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update AFrame and ToneJS lib

Nikolay Suslov 3 years ago
parent
commit
9df9ea42eb

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public/drivers/model/aframe/addon/THREE.MeshLine.js


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public/drivers/model/aframe/addon/THREE.MeshLine_.js

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+;(function() {
+  'use strict'
+
+  var root = this
+
+  var has_require = typeof require !== 'undefined'
+
+  var THREE = root.THREE || (has_require && require('three'))
+  if (!THREE) throw new Error('MeshLine requires three.js')
+
+  function MeshLine() {
+    THREE.BufferGeometry.call(this)
+    this.type = 'MeshLine'
+
+    this.positions = []
+
+    this.previous = []
+    this.next = []
+    this.side = []
+    this.width = []
+    this.indices_array = []
+    this.uvs = []
+    this.counters = []
+    this._points = []
+    this._geom = null
+
+    this.widthCallback = null
+
+    // Used to raycast
+    this.matrixWorld = new THREE.Matrix4()
+
+    Object.defineProperties(this, {
+      // this is now a bufferGeometry
+      // add getter to support previous api
+      geometry: {
+        enumerable: true,
+        get: function() {
+          return this
+        },
+      },
+      geom: {
+        enumerable: true,
+        get: function() {
+          return this._geom
+        },
+        set: function(value) {
+          this.setGeometry(value, this.widthCallback)
+        },
+      },
+      // for declaritive architectures
+      // to return the same value that sets the points
+      // eg. this.points = points
+      // console.log(this.points) -> points
+      points: {
+        enumerable: true,
+        get: function() {
+          return this._points
+        },
+        set: function(value) {
+          this.setPoints(value, this.widthCallback)
+        },
+      },
+    })
+  }
+
+  MeshLine.prototype = Object.create(THREE.BufferGeometry.prototype)
+  MeshLine.prototype.constructor = MeshLine
+  MeshLine.prototype.isMeshLine = true
+
+  MeshLine.prototype.setMatrixWorld = function(matrixWorld) {
+    this.matrixWorld = matrixWorld
+  }
+
+  // setting via a geometry is rather superfluous
+  // as you're creating a unecessary geometry just to throw away
+  // but exists to support previous api
+  MeshLine.prototype.setGeometry = function(g, c) {
+		// as the input geometry are mutated we store them
+		// for later retreival when necessary (declaritive architectures)
+		this._geometry = g;
+		if (g instanceof THREE.Geometry) {
+			this.setPoints(g.vertices, c);
+		} else if (g instanceof THREE.BufferGeometry) {
+			this.setPoints(g.getAttribute("position").array, c);
+		} else {
+			this.setPoints(g, c);
+		}
+  }
+
+  MeshLine.prototype.setPoints = function(points, wcb) {
+		if (!(points instanceof Float32Array) && !(points instanceof Array)) {
+			console.error(
+				"ERROR: The BufferArray of points is not instancied correctly."
+			);
+			return;
+		}
+		// as the points are mutated we store them
+		// for later retreival when necessary (declaritive architectures)
+		this._points = points;
+		this.widthCallback = wcb;
+		this.positions = [];
+		this.counters = [];
+		if (points.length && points[0] instanceof THREE.Vector3) {
+			// could transform Vector3 array into the array used below
+			// but this approach will only loop through the array once
+			// and is more performant
+			for (var j = 0; j < points.length; j++) {
+				var p = points[j];
+				var c = j / points.length;
+				this.positions.push(p.x, p.y, p.z);
+				this.positions.push(p.x, p.y, p.z);
+				this.counters.push(c);
+				this.counters.push(c);
+			}
+		} else {
+			for (var j = 0; j < points.length; j += 3) {
+				var c = j / points.length;
+				this.positions.push(points[j], points[j + 1], points[j + 2]);
+				this.positions.push(points[j], points[j + 1], points[j + 2]);
+				this.counters.push(c);
+				this.counters.push(c);
+			}
+		}
+		this.process();
+  }
+
+  function MeshLineRaycast(raycaster, intersects) {
+    var inverseMatrix = new THREE.Matrix4()
+    var ray = new THREE.Ray()
+    var sphere = new THREE.Sphere()
+    var interRay = new THREE.Vector3()
+    var geometry = this.geometry
+    // Checking boundingSphere distance to ray
+
+    sphere.copy(geometry.boundingSphere)
+    sphere.applyMatrix4(this.matrixWorld)
+
+    if (raycaster.ray.intersectSphere(sphere, interRay) === false) {
+      return
+    }
+
