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console.warn('THREE.OrbitControls: .center has been renamed to .target'),this.target}},noZoom:{get:function(){return console.warn('THREE.OrbitControls: .noZoom has been deprecated. Use .enableZoom instead.'),!this.enableZoom},set:function(a){console.warn('THREE.OrbitControls: .noZoom has been deprecated. Use .enableZoom instead.'),this.enableZoom=!a}},noRotate:{get:function(){return console.warn('THREE.OrbitControls: .noRotate has been deprecated. Use .enableRotate instead.'),!this.enableRotate},set:function(a){console.warn('THREE.OrbitControls: .noRotate has been deprecated. Use .enableRotate instead.'),this.enableRotate=!a}},noPan:{get:function(){return console.warn('THREE.OrbitControls: .noPan has been deprecated. Use .enablePan instead.'),!this.enablePan},set:function(a){console.warn('THREE.OrbitControls: .noPan has been deprecated. Use .enablePan instead.'),this.enablePan=!a}},noKeys:{get:function(){return console.warn('THREE.OrbitControls: .noKeys has been deprecated. Use .enableKeys instead.'),!this.enableKeys},set:function(a){console.warn('THREE.OrbitControls: .noKeys has been deprecated. Use .enableKeys instead.'),this.enableKeys=!a}},staticMoving:{get:function(){return console.warn('THREE.OrbitControls: .staticMoving has been deprecated. Use .enableDamping instead.'),!this.enableDamping},set:function(a){console.warn('THREE.OrbitControls: .staticMoving has been deprecated. Use .enableDamping instead.'),this.enableDamping=!a}},dynamicDampingFactor:{get:function(){return console.warn('THREE.OrbitControls: .dynamicDampingFactor has been renamed. Use .dampingFactor instead.'),this.dampingFactor},set:function(a){console.warn('THREE.OrbitControls: .dynamicDampingFactor has been renamed. Use .dampingFactor instead.'),this.dampingFactor=a}}}),a.exports});", "requires": [], "buildLevel": 9, "outputDir": "/com/basicArea3dV2/1.0.0/src/component/js/controls", "outputPath": "/com/basicArea3dV2/1.0.0/src/component/js/controls/OrbitControls.js", "fileName": "/src/component/js/controls/OrbitControls.js" }, "pandav:/src/component/js/lib/Reflector.js": { "cubeCode": "Cube('pandav:/com/basicArea3dV2/1.0.0/src/component/js/lib/Reflector',['pandav:/npm/three/0.100.0/build/three'],function(a,b,c){var d=c('pandav:/npm/three/0.100.0/build/three');return d.Reflector=function c(a,b){d.Mesh.call(this,a),this.type='Reflector';var e=this,f=void 0===(b=b||{}).color?new d.Color(8355711):new d.Color(b.color),g=void 0===b.opacity?.5:b.opacity,h=b.textureWidth||512,i=b.textureHeight||512,j=b.clipBias||0,k=b.shader||c.ReflectorShader,l=void 0===b.recursion?0:b.recursion,m=new d.Plane,n=new d.Vector3,o=new d.Vector3,p=new d.Vector3,r=new d.Matrix4,s=new d.Vector3(0,0,-1),t=new d.Vector4,u=new d.Vector4,v=new d.Vector3,w=new d.Vector3,x=new d.Vector4,q=new d.Matrix4,y=new d.PerspectiveCamera,z={minFilter:d.LinearFilter,magFilter:d.LinearFilter,format:d.RGBFormat,stencilBuffer:!1},A=new d.WebGLRenderTarget(h,i,z);d.Math.isPowerOfTwo(h)&&d.Math.isPowerOfTwo(i)||(A.texture.generateMipmaps=!1);var B=new d.ShaderMaterial({uniforms:d.UniformsUtils.clone(k.uniforms),fragmentShader:k.fragmentShader,vertexShader:k.vertexShader,blending:d.AdditiveBlending});B.uniforms.tDiffuse.value=A.texture,B.uniforms.color.value=f,B.uniforms.textureMatrix.value=q,B.uniforms.opacity.value=g,this.material=B,this.renderOrder=-1/0,this.onBeforeRender=function(a,b,c){var d=Math.sign;if('recursion'in c.userData){if(c.userData.recursion===l)return;c.userData.recursion++}if(o.setFromMatrixPosition(e.matrixWorld),p.setFromMatrixPosition(c.matrixWorld),r.extractRotation(e.matrixWorld),n.set(0,0,1),n.applyMatrix4(r),v.subVectors(o,p),!