Files
einundzwanzig-verein/videos/build/129.bundle.js

907 lines
20 KiB
JavaScript

"use strict";
(self["webpackChunkvideos"] = self["webpackChunkvideos"] || []).push([[129],{
/***/ 9129:
/***/ ((__unused_webpack___webpack_module__, __webpack_exports__, __webpack_require__) => {
// ESM COMPAT FLAG
__webpack_require__.r(__webpack_exports__);
// EXPORTS
__webpack_require__.d(__webpack_exports__, {
TextureLoader: () => (/* binding */ TextureLoader)
});
;// ./node_modules/three/src/loaders/Cache.js
/**
* @class
* @classdesc A simple caching system, used internally by {@link FileLoader}.
* To enable caching across all loaders that use {@link FileLoader}, add `THREE.Cache.enabled = true.` once in your app.
* @hideconstructor
*/
const Cache = {
/**
* Whether caching is enabled or not.
*
* @static
* @type {boolean}
* @default false
*/
enabled: false,
/**
* A dictionary that holds cached files.
*
* @static
* @type {Object<string,Object>}
*/
files: {},
/**
* Adds a cache entry with a key to reference the file. If this key already
* holds a file, it is overwritten.
*
* @static
* @param {string} key - The key to reference the cached file.
* @param {Object} file - The file to be cached.
*/
add: function ( key, file ) {
if ( this.enabled === false ) return;
// log( 'Cache', 'Adding key:', key );
this.files[ key ] = file;
},
/**
* Gets the cached value for the given key.
*
* @static
* @param {string} key - The key to reference the cached file.
* @return {Object|undefined} The cached file. If the key does not exist `undefined` is returned.
*/
get: function ( key ) {
if ( this.enabled === false ) return;
// log( 'Cache', 'Checking key:', key );
return this.files[ key ];
},
/**
* Removes the cached file associated with the given key.
*
* @static
* @param {string} key - The key to reference the cached file.
*/
remove: function ( key ) {
delete this.files[ key ];
},
/**
* Remove all values from the cache.
*
* @static
*/
clear: function () {
this.files = {};
}
};
;// ./node_modules/three/src/loaders/LoadingManager.js
/**
* Handles and keeps track of loaded and pending data. A default global
* instance of this class is created and used by loaders if not supplied
* manually.
*
* In general that should be sufficient, however there are times when it can
* be useful to have separate loaders - for example if you want to show
* separate loading bars for objects and textures.
*
* ```js
* const manager = new THREE.LoadingManager();
* manager.onLoad = () => console.log( 'Loading complete!' );
*
* const loader1 = new OBJLoader( manager );
* const loader2 = new ColladaLoader( manager );
* ```
*/
class LoadingManager {
/**
* Constructs a new loading manager.
*
* @param {Function} [onLoad] - Executes when all items have been loaded.
* @param {Function} [onProgress] - Executes when single items have been loaded.
* @param {Function} [onError] - Executes when an error occurs.
*/
constructor( onLoad, onProgress, onError ) {
const scope = this;
let isLoading = false;
let itemsLoaded = 0;
let itemsTotal = 0;
let urlModifier = undefined;
const handlers = [];
// Refer to #5689 for the reason why we don't set .onStart
// in the constructor
/**
* Executes when an item starts loading.
*
* @type {Function|undefined}
* @default undefined
*/
this.onStart = undefined;
/**
* Executes when all items have been loaded.
*
* @type {Function|undefined}
* @default undefined
*/
this.onLoad = onLoad;
/**
* Executes when single items have been loaded.
*
* @type {Function|undefined}
* @default undefined
*/
this.onProgress = onProgress;
/**
* Executes when an error occurs.
*
* @type {Function|undefined}
* @default undefined
*/
this.onError = onError;
/**
* Used for aborting ongoing requests in loaders using this manager.
*
* @private
* @type {AbortController | null}
*/
this._abortController = null;
/**
* This should be called by any loader using the manager when the loader
* starts loading an item.
*
* @param {string} url - The URL to load.
*/
this.itemStart = function ( url ) {
itemsTotal ++;
if ( isLoading === false ) {
if ( scope.onStart !== undefined ) {
scope.onStart( url, itemsLoaded, itemsTotal );
}
}
isLoading = true;
};
/**
* This should be called by any loader using the manager when the loader
* ended loading an item.
*
* @param {string} url - The URL of the loaded item.