+    inverseMatrix.getInverse(this.matrixWorld)
+    ray.copy(raycaster.ray).applyMatrix4(inverseMatrix)
+
+    var vStart = new THREE.Vector3()
+    var vEnd = new THREE.Vector3()
+    var interSegment = new THREE.Vector3()
+    var step = this instanceof THREE.LineSegments ? 2 : 1
+    var index = geometry.index
+    var attributes = geometry.attributes
+
+    if (index !== null) {
+      var indices = index.array
+      var positions = attributes.position.array
+      var widths = attributes.width.array
+
+      for (var i = 0, l = indices.length - 1; i < l; i += step) {
+        var a = indices[i]
+        var b = indices[i + 1]
+
+        vStart.fromArray(positions, a * 3)
+        vEnd.fromArray(positions, b * 3)
+        var width = widths[Math.floor(i / 3)] != undefined ? widths[Math.floor(i / 3)] : 1
+        var precision = raycaster.params.Line.threshold + (this.material.lineWidth * width) / 2
+        var precisionSq = precision * precision
+
+        var distSq = ray.distanceSqToSegment(vStart, vEnd, interRay, interSegment)
+
+        if (distSq > precisionSq) continue
+
+        interRay.applyMatrix4(this.matrixWorld) //Move back to world space for distance calculation
+
+        var distance = raycaster.ray.origin.distanceTo(interRay)
+
+        if (distance < raycaster.near || distance > raycaster.far) continue
+
+        intersects.push({
+          distance: distance,
+          // What do we want? intersection point on the ray or on the segment??
+          // point: raycaster.ray.at( distance ),
+          point: interSegment.clone().applyMatrix4(this.matrixWorld),
+          index: i,
+          face: null,
+          faceIndex: null,
+          object: this,
+        })
+        // make event only fire once
+        i = l
+      }
+    }
+  }
+  MeshLine.prototype.raycast = MeshLineRaycast
+  MeshLine.prototype.compareV3 = function(a, b) {
+    var aa = a * 6
+    var ab = b * 6
+    return (
+      this.positions[aa] === this.positions[ab] &&
+      this.positions[aa + 1] === this.positions[ab + 1] &&
+      this.positions[aa + 2] === this.positions[ab + 2]
+    )
+  }
+
+  MeshLine.prototype.copyV3 = function(a) {
+    var aa = a * 6
+    return [this.positions[aa], this.positions[aa + 1], this.positions[aa + 2]]
+  }
+
+  MeshLine.prototype.process = function() {
+    var l = this.positions.length / 6
+
+    this.previous = []
+    this.next = []
+    this.side = []
+    this.width = []
+    this.indices_array = []
+    this.uvs = []
+
+    var w
+
+    var v
+    // initial previous points
+    if (this.compareV3(0, l - 1)) {
+      v = this.copyV3(l - 2)
+    } else {
+      v = this.copyV3(0)
+    }
+    this.previous.push(v[0], v[1], v[2])
+    this.previous.push(v[0], v[1], v[2])
+
+    for (var j = 0; j < l; j++) {
+      // sides
+      this.side.push(1)
+      this.side.push(-1)
+
+      // widths
+      if (this.widthCallback) w = this.widthCallback(j / (l - 1))
+      else w = 1
+      this.width.push(w)
+      this.width.push(w)
+
+      // uvs
+      this.uvs.push(j / (l - 1), 0)
+      this.uvs.push(j / (l - 1), 1)
+
+      if (j < l - 1) {
+        // points previous to poisitions
+        v = this.copyV3(j)
+        this.previous.push(v[0], v[1], v[2])
+        this.previous.push(v[0], v[1], v[2])
+
+        // indices
+        var n = j * 2
+        this.indices_array.push(n, n + 1, n + 2)
+        this.indices_array.push(n + 2, n + 1, n + 3)
+      }
+      if (j > 0) {
+        // points after poisitions
+        v = this.copyV3(j)
+        this.next.push(v[0], v[1], v[2])
+        this.next.push(v[0], v[1], v[2])
+      }
+    }
+
+    // last next point
+    if (this.compareV3(l - 1, 0)) {
+      v = this.copyV3(1)
+    } else {
+      v = this.copyV3(l - 1)
+    }
+    this.next.push(v[0], v[1], v[2])
+    this.next.push(v[0], v[1], v[2])
+
+    // redefining the attribute seems to prevent range errors
+    // if the user sets a differing number of vertices
+    if (!this._attributes || this._attributes.position.count !== this.positions.length) {
+      this._attributes = {
+        position: new THREE.BufferAttribute(new Float32Array(this.positions), 3),
+        previous: new THREE.BufferAttribute(new Float32Array(this.previous), 3),
+        next: new THREE.BufferAttribute(new Float32Array(this.next), 3),
+        side: new THREE.BufferAttribute(new Float32Array(this.side), 1),
+        width: new THREE.BufferAttribute(new Float32Array(this.width), 1),
