OneMinusConstantColorFactor = 212; /** * Multiplies all colors by a constant alpha value. * * @type {number} * @constant */ const ConstantAlphaFactor = 213; /** * Multiplies all colors by 1 minus a constant alpha value. * * @type {number} * @constant */ const OneMinusConstantAlphaFactor = 214; /** * Never pass. * * @type {number} * @constant */ const NeverDepth = 0; /** * Always pass. * * @type {number} * @constant */ const AlwaysDepth = 1; /** * Pass if the incoming value is less than the depth buffer value. * * @type {number} * @constant */ const LessDepth = 2; /** * Pass if the incoming value is less than or equal to the depth buffer value. * * @type {number} * @constant */ const LessEqualDepth = 3; /** * Pass if the incoming value equals the depth buffer value. * * @type {number} * @constant */ const EqualDepth = 4; /** * Pass if the incoming value is greater than or equal to the depth buffer value. * * @type {number} * @constant */ const GreaterEqualDepth = 5; /** * Pass if the incoming value is greater than the depth buffer value. * * @type {number} * @constant */ const GreaterDepth = 6; /** * Pass if the incoming value is not equal to the depth buffer value. * * @type {number} * @constant */ const NotEqualDepth = 7; /** * Multiplies the environment map color with the surface color. * * @type {number} * @constant */ const MultiplyOperation = 0; /** * Uses reflectivity to blend between the two colors. * * @type {number} * @constant */ const MixOperation = 1; /** * Adds the two colors. * * @type {number} * @constant */ const AddOperation = 2; /** * No tone mapping is applied. * * @type {number} * @constant */ const NoToneMapping = 0; /** * Linear tone mapping. * * @type {number} * @constant */ const LinearToneMapping = 1; /** * Reinhard tone mapping. * * @type {number} * @constant */ const ReinhardToneMapping = 2; /** * Cineon tone mapping. * * @type {number} * @constant */ const CineonToneMapping = 3; /** * ACES Filmic tone mapping. * * @type {number} * @constant */ const ACESFilmicToneMapping = 4; /** * Custom tone mapping. * * Expects a custom implementation by modifying shader code of the material's fragment shader. * * @type {number} * @constant */ const CustomToneMapping = 5; /** * AgX tone mapping. * * @type {number} * @constant */ const AgXToneMapping = 6; /** * Neutral tone mapping. * * Implementation based on the Khronos 3D Commerce Group standard tone mapping. * * @type {number} * @constant */ const NeutralToneMapping = 7; /** * The skinned mesh shares the same world space as the skeleton. * * @type {string} * @constant */ const AttachedBindMode = 'attached'; /** * The skinned mesh does not share the same world space as the skeleton. * This is useful when a skeleton is shared across multiple skinned meshes. * * @type {string} * @constant */ const DetachedBindMode = 'detached'; /** * Maps textures using the geometry's UV coordinates. * * @type {number} * @constant */ const UVMapping = 300; /** * Reflection mapping for cube textures. * * @type {number} * @constant */ const CubeReflectionMapping = 301; /** * Refraction mapping for cube textures. * * @type {number} * @constant */ const CubeRefractionMapping = 302; /** * Reflection mapping for equirectangular textures. * * @type {number} * @constant */ const EquirectangularReflectionMapping = 303; /** * Refraction mapping for equirectangular textures. * * @type {number} * @constant */ const EquirectangularRefractionMapping = 304; /** * Reflection mapping for PMREM textures. * * @type {number} * @constant */ const CubeUVReflectionMapping = 306; /** * The texture will simply repeat to infinity. * * @type {number} * @constant */ const RepeatWrapping = 1000; /** * The last pixel of the texture stretches to the edge of the mesh. * * @type {number} * @constant */ const ClampToEdgeWrapping = 1001; /** * The texture will repeats to infinity, mirroring on each repeat. * * @type {number} * @constant */ const MirroredRepeatWrapping = 1002; /** * Returns the value of the texture element that is nearest (in Manhattan distance) * to the specified texture