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videx-3d

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React 3D component library designed for sub surface visualizations in the browser

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var $ = Object.defineProperty; var y = (r, t, s) => t in r ? $(r, t, { enumerable: !0, configurable: !0, writable: !0, value: s }) : r[t] = s; var R = (r, t, s) => y(r, typeof t != "symbol" ? t + "" : t, s); import { BufferGeometry as O, BufferAttribute as j } from "three"; import { lerp as S } from "three/src/math/MathUtils.js"; import { d as x, b as V, x as tt, y as st, f as H, a4 as nt, a1 as et, a6 as it } from "./chunk-CPDkHB2U.js"; function E(r, t, s) { if (t[0] === s[0]) return s[1]; const n = s[0] - t[0], e = x((r - t[0]) / n, 0, 1); return S(t[1], s[1], e); } function ot(r, t, s, n, e, h, l, f) { const o = []; if (t === "none" || h.length === 0) o.push([s, e], [n, e]); else { let a = [0, e], c = [1, e]; const u = h.findIndex((g) => g[0] > s); u === -1 ? a = h[h.length - 1] : (u > 0 && (a = h[u - 1]), c = h[u]); const d = t === "linear" ? E(s, a, c) : a[1]; o.push([s, d]); for (let g = u; g >= 0 && g < h.length; g++) { const C = h[g]; if (C[0] < n) o.push(C); else { t === "linear" ? o.push([n, E(n, o[o.length - 1], C)]) : o.push([n, o[o.length - 1][1]]); break; } } o[o.length - 1][0] < n && (t === "linear" ? o.push([ n, E(n, o[o.length - 1], [1, e]) ]) : o.push([n, o[o.length - 1][1]])); } const v = [], p = tt( r, s, n, l, f ); let m = 0, i = p[m]; for (let a = 0; a < o.length - 1; a++) { const c = a + 1, [u, d] = o[a], [g, C] = o[c], P = (g - u) * r.length, z = C - d, T = Math.atan2(z, P); for (v.push([ u, d, t === "linear" ? T : 0 ]); i <= u && m < p.length - 1; ) i = p[++m]; for (; i < g && m < p.length; ) { const G = t === "linear" ? E(i, o[a], o[c]) : d; v.push([ i, G, t === "linear" ? T : 0 ]), i = p[m++]; } if (c < o.length) { if (t === "linear") v.push([ g, C, t === "linear" ? T : 0 ]); else if (t === "stepped") { const G = T < 0 ? -V / 2 : V / 2; v.push( [g, d, 0], [g, d, G], [g, C, G] ); } } c === o.length - 1 && t === "none" && v.push([g, C, T]); } const _ = st( r, v.map((a) => a[0]) ); return v.map((a, c) => ({ radius: a[1], theta: a[2], ..._[c] })); } function Y(r, t, s = !0, n, e = 0) { let h = 0, l = 0; const f = [], o = [], v = n.computeNormals ? [] : null, p = n.computeUvs ? [] : null, m = s ? [-r.tangent[0], -r.tangent[1], -r.tangent[2]] : r.tangent; f.push(...r.position), h++, v && v.push(...m), p && p.push(0.5, 0.5); for (let i = 0; i <= t; i++) { const _ = i / t * V * 2, a = Math.sin(_), c = -Math.cos(_), u = H([ c * r.normal[0] + a * r.binormal[0], c * r.normal[1] + a * r.binormal[1], c * r.normal[2] + a * r.binormal[2] ]); if (f.push( r.position[0] + r.radius * u[0], r.position[1] + r.radius * u[1], r.position[2] + r.radius * u[2] ), h++, v && v.push(...m), p) { const d = [(c + 1) / 2, (a + 1) / 2]; s && (d[0] = 1 - d[0]), p.push(...d); } } for (let i = 1; i <= t; i++) { let a, c; s ? (a = i + 0, c = i + 0 + 1) : (a = i + 0 + 1, c = i + 0), o.push(a + e, c + e, 0 + e), l += 