three.core.js 1.3 MB

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  1. /**
  2. * @license
  3. * Copyright 2010-2025 Three.js Authors
  4. * SPDX-License-Identifier: MIT
  5. */
  6. const REVISION = '178dev';
  7. /**
  8. * Represents mouse buttons and interaction types in context of controls.
  9. *
  10. * @type {ConstantsMouse}
  11. * @constant
  12. */
  13. const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  14. /**
  15. * Represents touch interaction types in context of controls.
  16. *
  17. * @type {ConstantsTouch}
  18. * @constant
  19. */
  20. const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  21. /**
  22. * Disables face culling.
  23. *
  24. * @type {number}
  25. * @constant
  26. */
  27. const CullFaceNone = 0;
  28. /**
  29. * Culls back faces.
  30. *
  31. * @type {number}
  32. * @constant
  33. */
  34. const CullFaceBack = 1;
  35. /**
  36. * Culls front faces.
  37. *
  38. * @type {number}
  39. * @constant
  40. */
  41. const CullFaceFront = 2;
  42. /**
  43. * Culls both front and back faces.
  44. *
  45. * @type {number}
  46. * @constant
  47. */
  48. const CullFaceFrontBack = 3;
  49. /**
  50. * Gives unfiltered shadow maps - fastest, but lowest quality.
  51. *
  52. * @type {number}
  53. * @constant
  54. */
  55. const BasicShadowMap = 0;
  56. /**
  57. * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm.
  58. *
  59. * @type {number}
  60. * @constant
  61. */
  62. const PCFShadowMap = 1;
  63. /**
  64. * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with
  65. * better soft shadows especially when using low-resolution shadow maps.
  66. *
  67. * @type {number}
  68. * @constant
  69. */
  70. const PCFSoftShadowMap = 2;
  71. /**
  72. * Filters shadow maps using the Variance Shadow Map (VSM) algorithm.
  73. * When using VSMShadowMap all shadow receivers will also cast shadows.
  74. *
  75. * @type {number}
  76. * @constant
  77. */
  78. const VSMShadowMap = 3;
  79. /**
  80. * Only front faces are rendered.
  81. *
  82. * @type {number}
  83. * @constant
  84. */
  85. const FrontSide = 0;
  86. /**
  87. * Only back faces are rendered.
  88. *
  89. * @type {number}
  90. * @constant
  91. */
  92. const BackSide = 1;
  93. /**
  94. * Both front and back faces are rendered.
  95. *
  96. * @type {number}
  97. * @constant
  98. */
  99. const DoubleSide = 2;
  100. /**
  101. * No blending is performed which effectively disables
  102. * alpha transparency.
  103. *
  104. * @type {number}
  105. * @constant
  106. */
  107. const NoBlending = 0;
  108. /**
  109. * The default blending.
  110. *
  111. * @type {number}
  112. * @constant
  113. */
  114. const NormalBlending = 1;
  115. /**
  116. * Represents additive blending.
  117. *
  118. * @type {number}
  119. * @constant
  120. */
  121. const AdditiveBlending = 2;
  122. /**
  123. * Represents subtractive blending.
  124. *
  125. * @type {number}
  126. * @constant
  127. */
  128. const SubtractiveBlending = 3;
  129. /**
  130. * Represents multiply blending.
  131. *
  132. * @type {number}
  133. * @constant
  134. */
  135. const MultiplyBlending = 4;
  136. /**
  137. * Represents custom blending.
  138. *
  139. * @type {number}
  140. * @constant
  141. */
  142. const CustomBlending = 5;
  143. /**
  144. * A `source + destination` blending equation.
  145. *
  146. * @type {number}
  147. * @constant
  148. */
  149. const AddEquation = 100;
  150. /**
  151. * A `source - destination` blending equation.
  152. *
  153. * @type {number}
  154. * @constant
  155. */
  156. const SubtractEquation = 101;
  157. /**
  158. * A `destination - source` blending equation.
  159. *
  160. * @type {number}
  161. * @constant
  162. */
  163. const ReverseSubtractEquation = 102;
  164. /**
  165. * A blend equation that uses the minimum of source and destination.
  166. *
  167. * @type {number}
  168. * @constant
  169. */
  170. const MinEquation = 103;
  171. /**
  172. * A blend equation that uses the maximum of source and destination.
  173. *
  174. * @type {number}
  175. * @constant
  176. */
  177. const MaxEquation = 104;
  178. /**
  179. * Multiplies all colors by `0`.
  180. *
  181. * @type {number}
  182. * @constant
  183. */
  184. const ZeroFactor = 200;
  185. /**
  186. * Multiplies all colors by `1`.
  187. *
  188. * @type {number}
  189. * @constant
  190. */
  191. const OneFactor = 201;
  192. /**
  193. * Multiplies all colors by the source colors.
  194. *
  195. * @type {number}
  196. * @constant
  197. */
  198. const SrcColorFactor = 202;
  199. /**
  200. * Multiplies all colors by `1` minus each source color.
  201. *
  202. * @type {number}
  203. * @constant
  204. */
  205. const OneMinusSrcColorFactor = 203;
  206. /**
  207. * Multiplies all colors by the source alpha value.
  208. *
  209. * @type {number}
  210. * @constant
  211. */
  212. const SrcAlphaFactor = 204;
  213. /**
  214. * Multiplies all colors by 1 minus the source alpha value.
  215. *
  216. * @type {number}
  217. * @constant
  218. */
  219. const OneMinusSrcAlphaFactor = 205;
  220. /**
  221. * Multiplies all colors by the destination alpha value.
  222. *
  223. * @type {number}
  224. * @constant
  225. */
  226. const DstAlphaFactor = 206;
  227. /**
  228. * Multiplies all colors by `1` minus the destination alpha value.
  229. *
  230. * @type {number}
  231. * @constant
  232. */
  233. const OneMinusDstAlphaFactor = 207;
  234. /**
  235. * Multiplies all colors by the destination color.
  236. *
  237. * @type {number}
  238. * @constant
  239. */
  240. const DstColorFactor = 208;
  241. /**
  242. * Multiplies all colors by `1` minus each destination color.
  243. *
  244. * @type {number}
  245. * @constant
  246. */
  247. const OneMinusDstColorFactor = 209;
  248. /**
  249. * Multiplies the RGB colors by the smaller of either the source alpha
  250. * value or the value of `1` minus the destination alpha value. The alpha
  251. * value is multiplied by `1`.
  252. *
  253. * @type {number}
  254. * @constant
  255. */
  256. const SrcAlphaSaturateFactor = 210;
  257. /**
  258. * Multiplies all colors by a constant color.
  259. *
  260. * @type {number}
  261. * @constant
  262. */
  263. const ConstantColorFactor = 211;
  264. /**
  265. * Multiplies all colors by `1` minus a constant color.
  266. *
  267. * @type {number}
  268. * @constant
  269. */
  270. const OneMinusConstantColorFactor = 212;
  271. /**
  272. * Multiplies all colors by a constant alpha value.
  273. *
  274. * @type {number}
  275. * @constant
  276. */
  277. const ConstantAlphaFactor = 213;
  278. /**
  279. * Multiplies all colors by 1 minus a constant alpha value.
  280. *
  281. * @type {number}
  282. * @constant
  283. */
  284. const OneMinusConstantAlphaFactor = 214;
  285. /**
  286. * Never pass.
  287. *
  288. * @type {number}
  289. * @constant
  290. */
  291. const NeverDepth = 0;
  292. /**
  293. * Always pass.
  294. *
  295. * @type {number}
  296. * @constant
  297. */
  298. const AlwaysDepth = 1;
  299. /**
  300. * Pass if the incoming value is less than the depth buffer value.
  301. *
  302. * @type {number}
  303. * @constant
  304. */
  305. const LessDepth = 2;
  306. /**
  307. * Pass if the incoming value is less than or equal to the depth buffer value.
  308. *
  309. * @type {number}
  310. * @constant
  311. */
  312. const LessEqualDepth = 3;
  313. /**
  314. * Pass if the incoming value equals the depth buffer value.
  315. *
  316. * @type {number}
  317. * @constant
  318. */
  319. const EqualDepth = 4;
  320. /**
  321. * Pass if the incoming value is greater than or equal to the depth buffer value.
  322. *
  323. * @type {number}
  324. * @constant
  325. */
  326. const GreaterEqualDepth = 5;
  327. /**
  328. * Pass if the incoming value is greater than the depth buffer value.
  329. *
  330. * @type {number}
  331. * @constant
  332. */
  333. const GreaterDepth = 6;
  334. /**
  335. * Pass if the incoming value is not equal to the depth buffer value.
  336. *
  337. * @type {number}
  338. * @constant
  339. */
  340. const NotEqualDepth = 7;
  341. /**
  342. * Multiplies the environment map color with the surface color.
  343. *
  344. * @type {number}
  345. * @constant
  346. */
  347. const MultiplyOperation = 0;
  348. /**
  349. * Uses reflectivity to blend between the two colors.