coordinates. * * @type {number} * @constant */ const NearestFilter = 1003; /** * Chooses the mipmap that most closely matches the size of the pixel being textured * and uses the `NearestFilter` criterion (the texel nearest to the center of the pixel) * to produce a texture value. * * @type {number} * @constant */ const NearestMipmapNearestFilter = 1004; /** * Chooses the two mipmaps that most closely match the size of the pixel being textured and * uses the `NearestFilter` criterion to produce a texture value from each mipmap. * The final texture value is a weighted average of those two values. * * @type {number} * @constant */ const NearestMipmapLinearFilter = 1005; /** * Returns the weighted average of the four texture elements that are closest to the specified * texture coordinates, and can include items wrapped or repeated from other parts of a texture, * depending on the values of `wrapS` and `wrapT`, and on the exact mapping. * * @type {number} * @constant */ const LinearFilter = 1006; /** * Chooses the mipmap that most closely matches the size of the pixel being textured and uses * the `LinearFilter` criterion (a weighted average of the four texels that are closest to the * center of the pixel) to produce a texture value. * * @type {number} * @constant */ const LinearMipmapNearestFilter = 1007; /** * Chooses the two mipmaps that most closely match the size of the pixel being textured and uses * the `LinearFilter` criterion to produce a texture value from each mipmap. The final texture value * is a weighted average of those two values. * * @type {number} * @constant */ const LinearMipmapLinearFilter = 1008; const LinearMipMapLinearFilter = 1008; // legacy /** * An unsigned byte data type for textures. * * @type {number} * @constant */ const UnsignedByteType = 1009; /** * A byte data type for textures. * * @type {number} * @constant */ const ByteType = 1010; /** * A short data type for textures. * * @type {number} * @constant */ const ShortType = 1011; /** * An unsigned short data type for textures. * * @type {number} * @constant */ const UnsignedShortType = 1012; /** * An int data type for textures. * * @type {number} * @constant */ const IntType = 1013; /** * An unsigned int data type for textures. * * @type {number} * @constant */ const UnsignedIntType = 1014; /** * A float data type for textures. * * @type {number} * @constant */ const FloatType = 1015; /** * A half float data type for textures. * * @type {number} * @constant */ const HalfFloatType = 1016; /** * An unsigned short 4_4_4_4 (packed) data type for textures. * * @type {number} * @constant */ const UnsignedShort4444Type = 1017; /** * An unsigned short 5_5_5_1 (packed) data type for textures. * * @type {number} * @constant */ const UnsignedShort5551Type = 1018; /** * An unsigned int 24_8 data type for textures. * * @type {number} * @constant */ const UnsignedInt248Type = 1020; /** * An unsigned int 5_9_9_9 (packed) data type for textures. * * @type {number} * @constant */ const UnsignedInt5999Type = 35902; /** * An unsigned int 10_11_11 (packed) data type for textures. * * @type {number} * @constant */ const UnsignedInt101111Type = 35899; /** * Discards the red, green and blue components and reads just the alpha component. * * @type {number} * @constant */ const AlphaFormat = 1021; /** * Discards the alpha component and reads the red, green and blue component. * * @type {number} * @constant */ const RGBFormat = 1022; /** * Reads the red, green, blue and alpha components. * * @type {number} * @constant */ const RGBAFormat = 1023; /** * Reads each element as a single depth value, converts it to floating point, and clamps to the range `[0,1]`. * * @type {number} * @constant */ const DepthFormat = 1026; /** * Reads each element is a pair of depth and stencil values. The depth component of the pair is interpreted as * in `DepthFormat`. The stencil component is interpreted based on the depth + stencil internal format. * * @type {number} * @constant */ const DepthStencilFormat = 1027; /** * Discards the green, blue and alpha components and reads