*/
this.itemEnd = function ( url ) {
itemsLoaded ++;
if ( scope.onProgress !== undefined ) {
scope.onProgress( url, itemsLoaded, itemsTotal );
}
if ( itemsLoaded === itemsTotal ) {
isLoading = false;
if ( scope.onLoad !== undefined ) {
scope.onLoad();
}
}
};
/**
* This should be called by any loader using the manager when the loader
* encounters an error when loading an item.
*
* @param {string} url - The URL of the item that produces an error.
*/
this.itemError = function ( url ) {
if ( scope.onError !== undefined ) {
scope.onError( url );
}
};
/**
* Given a URL, uses the URL modifier callback (if any) and returns a
* resolved URL. If no URL modifier is set, returns the original URL.
*
* @param {string} url - The URL to load.
* @return {string} The resolved URL.
*/
this.resolveURL = function ( url ) {
if ( urlModifier ) {
return urlModifier( url );
}
return url;
};
/**
* If provided, the callback will be passed each resource URL before a
* request is sent. The callback may return the original URL, or a new URL to
* override loading behavior. This behavior can be used to load assets from
* .ZIP files, drag-and-drop APIs, and Data URIs.
*
* ```js
* const blobs = {'fish.gltf': blob1, 'diffuse.png': blob2, 'normal.png': blob3};
*
* const manager = new THREE.LoadingManager();
*
* // Initialize loading manager with URL callback.
* const objectURLs = [];
* manager.setURLModifier( ( url ) => {
*
* url = URL.createObjectURL( blobs[ url ] );
* objectURLs.push( url );
* return url;
*
* } );
*
* // Load as usual, then revoke the blob URLs.
* const loader = new GLTFLoader( manager );
* loader.load( 'fish.gltf', (gltf) => {
*
* scene.add( gltf.scene );
* objectURLs.forEach( ( url ) => URL.revokeObjectURL( url ) );
*
* } );
* ```
*
* @param {function(string):string} transform - URL modifier callback. Called with an URL and must return a resolved URL.
* @return {LoadingManager} A reference to this loading manager.
*/
this.setURLModifier = function ( transform ) {
urlModifier = transform;
return this;
};
/**
* Registers a loader with the given regular expression. Can be used to
* define what loader should be used in order to load specific files. A
* typical use case is to overwrite the default loader for textures.
*
* ```js
* // add handler for TGA textures
* manager.addHandler( /\.tga$/i, new TGALoader() );
* ```
*
* @param {string} regex - A regular expression.
* @param {Loader} loader - A loader that should handle matched cases.
* @return {LoadingManager} A reference to this loading manager.
*/
this.addHandler = function ( regex, loader ) {
handlers.push( regex, loader );
return this;
};
/**
* Removes the loader for the given regular expression.
*
* @param {string} regex - A regular expression.
* @return {LoadingManager} A reference to this loading manager.
*/
this.removeHandler = function ( regex ) {
const index = handlers.indexOf( regex );
if ( index !== - 1 ) {
handlers.splice( index, 2 );
}
return this;
};
/**
* Can be used to retrieve the registered loader for the given file path.
*
* @param {string} file - The file path.
* @return {?Loader} The registered loader. Returns `null` if no loader was found.
*/
this.getHandler = function ( file ) {
for ( let i = 0, l = handlers.length; i < l; i += 2 ) {
const regex = handlers[ i ];
const loader = handlers[ i + 1 ];
if ( regex.global ) regex.lastIndex = 0; // see #17920
if ( regex.test( file ) ) {
return loader;
}
}
return null;
};
/**
* Can be used to abort ongoing loading requests in loaders using this manager.
* The abort only works if the loaders implement {@link Loader#abort} and `AbortSignal.any()`
* is supported in the browser.
*
* @return {LoadingManager} A reference to this loading manager.
*/
this.abort = function () {
this.abortController.abort();
this._abortController = null;
return this;
};
}
// TODO: Revert this back to a single member variable once this issue has been fixed
// https://github.com/cloudflare/workerd/issues/3657
/**
* Used for aborting ongoing requests in loaders using this manager.
*
* @type {AbortController}
*/
get abortController() {
if ( ! this._abortController ) {
this._abortController = new AbortController();
}
return this._abortController;
}
}
/**
* The global default loading manager.
*
* @constant
* @type {LoadingManager}
*/
const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();
;// ./node_modules/three/src/loaders/Loader.js
/**
* Abstract base class for loaders.
*
* @abstract
*/
class Loader {
/**
* Constructs a new loader.
*
* @param {LoadingManager} [manager] - The loading manager.
*/
constructor( manager ) {
/**
* The loading manager.