+        uv: new THREE.BufferAttribute(new Float32Array(this.uvs), 2),
+        index: new THREE.BufferAttribute(new Uint16Array(this.indices_array), 1),
+        counters: new THREE.BufferAttribute(new Float32Array(this.counters), 1),
+      }
+    } else {
+      this._attributes.position.copyArray(new Float32Array(this.positions))
+      this._attributes.position.needsUpdate = true
+      this._attributes.previous.copyArray(new Float32Array(this.previous))
+      this._attributes.previous.needsUpdate = true
+      this._attributes.next.copyArray(new Float32Array(this.next))
+      this._attributes.next.needsUpdate = true
+      this._attributes.side.copyArray(new Float32Array(this.side))
+      this._attributes.side.needsUpdate = true
+      this._attributes.width.copyArray(new Float32Array(this.width))
+      this._attributes.width.needsUpdate = true
+      this._attributes.uv.copyArray(new Float32Array(this.uvs))
+      this._attributes.uv.needsUpdate = true
+      this._attributes.index.copyArray(new Uint16Array(this.indices_array))
+      this._attributes.index.needsUpdate = true
+    }
+
+    this.setAttribute('position', this._attributes.position)
+    this.setAttribute('previous', this._attributes.previous)
+    this.setAttribute('next', this._attributes.next)
+    this.setAttribute('side', this._attributes.side)
+    this.setAttribute('width', this._attributes.width)
+    this.setAttribute('uv', this._attributes.uv)
+    this.setAttribute('counters', this._attributes.counters)
+
+    this.setIndex(this._attributes.index)
+
+    this.computeBoundingSphere()
+    this.computeBoundingBox()
+  }
+
+  function memcpy(src, srcOffset, dst, dstOffset, length) {
+    var i
+
+    src = src.subarray || src.slice ? src : src.buffer
+    dst = dst.subarray || dst.slice ? dst : dst.buffer
+
+    src = srcOffset
+      ? src.subarray
+        ? src.subarray(srcOffset, length && srcOffset + length)
+        : src.slice(srcOffset, length && srcOffset + length)
+      : src
+
+    if (dst.set) {
+      dst.set(src, dstOffset)
+    } else {
+      for (i = 0; i < src.length; i++) {
+        dst[i + dstOffset] = src[i]
+      }
+    }
+
+    return dst
+  }
+
+  /**
+   * Fast method to advance the line by one position.  The oldest position is removed.
+   * @param position
+   */
+  MeshLine.prototype.advance = function(position) {
+    var positions = this._attributes.position.array
+    var previous = this._attributes.previous.array
+    var next = this._attributes.next.array
+    var l = positions.length
+
+    // PREVIOUS
+    memcpy(positions, 0, previous, 0, l)
+
+    // POSITIONS
+    memcpy(positions, 6, positions, 0, l - 6)
+
+    positions[l - 6] = position.x
+    positions[l - 5] = position.y
+    positions[l - 4] = position.z
+    positions[l - 3] = position.x
+    positions[l - 2] = position.y
+    positions[l - 1] = position.z
+
+    // NEXT
+    memcpy(positions, 6, next, 0, l - 6)
+
+    next[l - 6] = position.x
+    next[l - 5] = position.y
+    next[l - 4] = position.z
+    next[l - 3] = position.x
+    next[l - 2] = position.y
+    next[l - 1] = position.z
+
+    this._attributes.position.needsUpdate = true
+    this._attributes.previous.needsUpdate = true
+    this._attributes.next.needsUpdate = true
+  }
+
+  THREE.ShaderChunk['meshline_vert'] = [
+    '',
+    THREE.ShaderChunk.logdepthbuf_pars_vertex,
+    THREE.ShaderChunk.fog_pars_vertex,
+    '',
+    'attribute vec3 previous;',
+    'attribute vec3 next;',
+    'attribute float side;',
+    'attribute float width;',
+    'attribute float counters;',
+    '',
+    'uniform vec2 resolution;',
+    'uniform float lineWidth;',
+    'uniform vec3 color;',
+    'uniform float opacity;',
+    'uniform float sizeAttenuation;',
+    '',
+    'varying vec2 vUV;',
+    'varying vec4 vColor;',
+    'varying float vCounters;',
+    '',
+    'vec2 fix( vec4 i, float aspect ) {',
+    '',
+    '    vec2 res = i.xy / i.w;',
+    '    res.x *= aspect;',
+    '	 vCounters = counters;',
+    '    return res;',
+    '',
+    '}',
+    '',
+    'void main() {',
+    '',
+    '    float aspect = resolution.x / resolution.y;',
+    '',
+    '    vColor = vec4( color, opacity );',
+    '    vUV = uv;',
+    '',
+    '    mat4 m = projectionMatrix * modelViewMatrix;',
+    '    vec4 finalPosition = m * vec4( position, 1.0 );',
+    '    vec4 prevPos = m * vec4( previous, 1.0 );',
+    '    vec4 nextPos = m * vec4( next, 1.0 );',
+    '',
+    '    vec2 currentP = fix( finalPosition, aspect );',