  350. *
  351. * @type {number}
  352. * @constant
  353. */
  354. const MixOperation = 1;
  355. /**
  356. * Adds the two colors.
  357. *
  358. * @type {number}
  359. * @constant
  360. */
  361. const AddOperation = 2;
  362. /**
  363. * No tone mapping is applied.
  364. *
  365. * @type {number}
  366. * @constant
  367. */
  368. const NoToneMapping = 0;
  369. /**
  370. * Linear tone mapping.
  371. *
  372. * @type {number}
  373. * @constant
  374. */
  375. const LinearToneMapping = 1;
  376. /**
  377. * Reinhard tone mapping.
  378. *
  379. * @type {number}
  380. * @constant
  381. */
  382. const ReinhardToneMapping = 2;
  383. /**
  384. * Cineon tone mapping.
  385. *
  386. * @type {number}
  387. * @constant
  388. */
  389. const CineonToneMapping = 3;
  390. /**
  391. * ACES Filmic tone mapping.
  392. *
  393. * @type {number}
  394. * @constant
  395. */
  396. const ACESFilmicToneMapping = 4;
  397. /**
  398. * Custom tone mapping.
  399. *
  400. * Expects a custom implementation by modifying shader code of the material's fragment shader.
  401. *
  402. * @type {number}
  403. * @constant
  404. */
  405. const CustomToneMapping = 5;
  406. /**
  407. * AgX tone mapping.
  408. *
  409. * @type {number}
  410. * @constant
  411. */
  412. const AgXToneMapping = 6;
  413. /**
  414. * Neutral tone mapping.
  415. *
  416. * Implementation based on the Khronos 3D Commerce Group standard tone mapping.
  417. *
  418. * @type {number}
  419. * @constant
  420. */
  421. const NeutralToneMapping = 7;
  422. /**
  423. * The skinned mesh shares the same world space as the skeleton.
  424. *
  425. * @type {string}
  426. * @constant
  427. */
  428. const AttachedBindMode = 'attached';
  429. /**
  430. * The skinned mesh does not share the same world space as the skeleton.
  431. * This is useful when a skeleton is shared across multiple skinned meshes.
  432. *
  433. * @type {string}
  434. * @constant
  435. */
  436. const DetachedBindMode = 'detached';
  437. /**
  438. * Maps textures using the geometry's UV coordinates.
  439. *
  440. * @type {number}
  441. * @constant
  442. */
  443. const UVMapping = 300;
  444. /**
  445. * Reflection mapping for cube textures.
  446. *
  447. * @type {number}
  448. * @constant
  449. */
  450. const CubeReflectionMapping = 301;
  451. /**
  452. * Refraction mapping for cube textures.
  453. *
  454. * @type {number}
  455. * @constant
  456. */
  457. const CubeRefractionMapping = 302;
  458. /**
  459. * Reflection mapping for equirectangular textures.
  460. *
  461. * @type {number}
  462. * @constant
  463. */
  464. const EquirectangularReflectionMapping = 303;
  465. /**
  466. * Refraction mapping for equirectangular textures.
  467. *
  468. * @type {number}
  469. * @constant
  470. */
  471. const EquirectangularRefractionMapping = 304;
  472. /**
  473. * Reflection mapping for PMREM textures.
  474. *
  475. * @type {number}
  476. * @constant
  477. */
  478. const CubeUVReflectionMapping = 306;
  479. /**
  480. * The texture will simply repeat to infinity.
  481. *
  482. * @type {number}
  483. * @constant
  484. */
  485. const RepeatWrapping = 1000;
  486. /**
  487. * The last pixel of the texture stretches to the edge of the mesh.
  488. *
  489. * @type {number}
  490. * @constant
  491. */
  492. const ClampToEdgeWrapping = 1001;
  493. /**
  494. * The texture will repeats to infinity, mirroring on each repeat.
  495. *
  496. * @type {number}
  497. * @constant
  498. */
  499. const MirroredRepeatWrapping = 1002;
  500. /**
  501. * Returns the value of the texture element that is nearest (in Manhattan distance)
  502. * to the specified texture coordinates.
  503. *
  504. * @type {number}
  505. * @constant
  506. */
  507. const NearestFilter = 1003;
  508. /**
  509. * Chooses the mipmap that most closely matches the size of the pixel being textured
  510. * and uses the `NearestFilter` criterion (the texel nearest to the center of the pixel)
  511. * to produce a texture value.
  512. *
  513. * @type {number}
  514. * @constant
  515. */
  516. const NearestMipmapNearestFilter = 1004;
  517. const NearestMipMapNearestFilter = 1004; // legacy
  518. /**
  519. * Chooses the two mipmaps that most closely match the size of the pixel being textured and
  520. * uses the `NearestFilter` criterion to produce a texture value from each mipmap.
  521. * The final texture value is a weighted average of those two values.
  522. *
  523. * @type {number}
  524. * @constant
  525. */
  526. const NearestMipmapLinearFilter = 1005;
  527. const NearestMipMapLinearFilter = 1005; // legacy
  528. /**
  529. * Returns the weighted average of the four texture elements that are closest to the specified
  530. * texture coordinates, and can include items wrapped or repeated from other parts of a texture,
  531. * depending on the values of `wrapS` and `wrapT`, and on the exact mapping.
  532. *
  533. * @type {number}
  534. * @constant
  535. */
  536. const LinearFilter = 1006;
  537. /**
  538. * Chooses the mipmap that most closely matches the size of the pixel being textured and uses
  539. * the `LinearFilter` criterion (a weighted average of the four texels that are closest to the
  540. * center of the pixel) to produce a texture value.
  541. *
  542. * @type {number}
  543. * @constant
  544. */
  545. const LinearMipmapNearestFilter = 1007;
  546. const LinearMipMapNearestFilter = 1007; // legacy
  547. /**
  548. * Chooses the two mipmaps that most closely match the size of the pixel being textured and uses
  549. * the `LinearFilter` criterion to produce a texture value from each mipmap. The final texture value
  550. * is a weighted average of those two values.
  551. *
  552. * @type {number}
  553. * @constant
  554. */
  555. const LinearMipmapLinearFilter = 1008;
  556. const LinearMipMapLinearFilter = 1008; // legacy
  557. /**
  558. * An unsigned byte data type for textures.
  559. *
  560. * @type {number}
  561. * @constant
  562. */
  563. const UnsignedByteType = 1009;
  564. /**
  565. * A byte data type for textures.
  566. *
  567. * @type {number}
  568. * @constant
  569. */
  570. const ByteType = 1010;
  571. /**
  572. * A short data type for textures.
  573. *
  574. * @type {number}
  575. * @constant
  576. */
  577. const ShortType = 1011;
  578. /**
  579. * An unsigned short data type for textures.
  580. *
  581. * @type {number}
  582. * @constant
  583. */
  584. const UnsignedShortType = 1012;
  585. /**
  586. * An int data type for textures.
  587. *
  588. * @type {number}
  589. * @constant
  590. */
  591. const IntType = 1013;
  592. /**
  593. * An unsigned int data type for textures.
  594. *
  595. * @type {number}
  596. * @constant
  597. */
  598. const UnsignedIntType = 1014;
  599. /**
  600. * A float data type for textures.
  601. *
  602. * @type {number}
  603. * @constant
  604. */
  605. const FloatType = 1015;
  606. /**
  607. * A half float data type for textures.
  608. *
  609. * @type {number}
  610. * @constant
  611. */
  612. const HalfFloatType = 1016;
  613. /**
  614. * An unsigned short 4_4_4_4 (packed) data type for textures.
  615. *
  616. * @type {number}
  617. * @constant
  618. */
  619. const UnsignedShort4444Type = 1017;
  620. /**
  621. * An unsigned short 5_5_5_1 (packed) data type for textures.
  622. *
  623. * @type {number}
  624. * @constant
  625. */
  626. const UnsignedShort5551Type = 1018;
  627. /**
  628. * An unsigned int 24_8 data type for textures.
  629. *
  630. * @type {number}
  631. * @constant
  632. */
  633. const UnsignedInt248Type = 1020;
  634. /**
  635. * An unsigned int 5_9_9_9 (packed) data type for textures.
  636. *
  637. * @type {number}
  638. * @constant
  639. */
  640. const UnsignedInt5999Type = 35902;
  641. /**
  642. * Discards the red, green and blue components and reads just the alpha component.
  643. *
  644. * @type {number}
  645. * @constant
  646. */
  647. const AlphaFormat = 1021;
  648. /**
  649. * Discards the alpha component and reads the red, green and blue component.
  650. *
  651. * @type {number}
  652. * @constant
  653. */
  654. const RGBFormat = 1022;
  655. /**
  656. * Reads the red, green, blue and alpha components.
  657. *
  658. * @type {number}
  659. * @constant
  660. */
  661. const RGBAFormat = 1023;
  662. /**
  663. * Reads each element as a single depth value, converts it to floating point, and clamps to the range `[0,1]`.
