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Realsee Renderer SDK

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/** * @license * @realsee/five * Generated: 10/8/2026 * Version: 6.9.2 * Terms: * Realsee SDK License Agreement * Update: July 28, 2021 * THIS LICENSE AGREEMENT BETWEEN YOU AND 【BEIKE REALSEE TECHNOLOGY (HK) * LIMITED】(“Realsee”) FORMS A LEGALLY BINDING CONTRACT BETWEEN YOU AND REALSEE IN * RELATION TO YOUR USE OF THE SDK. This License Agreement accompanies the Realsee * Software Development Kit(s) for the software and related explanatory materials * (the "SDK") and includes any upgrades, modified versions, updates, additions, * and copies of the SDK licensed to You by Realsee. * BY DOWNLOADING, INSTALLING, OR OTHERWISE ACCESSING OR USING THE SDK, YOU AGREE * THAT YOU HAVE READ, UNDERSTOOD, AND AGREE TO BE BOUND BY THIS AGREEMENT. YOU ARE * AGREEING ON YOUR OWN BEHALF AND/OR ON BEHALF OF YOUR COMPANY OR ORGANIZATION TO * THE TERMS AND CONDITIONS STATED BELOW. * This Agreement applies to Your use of the SDK in the country in which You * legally install it (“Territory”) and is subject to the laws of such Territory * and further subject to Section 12 below. Different terms, conditions, and * limitations may apply to the use of the SDK in any additional countries. * 1. DEFINITIONS. * “Agreement” means this Realsee SDK License Agreement. * “Developer”, “You” and “Your” means the person(s) or entity acquiring or using * the SDK or otherwise exercising rights under the terms of this Agreement. * “Documentation” means the technical or other specifications or documentation * that Realsee may provide to You for use in connection with the SDK. * “Integrated Product” means any software, website, or on-line service developed * by You based on or using the SDK (collectively, the “Integrated Product”). * “Intellectual Property” means any patents, patent rights, trademarks, service * marks, registered and unregistered designs, applications for any of the * foregoing, copyright, and any other similar protected rights in any country and * to the extent recognised by any relevant jurisdiction as intellectual property, * trade secrets, know-how and confidential information. Realsee reserves all * rights not expressly granted to You. * “Realsee” means [Beike Realsee Technology (HK) Limited, a company incorporated * and validly existing under the laws of Hong Kong]. * “SDK” means the Realsee-proprietary Software Development Kits (SDK) provided * hereunder, includes all development tools (including any compiler and debugger), * application programming interfaces (“APIs”), libraries, binary utilities, header * files, Documentation, content, data, code samples, and other materials provided * to You in connection with this Agreement, whether delivered through a download, * or any other media or form, and is licensed, not sold, to You by Realsee for use * only under the terms of this Agreement. The terms of this Agreement will govern * any updates provided by Realsee that replace and/or supplement the original SDK * delivered to You, unless such update is accompanied by a separate license, in * which case the terms of such license will govern. * 2. LICENSED USES AND RESTRICTIONS. * 2.1 Subject to the restrictions contained in this Section 2, Realsee grants to * You during the term, a limited, non-exclusive, revocable, non-sublicensable, * non-transferable license to install and use the SDK within the Territory only * for the purpose of internal development. * 2.2 Restrictions. You acknowledge and agree that, You shall not, and shall * ensure that Your affiliates, employees, agents, representatives, officers, * representatives, and subcontractors do not (directly or indirectly): * 2.2.1 decompile, reverse engineer, disassemble or attempt to derive the source * code of, those components of the SDK provided in object code form, or any part * thereof; * 2.2.2 remove, alter, or obscure any copyright notice or other proprietary rights * notice on any part of the SDK; * 2.2.3 sell, assign, pledge, rent, lease, lend, upload to or host on any website * or server for use by any third party except You, redistribute, or sublicense the * SDK (or any part thereof), or operate the SDK (or any part thereof) in the * capacity of a service bureau or other