+    '    vec2 prevP = fix( prevPos, aspect );',
+    '    vec2 nextP = fix( nextPos, aspect );',
+    '',
+    '    float w = lineWidth * width;',
+    '',
+    '    vec2 dir;',
+    '    if( nextP == currentP ) dir = normalize( currentP - prevP );',
+    '    else if( prevP == currentP ) dir = normalize( nextP - currentP );',
+    '    else {',
+    '        vec2 dir1 = normalize( currentP - prevP );',
+    '        vec2 dir2 = normalize( nextP - currentP );',
+    '        dir = normalize( dir1 + dir2 );',
+    '',
+    '        vec2 perp = vec2( -dir1.y, dir1.x );',
+    '        vec2 miter = vec2( -dir.y, dir.x );',
+    '        //w = clamp( w / dot( miter, perp ), 0., 4. * lineWidth * width );',
+    '',
+    '    }',
+    '',
+    '    //vec2 normal = ( cross( vec3( dir, 0. ), vec3( 0., 0., 1. ) ) ).xy;',
+    '    vec4 normal = vec4( -dir.y, dir.x, 0., 1. );',
+    '    normal.xy *= .5 * w;',
+    '    normal *= projectionMatrix;',
+    '    if( sizeAttenuation == 0. ) {',
+    '        normal.xy *= finalPosition.w;',
+    '        normal.xy /= ( vec4( resolution, 0., 1. ) * projectionMatrix ).xy;',
+    '    }',
+    '',
+    '    finalPosition.xy += normal.xy * side;',
+    '',
+    '    gl_Position = finalPosition;',
+    '',
+    THREE.ShaderChunk.logdepthbuf_vertex,
+    THREE.ShaderChunk.fog_vertex && '    vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );',
+    THREE.ShaderChunk.fog_vertex,
+    '}',
+  ].join('\n')
+
+  THREE.ShaderChunk['meshline_frag'] = [
+    '',
+    THREE.ShaderChunk.fog_pars_fragment,
+    THREE.ShaderChunk.logdepthbuf_pars_fragment,
+    '',
+    'uniform sampler2D map;',
+    'uniform sampler2D alphaMap;',
+    'uniform float useMap;',
+    'uniform float useAlphaMap;',
+    'uniform float useDash;',
+    'uniform float dashArray;',
+    'uniform float dashOffset;',
+    'uniform float dashRatio;',
+    'uniform float visibility;',
+    'uniform float alphaTest;',
+    'uniform vec2 repeat;',
+    '',
+    'varying vec2 vUV;',
+    'varying vec4 vColor;',
+    'varying float vCounters;',
+    '',
+    'void main() {',
+    '',
+    THREE.ShaderChunk.logdepthbuf_fragment,
+    '',
+    '    vec4 c = vColor;',
+    '    if( useMap == 1. ) c *= texture2D( map, vUV * repeat );',
+    '    if( useAlphaMap == 1. ) c.a *= texture2D( alphaMap, vUV * repeat ).a;',
+    '    if( c.a < alphaTest ) discard;',
+    '    if( useDash == 1. ){',
+    '        c.a *= ceil(mod(vCounters + dashOffset, dashArray) - (dashArray * dashRatio));',
+    '    }',
+    '    gl_FragColor = c;',
+    '    gl_FragColor.a *= step(vCounters, visibility);',
+    '',
+    THREE.ShaderChunk.fog_fragment,
+    '}',
+  ].join('\n')
+
+  function MeshLineMaterial(parameters) {
+    THREE.ShaderMaterial.call(this, {
+      uniforms: Object.assign({}, THREE.UniformsLib.fog, {
+        lineWidth: { value: 1 },
+        map: { value: null },
+        useMap: { value: 0 },
+        alphaMap: { value: null },
+        useAlphaMap: { value: 0 },
+        color: { value: new THREE.Color(0xffffff) },
+        opacity: { value: 1 },
+        resolution: { value: new THREE.Vector2(1, 1) },
+        sizeAttenuation: { value: 1 },
+        dashArray: { value: 0 },
+        dashOffset: { value: 0 },
+        dashRatio: { value: 0.5 },
+        useDash: { value: 0 },
+        visibility: { value: 1 },
+        alphaTest: { value: 0 },
+        repeat: { value: new THREE.Vector2(1, 1) },
+      }),
+
+      vertexShader: THREE.ShaderChunk.meshline_vert,
+
+      fragmentShader: THREE.ShaderChunk.meshline_frag,
+    })
+
+    this.type = 'MeshLineMaterial'
+
+    Object.defineProperties(this, {
+      lineWidth: {
+        enumerable: true,
+        get: function() {
+          return this.uniforms.lineWidth.value
+        },
+        set: function(value) {
+          this.uniforms.lineWidth.value = value
+        },
+      },
+      map: {
+        enumerable: true,
+        get: function() {
+          return this.uniforms.map.value
+        },
+        set: function(value) {
+          this.uniforms.map.value = value
+        },
+      },
+      useMap: {
+        enumerable: true,
+        get: function() {
+          return this.uniforms.useMap.value
+        },
+        set: function(value) {
+          this.uniforms.useMap.value = value
+        },
+      },
+      alphaMap: {
+        enumerable: true,
+        get: function() {
+          return this.uniforms.alphaMap.value
+        },
+        set: function(value) {
+          this.uniforms.alphaMap.value = value