  664. *
  665. * @type {number}
  666. * @constant
  667. */
  668. const DepthFormat = 1026;
  669. /**
  670. * Reads each element is a pair of depth and stencil values. The depth component of the pair is interpreted as
  671. * in `DepthFormat`. The stencil component is interpreted based on the depth + stencil internal format.
  672. *
  673. * @type {number}
  674. * @constant
  675. */
  676. const DepthStencilFormat = 1027;
  677. /**
  678. * Discards the green, blue and alpha components and reads just the red component.
  679. *
  680. * @type {number}
  681. * @constant
  682. */
  683. const RedFormat = 1028;
  684. /**
  685. * Discards the green, blue and alpha components and reads just the red component. The texels are read as integers instead of floating point.
  686. *
  687. * @type {number}
  688. * @constant
  689. */
  690. const RedIntegerFormat = 1029;
  691. /**
  692. * Discards the alpha, and blue components and reads the red, and green components.
  693. *
  694. * @type {number}
  695. * @constant
  696. */
  697. const RGFormat = 1030;
  698. /**
  699. * Discards the alpha, and blue components and reads the red, and green components. The texels are read as integers instead of floating point.
  700. *
  701. * @type {number}
  702. * @constant
  703. */
  704. const RGIntegerFormat = 1031;
  705. /**
  706. * Discards the alpha component and reads the red, green and blue component. The texels are read as integers instead of floating point.
  707. *
  708. * @type {number}
  709. * @constant
  710. */
  711. const RGBIntegerFormat = 1032;
  712. /**
  713. * Reads the red, green, blue and alpha components. The texels are read as integers instead of floating point.
  714. *
  715. * @type {number}
  716. * @constant
  717. */
  718. const RGBAIntegerFormat = 1033;
  719. /**
  720. * A DXT1-compressed image in an RGB image format.
  721. *
  722. * @type {number}
  723. * @constant
  724. */
  725. const RGB_S3TC_DXT1_Format = 33776;
  726. /**
  727. * A DXT1-compressed image in an RGB image format with a simple on/off alpha value.
  728. *
  729. * @type {number}
  730. * @constant
  731. */
  732. const RGBA_S3TC_DXT1_Format = 33777;
  733. /**
  734. * A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.
  735. *
  736. * @type {number}
  737. * @constant
  738. */
  739. const RGBA_S3TC_DXT3_Format = 33778;
  740. /**
  741. * A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3
  742. * compression in how the alpha compression is done.
  743. *
  744. * @type {number}
  745. * @constant
  746. */
  747. const RGBA_S3TC_DXT5_Format = 33779;
  748. /**
  749. * PVRTC RGB compression in 4-bit mode. One block for each 4×4 pixels.
  750. *
  751. * @type {number}
  752. * @constant
  753. */
  754. const RGB_PVRTC_4BPPV1_Format = 35840;
  755. /**
  756. * PVRTC RGB compression in 2-bit mode. One block for each 8×4 pixels.
  757. *
  758. * @type {number}
  759. * @constant
  760. */
  761. const RGB_PVRTC_2BPPV1_Format = 35841;
  762. /**
  763. * PVRTC RGBA compression in 4-bit mode. One block for each 4×4 pixels.
  764. *
  765. * @type {number}
  766. * @constant
  767. */
  768. const RGBA_PVRTC_4BPPV1_Format = 35842;
  769. /**
  770. * PVRTC RGBA compression in 2-bit mode. One block for each 8×4 pixels.
  771. *
  772. * @type {number}
  773. * @constant
  774. */
  775. const RGBA_PVRTC_2BPPV1_Format = 35843;
  776. /**
  777. * ETC1 RGB format.
  778. *
  779. * @type {number}
  780. * @constant
  781. */
  782. const RGB_ETC1_Format = 36196;
  783. /**
  784. * ETC2 RGB format.
  785. *
  786. * @type {number}
  787. * @constant
  788. */
  789. const RGB_ETC2_Format = 37492;
  790. /**
  791. * ETC2 RGBA format.
  792. *
  793. * @type {number}
  794. * @constant
  795. */
  796. const RGBA_ETC2_EAC_Format = 37496;
  797. /**
  798. * ASTC RGBA 4x4 format.
  799. *
  800. * @type {number}
  801. * @constant
  802. */
  803. const RGBA_ASTC_4x4_Format = 37808;
  804. /**
  805. * ASTC RGBA 5x4 format.
  806. *
  807. * @type {number}
  808. * @constant
  809. */
  810. const RGBA_ASTC_5x4_Format = 37809;
  811. /**
  812. * ASTC RGBA 5x5 format.
  813. *
  814. * @type {number}
  815. * @constant
  816. */
  817. const RGBA_ASTC_5x5_Format = 37810;
  818. /**
  819. * ASTC RGBA 6x5 format.
  820. *
  821. * @type {number}
  822. * @constant
  823. */
  824. const RGBA_ASTC_6x5_Format = 37811;
  825. /**
  826. * ASTC RGBA 6x6 format.
  827. *
  828. * @type {number}
  829. * @constant
  830. */
  831. const RGBA_ASTC_6x6_Format = 37812;
  832. /**
  833. * ASTC RGBA 8x5 format.
  834. *
  835. * @type {number}
  836. * @constant
  837. */
  838. const RGBA_ASTC_8x5_Format = 37813;
  839. /**
  840. * ASTC RGBA 8x6 format.
  841. *
  842. * @type {number}
  843. * @constant
  844. */
  845. const RGBA_ASTC_8x6_Format = 37814;
  846. /**
  847. * ASTC RGBA 8x8 format.
  848. *
  849. * @type {number}
  850. * @constant
  851. */
  852. const RGBA_ASTC_8x8_Format = 37815;
  853. /**
  854. * ASTC RGBA 10x5 format.
  855. *
  856. * @type {number}
  857. * @constant
  858. */
  859. const RGBA_ASTC_10x5_Format = 37816;
  860. /**
  861. * ASTC RGBA 10x6 format.
  862. *
  863. * @type {number}
  864. * @constant
  865. */
  866. const RGBA_ASTC_10x6_Format = 37817;
  867. /**
  868. * ASTC RGBA 10x8 format.
  869. *
  870. * @type {number}
  871. * @constant
  872. */
  873. const RGBA_ASTC_10x8_Format = 37818;
  874. /**
  875. * ASTC RGBA 10x10 format.
  876. *
  877. * @type {number}
  878. * @constant
  879. */
  880. const RGBA_ASTC_10x10_Format = 37819;
  881. /**
  882. * ASTC RGBA 12x10 format.
  883. *
  884. * @type {number}
  885. * @constant
  886. */
  887. const RGBA_ASTC_12x10_Format = 37820;
  888. /**
  889. * ASTC RGBA 12x12 format.
  890. *
  891. * @type {number}
  892. * @constant
  893. */
  894. const RGBA_ASTC_12x12_Format = 37821;
  895. /**
  896. * BPTC RGBA format.
  897. *
  898. * @type {number}
  899. * @constant
  900. */
  901. const RGBA_BPTC_Format = 36492;
  902. /**
  903. * BPTC Signed RGB format.
  904. *
  905. * @type {number}
  906. * @constant
  907. */
  908. const RGB_BPTC_SIGNED_Format = 36494;
  909. /**
  910. * BPTC Unsigned RGB format.
  911. *
  912. * @type {number}
  913. * @constant
  914. */
  915. const RGB_BPTC_UNSIGNED_Format = 36495;
  916. /**
  917. * RGTC1 Red format.
  918. *
  919. * @type {number}
  920. * @constant
  921. */
  922. const RED_RGTC1_Format = 36283;
  923. /**
  924. * RGTC1 Signed Red format.
  925. *
  926. * @type {number}
  927. * @constant
  928. */
  929. const SIGNED_RED_RGTC1_Format = 36284;
  930. /**
  931. * RGTC2 Red Green format.
  932. *
  933. * @type {number}
  934. * @constant
  935. */
  936. const RED_GREEN_RGTC2_Format = 36285;
  937. /**
  938. * RGTC2 Signed Red Green format.
  939. *
  940. * @type {number}
  941. * @constant
  942. */
  943. const SIGNED_RED_GREEN_RGTC2_Format = 36286;
  944. /**
  945. * Animations are played once.
  946. *
  947. * @type {number}
  948. * @constant
  949. */
  950. const LoopOnce = 2200;
  951. /**
  952. * Animations are played with a chosen number of repetitions, each time jumping from
  953. * the end of the clip directly to its beginning.
  954. *
  955. * @type {number}
  956. * @constant
  957. */
  958. const LoopRepeat = 2201;
  959. /**
  960. * Animations are played with a chosen number of repetitions, alternately playing forward
  961. * and backward.
  962. *
  963. * @type {number}
  964. * @constant
  965. */
  966. const LoopPingPong = 2202;
  967. /**
  968. * Discrete interpolation mode for keyframe tracks.