(0\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\n\\t\\tuniform float linewidth;\\n\\t\\tuniform vec2 resolution;\\n\\n\\t\\tattribute vec3 instanceStart;\\n\\t\\tattribute vec3 instanceEnd;\\n\\n\\t\\tattribute vec3 instanceColorStart;\\n\\t\\tattribute vec3 instanceColorEnd;\\n\\n\\t\\tvarying vec2 vUv;\\n\\n\\t\\t#ifdef USE_DASH\\n\\n\\t\\t\\tuniform float dashScale;\\n\\t\\t\\tattribute float instanceDistanceStart;\\n\\t\\t\\tattribute float instanceDistanceEnd;\\n\\t\\t\\tvarying float vLineDistance;\\n\\n\\t\\t#endif\\n\\n\\t\\tvoid trimSegment( const in vec4 start, inout vec4 end ) {\\n\\n\\t\\t\\t// trim end segment so it terminates between the camera plane and the near plane\\n\\n\\t\\t\\t// conservative estimate of the near plane\\n\\t\\t\\tfloat a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column\\n\\t\\t\\tfloat b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column\\n\\t\\t\\tfloat nearEstimate = - 0.5 * b / a;\\n\\n\\t\\t\\tfloat alpha = ( nearEstimate - start.z ) / ( end.z - start.z );\\n\\n\\t\\t\\tend.xyz = mix( start.xyz, end.xyz, alpha );\\n\\n\\t\\t}\\n\\n\\t\\tvoid main() {\\n\\n\\t\\t\\t#ifdef USE_COLOR\\n\\n\\t\\t\\t\\tvColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;\\n\\n\\t\\t\\t#endif\\n\\n\\t\\t\\t#ifdef USE_DASH\\n\\n\\t\\t\\t\\tvLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;\\n\\n\\t\\t\\t#endif\\n\\n\\t\\t\\tfloat aspect = resolution.x / resolution.y;\\n\\n\\t\\t\\tvUv = uv;\\n\\n\\t\\t\\t// camera space\\n\\t\\t\\tvec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );\\n\\t\\t\\tvec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );\\n\\n\\t\\t\\t// special case for perspective projection, and segments that terminate either in, or behind, the camera plane\\n\\t\\t\\t// clearly the gpu firmware has a way of addressing this issue when projecting into ndc space\\n\\t\\t\\t// but we need to perform ndc-space calculations in the shader, so we must address this issue directly\\n\\t\\t\\t// perhaps there is a more elegant solution -- WestLangley\\n\\n\\t\\t\\tbool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column\\n\\n\\t\\t\\tif ( perspective ) {\\n\\n\\t\\t\\t\\tif ( start.z < 0.0 && end.z >= 0.0 ) {\\n\\n\\t\\t\\t\\t\\ttrimSegment( start, end );\\n\\n\\t\\t\\t\\t} else if ( end.z < 0.0 && start.z >= 0.0 ) {\\n\\n\\t\\t\\t\\t\\ttrimSegment( end, start );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// clip space\\n\\t\\t\\tvec4 clipStart = projectionMatrix * start;\\n\\t\\t\\tvec4 clipEnd = projectionMatrix * end;\\n\\n\\t\\t\\t// ndc space\\n\\t\\t\\tvec2 ndcStart = clipStart.xy / clipStart.w;\\n\\t\\t\\tvec2 ndcEnd = clipEnd.xy / clipEnd.w;\\n\\n\\t\\t\\t// direction\\n\\t\\t\\tvec2 dir = ndcEnd - ndcStart;\\n\\n\\t\\t\\t// account for clip-space aspect ratio\\n\\t\\t\\tdir.x *= aspect;\\n\\t\\t\\tdir = normalize( dir );\\n\\n\\t\\t\\t// perpendicular to dir\\n\\t\\t\\tvec2 offset = vec2( dir.y, - dir.x );\\n\\n\\t\\t\\t// undo aspect ratio adjustment\\n\\t\\t\\tdir.x /= aspect;\\n\\t\\t\\toffset.x /= aspect;\\n\\n\\t\\t\\t// sign flip\\n\\t\\t\\tif ( position.x < 0.0 ) offset *= - 1.0;\\n\\n\\t\\t\\t// endcaps\\n\\t\\t\\tif ( position.y < 0.0 ) {\\n\\n\\t\\t\\t\\toffset += - dir;\\n\\n\\t\\t\\t} else if ( position.y > 1.0 ) {\\n\\n\\t\\t\\t\\toffset += dir;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\t// adjust for linewidth\\n\\t\\t\\toffset *= linewidth;\\n\\n\\t\\t\\t// adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...