+        },
+      },
+      useAlphaMap: {
+        enumerable: true,
+        get: function() {
+          return this.uniforms.useAlphaMap.value
+        },
+        set: function(value) {
+          this.uniforms.useAlphaMap.value = value
+        },
+      },
+      color: {
+        enumerable: true,
+        get: function() {
+          return this.uniforms.color.value
+        },
+        set: function(value) {
+          this.uniforms.color.value = value
+        },
+      },
+      opacity: {
+        enumerable: true,
+        get: function() {
+          return this.uniforms.opacity.value
+        },
+        set: function(value) {
+          this.uniforms.opacity.value = value
+        },
+      },
+      resolution: {
+        enumerable: true,
+        get: function() {
+          return this.uniforms.resolution.value
+        },
+        set: function(value) {
+          this.uniforms.resolution.value.copy(value)
+        },
+      },
+      sizeAttenuation: {
+        enumerable: true,
+        get: function() {
+          return this.uniforms.sizeAttenuation.value
+        },
+        set: function(value) {
+          this.uniforms.sizeAttenuation.value = value
+        },
+      },
+      dashArray: {
+        enumerable: true,
+        get: function() {
+          return this.uniforms.dashArray.value
+        },
+        set: function(value) {
+          this.uniforms.dashArray.value = value
+          this.useDash = value !== 0 ? 1 : 0
+        },
+      },
+      dashOffset: {
+        enumerable: true,
+        get: function() {
+          return this.uniforms.dashOffset.value
+        },
+        set: function(value) {
+          this.uniforms.dashOffset.value = value
+        },
+      },
+      dashRatio: {
+        enumerable: true,
+        get: function() {
+          return this.uniforms.dashRatio.value
+        },
+        set: function(value) {
+          this.uniforms.dashRatio.value = value
+        },
+      },
+      useDash: {
+        enumerable: true,
+        get: function() {
+          return this.uniforms.useDash.value
+        },
+        set: function(value) {
+          this.uniforms.useDash.value = value
+        },
+      },
+      visibility: {
+        enumerable: true,
+        get: function() {
+          return this.uniforms.visibility.value
+        },
+        set: function(value) {
+          this.uniforms.visibility.value = value
+        },
+      },
+      alphaTest: {
+        enumerable: true,
+        get: function() {
+          return this.uniforms.alphaTest.value
+        },
+        set: function(value) {
+          this.uniforms.alphaTest.value = value
+        },
+      },
+      repeat: {
+        enumerable: true,
+        get: function() {
+          return this.uniforms.repeat.value
+        },
+        set: function(value) {
+          this.uniforms.repeat.value.copy(value)
+        },
+      },
+    })
+
+    this.setValues(parameters)
+  }
+
+  MeshLineMaterial.prototype = Object.create(THREE.ShaderMaterial.prototype)
+  MeshLineMaterial.prototype.constructor = MeshLineMaterial
+  MeshLineMaterial.prototype.isMeshLineMaterial = true
+
+  MeshLineMaterial.prototype.copy = function(source) {
+    THREE.ShaderMaterial.prototype.copy.call(this, source)
+
+    this.lineWidth = source.lineWidth
+    this.map = source.map
+    this.useMap = source.useMap
+    this.alphaMap = source.alphaMap
+    this.useAlphaMap = source.useAlphaMap
+    this.color.copy(source.color)
+    this.opacity = source.opacity
+    this.resolution.copy(source.resolution)
+    this.sizeAttenuation = source.sizeAttenuation
+    this.dashArray.copy(source.dashArray)
+    this.dashOffset.copy(source.dashOffset)
+    this.dashRatio.copy(source.dashRatio)
+    this.useDash = source.useDash
+    this.visibility = source.visibility
+    this.alphaTest = source.alphaTest
+    this.repeat.copy(source.repeat)
+
+    return this
+  }
+
+  if (typeof exports !== 'undefined') {
+    if (typeof module !== 'undefined' && module.exports) {
+      exports = module.exports = {
+        MeshLine: MeshLine,
+        MeshLineMaterial: MeshLineMaterial,
+        MeshLineRaycast: MeshLineRaycast,
+      }
+    }
+    exports.MeshLine = MeshLine
+    exports.MeshLineMaterial = MeshLineMaterial
+    exports.MeshLineRaycast = MeshLineRaycast
+  } else {
+    root.MeshLine = MeshLine
+    root.MeshLineMaterial = MeshLineMaterial
+    root.MeshLineRaycast = MeshLineRaycast
+  }
+}.call(this))

