- update three.js 0.129.0
- npm wanted updates - changes of fragmentClippingMeshStandard property inside of js/clip/shader.js
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package-lock.json
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2766
package-lock.json
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@ -5,12 +5,12 @@
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"main": "dist/main.js",
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"dependencies": {
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"@fortawesome/fontawesome-free": "^5.15.2",
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"@types/three": "^0.128.0",
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"@types/three": "^0.129.1",
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"bulma": "^0.9.2",
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"lodash": "^4.17.21",
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"normalize.css": "^8.0.1",
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"proj4": "^2.6.3",
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"three": "^0.128.0"
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"three": "^0.129.0"
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},
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"author": "Arno Kaimbacher",
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"license": "MIT",
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@ -31,7 +31,7 @@
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"mini-css-extract-plugin": "^1.3.1",
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"node-sass": "^6.0.0",
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"resolve-url-loader": "^4.0.0",
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"sass-loader": "^11.0.1",
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"sass-loader": "^12.1.0",
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"style-loader": "^2.0.0",
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"terser-webpack-plugin": "^5.0.3",
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"url-loader": "^4.1.1",
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@ -126,7 +126,7 @@ export class Selection extends Layer {
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toggle() {
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let visible = !this.visible;
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this.visible = visible;
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this.boxMesh.visible = visible;
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// this.boxMesh.visible = visible;
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this.displayMeshes.visible = visible;
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this.touchMeshes.visible = visible;
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this._map.update();
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@ -189,9 +189,9 @@ let shader = {
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}`,
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fragmentClippingMeshStandard: `
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#ifdef GL_ES
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precision highp float;
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#endif
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// #ifdef GL_ES
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// precision highp float;
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// #endif
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#define STANDARD
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@ -219,8 +219,9 @@ let shader = {
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#include <aomap_pars_fragment>
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#include <lightmap_pars_fragment>
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#include <emissivemap_pars_fragment>
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#include <transmissionmap_pars_fragment>
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// #include <transmissionmap_pars_fragment>
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#include <bsdfs>
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#include <transmission_pars_fragment>
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#include <cube_uv_reflection_fragment>
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#include <envmap_common_pars_fragment>
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#include <envmap_physical_pars_fragment>
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@ -246,6 +247,7 @@ let shader = {
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#ifdef TRANSMISSION
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float totalTransmission = transmission;
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float thicknessFactor = thickness;
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#endif
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#include <logdepthbuf_fragment>
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@ -260,7 +262,10 @@ let shader = {
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#include <clearcoat_normal_fragment_begin>
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#include <clearcoat_normal_fragment_maps>
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#include <emissivemap_fragment>
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#include <transmissionmap_fragment>
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//#include <transmissionmap_fragment>
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vec3 rawDiffuseColor = diffuseColor.rgb;
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#include <transmission_fragment>
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// accumulation
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#include <lights_physical_fragment>
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@ -273,11 +278,6 @@ let shader = {
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vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;
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// // this is a stub for the transmission model
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// #ifdef TRANSMISSION
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// diffuseColor.a *= mix( saturate( 1. - totalTransmission + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) ), 1.0, metalness );
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// #endif
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if (
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worldPosition.x < clippingLow.x
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|| worldPosition.x > clippingHigh.x
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@ -93,8 +93,7 @@ class Application {
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}
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async createScene() {
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var dirNode = document.getElementsByTagName("body")[0];
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let dirNode = document.getElementsByTagName("body")[0];
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if (browser.touch == true && browser.mobile == true) {
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//dirNode.setAttribute("dir", "ltr");
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domUtil.addClass(dirNode, "touch");
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@ -103,7 +102,7 @@ class Application {
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}
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// let opt = { r: 200, c: 0x38eeff, o: 0.8 };
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var opt = { r: 5, c: 0xffff00, o: 1 };
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let opt = { r: 5, c: 0xffff00, o: 1 };
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this.queryMarker = new Mesh(new SphereGeometry(opt.r),
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new MeshLambertMaterial({ color: opt.c, opacity: opt.o, transparent: (opt.o < 1) }));
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