just the red component. * * @type {number} * @constant */ const RedFormat = 1028; /** * Discards the green, blue and alpha components and reads just the red component. The texels are read as integers instead of floating point. * * @type {number} * @constant */ const RedIntegerFormat = 1029; /** * Discards the alpha, and blue components and reads the red, and green components. * * @type {number} * @constant */ const RGFormat = 1030; /** * Discards the alpha, and blue components and reads the red, and green components. The texels are read as integers instead of floating point. * * @type {number} * @constant */ const RGIntegerFormat = 1031; /** * Reads the red, green, blue and alpha components. The texels are read as integers instead of floating point. * * @type {number} * @constant */ const RGBAIntegerFormat = 1033; /** * A DXT1-compressed image in an RGB image format. * * @type {number} * @constant */ const RGB_S3TC_DXT1_Format = 33776; /** * A DXT1-compressed image in an RGB image format with a simple on/off alpha value. * * @type {number} * @constant */ const RGBA_S3TC_DXT1_Format = 33777; /** * A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression. * * @type {number} * @constant */ const RGBA_S3TC_DXT3_Format = 33778; /** * A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3 * compression in how the alpha compression is done. * * @type {number} * @constant */ const RGBA_S3TC_DXT5_Format = 33779; /** * PVRTC RGB compression in 4-bit mode. One block for each 4×4 pixels. * * @type {number} * @constant */ const RGB_PVRTC_4BPPV1_Format = 35840; /** * PVRTC RGB compression in 2-bit mode. One block for each 8×4 pixels. * * @type {number} * @constant */ const RGB_PVRTC_2BPPV1_Format = 35841; /** * PVRTC RGBA compression in 4-bit mode. One block for each 4×4 pixels. * * @type {number} * @constant */ const RGBA_PVRTC_4BPPV1_Format = 35842; /** * PVRTC RGBA compression in 2-bit mode. One block for each 8×4 pixels. * * @type {number} * @constant */ const RGBA_PVRTC_2BPPV1_Format = 35843; /** * ETC1 RGB format. * * @type {number} * @constant */ const RGB_ETC1_Format = 36196; /** * ETC2 RGB format. * * @type {number} * @constant */ const RGB_ETC2_Format = 37492; /** * ETC2 RGBA format. * * @type {number} * @constant */ const RGBA_ETC2_EAC_Format = 37496; /** * EAC R11 UNORM format. * * @type {number} * @constant */ const R11_EAC_Format = 37488; // 0x9270 /** * EAC R11 SNORM format. * * @type {number} * @constant */ const SIGNED_R11_EAC_Format = 37489; // 0x9271 /** * EAC RG11 UNORM format. * * @type {number} * @constant */ const RG11_EAC_Format = 37490; // 0x9272 /** * EAC RG11 SNORM format. * * @type {number} * @constant */ const SIGNED_RG11_EAC_Format = 37491; // 0x9273 /** * ASTC RGBA 4x4 format. * * @type {number} * @constant */ const RGBA_ASTC_4x4_Format = 37808; /** * ASTC RGBA 5x4 format. * * @type {number} * @constant */ const RGBA_ASTC_5x4_Format = 37809; /** * ASTC RGBA 5x5 format. * * @type {number} * @constant */ const RGBA_ASTC_5x5_Format = 37810; /** * ASTC RGBA 6x5 format. * * @type {number} * @constant */ const RGBA_ASTC_6x5_Format = 37811; /** * ASTC RGBA 6x6 format. * * @type {number} * @constant */ const RGBA_ASTC_6x6_Format = 37812; /** * ASTC RGBA 8x5 format. * * @type {number} * @constant */ const RGBA_ASTC_8x5_Format = 37813; /** * ASTC RGBA 8x6 format. * * @type {number} * @constant */ const RGBA_ASTC_8x6_Format = 37814; /** * ASTC RGBA 8x8 format. * * @type {number} * @constant */ const RGBA_ASTC_8x8_Format = 37815; /** * ASTC RGBA 10x5 format. * * @type {number} * @constant */ const RGBA_ASTC_10x5_Format = 37816; /** * ASTC RGBA 10x6 format. * * @type {number} * @constant */ const RGBA_ASTC_10x6_Format = 37817; /** * ASTC RGBA 10x8 format. * * @type {number} * @constant */ const RGBA_ASTC_10x8_Format = 37818; /** * ASTC RGBA 10x10 format. * * @type {number} * @constant */ const RGBA_ASTC_10x10_Format = 37819; /** * ASTC RGBA 12x10 format. * * @type {number} * @constant */ const RGBA_ASTC_12x10_Format = 37820; /** * ASTC RGBA 12x12 format. * * @type {number} * @constant */ const