*
* @type {LoadingManager}
* @default DefaultLoadingManager
*/
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
/**
* The crossOrigin string to implement CORS for loading the url from a
* different domain that allows CORS.
*
* @type {string}
* @default 'anonymous'
*/
this.crossOrigin = 'anonymous';
/**
* Whether the XMLHttpRequest uses credentials.
*
* @type {boolean}
* @default false
*/
this.withCredentials = false;
/**
* The base path from which the asset will be loaded.
*
* @type {string}
*/
this.path = '';
/**
* The base path from which additional resources like textures will be loaded.
*
* @type {string}
*/
this.resourcePath = '';
/**
* The [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
* used in HTTP request.
*
* @type {Object<string, any>}
*/
this.requestHeader = {};
}
/**
* This method needs to be implemented by all concrete loaders. It holds the
* logic for loading assets from the backend.
*
* @abstract
* @param {string} url - The path/URL of the file to be loaded.
* @param {Function} onLoad - Executed when the loading process has been finished.
* @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
* @param {onErrorCallback} [onError] - Executed when errors occur.
*/
load( /* url, onLoad, onProgress, onError */ ) {}
/**
* A async version of {@link Loader#load}.
*
* @param {string} url - The path/URL of the file to be loaded.
* @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
* @return {Promise} A Promise that resolves when the asset has been loaded.
*/
loadAsync( url, onProgress ) {
const scope = this;
return new Promise( function ( resolve, reject ) {
scope.load( url, resolve, onProgress, reject );
} );
}
/**
* This method needs to be implemented by all concrete loaders. It holds the
* logic for parsing the asset into three.js entities.
*
* @abstract
* @param {any} data - The data to parse.
*/
parse( /* data */ ) {}
/**
* Sets the `crossOrigin` String to implement CORS for loading the URL
* from a different domain that allows CORS.
*
* @param {string} crossOrigin - The `crossOrigin` value.
* @return {Loader} A reference to this instance.
*/
setCrossOrigin( crossOrigin ) {
this.crossOrigin = crossOrigin;
return this;
}
/**
* Whether the XMLHttpRequest uses credentials such as cookies, authorization
* headers or TLS client certificates, see [XMLHttpRequest.withCredentials](https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials).
*
* Note: This setting has no effect if you are loading files locally or from the same domain.
*
* @param {boolean} value - The `withCredentials` value.
* @return {Loader} A reference to this instance.
*/
setWithCredentials( value ) {
this.withCredentials = value;
return this;
}
/**
* Sets the base path for the asset.
*
* @param {string} path - The base path.
* @return {Loader} A reference to this instance.
*/
setPath( path ) {
this.path = path;
return this;
}
/**
* Sets the base path for dependent resources like textures.
*
* @param {string} resourcePath - The resource path.
* @return {Loader} A reference to this instance.
*/
setResourcePath( resourcePath ) {
this.resourcePath = resourcePath;
return this;
}
/**
* Sets the given request header.
*
* @param {Object} requestHeader - A [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
* for configuring the HTTP request.
* @return {Loader} A reference to this instance.
*/
setRequestHeader( requestHeader ) {
this.requestHeader = requestHeader;
return this;
}
/**
* This method can be implemented in loaders for aborting ongoing requests.
*
* @abstract
* @return {Loader} A reference to this instance.
*/
abort() {
return this;
}
}
/**
* Callback for onProgress in loaders.
*
* @callback onProgressCallback
* @param {ProgressEvent} event - An instance of `ProgressEvent` that represents the current loading status.
*/
/**
* Callback for onError in loaders.
*
* @callback onErrorCallback
* @param {Error} error - The error which occurred during the loading process.
*/
/**
* The default material name that is used by loaders
* when creating materials for loaded 3D objects.
*
* Note: Not all loaders might honor this setting.
*
* @static
* @type {string}
* @default '__DEFAULT'
*/
Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT';
// EXTERNAL MODULE: ./node_modules/three/src/utils.js
var utils = __webpack_require__(8108);
;// ./node_modules/three/src/loaders/ImageLoader.js
const _loading = new WeakMap();
/**
* A loader for loading images. The class loads images with the HTML `Image` API.
*
* ```js
* const loader = new THREE.ImageLoader();
* const image = await loader.loadAsync( 'image.png' );
* ```
* Please note that `ImageLoader` has dropped support for progress
* events in `r84`. For an `ImageLoader` that supports progress events, see
* [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-275785639).
*
* @augments Loader
*/
class ImageLoader extends Loader {
/**
* Constructs a new image loader.