\\n\\t\\t\\toffset /= resolution.y;\\n\\n\\t\\t\\t// select end\\n\\t\\t\\tvec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;\\n\\n\\t\\t\\t// back to clip space\\n\\t\\t\\toffset *= clip.w;\\n\\n\\t\\t\\tclip.xy += offset;\\n\\n\\t\\t\\tgl_Position = clip;\\n\\n\\t\\t\\tvec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation\\n\\n\\t\\t\\t#include \\n\\t\\t\\t#include \\n\\t\\t\\t#include \\n\\n\\t\\t}\\n\\t\\t',fragmentShader:'\\n\\t\\tuniform vec3 diffuse;\\n\\t\\tuniform float opacity;\\n\\n\\t\\t#ifdef USE_DASH\\n\\n\\t\\t\\tuniform float dashSize;\\n\\t\\t\\tuniform float gapSize;\\n\\n\\t\\t#endif\\n\\n\\t\\tvarying float vLineDistance;\\n\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\n\\t\\tvarying vec2 vUv;\\n\\n\\t\\tvoid main() {\\n\\n\\t\\t\\t#include \\n\\n\\t\\t\\t#ifdef USE_DASH\\n\\n\\t\\t\\t\\tif ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps\\n\\n\\t\\t\\t\\tif ( mod( vLineDistance, dashSize + gapSize ) > dashSize ) discard; // todo - FIX\\n\\n\\t\\t\\t#endif\\n\\n\\t\\t\\tif ( abs( vUv.y ) > 1.0 ) {\\n\\n\\t\\t\\t\\tfloat a = vUv.x;\\n\\t\\t\\t\\tfloat b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;\\n\\t\\t\\t\\tfloat len2 = a * a + b * b;\\n\\n\\t\\t\\t\\tif ( len2 > 1.0 ) discard;\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\n\\t\\t\\t#include \\n\\t\\t\\t#include \\n\\n\\t\\t\\tgl_FragColor = vec4( diffuseColor.rgb, diffuseColor.a );\\n\\n\\t\\t\\t#include \\n\\t\\t\\t#include \\n\\t\\t\\t#include \\n\\t\\t\\t#include \\n\\n\\t\\t}\\n\\t\\t'},d.LineMaterial=function(a){d.ShaderMaterial.call(this,{type:'LineMaterial',uniforms:d.UniformsUtils.clone(d.ShaderLib.line.uniforms),vertexShader:d.ShaderLib.line.vertexShader,fragmentShader:d.ShaderLib.line.fragmentShader}),this.dashed=!1,Object.defineProperties(this,{color:{enumerable:!0,get:function(){return this.uniforms.diffuse.value},set:function(a){this.uniforms.diffuse.value=a}},linewidth:{enumerable:!0,get:function(){return this.uniforms.linewidth.value},set:function(a){this.uniforms.linewidth.value=a}},dashScale:{enumerable:!0,get:function(){return this.uniforms.dashScale.value},set:function(a){this.uniforms.dashScale.value=a}},dashSize:{enumerable:!0,get:function(){return this.uniforms.dashSize.value},set:function(a){this.uniforms.dashSize.value=a}},gapSize:{enumerable:!0,get:function(){return this.uniforms.gapSize.value},set:function(a){this.uniforms.gapSize.value=a}},resolution:{enumerable:!0,get:function(){return this.uniforms.resolution.value},set:function(a){this.uniforms.resolution.value.copy(a)}},opacity:{enumerable:!0,get:function(){return this.uniforms.opacity.value},set:function(a){this.uniforms.opacity.value=a}}}),this.setValues(a)},d.LineMaterial.prototype=Object.create(d.ShaderMaterial.prototype),d.LineMaterial.prototype.constructor=d.LineMaterial,d.LineMaterial.prototype.isLineMaterial=!0,d.LineMaterial.prototype.copy=function(a){return d.ShaderMaterial.prototype.copy.call(this,a),this.color.copy(a.color),this.linewidth=a.linewidth,this.resolution=a.resolution,this},a.exports});", "requires": [], "buildLevel": 11, "outputDir": "/com/basicArea3dV2/1.0.0/src/component/js/lines", "outputPath": "/com/basicArea3dV2/1.0.0/src/component/js/lines/LineMaterial.js", "fileName": "/src/component/js/lines/LineMaterial.js" }, "pandav:/src/component/js/shaders/LuminosityHighPassShader.js": { "cubeCode": "Cube('pandav:/com/basicArea3dV2/1.0.0/src/component/js/shaders/LuminosityHighPassShader',['pandav:/npm/three/0.100.0/build/three'],function(a,b,c){var