RGBA_ASTC_12x12_Format = 37821; /** * BPTC RGBA format. * * @type {number} * @constant */ const RGBA_BPTC_Format = 36492; /** * BPTC Signed RGB format. * * @type {number} * @constant */ const RGB_BPTC_SIGNED_Format = 36494; /** * BPTC Unsigned RGB format. * * @type {number} * @constant */ const RGB_BPTC_UNSIGNED_Format = 36495; /** * RGTC1 Red format. * * @type {number} * @constant */ const RED_RGTC1_Format = 36283; /** * RGTC1 Signed Red format. * * @type {number} * @constant */ const SIGNED_RED_RGTC1_Format = 36284; /** * RGTC2 Red Green format. * * @type {number} * @constant */ const RED_GREEN_RGTC2_Format = 36285; /** * RGTC2 Signed Red Green format. * * @type {number} * @constant */ const SIGNED_RED_GREEN_RGTC2_Format = 36286; /** * Animations are played once. * * @type {number} * @constant */ const LoopOnce = 2200; /** * Animations are played with a chosen number of repetitions, each time jumping from * the end of the clip directly to its beginning. * * @type {number} * @constant */ const LoopRepeat = 2201; /** * Animations are played with a chosen number of repetitions, alternately playing forward * and backward. * * @type {number} * @constant */ const LoopPingPong = 2202; /** * Discrete interpolation mode for keyframe tracks. * * @type {number} * @constant */ const InterpolateDiscrete = 2300; /** * Linear interpolation mode for keyframe tracks. * * @type {number} * @constant */ const InterpolateLinear = 2301; /** * Smooth interpolation mode for keyframe tracks. * * @type {number} * @constant */ const InterpolateSmooth = 2302; /** * Bezier interpolation mode for keyframe tracks. * * Uses cubic Bezier curves with explicit 2D control points. * Requires tangent data to be set on the track. * * @type {number} * @constant */ const InterpolateBezier = 2303; /** * Zero curvature ending for animations. * * @type {number} * @constant */ const ZeroCurvatureEnding = 2400; /** * Zero slope ending for animations. * * @type {number} * @constant */ const ZeroSlopeEnding = 2401; /** * Wrap around ending for animations. * * @type {number} * @constant */ const WrapAroundEnding = 2402; /** * Default animation blend mode. * * @type {number} * @constant */ const NormalAnimationBlendMode = 2500; /** * Additive animation blend mode. Can be used to layer motions on top of * each other to build complex performances from smaller re-usable assets. * * @type {number} * @constant */ const AdditiveAnimationBlendMode = 2501; /** * For every three vertices draw a single triangle. * * @type {number} * @constant */ const TrianglesDrawMode = 0; /** * For each vertex draw a triangle from the last three vertices. * * @type {number} * @constant */ const TriangleStripDrawMode = 1; /** * For each vertex draw a triangle from the first vertex and the last two vertices. * * @type {number} * @constant */ const TriangleFanDrawMode = 2; /** * The depth value is inverted (1.0 - z) for visualization purposes. * * @type {number} * @constant */ const BasicDepthPacking = 3200; /** * Normal information is relative to the underlying surface. * * @type {number} * @constant */ const TangentSpaceNormalMap = 0; /** * Normal information is relative to the object orientation. * * @type {number} * @constant */ const ObjectSpaceNormalMap = 1; // Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available. /** * No color space. * * @type {string} * @constant */ const NoColorSpace = ''; /** * sRGB color space. * * @type {string} * @constant */ const SRGBColorSpace = 'srgb'; /** * sRGB-linear color space. * * @type {string} * @constant */ const LinearSRGBColorSpace = 'srgb-linear'; /** * Linear transfer function. * * @type {string} * @constant */ const LinearTransfer = 'linear'; /** * sRGB transfer function. * * @type {string} * @constant */ const SRGBTransfer = 'srgb'; /** * Keeps the current value. * * @type {number} * @constant */ const KeepStencilOp = 7680; /** * Will always return true. * * @type {number} * @constant */ const AlwaysStencilFunc = 519; /** * Never pass. * * @type {number} * @constant */ const NeverCompare = 512; /** * Pass if the incoming value