  969. *
  970. * @type {number}
  971. * @constant
  972. */
  973. const InterpolateDiscrete = 2300;
  974. /**
  975. * Linear interpolation mode for keyframe tracks.
  976. *
  977. * @type {number}
  978. * @constant
  979. */
  980. const InterpolateLinear = 2301;
  981. /**
  982. * Smooth interpolation mode for keyframe tracks.
  983. *
  984. * @type {number}
  985. * @constant
  986. */
  987. const InterpolateSmooth = 2302;
  988. /**
  989. * Zero curvature ending for animations.
  990. *
  991. * @type {number}
  992. * @constant
  993. */
  994. const ZeroCurvatureEnding = 2400;
  995. /**
  996. * Zero slope ending for animations.
  997. *
  998. * @type {number}
  999. * @constant
  1000. */
  1001. const ZeroSlopeEnding = 2401;
  1002. /**
  1003. * Wrap around ending for animations.
  1004. *
  1005. * @type {number}
  1006. * @constant
  1007. */
  1008. const WrapAroundEnding = 2402;
  1009. /**
  1010. * Default animation blend mode.
  1011. *
  1012. * @type {number}
  1013. * @constant
  1014. */
  1015. const NormalAnimationBlendMode = 2500;
  1016. /**
  1017. * Additive animation blend mode. Can be used to layer motions on top of
  1018. * each other to build complex performances from smaller re-usable assets.
  1019. *
  1020. * @type {number}
  1021. * @constant
  1022. */
  1023. const AdditiveAnimationBlendMode = 2501;
  1024. /**
  1025. * For every three vertices draw a single triangle.
  1026. *
  1027. * @type {number}
  1028. * @constant
  1029. */
  1030. const TrianglesDrawMode = 0;
  1031. /**
  1032. * For each vertex draw a triangle from the last three vertices.
  1033. *
  1034. * @type {number}
  1035. * @constant
  1036. */
  1037. const TriangleStripDrawMode = 1;
  1038. /**
  1039. * For each vertex draw a triangle from the first vertex and the last two vertices.
  1040. *
  1041. * @type {number}
  1042. * @constant
  1043. */
  1044. const TriangleFanDrawMode = 2;
  1045. /**
  1046. * Basic depth packing.
  1047. *
  1048. * @type {number}
  1049. * @constant
  1050. */
  1051. const BasicDepthPacking = 3200;
  1052. /**
  1053. * A depth value is packed into 32 bit RGBA.
  1054. *
  1055. * @type {number}
  1056. * @constant
  1057. */
  1058. const RGBADepthPacking = 3201;
  1059. /**
  1060. * A depth value is packed into 24 bit RGB.
  1061. *
  1062. * @type {number}
  1063. * @constant
  1064. */
  1065. const RGBDepthPacking = 3202;
  1066. /**
  1067. * A depth value is packed into 16 bit RG.
  1068. *
  1069. * @type {number}
  1070. * @constant
  1071. */
  1072. const RGDepthPacking = 3203;
  1073. /**
  1074. * Normal information is relative to the underlying surface.
  1075. *
  1076. * @type {number}
  1077. * @constant
  1078. */
  1079. const TangentSpaceNormalMap = 0;
  1080. /**
  1081. * Normal information is relative to the object orientation.
  1082. *
  1083. * @type {number}
  1084. * @constant
  1085. */
  1086. const ObjectSpaceNormalMap = 1;
  1087. // Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.
  1088. /**
  1089. * No color space.
  1090. *
  1091. * @type {string}
  1092. * @constant
  1093. */
  1094. const NoColorSpace = '';
  1095. /**
  1096. * sRGB color space.
  1097. *
  1098. * @type {string}
  1099. * @constant
  1100. */
  1101. const SRGBColorSpace = 'srgb';
  1102. /**
  1103. * sRGB-linear color space.
  1104. *
  1105. * @type {string}
  1106. * @constant
  1107. */
  1108. const LinearSRGBColorSpace = 'srgb-linear';
  1109. /**
  1110. * Linear transfer function.
  1111. *
  1112. * @type {string}
  1113. * @constant
  1114. */
  1115. const LinearTransfer = 'linear';
  1116. /**
  1117. * sRGB transfer function.
  1118. *
  1119. * @type {string}
  1120. * @constant
  1121. */
  1122. const SRGBTransfer = 'srgb';
  1123. /**
  1124. * Sets the stencil buffer value to `0`.
  1125. *
  1126. * @type {number}
  1127. * @constant
  1128. */
  1129. const ZeroStencilOp = 0;
  1130. /**
  1131. * Keeps the current value.
  1132. *
  1133. * @type {number}
  1134. * @constant
  1135. */
  1136. const KeepStencilOp = 7680;
  1137. /**
  1138. * Sets the stencil buffer value to the specified reference value.
  1139. *
  1140. * @type {number}
  1141. * @constant
  1142. */
  1143. const ReplaceStencilOp = 7681;
  1144. /**
  1145. * Increments the current stencil buffer value. Clamps to the maximum representable unsigned value.
  1146. *
  1147. * @type {number}
  1148. * @constant
  1149. */
  1150. const IncrementStencilOp = 7682;
  1151. /**
  1152. * Decrements the current stencil buffer value. Clamps to `0`.
  1153. *
  1154. * @type {number}
  1155. * @constant
  1156. */
  1157. const DecrementStencilOp = 7683;
  1158. /**
  1159. * Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing
  1160. * the maximum representable unsigned value.
  1161. *
  1162. * @type {number}
  1163. * @constant
  1164. */
  1165. const IncrementWrapStencilOp = 34055;
  1166. /**
  1167. * Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable
  1168. * unsigned value when decrementing a stencil buffer value of `0`.
  1169. *
  1170. * @type {number}
  1171. * @constant
  1172. */
  1173. const DecrementWrapStencilOp = 34056;
  1174. /**
  1175. * Inverts the current stencil buffer value bitwise.
  1176. *
  1177. * @type {number}
  1178. * @constant
  1179. */
  1180. const InvertStencilOp = 5386;
  1181. /**
  1182. * Will never return true.
  1183. *
  1184. * @type {number}
  1185. * @constant
  1186. */
  1187. const NeverStencilFunc = 512;
  1188. /**
  1189. * Will return true if the stencil reference value is less than the current stencil value.
  1190. *
  1191. * @type {number}
  1192. * @constant
  1193. */
  1194. const LessStencilFunc = 513;
  1195. /**
  1196. * Will return true if the stencil reference value is equal to the current stencil value.
  1197. *
  1198. * @type {number}
  1199. * @constant
  1200. */
  1201. const EqualStencilFunc = 514;
  1202. /**
  1203. * Will return true if the stencil reference value is less than or equal to the current stencil value.
  1204. *
  1205. * @type {number}
  1206. * @constant
  1207. */
  1208. const LessEqualStencilFunc = 515;
  1209. /**
  1210. * Will return true if the stencil reference value is greater than the current stencil value.
  1211. *
  1212. * @type {number}
  1213. * @constant
  1214. */
  1215. const GreaterStencilFunc = 516;
  1216. /**
  1217. * Will return true if the stencil reference value is not equal to the current stencil value.
  1218. *
  1219. * @type {number}
  1220. * @constant
  1221. */
  1222. const NotEqualStencilFunc = 517;
  1223. /**
  1224. * Will return true if the stencil reference value is greater than or equal to the current stencil value.
  1225. *
  1226. * @type {number}
  1227. * @constant
  1228. */
  1229. const GreaterEqualStencilFunc = 518;
  1230. /**
  1231. * Will always return true.
  1232. *
  1233. * @type {number}
  1234. * @constant
  1235. */
  1236. const AlwaysStencilFunc = 519;
  1237. /**
  1238. * Never pass.
  1239. *
  1240. * @type {number}
  1241. * @constant
  1242. */
  1243. const NeverCompare = 512;
  1244. /**
  1245. * Pass if the incoming value is less than the texture value.
  1246. *
  1247. * @type {number}
  1248. * @constant
  1249. */
  1250. const LessCompare = 513;
  1251. /**
  1252. * Pass if the incoming value equals the texture value.
  1253. *
  1254. * @type {number}
  1255. * @constant
  1256. */
  1257. const EqualCompare = 514;
  1258. /**
  1259. * Pass if the incoming value is less than or equal to the texture value.
  1260. *
  1261. * @type {number}
  1262. * @constant
  1263. */
  1264. const LessEqualCompare = 515;
  1265. /**
  1266. * Pass if the incoming value is greater than the texture value.
  1267. *
  1268. * @type {number}
  1269. * @constant
  1270. */
  1271. const GreaterCompare = 516;
  1272. /**
  1273. * Pass if the incoming value is not equal to the texture value.
  1274. *
  1275. * @type {number}
  1276. * @constant
  1277. */
  1278. const NotEqualCompare = 517;
  1279. /**
  1280. * Pass if the incoming value is greater than or equal to the texture value.