hosted services provider, in whole or in * part, nor may You enable others to do so; * 2.2.4 or alter, modify, customize or improve the SDK, or any part thereof; * 2.2.5 use the SDK (or any part thereof) for any illegal purpose, in any manner * that is inconsistent with the terms of this Agreement, or to engage in any * illegal activity; * 2.2.6 use the SDK (or any part thereof) in any manner that may damage the * operation of Realsee’s products or services; or * 2.2.7 use the SDK or any information contained therein or otherwise provided by * Realsee for the purpose of developing, or having developed, any product * competitive with any Realsee product or service, as determined by Realsee in its * sole discretion; * 2.2.8 include any portion of the SDK in Your Developer products. * 2.3 Realsee has the right to impose reasonable conditions such as a reasonable * fee for use of the SDK in Integrated Product in the future. * 2.4 You may make a limited number of copies of the SDK to be used by Your * employees or consultants as provided herein, and not for general business * purposes, and such employees or consultants shall be subject to the obligations * and restrictions in this Agreement. * 2.5 All licenses not expressly granted in this Agreement are reserved and no * other licenses, immunity, or rights, express or implied, are granted by Realsee, * by implication, estoppel, or otherwise. * 3. CONFIDENTIALITY. * The SDK and all source code, Documentation, specifications, engineering details, * and related information pertaining to the SDK, whether in oral, written, * graphic, or electronic form, are and shall remain the confidential and * proprietary information of Realsee or its licensors (collectively, the * “Confidential Information”). You shall (i) disclose Confidential Information to * only those directors and employees (collectively, “Affiliates”) whose duties * justify their need to know such information and who have been clearly informed * of their obligation to maintain the confidential, proprietary, and/or trade * secret status of such Confidential Information; and (ii) use Confidential * Information solely in accordance with the license granted hereunder. In any * event, You and Your Affiliates shall treat Confidential Information as strictly * confidential and shall use the same care to prevent disclosure of such * information as You use with respect to Your own similar confidential and/or * proprietary information, which shall not be less than the care a reasonable * person would use under similar circumstances. All Confidential Information, and * any copies thereof, shall be returned promptly to Realsee upon request. You * shall ensure that Your Affiliates comply with the provisions of this Section 3, * and You shall be liable for any breach of this Section 3 resulting from the act * or omission of any of Your Affiliates. You shall not disclose Confidential * Information to any third party, including, without limitation, any of Your * subcontractors. * 4. PROPRIETARY RIGHTS. * 4.1 As between You and Realsee, Realsee and/or its licensors retain ownership of * all right, title, and interest in, to, and under the SDK, including, without * limitation, all patents, copyrights, trade secrets, trademarks and other * intellectual property and other proprietary rights therein, and reserve all * rights not expressly granted to You. * 4.2 The items contained in the SDK are the intellectual property of Realsee and * its licensors and are protected by PRC copyright and patent law, international * treaty provisions and applicable laws of the country in which it is being used. * You agree to protect all copyright and other ownership interests of Realsee * and/or its licensors in all items in the SDK supplied under this License * Agreement. You agree that all copies of the items in the SDK, reproduced for any * reason by You, contain the same copyright notices, and other proprietary notices * as appropriate, as appear on or in the original items delivered by Realsee in * the SDK. Realsee and/or its licensors retain title and ownership of the items in * the SDK, the media on which it is loaded, and all subsequent copies, regardless * of the form or media in or on which the original and other copies may exist. * Except as stated above, this Agreement