is less than the texture value. * * @type {number} * @constant */ const LessCompare = 513; /** * Pass if the incoming value equals the texture value. * * @type {number} * @constant */ const EqualCompare = 514; /** * Pass if the incoming value is less than or equal to the texture value. * * @type {number} * @constant */ const LessEqualCompare = 515; /** * Pass if the incoming value is greater than the texture value. * * @type {number} * @constant */ const GreaterCompare = 516; /** * Pass if the incoming value is not equal to the texture value. * * @type {number} * @constant */ const NotEqualCompare = 517; /** * Pass if the incoming value is greater than or equal to the texture value. * * @type {number} * @constant */ const GreaterEqualCompare = 518; /** * Always pass. * * @type {number} * @constant */ const AlwaysCompare = 519; /** * The contents are intended to be specified once by the application, and used many * times as the source for drawing and image specification commands. * * @type {number} * @constant */ const StaticDrawUsage = 35044; /** * GLSL 3 shader code. * * @type {string} * @constant */ const GLSL3 = '300 es'; /** * WebGL coordinate system. * * @type {number} * @constant */ const WebGLCoordinateSystem = 2000; /** * WebGPU coordinate system. * * @type {number} * @constant */ const WebGPUCoordinateSystem = 2001; /** * This type represents mouse buttons and interaction types in context of controls. * * @typedef {Object} ConstantsMouse * @property {number} MIDDLE - The left mouse button. * @property {number} LEFT - The middle mouse button. * @property {number} RIGHT - The right mouse button. * @property {number} ROTATE - A rotate interaction. * @property {number} DOLLY - A dolly interaction. * @property {number} PAN - A pan interaction. **/ /** * This type represents touch interaction types in context of controls. * * @typedef {Object} ConstantsTouch * @property {number} ROTATE - A rotate interaction. * @property {number} PAN - A pan interaction. * @property {number} DOLLY_PAN - The dolly-pan interaction. * @property {number} DOLLY_ROTATE - A dolly-rotate interaction. **/ /** * This type represents the different timestamp query types. * * @typedef {Object} ConstantsTimestampQuery * @property {string} COMPUTE - A `compute` timestamp query. * @property {string} RENDER - A `render` timestamp query. **/ /** * Represents the different interpolation sampling types. * * @typedef {Object} ConstantsInterpolationSamplingType * @property {string} PERSPECTIVE - Perspective-correct interpolation. * @property {string} LINEAR - Linear interpolation. * @property {string} FLAT - Flat interpolation. */ /** * Represents the different interpolation sampling modes. * * @typedef {Object} ConstantsInterpolationSamplingMode * @property {string} NORMAL - Normal sampling mode. * @property {string} CENTROID - Centroid sampling mode. * @property {string} SAMPLE - Sample-specific sampling mode. * @property {string} FIRST - Flat interpolation using the first vertex. * @property {string} EITHER - Flat interpolation using either vertex. */ /** * Checks if an array contains values that require Uint32 representation. * * This function determines whether the array contains any values >= 65535, * which would require a Uint32Array rather than a Uint16Array for proper storage. * The function iterates from the end of the array, assuming larger values are * typically located at the end. * * @private * @param {Array<number>} array - The array to check. * @return {boolean} True if the array contains values >= 65535, false otherwise. */ function arrayNeedsUint32( array ) { // assumes larger values usually on last for ( let i = array.length - 1; i >= 0; -- i ) { if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565 } return false; } /** * Returns `true` if the given object is a typed array. * * @param {any} array - The object to check. * @return {boolean} Whether the given object is a typed array. */ function isTypedArray( array ) { return ArrayBuffer.isView( array ) && ! ( array instanceof DataView ); } /** * Creates an XHTML