3; } return { vertices: f, indices: o, normals: v, uvs: p, vertexCount: h, indexCount: l }; } function J(r, t, s, n = !0, e, h = 0) { let l = 0, f = 0; const o = [], v = [], p = e.computeNormals ? [] : null, m = e.computeUvs ? [] : null, i = n ? [ -r.tangent[0], -r.tangent[1], -r.tangent[2] ] : r.tangent, _ = t.radius / r.radius; for (let a = 0; a <= s; a++) { const c = a / s * V * 2, u = Math.sin(c), d = -Math.cos(c), g = H([ d * r.normal[0] + u * r.binormal[0], d * r.normal[1] + u * r.binormal[1], d * r.normal[2] + u * r.binormal[2] ]); if (o.push( r.position[0] + r.radius * g[0], r.position[1] + r.radius * g[1], r.position[2] + r.radius * g[2] ), l++, o.push( t.position[0] + t.radius * g[0], t.position[1] + t.radius * g[1], t.position[2] + t.radius * g[2] ), l++, p && p.push(...i, ...i), m) { const C = [(d + 1) / 2, (u + 1) / 2], w = [ (d * _ + 1) / 2, (u * _ + 1) / 2 ]; n && (C[0] = 1 - C[0], w[0] = 1 - w[0]), m.push(...C, ...w); } } for (let a = 0; a < s; a++) { const c = a * 2, u = c + 1, d = c + 2, g = c + 3; n ? v.push( c + h, d + h, u + h, u + h, d + h, g + h ) : v.push( d + h, c + h, u + h, u + h, g + h, d + h ), f += 6; } return { vertices: o, indices: v, normals: p, uvs: m, vertexCount: l, indexCount: f }; } function K(r, t, s, n, e = 0) { let h = 0, l = 0; const f = [], o = [], v = n.computeNormals ? [] : null, p = n.computeUvs ? [] : null, m = (i) => { for (let _ = 0; _ <= t; _++) { const a = _ / t * V * 2, c = Math.sin(a), u = -Math.cos(a), d = H([ u * i.normal[0] + c * i.binormal[0], u * i.normal[1] + c * i.binormal[1], u * i.normal[2] + c * i.binormal[2] ]), g = [ i.position[0] + i.radius * d[0], i.position[1] + i.radius * d[1], i.position[2] + i.radius * d[2] ]; if (v) { let C = nt(d); if (i.theta) { const w = H(et(i.tangent, d)); C = it(d, w, i.theta); } v.push(...C); } f.push(...g), h++; } }; for (let i = 0; i < r.length; i++) m(r[i]); if (s && m(r[0]), p) for (let i = 0; i < r.length; i++) for (let _ = 0; _ <= t; _++) p.push(_ / t, i / (r.length - 1)); for (let i = 1; i < r.length; i++) for (let _ = 1; _ <= t; _++) { const a = (t + 1) * (i - 1) + (_ - 1), c = (t + 1) * i + (_ - 1), u = (t + 1) * i + _, d = (t + 1) * (i - 1) + _; o.push(a + e, c + e, d + e), o.push(c + e, u + e, d + e), l += 6; } return { vertices: f, indices: o, normals: v, uvs: p, vertexCount: h, indexCount: l }; } function dt(r, t = {}) { var G, B; const s = x(t.from || 0, 0, 1), n = x(t.to || 1); if (n < s) throw Error('Value of "from" must be less than the value of "to"!'); const e = new O(), h = t.radius || 1, l = ((G = t.radiusModifier) == null ? void 0 : G.steps) || [], f = t.radialSegments || 8, o = t.startCap || !1, v = t.endCap || !1, p = r.closed; l.sort((b, M) => b[0] - M[0]); const m = t.segmentsPerMeter || 0.1, i = ((B = t.radiusModifier) == null ? void 0 : B.type) || "none", _ = x( t.simplificationThreshold || 0, 0, 1 ), a = ot( r, i, s, n, h, l, m, _ ), c = K( a, f, p, t ); let u = null, d = null, g = null, C = c.vertexCount, w = 0; t.addGroups && (e.addGroup(w, c.indexCount, e.groups.length), w += c.indexCount); let P = null; (t.innerRadius || t.thickness) && (P = a.map((b) => ({ ...b, radius: t.innerRadius || b.radius - t.thickness, theta: b.theta - V })), u = K( P, f, p, t, C ), C += u.vertexCount, t.addGroups && (e.addGroup( w, u.indexCount, e.groups.length ), w += u.indexCount)), o && (!p || s > 0 || n < 1) && (P ? d = J( a[0], P[0], f, !0, t, C ) : d = Y( a[0], f, !0, t, C ), C += d.vertexCount, t.addGroups && (e.addGroup(w, d.indexCount, e.groups.length), w += d.indexCount)), v && (!p || s > 0 || n < 1) && (P ? g = J( a[a.length - 1], P[P.length - 1], f, !1, t, C ) : g = Y( a[a.length - 1], f, !1, t, C ), C += g.vertexCount, t.addGroups && (e.addGroup(w, g.indexCount, e.groups.length), w += g.indexCount)); let z = c.vertices, T = c.indices; if (u && (z = z.concat(u.vertices), T = T.concat(u.indices.reverse())), d && (z = z.concat(d.vertices), T = T.concat(d.indices)), g && (z = z.concat(g.vertices), T = T.concat(g.indices)), e.setAttribute( "position", new j(Float32Array.from(z), 3) ), t.computeNormals) { let b = c.normals; u && (b = b.concat(u.normals)), d && (b = b.concat(d.normals)), g && (b = b.concat(g.normals)), e.setAttribute( "normal", new j(Float32Array.from(b), 3) ); } if (t.computeLengths || t.computeCurveNormals || t.computeCurveTangents || t.computeCurveBinormals || t.computeRelativeLengths) { const b = t.computeLengths ? [] : null, M = t.computeRelativeLengths ? [] : null, I = t.computeCurveNormals ? [] : null, L = t.computeCurveTangents ? [] : null, A = t.computeCurveBinormals ? [] : null, F = r.length; for (let q = 0; q < a.length; q++) for (let N = 0; N <= f; N++) b && b.push(a[q].curvePosition * F), M && M.push((a[q].curvePosition - s) * F), I && I.push(...a[q].normal), L && L.push(...a[q].tangent), A && A.push(...a[q].binormal); if (u && P) for (let q = 0; q < P.length; q++) for (let N = 0; N <= f; N++) b && b.push(P[q].curvePosition * F), M && M.push( (a[q].curvePosition - s) * F ), I && I.push(...P[q].normal), L && L.push(...P[q].tangent), A && A.push(...P[q].binormal); if (d) for (let q = 0; q < d.vertexCount; q++) b && b.push(s * F), M && M.push(0), I && I.push(...a[0].normal), L && L.push(...a[0].tangent), A && A.push(...a[0].binormal); if (g) for (let q = 0; q < g.vertexCount; q++) b && b.push(n * F), M && M.push(F), I && I.push(...a[a.length - 1].normal), L && L.push(...a[a.length - 1].tangent), A && A.push(...a[a.length - 1].binormal); b && e.setAttribute( "curveLength", new j(Float32Array.from(b), 1) ), M && e.setAttribute( "curveRelativeLength", new j(Float32Array.from(M), 1) ), I && e.setAttribute( "curveNormal", new j(Float32Array.from(I), 3) ), L && e.setAttribute( "curveTangent", new j(Float32Array.from(L), 3) ), A && e.setAttribute( "curveBinormal", new j(Float32Array.from(A), 3) ); } if (t.computeUvs) { let b = c.uvs; u && (b = b.concat(u.uvs)), d && (b = b.concat(d.uvs)), g && (b = b.concat(g.uvs)), e.setAttribute("uv", new j(Float32Array.from(b), 2)); } return e.setIndex(new j(Uint32Array.from(T), 1)), e; } const Q = -1e3; class at { constructor(t, s, n = -1) { R(this, "data"); R(this, "width"); R(this, "height"); R(this, "coords", []); // vertex coordinates (x, y) R(this, "triangles", []); // mesh triangle indices R(this, "nullValue"); R(this, "_queue", []); R(this, "_queueIndices", []); R(this, "_errors", []); R(this, "_halfedges", []); R(this, "_candidates", []); R(this, "_invalidPoints"); R(this, "_rms", []); R(this, "_pending", []); R(this, "_pendingLen", 0); R(this, "_rmsSum", 0); this.data = t, this.width = s, this.height = this.data.length / s, this.nullValue = n, this._invalidPoints = /* @__PURE__ */ new Set(); const e = this.width - 1, h = this.height - 1, l = this._addPoint(0, 0), f = this._addPoint(e, 0), o = this._addPoint(0, h), v = this._addPoint(e, h), p = this._addTriangle(v, l, o, -1, -1, -1); this._addTriangle(l, v, f, p, -1, -1), this._flush(); } // refine the mesh until its maximum error gets below the given one run(t = 1) { for (; this.getMaxError() > t; ) this.refine(); } // Removes triangles where one or more vertices contains a null value (nullValue) removeInvalidTriangles() { const t = []; for (let s = 0; s < this.triangles.length; s += 3) { const n = this.triangles[s], e = this.triangles[s + 1], h = this.triangles[s + 2]; !this._invalidPoints.has(n) && !this._invalidPoints.has(e) && !this._invalidPoints.has(h) && t.push( this.triangles[s], this.triangles[s + 1], this.triangles[s + 2] ); } this.triangles = t; } // refine the mesh with a single point refine() { this._step(), this._flush(); } // max error of the current mesh getMaxError() { return this._errors[0]; } // root-mean-square deviation of the current mesh getRMSD() { return this._rmsSum > 0 ? Math.sqrt(this._rmsSum / (this.width * this.height)) : 0; } // height value at a given position heightAt(t, s) { const n = this.data[this.width * s + t]; return n === this.nullValue ? Q : n; } // rasterize a triangle, find its max error, and queue it for processing _findCandidate(t, s, n, e, h, l, f) { const o = Math.min(t, n, h), v = Math.min(s, e, l), p = Math.max(t, n, h), m = Math.max(s, e, l); let i = U(n, e, h, l, o, v), _ = U(h, l, t, s, o, v), a = U(t, s, n, e, o, v); const c = e - s, u = t - n, d = l - e, g = n - h, C = s - l, w = h - t, P = U(t, s, n, e, h, l), z = this.heightAt(t, s) / P, T = this.heightAt(n, e) / P, G = this.heightAt(h, l) / P; let B = 0, b = 0, M = 0, I = 0; for (let L = v; L <= m; L++) { let A = 0; i < 0 && d !== 0 && (A = Math.max(A, Math.floor(-i / d))), _ < 0 && C !== 0 && (A = Math.max(A, Math.floor(-_ / C))), a < 0 && c !== 0 && (A = Math.max(A, Math.floor(-a / c))); let F = i + d * A, q = _ + C * A, N = a + c * A, X = !1; for (let k = o + A; k <= p; k++) { if (F >= 0 && q >= 0 && N >= 0) { X = !0; const W = z * F + T * q + G * N, Z = this.heightAt(k, L), D = Math.abs(W - Z); I += D * D, D > B && (B = D, b = k, M = L); } else if (X) break; F += d, q += C, N += c; } i += g, _ += w, a += u; } (b === t && M === s || b === n && M === e || b === h && M === l) && (B = 0), this._candidates[2 * f] = b, this._candidates[2 * f + 1] = M, this._rms[f] = I, this._queuePush(f, B, I); } // process the next triangle in the queue, splitting it with a new point _step() { const t = this._queuePop(), s = t * 3 + 0, n = t * 3 + 1, e = t * 3 + 2, h = this.triangles[s], l = this.triangles[n], f = this.triangles[e], o = this.coords[2 * h], v = this.coords[2 * h + 1], p = this.coords[2 * l], m = this.coords[2 * l + 1], i = this.coords[2 * f], _ = this.coords[2 * f + 1], a = this._candidates[2 * t], c = this._candidates[2 * t + 1], u = this._addPoint(a, c); if (U(o, v, p, m, a, c) === 0) this._handleCollinear(u, s); else if (U(p, m, i, _, a, c) === 0) this._handleCollinear(u, n); else if (U(i, _, o, v, a, c) === 0) this._handleCollinear(u, e); else { const d = this._halfedges[s], g = this._halfedges[n], C = this._halfedges[e], w = this._addTriangle(h, l, u, d, -1, -1, s), P = this._addTriangle(l, f, u, g, -1, w + 1), z = this._addTriangle(f, h, u, C, w + 2, P + 1); this._legalize(w), this._legalize(P), this._legalize(z); } } _addPoint(t, s) { const n = this.coords.length >> 1; return this.coords.push(t, s), this.heightAt(t, s) === Q && this._invalidPoints.add(n), n; } _addTriangle(t, s, n, e, h, l, f = this.triangles.length) { const o = f / 3; return this.triangles[f + 0] = t, this.triangles[f + 1] = s, this.triangles[f + 2] = n, this._halfedges[f + 0] = e, this._halfedges[f + 1] = h, this._halfedges[f + 2] = l, e >= 0 && (this._halfedges[e] = f + 0), h >= 0 && (this._halfedges[h] = f + 1), l >= 0 && (this._halfedges[l] = f + 2), this._candidates[2 * o + 0] = 0, this._candidates[2 * o + 1] = 0, this._queueIndices[o] = -1, this._rms[o] = 0, this._pending[this._pendingLen++] = o, f; } _flush() { const t = this.coords; for (let s = 0; s < this._pendingLen; s++) { const n = this._pending[s], e = 2 * this.triangles[n * 3 + 0], h = 2 * this.triangles[n * 3 + 1], l = 2 * this.triangles[n * 3 + 2]; this._findCandidate( t[e], t[e + 1], t[h], t[h + 1], t[l], t[l + 1], n ); } this._pendingLen = 0; } _legalize(t) { const s = this._halfedges[t]; if (s < 0) return; const n = t - t % 3, e = s - s % 3, h = n + (t + 1) % 3, l = n + (t + 2) % 3, f = e + (s + 2) % 3, o = e + (s + 1) % 3, v = this.triangles[l], p = this.triangles[t], m = this.triangles[h], i = this.triangles[f], _ = this.coords; if (!rt( _[2 * v], _[2 * v + 1], _[2 * p], _[2 * p + 1], _[2 * m], _[2 * m + 1], _[2 * i], _[2 * i + 1] )) return; const a = this._halfedges[h], c = this._halfedges[l], u = this._halfedges[f], d = this._halfedges[o]; this._queueRemove(n / 3), this._queueRemove(e / 3); const g = this._addTriangle(v, i, m, -1, u, a, n), C = this._addTriangle(i, v, p, g, c, d, e); this._legalize(g + 1), this._legalize(C + 2); } _handleCollinear(t, s) { const n = s - s % 3, e = n + (s + 1) % 3, h = n + (s + 2) % 3, l = this.triangles[h], f = this.triangles[s], o = this.triangles[e], v = this._halfedges[e], p = this._halfedges[h], m = this._halfedges[s]; if (m < 0) { const z = this._addTriangle(t, l, f, -1, p, -1, n), T = this._addTriangle(l, t, o, z, -1, v); this._legalize(z + 1), this._legalize(T + 2); return; } const i = m - m % 3, _ = i + (m + 2) % 3, a = i + (m + 1) % 3, c = this.triangles[_], u = this._halfedges[_], d = this._halfedges[a]; this._queueRemove(i / 3); const g = this._addTriangle(l, f, t, p, -1, -1, n), C = this._addTriangle(f, c, t, d, -1, g + 1, i), w = this._addTriangle(c, o, t, u, -1, C + 1), P = this._addTriangle(o, l, t, v, g + 2, w + 1); this._legalize(g), this._legalize(C), this._legalize(w), this._legalize(P); } // priority queue methods _queuePush(t, s, n) { const e = this._queue.length; this._queueIndices[t] = e, this._queue.push(t), this._errors.push(s), this._rmsSum += n, this._queueUp(e); } _queuePop() { const t = this._queue.length - 1; return this._queueSwap(0, t), this._queueDown(0, t), this._queuePopBack(); } _queuePopBack() { const t = this._queue.pop(); return this._errors.pop(), this._rmsSum -= this._rms[t], this._queueIndices[t] = -1, t; } _queueRemove(t) { const s = this._queueIndices[t]; if (s < 0) { const e = this._pending.indexOf(t); if (e !== -1) this._pending[e] = this._pending[--this._pendingLen]; else throw new Error("Broken triangulation (something went wrong)."); return; } const n = this._queue.length - 1; n !== s && (this._queueSwap(s, n), this._queueDown(s, n) || this._queueUp(s)), this._queuePopBack(); } _queueLess(t, s) { return this._errors[t] > this._errors[s]; } _queueSwap(t, s) { const n = this._queue[t], e = this._queue[s]; this._queue[t] = e, this._queue[s] = n, this._queueIndices[n] = s, this._queueIndices[e] = t; const h = this._errors[t]; this._errors[t] = this._errors[s], this._errors[s] = h; } _queueUp(t) { let s = t; for (; ; ) { const n = s - 1 >> 1; if (n === s || !this._queueLess(s, n)) break; this._queueSwap(n, s), s = n; } } _queueDown(t, s) { let n = t; for (; ; ) { const e = 2 * n + 1; if (e >= s || e < 0) break; const h = e + 1; let l = e; if (h < s && this._queueLess(h, e) && (l = h), !this._queueLess(l, n)) break; this._queueSwap(n, l), n = l; } return n > t; } } function U(r, t, s, n, e, h) { return (s - e) * (t - h) - (n - h) * (r - e); } function rt(r, t, s, n, e, h, l, f) { const o = r - l, v = t - f, p = s - l, m = n - f, i = e - l, _ = h - f, a = o * o + v * v, c = p * p + m * m, u = i * i + _ * _; return o * (m * u - c * _) - v * (p * u - c * i) + a * (p * _ - m * i) < 0; } function ft(r, t, s = 1, n = 1, e = -1, h = 5) { const l = t, f = r.length / l; console.time("delatin"); const o = new at(r, l, e); o.run(h), o.removeInvalidTriangles(), console.timeEnd("delatin"); const v = new Float32Array(o.coords.length * 1.5), p = new Float32Array(o.coords.length); for (let i = 0, _ = 0; i < o.coords.length; i += 2) p[i] = o.coords[i] / (l - 1), p[i + 1] = 1 - o.coords[i + 1] / (f - 1), _ = i * 1.5, v[_] = o.coords[i] * s, v[_ + 1] = o.heightAt(o.coords[i], o.coords[i + 1]), v[_ + 2] = o.coords[i + 1] * n; const m = new Uint32Array(o.triangles); return console.log(o.triangles.length / 3), { positions: v, uvs: p, indices: m }; } function _t(r) { return r / 3.28084; } function gt(r) { return r * (Math.PI / 180); } function vt(r) { let t = 0, s, n; if (!r || r.length === 0) return t; for (s = 0; s < r.length; s++) n = r.charCodeAt(s), t = (t << 5) - t + n, t |= 0; return t; } function pt(r) { return r.replace(/(^|\s)\S/g, (t) => t.toUpperCase()); } export { at as D, vt as a, pt as b, dt as c, gt as d, _t as f, ft as t };