d=c('pandav:/npm/three/0.100.0/build/three');return d.LuminosityHighPassShader={shaderID:'luminosityHighPass',uniforms:{tDiffuse:{type:'t',value:null},luminosityThreshold:{type:'f',value:1},smoothWidth:{type:'f',value:1},defaultColor:{type:'c',value:new d.Color(0)},defaultOpacity:{type:'f',value:0}},vertexShader:'varying vec2 vUv;\\nvoid main() {\\nvUv = uv;\\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n}',fragmentShader:'uniform sampler2D tDiffuse;\\nuniform vec3 defaultColor;\\nuniform float defaultOpacity;\\nuniform float luminosityThreshold;\\nuniform float smoothWidth;\\nvarying vec2 vUv;\\nvoid main() {\\nvec4 texel = texture2D( tDiffuse, vUv );\\nvec3 luma = vec3( 0.299, 0.587, 0.114 );\\nfloat v = dot( texel.xyz, luma );\\nvec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );\\nfloat alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );\\ngl_FragColor = mix( outputColor, texel, alpha );\\n}'},a.exports});", "requires": [], "buildLevel": 11, "outputDir": "/com/basicArea3dV2/1.0.0/src/component/js/shaders", "outputPath": "/com/basicArea3dV2/1.0.0/src/component/js/shaders/LuminosityHighPassShader.js", "fileName": "/src/component/js/shaders/LuminosityHighPassShader.js" }, "pandav:/src/component/js/postprocessing/UnrealBloomPass.js": { "cubeCode": "Cube('pandav:/com/basicArea3dV2/1.0.0/src/component/js/postprocessing/UnrealBloomPass',['pandav:/npm/three/0.100.0/build/three'],function(a,b,c){var d=Math.round,f=c('pandav:/npm/three/0.100.0/build/three');return f.UnrealBloomPass=function(a,b,e,g){f.Pass.call(this),this.strength=void 0===b?1:b,this.radius=e,this.threshold=g,this.resolution=void 0===a?new f.Vector2(256,256):new f.Vector2(a.x,a.y),this.clearColor=new f.Color(0,0,0);var h={minFilter:f.LinearFilter,magFilter:f.LinearFilter,format:f.RGBAFormat};this.renderTargetsHorizontal=[],this.renderTargetsVertical=[],this.nMips=5;var i=d(this.resolution.x/2),j=d(this.resolution.y/2);this.renderTargetBright=new f.WebGLRenderTarget(i,j,h),this.renderTargetBright.texture.name='UnrealBloomPass.bright',this.renderTargetBright.texture.generateMipmaps=!1;for(var k,m=0;m\\t\\t\\t\\t varying vec2 vUv;\\n\\t\\t\\t\\t uniform sampler2D colorTexture;\\n\\t\\t\\t\\t uniform vec2 texSize;\\t\\t\\t\\t uniform vec2 direction;\\t\\t\\t\\t \\t\\t\\t\\t float gaussianPdf(in float x, in float sigma) {\\t\\t\\t\\t\\t return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;\\t\\t\\t\\t }\\t\\t\\t\\t void main() {\\n\\t\\t\\t\\t\\t vec2 invSize = 1.0 / texSize;\\t\\t\\t\\t\\t float fSigma = float(SIGMA);\\t\\t\\t\\t\\t float weightSum = gaussianPdf(0.0, fSigma);\\t\\t\\t\\t\\t vec3 diffuseSum = texture2D( colorTexture, vUv).rgb * weightSum;\\t\\t\\t\\t\\t for( int i = 1; i < KERNEL_RADIUS; i ++ ) {\\t\\t\\t\\t\\t\\t float x = float(i);\\t\\t\\t\\t\\t\\t float w = gaussianPdf(x, fSigma);\\t\\t\\t\\t\\t\\t vec2 uvOffset = direction * invSize * x;\\t\\t\\t\\t\\t\\t vec3 sample1 = texture2D( colorTexture, vUv + uvOffset).rgb;\\t\\t\\t\\t\\t\\t vec3 sample2 = texture2D( colorTexture, vUv - uvOffset).rgb;\\t\\t\\t\\t\\t\\t diffuseSum += (sample1 + sample2) * w;\\t\\t\\t\\t\\t\\t weightSum += 2.0 * w;\\t\\t\\t\\t\\t }\\t\\t\\t\\t\\t // gl_FragColor = vec4(diffuseSum/weightSum, 1.0);\\n\\t\\t\\t\\t\\t vec3 cover = diffuseSum/weightSum;\\n\\t\\t\\t\\t\\t // \\u5362\\u9A6C\\u6362\\u7B97\\u516C\\u5F0F\\u5149\\u5EA6; \\n\\t\\t\\t\\t\\t // 0.299R + 0.587G + 0.114B\\uFF1B0.2126*cover.r + 0.7152*cover.g + 0.0722*cover.b\\n\\t\\t\\t\\t\\t float a = 0.299*cover.r + 0.587*cover.g + 0.114*cover.b;\\n\\t\\t\\t\\t\\t gl_FragColor = vec4(cover, a);\\n\\t\\t\\t\\t }'})},getCompositeMaterial:function(a){return new f.ShaderMaterial({defines:{NUM_MIPS:a},uniforms:{blurTexture1:{value:null},blurTexture2:{value:null},blurTexture3:{value:null},blurTexture4:{value:null},blurTexture5:{value:null},dirtTexture:{value:null},bloomStrength:{value:1},bloomFactors:{value:null},bloomTintColors:{value:null},bloomRadius:{value:0}},vertexShader:'varying vec2 vUv;\\n\\t\\t\\t\\t void main() {\\n\\t\\t\\t\\t\\t vUv = uv;\\n\\t\\t\\t\\t\\t gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n\\t\\t\\t\\t }',fragmentShader:'varying vec2 vUv;\\t\\t\\t\\t uniform sampler2D blurTexture1;\\t\\t\\t\\t uniform sampler2D blurTexture2;\\t\\t\\t\\t uniform sampler2D blurTexture3;\\t\\t\\t\\t uniform sampler2D blurTexture4;\\t\\t\\t\\t uniform sampler2D blurTexture5;\\t\\t\\t\\t uniform sampler2D dirtTexture;\\t\\t\\t\\t uniform float bloomStrength;\\t\\t\\t\\t uniform float bloomRadius;\\t\\t\\t\\t uniform float bloomFactors[NUM_MIPS];\\t\\t\\t\\t uniform vec3 bloomTintColors[NUM_MIPS];\\t\\t\\t\\t \\t\\t\\t\\t float lerpBloomFactor(const in float factor) { \\t\\t\\t\\t\\t float mirrorFactor = 1.2 - factor;\\t\\t\\t\\t\\t return mix(factor, mirrorFactor, bloomRadius);\\t\\t\\t\\t }\\t\\t\\t\\t \\t\\t\\t\\t void main() {\\t\\t\\t\\t\\t gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) + \\t\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) + \\t\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) + \\t\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) + \\t\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t\\t lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );\\t\\t\\t\\t }'})}}),f.UnrealBloomPass.BlurDirectionX=new f.Vector2(1,0),f.UnrealBloomPass.BlurDirectionY=new f.Vector2(0,1),a.exports});", "requires": [], "buildLevel": 14, "outputDir": "/com/basicArea3dV2/1.0.0/src/component/js/postprocessing", "outputPath": "/com/basicArea3dV2/1.0.0/src/component/js/postprocessing/UnrealBloomPass.js", "fileName": "/src/component/js/postprocessing/UnrealBloomPass.js" }, "pandav:/src/component/object/backBoard.js": { "cubeCode": "Cube('pandav:/com/basicArea3dV2/1.0.0/src/component/object/backBoard',['pandav:/npm/three/0.100.0/build/three','pandav:/npm/d3/5.16.0/dist/d3','pandav:/com/basicArea3dV2/1.0.0/src/component/utils','pandav:/com/basicArea3dV2/1.0.0/src/component/js/lib/Reflector'],function(a,b,c){var d=c('pandav:/npm/three/0.100.0/build/three'),e=c('pandav:/npm/d3/5.16.0/dist/d3'),f=c('pandav:/com/basicArea3dV2/1.0.0/src/component/utils'),g=f.threeColor;return c('pandav:/com/basicArea3dV2/1.0.0/src/component/js/lib/Reflector'),a.exports=function(a,b,c,f){var h=Math.PI,i=new d.Group,j=f.behind,k=j.show,l=j.color,m=f.flank,n=m.show,o=m.color,p=f.under,q=p.show,r=p.color;if(k){var s=new d.PlaneGeometry(a,b),t=e.rgb(l),u=new d.Reflector(s,{textureWidth:a*window.devicePixelRatio,textureHeight:b*window.devicePixelRatio,color:g(t),opacity:t.opacity});i.add(u)}if(n){var v=new d.PlaneGeometry(c,b),w=e.rgb(o),x=new d.Reflector(v,{textureWidth:a*window.devicePixelRatio,textureHeight:b*window.devicePixelRatio,color:g(w),opacity:w.opacity,depthTest:!1});x.renderOrder=1,x.rotation.y=h/2,x.position.x=-a/2,x.position.z=c/2,i.add(x)}if(q){var y=new d.PlaneGeometry(c,a),z=e.rgb(r),A=new d.MeshBasicMaterial({color:g(z),opacity:z.opacity,transparent:!0,depthTest:!1}),B=new