feat: initialize project with core dependencies and game entry point
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164
node_modules/three/examples/jsm/loaders/HDRCubeTextureLoader.js
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164
node_modules/three/examples/jsm/loaders/HDRCubeTextureLoader.js
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import {
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CubeTexture,
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DataTexture,
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FileLoader,
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FloatType,
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HalfFloatType,
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LinearFilter,
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LinearSRGBColorSpace,
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Loader
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} from 'three';
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import { HDRLoader } from '../loaders/HDRLoader.js';
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/**
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* A loader for loading HDR cube textures.
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*
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* ```js
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* const loader = new HDRCubeTextureLoader();
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* loader.setPath( 'textures/cube/pisaHDR/' );
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* const cubeTexture = await loader.loadAsync( [ 'px.hdr', 'nx.hdr', 'py.hdr', 'ny.hdr', 'pz.hdr', 'nz.hdr' ] );
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*
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* scene.background = cubeTexture;
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* scene.environment = cubeTexture;
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* ```
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*
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* @augments Loader
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* @three_import import { HDRCubeTextureLoader } from 'three/addons/loaders/HDRCubeTextureLoader.js';
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*/
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class HDRCubeTextureLoader extends Loader {
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/**
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* Constructs a new HDR cube texture loader.
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*
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* @param {LoadingManager} [manager] - The loading manager.
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*/
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constructor( manager ) {
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super( manager );
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/**
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* The internal HDR loader that loads the
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* individual textures for each cube face.
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*
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* @type {HDRLoader}
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*/
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this.hdrLoader = new HDRLoader();
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/**
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* The texture type.
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*
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* @type {(HalfFloatType|FloatType)}
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* @default HalfFloatType
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*/
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this.type = HalfFloatType;
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}
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/**
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* Starts loading from the given URLs and passes the loaded HDR cube texture
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* to the `onLoad()` callback.
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*
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* @param {Array<string>} urls - The paths/URLs of the files to be loaded. This can also be a data URIs.
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* @param {function(CubeTexture)} onLoad - Executed when the loading process has been finished.
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* @param {onProgressCallback} onProgress - Executed while the loading is in progress.
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* @param {onErrorCallback} onError - Executed when errors occur.
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* @return {CubeTexture} The HDR cube texture.
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*/
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load( urls, onLoad, onProgress, onError ) {
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const texture = new CubeTexture();
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texture.type = this.type;
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switch ( texture.type ) {
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case FloatType:
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texture.colorSpace = LinearSRGBColorSpace;
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texture.minFilter = LinearFilter;
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texture.magFilter = LinearFilter;
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texture.generateMipmaps = false;
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break;
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case HalfFloatType:
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texture.colorSpace = LinearSRGBColorSpace;
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texture.minFilter = LinearFilter;
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texture.magFilter = LinearFilter;
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texture.generateMipmaps = false;
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break;
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}
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const scope = this;
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let loaded = 0;
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function loadHDRData( i, onLoad, onProgress, onError ) {
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new FileLoader( scope.manager )
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.setPath( scope.path )
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.setResponseType( 'arraybuffer' )
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.setWithCredentials( scope.withCredentials )
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.load( urls[ i ], function ( buffer ) {
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loaded ++;
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const texData = scope.hdrLoader.parse( buffer );
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if ( ! texData ) return;
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if ( texData.data !== undefined ) {
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const dataTexture = new DataTexture( texData.data, texData.width, texData.height );
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dataTexture.type = texture.type;
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dataTexture.colorSpace = texture.colorSpace;
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dataTexture.format = texture.format;
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dataTexture.minFilter = texture.minFilter;
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dataTexture.magFilter = texture.magFilter;
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dataTexture.generateMipmaps = texture.generateMipmaps;
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texture.images[ i ] = dataTexture;
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}
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if ( loaded === 6 ) {
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texture.needsUpdate = true;
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if ( onLoad ) onLoad( texture );
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}
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}, onProgress, onError );
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}
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for ( let i = 0; i < urls.length; i ++ ) {
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loadHDRData( i, onLoad, onProgress, onError );
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}
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return texture;
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}
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/**
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* Sets the texture type.
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*
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* @param {(HalfFloatType|FloatType)} value - The texture type to set.
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* @return {HDRCubeTextureLoader} A reference to this loader.
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*/
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setDataType( value ) {
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this.type = value;
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this.hdrLoader.setDataType( value );
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return this;
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}
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}
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export { HDRCubeTextureLoader };
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