*
* @param {LoadingManager} [manager] - The loading manager.
*/
constructor( manager ) {
super( manager );
}
/**
* Starts loading from the given URL and passes the loaded image
* to the `onLoad()` callback. The method also returns a new `Image` object which can
* directly be used for texture creation. If you do it this way, the texture
* may pop up in your scene once the respective loading process is finished.
*
* @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
* @param {function(Image)} onLoad - Executed when the loading process has been finished.
* @param {onProgressCallback} onProgress - Unsupported in this loader.
* @param {onErrorCallback} onError - Executed when errors occur.
* @return {Image} The image.
*/
load( url, onLoad, onProgress, onError ) {
if ( this.path !== undefined ) url = this.path + url;
url = this.manager.resolveURL( url );
const scope = this;
const cached = Cache.get( `image:${url}` );
if ( cached !== undefined ) {
if ( cached.complete === true ) {
scope.manager.itemStart( url );
setTimeout( function () {
if ( onLoad ) onLoad( cached );
scope.manager.itemEnd( url );
}, 0 );
} else {
let arr = _loading.get( cached );
if ( arr === undefined ) {
arr = [];
_loading.set( cached, arr );
}
arr.push( { onLoad, onError } );
}
return cached;
}
const image = (0,utils/* createElementNS */.qq)( 'img' );
function onImageLoad() {
removeEventListeners();
if ( onLoad ) onLoad( this );
//
const callbacks = _loading.get( this ) || [];
for ( let i = 0; i < callbacks.length; i ++ ) {
const callback = callbacks[ i ];
if ( callback.onLoad ) callback.onLoad( this );
}
_loading.delete( this );
scope.manager.itemEnd( url );
}
function onImageError( event ) {
removeEventListeners();
if ( onError ) onError( event );
Cache.remove( `image:${url}` );
//
const callbacks = _loading.get( this ) || [];
for ( let i = 0; i < callbacks.length; i ++ ) {
const callback = callbacks[ i ];
if ( callback.onError ) callback.onError( event );
}
_loading.delete( this );
scope.manager.itemError( url );
scope.manager.itemEnd( url );
}
function removeEventListeners() {
image.removeEventListener( 'load', onImageLoad, false );
image.removeEventListener( 'error', onImageError, false );
}
image.addEventListener( 'load', onImageLoad, false );
image.addEventListener( 'error', onImageError, false );
if ( url.slice( 0, 5 ) !== 'data:' ) {
if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
}
Cache.add( `image:${url}`, image );
scope.manager.itemStart( url );
image.src = url;
return image;
}
}
// EXTERNAL MODULE: ./node_modules/three/src/textures/Texture.js + 9 modules
var Texture = __webpack_require__(8280);
;// ./node_modules/three/src/loaders/TextureLoader.js
/**
* Class for loading textures. Images are internally
* loaded via {@link ImageLoader}.
*
* ```js
* const loader = new THREE.TextureLoader();
* const texture = await loader.loadAsync( 'textures/land_ocean_ice_cloud_2048.jpg' );
*
* const material = new THREE.MeshBasicMaterial( { map:texture } );
* ```
* Please note that `TextureLoader` has dropped support for progress
* events in `r84`. For a `TextureLoader` that supports progress events, see
* [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-293260145).
*
* @augments Loader
*/
class TextureLoader extends Loader {
/**
* Constructs a new texture loader.
*
* @param {LoadingManager} [manager] - The loading manager.
*/
constructor( manager ) {
super( manager );
}
/**
* Starts loading from the given URL and pass the fully loaded texture
* to the `onLoad()` callback. The method also returns a new texture object which can
* directly be used for material creation. If you do it this way, the texture
* may pop up in your scene once the respective loading process is finished.
*
* @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
* @param {function(Texture)} onLoad - Executed when the loading process has been finished.
* @param {onProgressCallback} onProgress - Unsupported in this loader.
* @param {onErrorCallback} onError - Executed when errors occur.
* @return {Texture} The texture.
*/
load( url, onLoad, onProgress, onError ) {
const texture = new Texture/* Texture */.g();
const loader = new ImageLoader( this.manager );
loader.setCrossOrigin( this.crossOrigin );
loader.setPath( this.path );
loader.load( url, function ( image ) {
texture.image = image;
texture.needsUpdate = true;
if ( onLoad !== undefined ) {
onLoad( texture );
}
}, onProgress, onError );
return texture;
}
}
/***/ })
}]);
//# sourceMappingURL=129.bundle.js.map