+ 2 - 2
public/drivers/model/aframe/addon/aframe-components.js

@@ -371,7 +371,7 @@ AFRAME.registerComponent('linepath', {
 
        //TODO: parse array too
 
-        var material = new MeshLineMaterial({
+        var material = new MeshLine.MeshLineMaterial({
             color: new THREE.Color(this.data.color), //this.data.color
             lineWidth: this.data.width,
             transparent: this.data.transparent,
@@ -393,7 +393,7 @@ AFRAME.registerComponent('linepath', {
         //     );
         // });
 
-        let line = new MeshLine();
+        let line = new MeshLine.MeshLine();
         if(this.data.taper){
             line.setPoints(points, p => 1 - p); //p => 2 + Math.sin(50 * p) 
         } else {

+ 2 - 1
public/drivers/model/aframe/addon/aframe-interpolation.js

@@ -213,7 +213,8 @@ AFRAME.registerComponent('interpolation', {
         let q = new THREE.Quaternion();
         let e = new THREE.Euler();
 
-        THREE.Quaternion.slerp(lastV, nowV, q, step || 0);
+        q.slerpQuaternions( lastV, nowV, step || 0);
+        //THREE.Quaternion.slerp(lastV, nowV, q, step || 0);
         let interp = e.setFromQuaternion(q, last.order); //'YXZ');
 
         //this.el.object3D.rotation.set(interp.x, interp.y, interp.z);

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+ 20 - 20
public/drivers/model/aframe/aframe-master.js


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public/drivers/model/aframe/aframe-master.js.map


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+ 7 - 7
public/drivers/model/aframe/aframe-master.min.js


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public/drivers/model/aframe/aframe-master.min.js.map


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public/drivers/view/tonejs/Tone.js


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+ 0 - 0
public/drivers/view/tonejs/Tone.js.map


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