does not grant You any rights to patents, * copyrights, trade secrets, trademarks or any other rights in respect to the * items in the SDK. * 5. TERM AND TERMINATION. * 5.1 This Agreement is effective until terminated. Realsee has the right to * terminate this Agreement immediately, without judicial intervention, if You fail * to comply with any term herein. Upon any such termination You must remove all * full and partial copies of the items in the SDK from Your computer and * discontinue the use of the items in the SDK. * 5.2 Realsee may at any time, terminate the Agreement with You if: (A) You have * breached any provision of the Agreement; or (B) Realsee is required to do so by * law; or (C) Realsee decides to no longer provide the SDK or certain parts of the * SDK to users in the country in which You are resident or from which You use the * service, or the provision of the SDK or certain SDK services to You by Realsee * is, in Realsee's sole discretion, no longer legally or commercially viable. * 5.3 When the Agreement comes to an end, all of the legal rights, obligations and * liabilities that You and Realsee have benefited from, been subject to (or which * have accrued over time whilst the Agreement has been in force) or which are * expressed to continue indefinitely, shall be unaffected by this cessation, and * the provisions of Section 3, 4, 6, 7 and 8 shall continue to apply to such * rights, obligations and liabilities indefinitely. * 6. DISCLAIMER OF WARRANTY. * YOU EXPRESSLY ACKNOWLEDGE AND AGREE THAT, TO THE EXTENT PERMITTED BY APPLICABLE * LAW, USE OF THE SDK (OR ANY PART THEREOF) IS AT YOUR SOLE RISK AND THAT THE * ENTIRE RISK AS TO SATISFACTORY QUALITY, PERFORMANCE, ACCURACY, AND EFFORT IS * WITH YOU. REALSEE LICENSES THE SDK TO YOU ONLY ON AN "AS-IS" BASIS. REALSEE * MAKES NO REPRESENTATION WITH RESPECT TO THE ADEQUACY OF ANY ITEMS IN THE SDK, * WHETHER OR NOT USED BY YOU IN THE DEVELOPMENT OF INTEGRATED PRODUCT, FOR ANY * PARTICULAR PURPOSE OR WITH RESPECT TO THEIR ADEQUACY TO PRODUCE ANY PARTICULAR * RESULT. REALSEE AND ITS LICENSORS SHALL NOT BE LIABLE FOR LOSS OR DAMAGE ARISING * OUT OF THIS AGREEMENT OR FROM THE DISTRIBUTION OR USE OF INTEGRATED PRODUCT * CONTAINING PORTIONS OF THE SDK. REALSEE AND ITS LICENSORS DISCLAIM ALL * WARRANTIES, EITHER EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO IMPLIED * CONDITIONS OR WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * OR NONINFRINGEMENT OF ANY THIRD PARTY RIGHT IN RESPECT OF THE ITEMS IN THE SDK * OR ANY SERVICES RELATED TO THE SDK. * REALSEE IS UNDER NO OBLIGATION TO PROVIDE ANY SUPPORT UNDER THIS LICENSE * AGREEMENT, INCLUDING UPGRADES OR FUTURE VERSIONS OF THE SDK OR ANY PORTIONS * THEREOF, TO YOU, END USER OR TO ANY OTHER PARTY. * 7. LIMITATION OF LIABILITY. * TO THE EXTENT NOT PROHIBITED BY APPLICABLE LAW, IN NO EVENT WILL REALSEE OR ITS * LICENSORS BE LIABLE FOR ANY DIRECT, INCIDENTAL, SPECIAL, INDIRECT, OR * CONSEQUENTIAL DAMAGES, INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF USE, * LOSS OF BUSINESS, REVENUE, OR PROFITS, LOSS OF OPPORTUNITY (WHETHER DIRECT OR * INDIRECT), CORRUPTION OR LOSS OF DATA, LOSS OF REPUTATION OR SAVINGS, DOWNTIME, * OR DAMAGE TO, LOSS OF OR REPLACEMENT OF DATA OR TRANSACTIONS, COST OF * PROCUREMENT OF SUBSTITUTE SERVICES, BUSINESS INTERRUPTION, OR ANY OTHER * COMMERCIAL DAMAGES OR LOSSES, ARISING OUT OF OR RELATED TO YOUR USE OR INABILITY * TO USE THE SDK (OR ANY PART THEREOF), ANY INTEGRATED PRODUCT, OR ANY THIRD PARTY * SOFTWARE, APPLICATIONS, OR SERVICES IN CONJUNCTION WITH THE SDK (OR ANY PART * THEREOF), HOWEVER CAUSED, REGARDLESS OF THE THEORY OF LIABILITY (CONTRACT, TORT, * OR OTHERWISE) AND EVEN IF REALSEE HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH * DAMAGES. IN NO EVENT WILL REALSEE’S TOTAL LIABILITY TO YOU FOR ALL DAMAGES * EXCEED ONE HUNDRED DOLLARS ($100.00). THE FOREGOING LIMITATIONS WILL APPLY EVEN * IF THE ABOVE STATED REMEDY FAILS OF ITS ESSENTIAL PURPOSE. THE LIMITATIONS * CONTAINED IN SECTIONS 6 AND THIS SECTION 7 ARE A FUNDAMENTAL PART OF THE BASIS * OF REALSEE’S BARGAIN HEREUNDER, AND REALSEE WOULD NOT ENTER INTO THIS AGREEMENT * OR PROVIDE YOU WITH ACCESS TO THE SDK ABSENT SUCH LIMITATIONS. * 8. INDEMNIFICATION. * To the extent permitted by applicable law, You agree to