d.Mesh(y,A);B.renderOrder=1,B.rotation.x=-h/2,B.rotation.z=-h/2,B.position.y=-b/2,B.position.z=c/2,i.add(B)}return i},a.exports});", "requires": [ "pandav:/src/component/utils.js", "pandav:/src/component/js/lib/Reflector.js" ], "buildLevel": 4, "outputDir": "/com/basicArea3dV2/1.0.0/src/component/object", "outputPath": "/com/basicArea3dV2/1.0.0/src/component/object/backBoard.js", "fileName": "/src/component/object/backBoard.js" }, "pandav:/src/component/object/drawArea.js": { "cubeCode": "Cube('pandav:/com/basicArea3dV2/1.0.0/src/component/object/drawArea',['pandav:/npm/three/0.100.0/build/three','pandav:/npm/d3/5.16.0/dist/d3','pandav:/com/basicArea3dV2/1.0.0/src/component/utils','pandav:/com/basicArea3dV2/1.0.0/src/component/shader/Shader','pandav:/com/basicArea3dV2/1.0.0/src/component/object/draw'],function(a,b,c){var d=c('pandav:/npm/three/0.100.0/build/three'),e=c('pandav:/npm/d3/5.16.0/dist/d3'),f=c('pandav:/com/basicArea3dV2/1.0.0/src/component/utils'),g=f.threeColor,h=c('pandav:/com/basicArea3dV2/1.0.0/src/component/shader/Shader'),i=h.flankShader,j=h.curveShader,k=h.lightShader,l=c('pandav:/com/basicArea3dV2/1.0.0/src/component/object/draw'),m=l.drawText;return a.exports=function(a,b,c,f){var h=c.depth,l=new d.Group,n=a.flank,o=a.curve,p=a.valueLabel,q=p.show,r=p.font,s=p.translate3d,u=s.x,v=s.y,w=s.z,x=p.suffix,z=x.content,A=x.font,B=x.translate3d,C=B.x,D=B.y,E=B.z,F=function(a){var b=a.topColor,c=a.backColor,f=e.rgb(b),h=e.rgb(c),j=new d.ShaderMaterial({uniforms:d.UniformsUtils.merge([d.ShaderLib.phong.uniforms,{topColor:{type:'c',value:g(f)},topOpacity:{type:'f',value:f.opacity},bottomColor:{type:'c',value:g(h)},bottomOpacity:{type:'f',value:h.opacity}}]),transparent:!0,depthTest:!1,vertexShader:i.v,fragmentShader:i.f});return j.lights=!0,j}(n),G=function(a){var c=a.light,f=c.center,h=c.border,i=c.length,j=a.topColor,l=e.rgb(j),m=l.r,n=l.g,g=l.b,b=l.opacity,o=e.rgb(f),p=o.r,q=o.g,r=o.b,s=o.opacity,t=e.rgb(h),u=t.r,v=t.g,w=t.b,x=t.opacity,y=new d.ShaderMaterial({uniforms:d.UniformsUtils.merge([d.ShaderLib.phong.uniforms,{ratio:{type:'f',value:0},length:{type:'f',value:i},color:{type:'v4',value:new d.Vector4(m/255,n/255,g/255,b)},start:{type:'v4',value:new d.Vector4(p/255,q/255,r/255,s)},end:{type:'v4',value:new d.Vector4(u/255,v/255,w/255,x)}}]),vertexShader:k.v,fragmentShader:k.f,transparent:!0});return y.lights=!0,y}(a),H=function(a){var c=a.color,f=a.length,h=a.center,i=a.border,k=e.rgb(c),l=k.r,m=k.g,g=k.b,b=k.opacity,n=e.rgb(h),o=n.r,p=n.g,q=n.b,r=n.opacity,s=e.rgb(i),t=s.r,u=s.g,v=s.b,w=s.opacity,x=new d.ShaderMaterial({uniforms:d.UniformsUtils.merge([d.ShaderLib.phong.uniforms,{ratio:{type:'f',value:0},length:{type:'f',value:f},color:{type:'v4',value:new d.Vector4(l/255,m/255,g/255,b)},start:{type:'v4',value:new d.Vector4(o/255,p/255,q/255,r)},end:{type:'v4',value:new d.Vector4(t/255,u/255,v/255,w)}}]),vertexShader:j.v,fragmentShader:j.f,transparent:!0,depthTest:!1});return x.lights=!0,x}(o),I=function(a,b){for(var c=a[0],e=a[a.length-1],f=[],g=[{x:c.x+5e-5*b,y:0-5e-5*b},{x:c.x+5e-5*b,y:c.y-5e-5*b}].concat(a,[{x:e.x-5e-5*b,y:e.y-5e-5*b},{x:e.x-5e-5*b,y:0-5e-5*b}]),h=0;ha.length)&&(b=a.length);for(var c=0,d=Array(b);cc-d/2&&(c=(d=d/2+c)/2),c+d/2>h&&(c=h-(d-=c+d/2-h)/2);var i=new e.BoxGeometry(d,j,o),n=new e.Mesh(i,f);n.position.set(c,j/2,k/2),n.userData={index:b,name:a.name,opacity:p.opacity},l.add(n)}),l},a.exports});", "requires": [ "pandav:/src/component/utils.js" ], "buildLevel": 