  1281. *
  1282. * @type {number}
  1283. * @constant
  1284. */
  1285. const GreaterEqualCompare = 518;
  1286. /**
  1287. * Always pass.
  1288. *
  1289. * @type {number}
  1290. * @constant
  1291. */
  1292. const AlwaysCompare = 519;
  1293. /**
  1294. * The contents are intended to be specified once by the application, and used many
  1295. * times as the source for drawing and image specification commands.
  1296. *
  1297. * @type {number}
  1298. * @constant
  1299. */
  1300. const StaticDrawUsage = 35044;
  1301. /**
  1302. * The contents are intended to be respecified repeatedly by the application, and
  1303. * used many times as the source for drawing and image specification commands.
  1304. *
  1305. * @type {number}
  1306. * @constant
  1307. */
  1308. const DynamicDrawUsage = 35048;
  1309. /**
  1310. * The contents are intended to be specified once by the application, and used at most
  1311. * a few times as the source for drawing and image specification commands.
  1312. *
  1313. * @type {number}
  1314. * @constant
  1315. */
  1316. const StreamDrawUsage = 35040;
  1317. /**
  1318. * The contents are intended to be specified once by reading data from the 3D API, and queried
  1319. * many times by the application.
  1320. *
  1321. * @type {number}
  1322. * @constant
  1323. */
  1324. const StaticReadUsage = 35045;
  1325. /**
  1326. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and queried
  1327. * many times by the application.
  1328. *
  1329. * @type {number}
  1330. * @constant
  1331. */
  1332. const DynamicReadUsage = 35049;
  1333. /**
  1334. * The contents are intended to be specified once by reading data from the 3D API, and queried at most
  1335. * a few times by the application
  1336. *
  1337. * @type {number}
  1338. * @constant
  1339. */
  1340. const StreamReadUsage = 35041;
  1341. /**
  1342. * The contents are intended to be specified once by reading data from the 3D API, and used many times as
  1343. * the source for WebGL drawing and image specification commands.
  1344. *
  1345. * @type {number}
  1346. * @constant
  1347. */
  1348. const StaticCopyUsage = 35046;
  1349. /**
  1350. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and used many times
  1351. * as the source for WebGL drawing and image specification commands.
  1352. *
  1353. * @type {number}
  1354. * @constant
  1355. */
  1356. const DynamicCopyUsage = 35050;
  1357. /**
  1358. * The contents are intended to be specified once by reading data from the 3D API, and used at most a few times
  1359. * as the source for WebGL drawing and image specification commands.
  1360. *
  1361. * @type {number}
  1362. * @constant
  1363. */
  1364. const StreamCopyUsage = 35042;
  1365. /**
  1366. * GLSL 1 shader code.
  1367. *
  1368. * @type {string}
  1369. * @constant
  1370. */
  1371. const GLSL1 = '100';
  1372. /**
  1373. * GLSL 3 shader code.
  1374. *
  1375. * @type {string}
  1376. * @constant
  1377. */
  1378. const GLSL3 = '300 es';
  1379. /**
  1380. * WebGL coordinate system.
  1381. *
  1382. * @type {number}
  1383. * @constant
  1384. */
  1385. const WebGLCoordinateSystem = 2000;
  1386. /**
  1387. * WebGPU coordinate system.
  1388. *
  1389. * @type {number}
  1390. * @constant
  1391. */
  1392. const WebGPUCoordinateSystem = 2001;
  1393. /**
  1394. * Represents the different timestamp query types.
  1395. *
  1396. * @type {ConstantsTimestampQuery}
  1397. * @constant
  1398. */
  1399. const TimestampQuery = {
  1400. COMPUTE: 'compute',
  1401. RENDER: 'render'
  1402. };
  1403. /**
  1404. * Represents mouse buttons and interaction types in context of controls.
  1405. *
  1406. * @type {ConstantsInterpolationSamplingType}
  1407. * @constant
  1408. */
  1409. const InterpolationSamplingType = {
  1410. PERSPECTIVE: 'perspective',
  1411. LINEAR: 'linear',
  1412. FLAT: 'flat'
  1413. };
  1414. /**
  1415. * Represents the different interpolation sampling modes.
  1416. *
  1417. * @type {ConstantsInterpolationSamplingMode}
  1418. * @constant
  1419. */
  1420. const InterpolationSamplingMode = {
  1421. NORMAL: 'normal',
  1422. CENTROID: 'centroid',
  1423. SAMPLE: 'sample',
  1424. FIRST: 'first',
  1425. EITHER: 'either'
  1426. };
  1427. /**
  1428. * This type represents mouse buttons and interaction types in context of controls.
  1429. *
  1430. * @typedef {Object} ConstantsMouse
  1431. * @property {number} MIDDLE - The left mouse button.
  1432. * @property {number} LEFT - The middle mouse button.
  1433. * @property {number} RIGHT - The right mouse button.
  1434. * @property {number} ROTATE - A rotate interaction.
  1435. * @property {number} DOLLY - A dolly interaction.
  1436. * @property {number} PAN - A pan interaction.
  1437. **/
  1438. /**
  1439. * This type represents touch interaction types in context of controls.
  1440. *
  1441. * @typedef {Object} ConstantsTouch
  1442. * @property {number} ROTATE - A rotate interaction.
  1443. * @property {number} PAN - A pan interaction.
  1444. * @property {number} DOLLY_PAN - The dolly-pan interaction.
  1445. * @property {number} DOLLY_ROTATE - A dolly-rotate interaction.
  1446. **/
  1447. /**
  1448. * This type represents the different timestamp query types.
  1449. *
  1450. * @typedef {Object} ConstantsTimestampQuery
  1451. * @property {string} COMPUTE - A `compute` timestamp query.
  1452. * @property {string} RENDER - A `render` timestamp query.
  1453. **/
  1454. /**
  1455. * Represents the different interpolation sampling types.
  1456. *
  1457. * @typedef {Object} ConstantsInterpolationSamplingType
  1458. * @property {string} PERSPECTIVE - Perspective-correct interpolation.
  1459. * @property {string} LINEAR - Linear interpolation.
  1460. * @property {string} FLAT - Flat interpolation.
  1461. */
  1462. /**
  1463. * Represents the different interpolation sampling modes.
  1464. *
  1465. * @typedef {Object} ConstantsInterpolationSamplingMode
  1466. * @property {string} NORMAL - Normal sampling mode.
  1467. * @property {string} CENTROID - Centroid sampling mode.
  1468. * @property {string} SAMPLE - Sample-specific sampling mode.
  1469. * @property {string} FLAT_FIRST - Flat interpolation using the first vertex.
  1470. * @property {string} FLAT_EITHER - Flat interpolation using either vertex.
  1471. */
  1472. /**
  1473. * This modules allows to dispatch event objects on custom JavaScript objects.
  1474. *
  1475. * Main repository: [eventdispatcher.js]{@link https://github.com/mrdoob/eventdispatcher.js/}
  1476. *
  1477. * Code Example:
  1478. * ```js
  1479. * class Car extends EventDispatcher {
  1480. * start() {
  1481. * this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
  1482. * }
  1483. *};
  1484. *
  1485. * // Using events with the custom object
  1486. * const car = new Car();
  1487. * car.addEventListener( 'start', function ( event ) {
  1488. * alert( event.message );
  1489. * } );
  1490. *
  1491. * car.start();
  1492. * ```
  1493. */
  1494. class EventDispatcher {
  1495. /**
  1496. * Adds the given event listener to the given event type.
  1497. *
  1498. * @param {string} type - The type of event to listen to.
  1499. * @param {Function} listener - The function that gets called when the event is fired.
  1500. */
  1501. addEventListener( type, listener ) {
  1502. if ( this._listeners === undefined ) this._listeners = {};
  1503. const listeners = this._listeners;
  1504. if ( listeners[ type ] === undefined ) {
  1505. listeners[ type ] = [];
  1506. }
  1507. if ( listeners[ type ].indexOf( listener ) === -1 ) {
  1508. listeners[ type ].push( listener );
  1509. }
  1510. }
  1511. /**
  1512. * Returns `true` if the given event listener has been added to the given event type.
  1513. *
  1514. * @param {string} type - The type of event.
  1515. * @param {Function} listener - The listener to check.
  1516. * @return {boolean} Whether the given event listener has been added to the given event type.
  1517. */
  1518. hasEventListener( type, listener ) {
  1519. const listeners = this._listeners;
  1520. if ( listeners === undefined ) return false;
  1521. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== -1;
  1522. }
  1523. /**
  1524. * Removes the given event listener from the given event type.
  1525. *
  1526. * @param {string} type - The type of event.
  1527. * @param {Function} listener - The listener to remove.