indemnify, defend and * hold harmless Realsee, its affiliates and each of their directors, officers, * employees, independent contractors, and agents (each a “Realsee Indemnified * Party”) from any and all claims, losses, liabilities, damages, expenses, and * costs (including without limitation attorneys’ fees and court costs) incurred by * a Realsee Indemnified Party as a result of: (i) Your non-compliance with any * terms of this Agreement; (ii) Your use of the SDK (or any part thereof); or * (iii) Your use of any Integrated Product, including any claim that Integrated * Product infringes the copyright, trademark, trade secret or other intellectual * property right of a third party. * 9. ACKNOWLEDGEMENTS. * Portions of the SDK may utilize or include third party software and other * copyrighted material. Acknowledgments, licensing terms, and disclaimers for such * material are contained in Documentation for the SDK or may otherwise accompany * such material, and Your use of such materials governed by their respective * terms. In the event of conflict between the terms of this Agreement and an * applicable open source or third party agreement, the open source or third party * agreement will control solely with respect to the open source software or third * party software. Moreover, You shall not subject any items (including not limited * to source code, object code, and any software) included in the SDK to any open * source license. * 10. NON-BLOCKING OF REALSEE DEVELOPMENT. * You acknowledge that Realsee is currently developing or may develop technologies * and products in the future that have or may have design and/or functionality * similar to Integrated Product that You may develop based on Your license herein. * Nothing in this Agreement shall impair, limit or curtail Realsee's right to * continue with its development, maintenance and/or distribution of Realsee's * technology or products. * 11. GENERAL. * 11.1 Export Control. You may not use or otherwise export or re-export the SDK * (or any part thereof) except as authorized by United States law and the laws of * the jurisdiction(s) in which the SDK (or any part thereof) was obtained. In * particular, but without limitation, the SDK may not be exported or re-exported * (i) into any U.S. embargoed countries or (ii) to anyone on the U.S. Treasury * Department's list of Specially Designated Nationals or the U.S. Department of * Commerce Denied Person's List or Entity List. By using the SDK (or any part * thereof), You represent and warrant that You are not located in any such country * or on any such list. * 11.2 Governing Law. This Agreement and the rights of the parties hereunder shall * be governed by and construed in accordance with the laws of People’s Republic of * China (for purpose of this Agreement, excluding Hong Kong, Taiwan, and Macau), * without reference to its conflict of laws principles. Any dispute, controversy * or claim arising from or in connection with this Agreement, or the breach, * termination or invalidity thereof, shall be submitted to China International * Economic and Trade Arbitration Commission (“CIETAC”) for arbitration in Beijing * which shall be conducted in accordance with the CIETAC's arbitration rules in * effect at the time of applying for arbitration. The arbitral award is final and * binding upon both parties. * 11.3 Severability. If any provision of this Agreement is held by a court of * competent jurisdiction to be unenforceable for any reason, the remaining * provisions hereof will be unaffected and remain in full force and effect. * 11.4. Modifications. Realsee reserves the right, from time to time, with or * without notice to You, to make revisions to this Agreement in our sole and * absolute discretion. The most current version of this Agreement will supersede * all previous versions and shall be made available on the website where the SDK * is made available, or by such other means as Realsee may determine in its * discretion. Any modified versions of this Agreement hereto shall take effect * from the time that it is made available. You shall be responsible for regularly * checking for notice of any such modifications. You agree that Your continued use * of the SDK constitutes Your agreement to the modified Agreement. * 11.5 Relationship of the