11, "outputDir": "/com/basicArea3dV2/1.0.0/src/component/object", "outputPath": "/com/basicArea3dV2/1.0.0/src/component/object/drawTipBack.js", "fileName": "/src/component/object/drawTipBack.js" }, "pandav:/src/component/shader/Shader.js": { "cubeCode": "Cube('pandav:/com/basicArea3dV2/1.0.0/src/component/shader/Shader',[],function(a){return a.exports={flankShader:{v:'\\n #define PHONG\\n varying vec3 vViewPosition;\\n #ifndef FLAT_SHADED\\n varying vec3 vNormal;\\n #endif\\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n varying vec2 vUv;\\n void main() {\\n vUv = uv;\\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED\\n vNormal = normalize( transformedNormal );\\n #endif\\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n vViewPosition = - mvPosition.xyz;\\n #include \\n #include \\n #include \\n #include \\n }\\n',f:'\\n #define PHONG\\n uniform vec3 diffuse;\\n uniform vec3 emissive;\\n uniform vec3 specular;\\n uniform float shininess;\\n uniform float opacity;\\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n //#include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n \\n uniform vec3 bottomColor;\\n uniform vec3 topColor;\\n uniform float bottomOpacity;\\n uniform float topOpacity;\\n varying vec2 vUv;\\n \\n void main() {\\n #include \\n vec4 diffuseColor = vec4( diffuse, opacity );\\n ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n vec3 totalEmissiveRadiance = emissive;\\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n // accumulation\\n #include \\n #include \\n #include \\n #include \\n // modulation\\n #include \\n vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n #include \\n gl_FragColor = vec4(mix(bottomColor, topColor, vUv.y), mix(bottomOpacity, topOpacity, vUv.y))*vec4( outgoingLight, diffuseColor.a );\\n #include \\n #include \\n #include \\n #include \\n #include \\n }\\n '},curveShader:{v:'\\n #define PHONG\\n varying vec3 vViewPosition;\\n #ifndef FLAT_SHADED\\n varying vec3 vNormal;\\n #endif\\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n varying vec2 vUv;\\n void main() {\\n vUv = uv;\\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED\\n vNormal = normalize( transformedNormal );\\n #endif\\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n vViewPosition = - mvPosition.xyz;\\n #include \\n #include \\n #include \\n #include \\n }\\n',f:'\\n #define PHONG\\n uniform vec3 diffuse;\\n uniform vec3 emissive;\\n uniform vec3 specular;\\n uniform float shininess;\\n uniform float opacity;\\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n //#include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n\\n uniform float ratio;\\n uniform float length;\\n uniform vec4 color;\\n uniform vec4 start;\\n uniform vec4 end;\\n\\n varying vec2 vUv;\\n\\n float blendColor(float src, float dist, float alpha) {\\n return src * alpha + dist * (1.0 - alpha);\\n }\\n void main(void)\\n {\\n #include \\n vec4 diffuseColor = vec4( diffuse, opacity );\\n ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n vec3 totalEmissiveRadiance = emissive;\\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n \\n // accumulation\\n #include \\n #include \\n #include \\n #include \\n \\n // modulation\\n #include \\n \\n vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n \\n #include \\n \\n //gl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n \\n // vec4 rColor = vec4(color); \\n vec4 rColor = vec4(0.0, 0.0, 0.0, 0.0); \\n \\n float startX = fract(ratio) * ( 1.0 + length ) - length; //float startX = 0.5;\\n float endX = startX + length;\\n float uvX = vUv.x;\\n\\n if (startX < uvX && uvX < endX) {\\n \\n if(uvX < startX + length/2.0){\\n float opacity = (startX + length/2.0 -uvX)/(length/2.0);\\n rColor = mix(start, end, opacity);\\n }else{\\n float opacity = (uvX - (startX+length/2.0))/(length/2.0);\\n rColor = mix(start, end, opacity);\\n }\\n \\n gl_FragColor = rColor*vec4( outgoingLight, diffuseColor.a );\\n //---\\n \\n }else{\\n gl_FragColor = color*vec4( outgoingLight, diffuseColor.a );\\n }\\n\\n #include \\n #include \\n #include \\n #include \\n #include \\n }\\n '},lightShader:{v:'\\n #define PHONG\\n varying vec3 vViewPosition;\\n #ifndef FLAT_SHADED\\n varying vec3 vNormal;\\n #endif\\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n varying vec2 vUv;\\n void main() {\\n vUv = uv;\\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED\\n vNormal = normalize( transformedNormal );\\n #endif\\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n vViewPosition = - mvPosition.xyz;\\n #include \\n #include \\n #include \\n #include \\n }\\n',f:'\\n #define PHONG\\n uniform vec3 diffuse;\\n uniform vec3 emissive;\\n uniform vec3 specular;\\n uniform float shininess;\\n uniform float opacity;\\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n //#include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n\\n uniform float ratio;\\n uniform float length;\\n uniform vec4 color;\\n uniform vec4 start;\\n uniform vec4 end;\\n\\n varying vec2 vUv;\\n\\n float blendColor(float src, float dist, float alpha) {\\n return src * alpha + dist * (1.0 - alpha);\\n }\\n void main(void)\\n {\\n #include \\n vec4 diffuseColor = vec4( diffuse, opacity );\\n ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n vec3 totalEmissiveRadiance = emissive;\\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n #include \\n \\n // accumulation\\n #include \\n #include \\n #include \\n #include \\n \\n // modulation\\n #include \\n \\n vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n \\n #include \\n \\n //gl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n \\n vec4 rColor = vec4(color); \\n \\n float startX = fract(ratio) * ( 1.0 + length ) - length; //float startX = 0.5;\\n float endX = startX + length;\\n float uvX = vUv.x;\\n\\n if (startX < uvX && uvX < endX) {\\n \\n if(uvX < startX + length/2.0){\\n float opacity = (startX + length/2.0 -uvX)/(length/2.0);\\n // rColor = vec4(mix(start.rgb, end.rgb, opacity), 1.-opacity + .3);\\n rColor = mix(mix(start, color, opacity), mix(end, color, opacity), opacity);\\n\\n // rColor = mix(start, end, opacity);\\n // if(rColor.a < color.a){\\n // rColor = vec4(1.0, 1.0, 1.0, 1.0);\\n // }\\n\\n }else{\\n float opacity = (uvX - (startX+length/2.0))/(length/2.0);\\n\\n // rColor = mix(start, end, opacity);\\n \\n // if(rColor.a < color.a){\\n // // rColor += vec4(0.0, 0.0, 0.0, color.a - rColor.a);\\n // // rColor = vec4(1.0, 1.0, 1.0, 1.0);\\n // // rColor = color;\\n // // rColor.w = 0.6;\\n // // rColor = vec4(rColor.a, rColor.a, rColor.a, 1.0);\\n // // rColor+= color*(0.3 - rColor.w) + color;\\n // // rColor = color;\\n\\n // }\\n\\n // rColor += color;\\n\\n // rColor = vec4(mix(start.rgb, end.rgb, opacity), 1.-opacity + .3);\\n rColor = mix(mix(start, color, opacity), mix(end, color, opacity), opacity);\\n }\\n \\n gl_FragColor = rColor*vec4( outgoingLight, diffuseColor.a );\\n \\n //---\\n \\n }else{\\n gl_FragColor = color*vec4( outgoingLight, diffuseColor.a );\\n }\\n\\n #include \\n #include \\n #include \\n #include \\n #include \\n }\\n '}},a.exports});", "requires": [], "buildLevel": 5, 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