  1528. */
  1529. removeEventListener( type, listener ) {
  1530. const listeners = this._listeners;
  1531. if ( listeners === undefined ) return;
  1532. const listenerArray = listeners[ type ];
  1533. if ( listenerArray !== undefined ) {
  1534. const index = listenerArray.indexOf( listener );
  1535. if ( index !== -1 ) {
  1536. listenerArray.splice( index, 1 );
  1537. }
  1538. }
  1539. }
  1540. /**
  1541. * Dispatches an event object.
  1542. *
  1543. * @param {Object} event - The event that gets fired.
  1544. */
  1545. dispatchEvent( event ) {
  1546. const listeners = this._listeners;
  1547. if ( listeners === undefined ) return;
  1548. const listenerArray = listeners[ event.type ];
  1549. if ( listenerArray !== undefined ) {
  1550. event.target = this;
  1551. // Make a copy, in case listeners are removed while iterating.
  1552. const array = listenerArray.slice( 0 );
  1553. for ( let i = 0, l = array.length; i < l; i ++ ) {
  1554. array[ i ].call( this, event );
  1555. }
  1556. event.target = null;
  1557. }
  1558. }
  1559. }
  1560. const _lut = [ '00', '01', '02', '03', '04', '05', '06', '07', '08', '09', '0a', '0b', '0c', '0d', '0e', '0f', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '1a', '1b', '1c', '1d', '1e', '1f', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '2a', '2b', '2c', '2d', '2e', '2f', '30', '31', '32', '33', '34', '35', '36', '37', '38', '39', '3a', '3b', '3c', '3d', '3e', '3f', '40', '41', '42', '43', '44', '45', '46', '47', '48', '49', '4a', '4b', '4c', '4d', '4e', '4f', '50', '51', '52', '53', '54', '55', '56', '57', '58', '59', '5a', '5b', '5c', '5d', '5e', '5f', '60', '61', '62', '63', '64', '65', '66', '67', '68', '69', '6a', '6b', '6c', '6d', '6e', '6f', '70', '71', '72', '73', '74', '75', '76', '77', '78', '79', '7a', '7b', '7c', '7d', '7e', '7f', '80', '81', '82', '83', '84', '85', '86', '87', '88', '89', '8a', '8b', '8c', '8d', '8e', '8f', '90', '91', '92', '93', '94', '95', '96', '97', '98', '99', '9a', '9b', '9c', '9d', '9e', '9f', 'a0', 'a1', 'a2', 'a3', 'a4', 'a5', 'a6', 'a7', 'a8', 'a9', 'aa', 'ab', 'ac', 'ad', 'ae', 'af', 'b0', 'b1', 'b2', 'b3', 'b4', 'b5', 'b6', 'b7', 'b8', 'b9', 'ba', 'bb', 'bc', 'bd', 'be', 'bf', 'c0', 'c1', 'c2', 'c3', 'c4', 'c5', 'c6', 'c7', 'c8', 'c9', 'ca', 'cb', 'cc', 'cd', 'ce', 'cf', 'd0', 'd1', 'd2', 'd3', 'd4', 'd5', 'd6', 'd7', 'd8', 'd9', 'da', 'db', 'dc', 'dd', 'de', 'df', 'e0', 'e1', 'e2', 'e3', 'e4', 'e5', 'e6', 'e7', 'e8', 'e9', 'ea', 'eb', 'ec', 'ed', 'ee', 'ef', 'f0', 'f1', 'f2', 'f3', 'f4', 'f5', 'f6', 'f7', 'f8', 'f9', 'fa', 'fb', 'fc', 'fd', 'fe', 'ff' ];
  1561. let _seed = 1234567;
  1562. const DEG2RAD = Math.PI / 180;
  1563. const RAD2DEG = 180 / Math.PI;
  1564. /**
  1565. * Generate a [UUID]{@link https://en.wikipedia.org/wiki/Universally_unique_identifier}
  1566. * (universally unique identifier).
  1567. *
  1568. * @return {string} The UUID.
  1569. */
  1570. function generateUUID() {
  1571. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  1572. const d0 = Math.random() * 0xffffffff | 0;
  1573. const d1 = Math.random() * 0xffffffff | 0;
  1574. const d2 = Math.random() * 0xffffffff | 0;
  1575. const d3 = Math.random() * 0xffffffff | 0;
  1576. const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  1577. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  1578. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  1579. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  1580. // .toLowerCase() here flattens concatenated strings to save heap memory space.
  1581. return uuid.toLowerCase();
  1582. }
  1583. /**
  1584. * Clamps the given value between min and max.
  1585. *
  1586. * @param {number} value - The value to clamp.
  1587. * @param {number} min - The min value.
  1588. * @param {number} max - The max value.
  1589. * @return {number} The clamped value.
  1590. */
  1591. function clamp( value, min, max ) {
  1592. return Math.max( min, Math.min( max, value ) );
  1593. }
  1594. /**
  1595. * Computes the Euclidean modulo of the given parameters that
  1596. * is `( ( n % m ) + m ) % m`.
  1597. *
  1598. * @param {number} n - The first parameter.
  1599. * @param {number} m - The second parameter.
  1600. * @return {number} The Euclidean modulo.
  1601. */
  1602. function euclideanModulo( n, m ) {
  1603. // https://en.wikipedia.org/wiki/Modulo_operation
  1604. return ( ( n % m ) + m ) % m;
  1605. }
  1606. /**
  1607. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  1608. * for the given value.
  1609. *
  1610. * @param {number} x - The value to be mapped.
  1611. * @param {number} a1 - Minimum value for range A.
  1612. * @param {number} a2 - Maximum value for range A.
  1613. * @param {number} b1 - Minimum value for range B.
  1614. * @param {number} b2 - Maximum value for range B.
  1615. * @return {number} The mapped value.
  1616. */
  1617. function mapLinear( x, a1, a2, b1, b2 ) {
  1618. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  1619. }
  1620. /**
  1621. * Returns the percentage in the closed interval `[0, 1]` of the given value
  1622. * between the start and end point.
  1623. *
  1624. * @param {number} x - The start point
  1625. * @param {number} y - The end point.
  1626. * @param {number} value - A value between start and end.
  1627. * @return {number} The interpolation factor.
  1628. */
  1629. function inverseLerp( x, y, value ) {
  1630. // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/
  1631. if ( x !== y ) {
  1632. return ( value - x ) / ( y - x );
  1633. } else {
  1634. return 0;
  1635. }
  1636. }
  1637. /**
  1638. * Returns a value linearly interpolated from two known points based on the given interval -
  1639. * `t = 0` will return `x` and `t = 1` will return `y`.
  1640. *
  1641. * @param {number} x - The start point
  1642. * @param {number} y - The end point.
  1643. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  1644. * @return {number} The interpolated value.
  1645. */
  1646. function lerp( x, y, t ) {
  1647. return ( 1 - t ) * x + t * y;
  1648. }
  1649. /**
  1650. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  1651. * time to maintain frame rate independent movement. For details, see
  1652. * [Frame rate independent damping using lerp]{@link http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/}.
  1653. *
  1654. * @param {number} x - The current point.
  1655. * @param {number} y - The target point.
  1656. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  1657. * and a lower value will make the movement more gradual.
  1658. * @param {number} dt - Delta time in seconds.
  1659. * @return {number} The interpolated value.
  1660. */
  1661. function damp( x, y, lambda, dt ) {
  1662. return lerp( x, y, 1 - Math.exp( - lambda * dt ) );
  1663. }
  1664. /**
  1665. * Returns a value that alternates between `0` and the given `length` parameter.
  1666. *
  1667. * @param {number} x - The value to pingpong.
  1668. * @param {number} [length=1] - The positive value the function will pingpong to.
  1669. * @return {number} The alternated value.
  1670. */
  1671. function pingpong( x, length = 1 ) {
  1672. // https://www.desmos.com/calculator/vcsjnyz7x4
  1673. return length - Math.abs( euclideanModulo( x, length * 2 ) - length );
  1674. }
  1675. /**
  1676. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  1677. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  1678. * the `min` and `max`.
  1679. *
  1680. * See [Smoothstep]{@link http://en.wikipedia.org/wiki/Smoothstep} for more details.
  1681. *
  1682. * @param {number} x - The value to evaluate based on its position between min and max.
  1683. * @param {number} min - The min value. Any x value below min will be `0`.
  1684. * @param {number} max - The max value. Any x value above max will be `1`.
  1685. * @return {number} The alternated value.
  1686. */
  1687. function smoothstep( x, min, max ) {
  1688. if ( x <= min ) return 0;
  1689. if ( x >= max ) return 1;
  1690. x = ( x - min ) / ( max - min );
  1691. return x * x * ( 3 - 2 * x );
  1692. }
  1693. /**
  1694. * A [variation on smoothstep]{@link https://en.wikipedia.org/wiki/Smoothstep#Variations}
  1695. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  1696. *
  1697. * @param {number} x - The value to evaluate based on its position between min and max.
  1698. * @param {number} min - The min value. Any x value below min will be `0`.
  1699. * @param {number} max - The max value. Any x value above max will be `1`.
  1700. * @return {number} The alternated value.