Parties. This Agreement will not be construed as * creating an agency, partnership, joint venture, fiduciary duty, or any other * form of legal association between You and Realsee, and You will not represent to * the contrary, whether expressly, by implication, appearance, or otherwise. * 11.6 Entire Agreement; Governing Language. This Agreement constitutes the entire * agreement between You and Realsee with respect to the use of the SDK licensed * hereunder and supersedes all prior understandings regarding such subject matter. * No amendment to or modification of this Agreement will be binding unless in * writing and signed by Realsee. You and Realsee hereto confirm that this * Agreement and all related documents shall be drafted in English. */import * as e from "three"; //#region build/line/utils/LineSegmentsGeometry.js var t = class extends e.InstancedBufferGeometry { constructor() { super(), this.type = "LineSegmentsGeometry", this.setIndex([ 0, 2, 1, 2, 3, 1, 2, 4, 3, 4, 5, 3, 4, 6, 5, 6, 7, 5 ]), this.setAttribute("position", new e.Float32BufferAttribute([ -1, 2, 0, 1, 2, 0, -1, 1, 0, 1, 1, 0, -1, 0, 0, 1, 0, 0, -1, -1, 0, 1, -1, 0 ], 3)), this.setAttribute("uv", new e.Float32BufferAttribute([ -1, 2, 1, 2, -1, 1, 1, 1, -1, -1, 1, -1, -1, -2, 1, -2 ], 2)); } applyMatrix4(e) { let t = this.attributes.instanceStart, n = this.attributes.instanceEnd; return t !== void 0 && (t.applyMatrix4(e), n.applyMatrix4(e), t.needsUpdate = !0), this.boundingBox !== null && this.computeBoundingBox(), this.boundingSphere !== null && this.computeBoundingSphere(), this; } setPositions(t) { let n; n = t instanceof Float32Array ? t : Array.isArray(t) ? new Float32Array(t) : new Float32Array(); let r = new e.InstancedInterleavedBuffer(n, 6, 1); return this.setAttribute("instanceStart", new e.InterleavedBufferAttribute(r, 3, 0)), this.setAttribute("instanceEnd", new e.InterleavedBufferAttribute(r, 3, 3)), this.computeBoundingBox(), this.computeBoundingSphere(), this; } setColors(t) { let n; n = t instanceof Float32Array ? t : Array.isArray(t) ? new Float32Array(t) : new Float32Array(); let r = new e.InstancedInterleavedBuffer(n, 6, 1); return this.setAttribute("instanceColorStart", new e.InterleavedBufferAttribute(r, 3, 0)), this.setAttribute("instanceColorEnd", new e.InterleavedBufferAttribute(r, 3, 3)), this; } fromWireframeGeometry(e) { return this.setPositions(e.attributes.position.array), this; } fromEdgesGeometry(e) { return this.setPositions(e.attributes.position.array), this; } fromMesh(t) { return this.fromWireframeGeometry(new e.WireframeGeometry(t.geometry)), this; } fromLineSegments(t) { var n = t.geometry; if (n instanceof e.Geometry) { let t = new e.BufferGeometry().fromGeometry(n); this.setPositions(t.attributes.position.array); } else n instanceof e.BufferGeometry && this.setPositions(n.attributes.position.array); return this; } computeBoundingBox() { this.boundingBox === null && (this.boundingBox = new e.Box3()); let t = this.attributes.instanceStart, n = this.attributes.instanceEnd; if (t !== void 0 && n !== void 0) { let r = new e.Box3(); this.boundingBox.setFromBufferAttribute(t), r.setFromBufferAttribute(n), this.boundingBox.union(r); } } computeBoundingSphere() { this.boundingSphere === null && (this.boundingSphere = new e.Sphere()), this.boundingBox === null && this.computeBoundingBox(); let t = this.attributes.instanceStart, n = this.attributes.instanceEnd; if (t !== void 0 && n !== void 0) { let r = this.boundingSphere.center; this.boundingBox.getCenter(r); let i = 0, a = new e.Vector3(); for (let e = 0, o = t.count; e < o; e++) a.fromBufferAttribute(t, e), i = Math.max(i, r.distanceToSquared(a)), a.fromBufferAttribute(n, e), i = Math.max(i, r.distanceToSquared(a)); this.boundingSphere.radius = Math.sqrt(i), isNaN(this.boundingSphere.radius) && console.error("THREE.LineSegmentsGeometry.computeBoundingSphere(): Computed radius is NaN. The instanced position data is likely to have NaN values.", this); } } toJSON() {} }; Object.assign(t.prototype, { isLineSegmentsGeometry: !0 }); //#endregion //#region build/line/utils/LineMaterial.js var n = { uniforms: e.UniformsUtils.merge([ e.UniformsLib.common, e.UniformsLib.fog, { linewidth: { value: 1 }, resolution: { value: new e.Vector2(1, 1) }, dashScale: { value: 1 }, dashSize: { value: 1 }, gapSize: { value: 1 }, opacity: { value: 1 } } ]), vertexShader: "\n #include <common>\n #include <color_pars_vertex>\n #include <fog_pars_vertex>\n #include <logdepthbuf_pars_vertex>\n #include <clipping_planes_pars_vertex>\n\n uniform float linewidth;\n uniform vec2 resolution;\n\n attribute vec3 instanceStart;\n attribute vec3 instanceEnd;\n\n attribute vec3 instanceColorStart;\n attribute vec3 instanceColorEnd;\n\n varying vec2 vUv;\n\n #ifdef USE_DASH\n\n uniform float dashScale;\n attribute float instanceDistanceStart;\n attribute float instanceDistanceEnd;\n varying float vLineDistance;\n\n #endif\n\n void trimSegment( const in vec4 start, inout vec4 end ) {\n\n // trim end segment so it terminates between the camera plane and the near plane\n\n // conservative estimate of the near plane\n float a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column\n float b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column\n float nearEstimate = - 0.5 * b / a;\n\n float alpha = ( nearEstimate - start.z ) / ( end.z - start.z );\n\n end.xyz = mix( start.xyz, end.xyz, alpha );\n\n }\n\n void main() {\n\n #ifdef USE_COLOR\n\n vColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;\n\n #endif\n\n #ifdef USE_DASH\n\n vLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;\n\n #endif\n\n float aspect = resolution.x / resolution.y;\n\n vUv = uv;\n\n // camera space\n vec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );\n vec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );\n\n // special case for perspective projection, and segments that terminate either in, or behind, the camera plane\n // clearly the gpu firmware has a way of addressing this issue when projecting into ndc space\n // but we need to perform ndc-space calculations in the shader, so we must address this issue directly\n // perhaps there is a more elegant solution -- WestLangley\n\n bool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column\n\n if ( perspective ) {\n\n if ( start.z < 0.0 && end.z >= 0.0 ) {\n\n trimSegment( start, end );\n\n } else if ( end.z < 0.0 && start.z >= 0.0 ) {\n\n trimSegment( end, start );\n\n }\n\n }\n\n // clip space\n vec4 clipStart = projectionMatrix * start;\n vec4 clipEnd = projectionMatrix * end;\n\n // ndc space\n vec2 ndcStart = clipStart.xy / clipStart.w;\n vec2 ndcEnd = clipEnd.xy / clipEnd.w;\n\n // direction\n vec2 dir = ndcEnd - ndcStart;\n\n // account for clip-space aspect ratio\n dir.x *= aspect;\n dir = normalize( dir );\n\n // perpendicular to dir\n vec2 offset = vec2( dir.y, - dir.x );\n\n // undo aspect ratio adjustment\n dir.x /= aspect;\n offset.x /= aspect;\n\n // sign flip\n if ( position.x < 0.0 ) offset *= - 1.0;\n\n // endcaps\n if ( position.y < 0.0 ) {\n\n offset += - dir;\n\n } else if ( position.y > 1.0 ) {\n\n offset += dir;\n\n }\n\n // adjust for linewidth\n offset *= linewidth;\n\n // adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...\n offset /= resolution.y;\n\n // select end\n vec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;\n\n // back to clip space\n offset *= clip.w;\n\n clip.xy += offset;\n\n gl_Position = clip;\n\n vec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation\n\n #include <logdepthbuf_vertex>\n #include <clipping_planes_vertex>\n #include <fog_vertex>\n\n }\n ", fragmentShader: "\n uniform vec3 diffuse;\n uniform float opacity;\n\n #ifdef USE_DASH\n\n uniform float dashSize;\n uniform float gapSize;\n\n #endif\n\n varying float vLineDistance;\n\n #include <common>\n #include <color_pars_fragment>\n #include <fog_pars_fragment>\n #include <logdepthbuf_pars_fragment>\n #include <clipping_planes_pars_fragment>\n\n varying vec2 vUv;\n\n void main() {\n\n #include <clipping_planes_fragment>\n\n #ifdef USE_DASH\n\n if ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps\n\n if ( mod( vLineDistance, dashSize + gapSize ) > dashSize ) discard; // todo - FIX\n\n #endif\n\n if ( abs( vUv.y ) > 1.0 ) {\n\n float a = vUv.x;\n float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;\n float len2 = a * a + b * b;\n\n if ( len2 > 1.0 ) discard;\n\n }\n\n vec4 diffuseColor = vec4( diffuse, opacity );\n\n #include <logdepthbuf_fragment>\n #include <color_fragment>\n\n gl_FragColor = vec4( diffuseColor.rgb, diffuseColor.a );\n\n #include <tonemapping_fragment>\n #include <fog_fragment>\n #include <premultiplied_alpha_fragment>\n\n }\n " }, r = class extends e.ShaderMaterial { constructor(t) { super({ uniforms: e.UniformsUtils.clone(n.uniforms), vertexShader: n.vertexShader, fragmentShader: n.fragmentShader, clipping: !0 }), this.type = "LineMaterial", this.dashed = !1, Object.defineProperties(this, { color: { enumerable: !0, get() { return this.uniforms.diffuse.value; }, set(e) { this.uniforms.diffuse.value = e; } }, linewidth: { enumerable: !0, get() { return this.uniforms.linewidth.value; }, set(e) { this.uniforms.linewidth.value = e; } }, dashScale: { enumerable: !0, get() { return this.uniforms.dashScale.value; }, set(e) { this.uniforms.dashScale.value = e; } }, dashSize: { enumerable: !0, get() { return this.uniforms.dashSize.value; }, set(e) { this.uniforms.dashSize.value = e; } }, gapSize: { enumerable: !0, get() { return this.uniforms.gapSize.value; }, set(e) { this.uniforms.gapSize.value = e; } }, opacity: { enumerable: !0, get() { return this.uniforms.opacity.value; }, set(e) { this.uniforms.opacity.value = e; } }, resolution: { enumerable: !0, get() { return this.uniforms.resolution.value; }, set(e) { this.uniforms.resolution.value.copy(e); } } }), this.setValues(t); } }; Object.assign(r.prototype, { isLineMaterial: !0 }); //#endregion //#region build/line/utils/LineSegments2.js var i = class extends e.Mesh { constructor(e, n) { super(), this.type = "LineSegments2", this.geometry = e === void 0 ? new t() : e, this.material = n === void 0 ? new r({ color: Math.random() * 16777215 }) : n; } computeLineDistances() { let t = this.geometry, n = t.attributes.instanceStart, r = t.attributes.instanceEnd, i = new Float32Array(2 * n.count), a = new e.Vector3(), o = new e.Vector3(); for (var s = 0, c = 0, l = n.count; s < l; s++, c += 2) a.fromBufferAttribute(n, s), o.fromBufferAttribute(r, s), i[c] = c === 0 ? 0 : i[c - 1], i[c + 1] = i[c] + a.distanceTo(o); let u = new e.InstancedInterleavedBuffer(i, 2, 1); return t.setAttribute("instanceDistanceStart", new e.InterleavedBufferAttribute(u, 1, 0)), t.setAttribute("instanceDistanceEnd", new e.InterleavedBufferAttribute(u, 1, 1)), this; } raycast(t, n) { t.camera === null && console.error("LineSegments2: \"Raycaster.camera\" needs to be set in order to raycast against LineSegments2."); let r = t.ray, i = t.camera, a = i.projectionMatrix, o = this.geometry, s = this.material, c = s.resolution, l = s.linewidth, u = o.attributes.instanceStart, d = o.attributes.instanceEnd, f = new e.Vector4(), p = new e.Vector4(), m = new e.Vector4(), h = new e.Vector3(), g = new e.Matrix4(), _ = new e.Line3(), v = new e.Vector3(); r.at(1, m), m.w = 1, m.applyMatrix4(i.matrixWorldInverse), m.applyMatrix4(a), m.multiplyScalar(1 / m.w), m.x *= c.x / 2, m.y *= c.y / 2, m.z = 0, h.copy(m); let y = this.matrixWorld; g.multiplyMatrices(i.matrixWorldInverse, y); for (var b = 0, x = u.count; b < x; b++) { f.fromBufferAttribute(u, b), p.fromBufferAttribute(d, b), f.w = 1, p.w = 1, f.applyMatrix4(g), p.applyMatrix4(g), f.applyMatrix4(a), p.applyMatrix4(a), f.multiplyScalar(1 / f.w), p.multiplyScalar(1 / p.w); var S = f.z < -1 && p.z < -1, C = f.z > 1 && p.z > 1; if (S || C) continue; f.x *= c.x / 2, f.y *= c.y / 2, p.x *= c.x / 2, p.y *= c.y / 2, _.start.copy(f), _.start.z = 0, _.end.copy(p), _.end.z = 0; let t = _.closestPointToPointParameter(h, !0); _.at(t, v); let i = e.MathUtils.lerp(f.z, p.z, t), o = i >= -1 && i <= 1; var w = h.distanceTo(v) < l * .5; if (o && w) { _.start.fromBufferAttribute(u, b), _.end.fromBufferAttribute(d, b), _.start.applyMatrix4(y), _.end.applyMatrix4(y); var T = new e.Vector3(), E = new e.Vector3(); r.distanceSqToSegment(_.start, _.end, E, T), n.push({ point: E, pointOnLine: T, distance: r.origin.distanceTo(E), object: this, faceIndex: b }); } } } }; Object.assign(i.prototype, { isLineSegments2: !0 }); //#endregion //#region build/line/utils/Line2.js var a = class extends i { constructor(e, t) { super(e, t), this.type = "Line2"; } }; Object.assign(a.prototype, { isLine2: !0 }); //#endregion //#region build/line/utils/LineGeometry.js var o = class extends t { constructor() { super(), this.type = "LineGeometry"; } setPositions(e) { let t = e.length - 3, n = new Float32Array(2 * t); for (let r = 0; r < t; r += 3) n[2 * r] = e[r], n[2 * r + 1] = e[r + 1], n[2 * r + 2] = e[r + 2], n[2 * r + 3] = e[r + 3], n[2 * r + 4] = e[r + 4], n[2 * r + 5] = e[r + 5]; return super.setPositions(n), this; } setColors(e) { let t = e.length - 3, n = new Float32Array(2 * t); for (let r = 0; r < t; r += 3) n[2 * r] = e[r], n[2 * r + 1] = e[r + 1], n[2 * r + 2] = e[r + 2], n[2 * r + 3] = e[r + 3], n[2 * r + 4] = e[r + 4], n[2 * r + 5] = e[r + 5]; return super.setColors(n), this; } fromLine(t) { let n = t.geometry; if (n instanceof e.Geometry) { let t = new e.BufferGeometry().fromGeometry(n); this.setPositions(t.attributes.position.array); } else n instanceof e.BufferGeometry && this.setPositions(n.attributes.position.array); return this; } copy() { return this; } }; Object.assign(o.prototype, { isLineGeometry: !0 }); //#endregion //#region build/line/index.js var s = 14467195, c = 8, l = 2, u = 20, d = null, f = class extends e.Object3D { static get version() { return "6.9.2"; } constructor(t = new e.Vector3(), n = new e.Vector3()) { super(), this.type = "FiveLine", this.needsRender = !0; let i = new o(), f = new r({ color: s, linewidth: l, dashScale: u, dashed: !1 }); this.line = new a(i, f); let p = new e.BufferGeometry(), m = new e.PointsMaterial({ color: s, size: c, map: d || (d = new e.TextureLoader().load("data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAAXNSR0IArs4c6QAAAAZiS0dEAAAAAAAA+UO7fwAAAAlwSFlzAAALEwAACxMBAJqcGAAAAAd0SU1FB9sHDgwCEMBJZu0AAAAdaVRYdENvbW1lbnQAAAAAAENyZWF0ZWQgd2l0aCBHSU1QZC5lBwAABM5JREFUWMO1V0tPG2cUPZ4Hxh6DazIOrjFNqJs0FIMqWFgWQkatsmvVbtggKlSVRVf5AWz4AWz4AUSKEChll19QJYSXkECuhFxsHjEhxCYm+DWGMZ5HF72DJq4bAzFXurI0M/I5997v3u9cC65vTJVn2lX/xHINQOYSBLTLEuIuCWw4Z3IGAEvf6ASmVHjNzHCXBG4A0AjACsAOwEbO0nsFQBnAGYASAIl+ZRMR7SolMEdsByD09fV5R0ZGgg8ePPjW5/N1iqLYpuu6RZblciKR2I9Go69evnwZnZ+fjwI4IS8AKBIRzeQfJWCANwKwh0KhtrGxsYehUOin1tbW+zzP23ietzY2NnIAoGmaLsuyUiqVyvl8XtrY2NiamZn589mzZxsAUgCOAeQAnFI2tI+VxIjaAeDzoaGh7xYWFuZOTk6OZVk+12uYqqq6JEnn0Wg0OT4+/geAXwGEAdwDIFJQXC1wO4DWR48e/RCPxxclSSroVzRFUbSDg4P848ePFwH8DuAhkWih83TRQWxFOXgAwvDwcOfo6OhvXV1d39tsNtuVBwTDWBwOh1UUxVsMw1hXVlbSdCgNV43uYSvrHg6H24aHh38eHBz85TrgF9FYLHA4HLzH43FvbW2d7u/vG+dANp8FpqIlbd3d3V8Fg8EfBUFw4BONZVmL3+9vHhkZCQL4AoAHgJPK8G+yzC0XDofdoVAo5PP5vkadTBAEtr+/39ff3x8gAp/RPOEqx2qjx+NpvXv3bk9DQ0NDvQgwDIOWlhZrMBj8kgi0UJdxRgYMArzL5XJ7vd57qLPZ7Xamp6fnNgBXtQxcjFuHw+Hyer3t9SYgCAITCAScAJoBNNEY/08GOFVVrfVMv7kMNDntFD1vjIAPrlRN0xjckOm6biFQ3jwNPwDMZrOnqVTqfb3Bi8Wivru7W/VCYkwPlKOjo0IikXh7EwQikYgE4Nw0CfXKDCipVCoTj8df3QABbW1tLUc6oUgkFPMkVACUNjc337148eKvw8PDbJ2jP1taWkoCyNDVXDSECmNSK4qiKNLq6urW8+fPI/UicHx8rD59+jSVy+WOAKSJhKENwFItLtoxk8mwsixzHR0dHe3t7c5PAU+n09rs7OzJkydPYqVSaQfANoDXALIk31S2smU1TWMPDg7K5XKZ7+3t9TudTut1U7+wsFCcmJiIpdPpbQBxADsAknQWymYCOukBHYCuKApisdhpMpnURFEU79y503TVyKenpzOTk5M7e3t7MQKPV0Zv1gNm+awB0MvlshqLxfLb29uyJElWURSbXC4XXyvqxcXFs6mpqeTc3Nzu3t7e3wQcA7BPZ8Cov1pNlJplmQtAG8MwHV6v95tAINA5MDBwPxAIuLu6upr8fr/VAN3c3JQjkcjZ+vp6fnl5+d2bN29SuVzuNYAEpf01CdRChUL+X1VskHACuA3Ay3Fcu9vt7nA6nZ7m5uYWQRCaNE3jVVW15PP580KhIGUymWw2m00DOAJwSP4WwPtq4LX2Ao6USxNlQyS/RcQcdLGwlNIz6vEMAaZpNzCk2Pll94LK/cDYimxERiBwG10sxjgvEZBE0UpE6vxj+0Ct5bTaXthgEhRmja8QWNkkPGsuIpfdjpkK+cZUWTC0KredVmtD/gdlSl6EG4AMvQAAAABJRU5ErkJggg==")), sizeAttenuation: !1, transparent: !0 }); this.points = new e.Points(p, m), this.points.renderOrder = 11, this.points.frustumCulled = !1, this.setPoints(t, n), this.add(this.line, this.points); } setPoints(t, n) { let r = [].concat(t.toArray(), n.toArray()); this.points.geometry.setAttribute("position", new e.BufferAttribute(new Float32Array(r), 3)), this.line.geometry.setPositions(r), this.line.computeLineDistances(), this.needsRender = !0; } getPoints() { let t = this.points.geometry.attributes.position.array; return [new e.Vector3(t[0], t[1], t[2]), new e.Vector3(t[3], t[4], t[5])]; } setMaterial(e) { let t = this.line.material; for (let n in e) { if (!e.hasOwnProperty(n)) continue; let r = e[n]; n === "dashed" ? (t.dashed = r, r ? t.defines.USE_DASH = "" : delete t.defines.USE_DASH, t.needsUpdate = !0) : t[n] = e[n]; } this.needsRender = !0; } setResolution(e, t) { let n = this.line.material.resolution; (n.x !== e || n.y !== t) && (n.set(e, t), this.needsRender = !0); } }; Object.assign(f.prototype, { isFiveLine: !0 }); //#endregion export { f as Line, o as LineGeometry, r as LineMaterial, t as LineSegmentsGeometry, a as THREE_Line2, i as THREE_LineSegments2 };