element with the specified tag name. * * This function uses the XHTML namespace to create DOM elements, * ensuring proper element creation in XML-based contexts. * * @private * @param {string} name - The tag name of the element to create (e.g., 'canvas', 'div'). * @return {HTMLElement} The created XHTML element. */ function createElementNS( name ) { return document.createElementNS( 'http://www.w3.org/1999/xhtml', name ); } /** * Creates a canvas element configured for block display. * * This is a convenience function that creates a canvas element with * display style set to 'block', which is commonly used in three.js * rendering contexts to avoid inline element spacing issues. * * @return {HTMLCanvasElement} A canvas element with display set to 'block'. */ function createCanvasElement() { const canvas = createElementNS( 'canvas' ); canvas.style.display = 'block'; return canvas; } /** * Internal cache for tracking warning messages to prevent duplicate warnings. * * @private * @type {Object<string, boolean>} */ const _cache = {}; /** * Logs an informational message with the 'THREE.' prefix. * * If a custom console function is set via setConsoleFunction(), it will be used * instead of the native console.log. The first parameter is treated as the * method name and is automatically prefixed with 'THREE.'. * * @param {...any} params - The message components. The first param is used as * the method name and prefixed with 'THREE.'. */ function log( ...params ) { const message = 'THREE.' + params.shift(); { console.log( message, ...params ); } } /** * Enhances log/warn/error messages related to TSL. * * @param {Array<any>} params - The original message parameters. * @returns {Array<any>} The filtered and enhanced message parameters. */ function enhanceLogMessage( params ) { const message = params[ 0 ]; if ( typeof message === 'string' && message.startsWith( 'TSL:' ) ) { const stackTrace = params[ 1 ]; if ( stackTrace && stackTrace.isStackTrace ) { params[ 0 ] += ' ' + stackTrace.getLocation(); } else { params[ 1 ] = 'Stack trace not available. Enable "THREE.Node.captureStackTrace" to capture stack traces.'; } } return params; } /** * Logs a warning message with the 'THREE.' prefix. * * If a custom console function is set via setConsoleFunction(), it will be used * instead of the native console.warn. The first parameter is treated as the * method name and is automatically prefixed with 'THREE.'. * * @param {...any} params - The message components. The first param is used as * the method name and prefixed with 'THREE.'. */ function warn( ...params ) { params = enhanceLogMessage( params ); const message = 'THREE.' + params.shift(); { const stackTrace = params[ 0 ]; if ( stackTrace && stackTrace.isStackTrace ) { console.warn( stackTrace.getError( message ) ); } else { console.warn( message, ...params ); } } } /** * Logs an error message with the 'THREE.' prefix. * * If a custom console function is set via setConsoleFunction(), it will be used * instead of the native console.error. The first parameter is treated as the * method name and is automatically prefixed with 'THREE.'. * * @param {...any} params - The message components. The first param is used as * the method name and prefixed with 'THREE.'. */ function error( ...params ) { params = enhanceLogMessage( params ); const message = 'THREE.' + params.shift(); { const stackTrace = params[ 0 ]; if ( stackTrace && stackTrace.isStackTrace ) { console.error( stackTrace.getError( message ) ); } else { console.error( message, ...params ); } } } /** * Logs a warning message only once, preventing duplicate warnings. * * This function maintains an internal cache of warning messages and will only * output each unique warning message once. Useful for warnings that may be * triggered repeatedly but should only be shown to the user once. * * @param {...any} params - The warning message components. */ function warnOnce( ...params ) { const message = params.join( ' ' ); if ( message in _cache ) return; _cache[ message ] = true; warn( ...params ); } /** * Asynchronously probes for WebGL