  1701. */
  1702. function smootherstep( x, min, max ) {
  1703. if ( x <= min ) return 0;
  1704. if ( x >= max ) return 1;
  1705. x = ( x - min ) / ( max - min );
  1706. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  1707. }
  1708. /**
  1709. * Returns a random integer from `<low, high>` interval.
  1710. *
  1711. * @param {number} low - The lower value boundary.
  1712. * @param {number} high - The upper value boundary
  1713. * @return {number} A random integer.
  1714. */
  1715. function randInt( low, high ) {
  1716. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  1717. }
  1718. /**
  1719. * Returns a random float from `<low, high>` interval.
  1720. *
  1721. * @param {number} low - The lower value boundary.
  1722. * @param {number} high - The upper value boundary
  1723. * @return {number} A random float.
  1724. */
  1725. function randFloat( low, high ) {
  1726. return low + Math.random() * ( high - low );
  1727. }
  1728. /**
  1729. * Returns a random integer from `<-range/2, range/2>` interval.
  1730. *
  1731. * @param {number} range - Defines the value range.
  1732. * @return {number} A random float.
  1733. */
  1734. function randFloatSpread( range ) {
  1735. return range * ( 0.5 - Math.random() );
  1736. }
  1737. /**
  1738. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  1739. *
  1740. * @param {number} [s] - The integer seed.
  1741. * @return {number} A random float.
  1742. */
  1743. function seededRandom( s ) {
  1744. if ( s !== undefined ) _seed = s;
  1745. // Mulberry32 generator
  1746. let t = _seed += 0x6D2B79F5;
  1747. t = Math.imul( t ^ t >>> 15, t | 1 );
  1748. t ^= t + Math.imul( t ^ t >>> 7, t | 61 );
  1749. return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;
  1750. }
  1751. /**
  1752. * Converts degrees to radians.
  1753. *
  1754. * @param {number} degrees - A value in degrees.
  1755. * @return {number} The converted value in radians.
  1756. */
  1757. function degToRad( degrees ) {
  1758. return degrees * DEG2RAD;
  1759. }
  1760. /**
  1761. * Converts radians to degrees.
  1762. *
  1763. * @param {number} radians - A value in radians.
  1764. * @return {number} The converted value in degrees.
  1765. */
  1766. function radToDeg( radians ) {
  1767. return radians * RAD2DEG;
  1768. }
  1769. /**
  1770. * Returns `true` if the given number is a power of two.
  1771. *
  1772. * @param {number} value - The value to check.
  1773. * @return {boolean} Whether the given number is a power of two or not.
  1774. */
  1775. function isPowerOfTwo( value ) {
  1776. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  1777. }
  1778. /**
  1779. * Returns the smallest power of two that is greater than or equal to the given number.
  1780. *
  1781. * @param {number} value - The value to find a POT for.
  1782. * @return {number} The smallest power of two that is greater than or equal to the given number.
  1783. */
  1784. function ceilPowerOfTwo( value ) {
  1785. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  1786. }
  1787. /**
  1788. * Returns the largest power of two that is less than or equal to the given number.
  1789. *
  1790. * @param {number} value - The value to find a POT for.
  1791. * @return {number} The largest power of two that is less than or equal to the given number.
  1792. */
  1793. function floorPowerOfTwo( value ) {
  1794. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  1795. }
  1796. /**
  1797. * Sets the given quaternion from the [Intrinsic Proper Euler Angles]{@link https://en.wikipedia.org/wiki/Euler_angles}
  1798. * defined by the given angles and order.
  1799. *
  1800. * Rotations are applied to the axes in the order specified by order:
  1801. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  1802. *
  1803. * @param {Quaternion} q - The quaternion to set.
  1804. * @param {number} a - The rotation applied to the first axis, in radians.
  1805. * @param {number} b - The rotation applied to the second axis, in radians.
  1806. * @param {number} c - The rotation applied to the third axis, in radians.
  1807. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  1808. */
  1809. function setQuaternionFromProperEuler( q, a, b, c, order ) {
  1810. const cos = Math.cos;
  1811. const sin = Math.sin;
  1812. const c2 = cos( b / 2 );
  1813. const s2 = sin( b / 2 );
  1814. const c13 = cos( ( a + c ) / 2 );
  1815. const s13 = sin( ( a + c ) / 2 );
  1816. const c1_3 = cos( ( a - c ) / 2 );
  1817. const s1_3 = sin( ( a - c ) / 2 );
  1818. const c3_1 = cos( ( c - a ) / 2 );
  1819. const s3_1 = sin( ( c - a ) / 2 );
  1820. switch ( order ) {
  1821. case 'XYX':
  1822. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  1823. break;
  1824. case 'YZY':
  1825. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  1826. break;
  1827. case 'ZXZ':
  1828. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  1829. break;
  1830. case 'XZX':
  1831. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  1832. break;
  1833. case 'YXY':
  1834. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  1835. break;
  1836. case 'ZYZ':
  1837. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  1838. break;
  1839. default:
  1840. console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  1841. }
  1842. }
  1843. /**
  1844. * Denormalizes the given value according to the given typed array.
  1845. *
  1846. * @param {number} value - The value to denormalize.
  1847. * @param {TypedArray} array - The typed array that defines the data type of the value.
  1848. * @return {number} The denormalize (float) value in the range `[0,1]`.
  1849. */
  1850. function denormalize( value, array ) {
  1851. switch ( array.constructor ) {
  1852. case Float32Array:
  1853. return value;
  1854. case Uint32Array:
  1855. return value / 4294967295.0;
  1856. case Uint16Array:
  1857. return value / 65535.0;
  1858. case Uint8Array:
  1859. return value / 255.0;
  1860. case Int32Array:
  1861. return Math.max( value / 2147483647.0, -1 );
  1862. case Int16Array:
  1863. return Math.max( value / 32767.0, -1 );
  1864. case Int8Array:
  1865. return Math.max( value / 127.0, -1 );
  1866. default:
  1867. throw new Error( 'Invalid component type.' );
  1868. }
  1869. }
  1870. /**
  1871. * Normalizes the given value according to the given typed array.
  1872. *
  1873. * @param {number} value - The float value in the range `[0,1]` to normalize.
  1874. * @param {TypedArray} array - The typed array that defines the data type of the value.
  1875. * @return {number} The normalize value.
  1876. */
  1877. function normalize( value, array ) {
  1878. switch ( array.constructor ) {
  1879. case Float32Array:
  1880. return value;
  1881. case Uint32Array:
  1882. return Math.round( value * 4294967295.0 );
  1883. case Uint16Array:
  1884. return Math.round( value * 65535.0 );
  1885. case Uint8Array:
  1886. return Math.round( value * 255.0 );
  1887. case Int32Array:
  1888. return Math.round( value * 2147483647.0 );
  1889. case Int16Array:
  1890. return Math.round( value * 32767.0 );
  1891. case Int8Array:
  1892. return Math.round( value * 127.0 );
  1893. default:
  1894. throw new Error( 'Invalid component type.' );
  1895. }
  1896. }
  1897. /**
  1898. * @class
  1899. * @classdesc A collection of math utility functions.
  1900. * @hideconstructor
  1901. */
  1902. const MathUtils = {
  1903. DEG2RAD: DEG2RAD,
  1904. RAD2DEG: RAD2DEG,
  1905. /**
  1906. * Generate a [UUID]{@link https://en.wikipedia.org/wiki/Universally_unique_identifier}
  1907. * (universally unique identifier).
  1908. *
  1909. * @static
  1910. * @method
  1911. * @return {string} The UUID.
  1912. */
  1913. generateUUID: generateUUID,
  1914. /**
  1915. * Clamps the given value between min and max.
  1916. *
  1917. * @static
  1918. * @method
  1919. * @param {number} value - The value to clamp.
  1920. * @param {number} min - The min value.
  1921. * @param {number} max - The max value.
  1922. * @return {number} The clamped value.
  1923. */
  1924. clamp: clamp,
  1925. /**
  1926. * Computes the Euclidean modulo of the given parameters that
  1927. * is `( ( n % m ) + m ) % m`.
  1928. *
  1929. * @static
  1930. * @method
  1931. * @param {number} n - The first parameter.
  1932. * @param {number} m - The second parameter.
  1933. * @return {number} The Euclidean modulo.
  1934. */
  1935. euclideanModulo: euclideanModulo,
  1936. /**
  1937. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  1938. * for the given value.
  1939. *
  1940. * @static
  1941. * @method
  1942. * @param {number} x - The value to be mapped.
  1943. * @param {number} a1 - Minimum value for range A.
  1944. * @param {number} a2 - Maximum value for range A.
  1945. * @param {number} b1 - Minimum value for range B.
  1946. * @param {number} b2 - Maximum value for range B.
  1947. * @return {number} The mapped value.
  1948. */
  1949. mapLinear: mapLinear,
  1950. /**
  1951. * Returns the percentage in the closed interval `[0, 1]` of the given value
  1952. * between the start and end point.
  1953. *
  1954. * @static
  1955. * @method
  1956. * @param {number} x - The start point
  1957. * @param {number} y - The end point.
  1958. * @param {number} value - A value between start and end.
  1959. * @return {number} The interpolation factor.
  1960. */
  1961. inverseLerp: inverseLerp,
  1962. /**
  1963. * Returns a value linearly interpolated from two known points based on the given interval -
  1964. * `t = 0` will return `x` and `t = 1` will return `y`.
  1965. *
  1966. * @static
  1967. * @method
  1968. * @param {number} x - The start point
  1969. * @param {number} y - The end point.
  1970. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  1971. * @return {number} The interpolated value.
  1972. */
  1973. lerp: lerp,
  1974. /**
  1975. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  1976. * time to maintain frame rate independent movement. For details, see
  1977. * [Frame rate independent damping using lerp]{@link http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/}.
  1978. *
  1979. * @static
  1980. * @method
  1981. * @param {number} x - The current point.
  1982. * @param {number} y - The target point.
  1983. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  1984. * and a lower value will make the movement more gradual.
  1985. * @param {number} dt - Delta time in seconds.
  1986. * @return {number} The interpolated value.
  1987. */
  1988. damp: damp,
  1989. /**
  1990. * Returns a value that alternates between `0` and the given `length` parameter.
  1991. *
  1992. * @static
  1993. * @method
  1994. * @param {number} x - The value to pingpong.
  1995. * @param {number} [length=1] - The positive value the function will pingpong to.
  1996. * @return {number} The alternated value.
  1997. */
  1998. pingpong: pingpong,
  1999. /**
  2000. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  2001. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  2002. * the `min` and `max`.
  2003. *
  2004. * See [Smoothstep]{@link http://en.wikipedia.org/wiki/Smoothstep} for more details.
  2005. *
  2006. * @static
  2007. * @method
  2008. * @param {number} x - The value to evaluate based on its position between min and max.
  2009. * @param {number} min - The min value. Any x value below min will be `0`.
  2010. * @param {number} max - The max value. Any x value above max will be `1`.
  2011. * @return {number} The alternated value.
  2012. */
  2013. smoothstep: smoothstep,
  2014. /**
  2015. * A [variation on smoothstep]{@link https://en.wikipedia.org/wiki/Smoothstep#Variations}
  2016. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  2017. *
  2018. * @static
  2019. * @method
  2020. * @param {number} x - The value to evaluate based on its position between min and max.
  2021. * @param {number} min - The min value. Any x value below min will be `0`.
  2022. * @param {number} max - The max value. Any x value above max will be `1`.
  2023. * @return {number} The alternated value.
  2024. */
  2025. smootherstep: smootherstep,
  2026. /**
  2027. * Returns a random integer from `<low, high>` interval.
  2028. *
  2029. * @static
  2030. * @method
  2031. * @param {number} low - The lower value boundary.
  2032. * @param {number} high - The upper value boundary
  2033. * @return {number} A random integer.
  2034. */
  2035. randInt: randInt,
  2036. /**
  2037. * Returns a random float from `<low, high>` interval.
  2038. *
  2039. * @static
  2040. * @method
  2041. * @param {number} low - The lower value boundary.
  2042. * @param {number} high - The upper value boundary
  2043. * @return {number} A random float.
  2044. */
  2045. randFloat: randFloat,
  2046. /**
  2047. * Returns a random integer from `<-range/2, range/2>` interval.
  2048. *
  2049. * @static
  2050. * @method
  2051. * @param {number} range - Defines the value range.
  2052. * @return {number} A random float.
  2053. */
  2054. randFloatSpread: randFloatSpread,
  2055. /**
  2056. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  2057. *
  2058. * @static
  2059. * @method
  2060. * @param {number} [s] - The integer seed.
  2061. * @return {number} A random float.
  2062. */
  2063. seededRandom: seededRandom,
  2064. /**
  2065. * Converts degrees to radians.
  2066. *
  2067. * @static
  2068. * @method
  2069. * @param {number} degrees - A value in degrees.
  2070. * @return {number} The converted value in radians.
  2071. */
  2072. degToRad: degToRad,
  2073. /**
  2074. * Converts radians to degrees.
  2075. *
  2076. * @static
  2077. * @method
  2078. * @param {number} radians - A value in radians.
  2079. * @return {number} The converted value in degrees.
  2080. */
  2081. radToDeg: radToDeg,
  2082. /**
  2083. * Returns `true` if the given number is a power of two.
  2084. *
  2085. * @static
  2086. * @method
  2087. * @param {number} value - The value to check.
  2088. * @return {boolean} Whether the given number is a power of two or not.
  2089. */
  2090. isPowerOfTwo: isPowerOfTwo,
  2091. /**
  2092. * Returns the smallest power of two that is greater than or equal to the given number.
  2093. *
  2094. * @static
  2095. * @method
  2096. * @param {number} value - The value to find a POT for.
  2097. * @return {number} The smallest power of two that is greater than or equal to the given number.
  2098. */
  2099. ceilPowerOfTwo: ceilPowerOfTwo,
  2100. /**
  2101. * Returns the largest power of two that is less than or equal to the given number.
  2102. *
  2103. * @static
  2104. * @method
  2105. * @param {number} value - The value to find a POT for.
  2106. * @return {number} The largest power of two that is less than or equal to the given number.
  2107. */
  2108. floorPowerOfTwo: floorPowerOfTwo,
  2109. /**
  2110. * Sets the given quaternion from the [Intrinsic Proper Euler Angles]{@link https://en.wikipedia.org/wiki/Euler_angles}
  2111. * defined by the given angles and order.
  2112. *
  2113. * Rotations are applied to the axes in the order specified by order:
  2114. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  2115. *
  2116. * @static
  2117. * @method
  2118. * @param {Quaternion} q - The quaternion to set.
  2119. * @param {number} a - The rotation applied to the first axis, in radians.
  2120. * @param {number} b - The rotation applied to the second axis, in radians.
  2121. * @param {number} c - The rotation applied to the third axis, in radians.
  2122. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  2123. */
  2124. setQuaternionFromProperEuler: setQuaternionFromProperEuler,
  2125. /**
  2126. * Normalizes the given value according to the given typed array.
  2127. *
  2128. * @static
  2129. * @method
  2130. * @param {number} value - The float value in the range `[0,1]` to normalize.
  2131. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2132. * @return {number} The normalize value.
  2133. */
  2134. normalize: normalize,
  2135. /**
  2136. * Denormalizes the given value according to the given typed array.
  2137. *
  2138. * @static
  2139. * @method
  2140. * @param {number} value - The value to denormalize.
  2141. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2142. * @return {number} The denormalize (float) value in the range `[0,1]`.
  2143. */
  2144. denormalize: denormalize
  2145. };
  2146. /**
  2147. * Class representing a 2D vector. A 2D vector is an ordered pair of numbers
  2148. * (labeled x and y), which can be used to represent a number of things, such as:
  2149. *
  2150. * - A point in 2D space (i.e. a position on a plane).
  2151. * - A direction and length across a plane. In three.js the length will
  2152. * always be the Euclidean distance(straight-line distance) from `(0, 0)` to `(x, y)`
  2153. * and the direction is also measured from `(0, 0)` towards `(x, y)`.
  2154. * - Any arbitrary ordered pair of numbers.
  2155. *
  2156. * There are other things a 2D vector can be used to represent, such as
  2157. * momentum vectors, complex numbers and so on, however these are the most
  2158. * common uses in three.js.
  2159. *
  2160. * Iterating through a vector instance will yield its components `(x, y)` in
  2161. * the corresponding order.
  2162. * ```js
  2163. * const a = new THREE.Vector2( 0, 1 );
  2164. *
  2165. * //no arguments; will be initialised to (0, 0)
  2166. * const b = new THREE.Vector2( );
  2167. *
  2168. * const d = a.distanceTo( b );
  2169. * ```
  2170. */
  2171. class Vector2 {
  2172. /**
  2173. * Constructs a new 2D vector.
  2174. *
  2175. * @param {number} [x=0] - The x value of this vector.
  2176. * @param {number} [y=0] - The y value of this vector.
  2177. */
  2178. constructor( x = 0, y = 0 ) {
  2179. /**
  2180. * This flag can be used for type testing.
  2181. *
  2182. * @type {boolean}
  2183. * @readonly
  2184. * @default true
  2185. */
  2186. Vector2.prototype.isVector2 = true;
  2187. /**
  2188. * The x value of this vector.
  2189. *
  2190. * @type {number}
  2191. */
  2192. this.x = x;
  2193. /**
  2194. * The y value of this vector.
  2195. *
  2196. * @type {number}
  2197. */
  2198. this.y = y;
  2199. }
  2200. /**
  2201. * Alias for {@link Vector2#x}.
  2202. *
  2203. * @type {number}
  2204. */
  2205. get width() {
  2206. return this.x;
  2207. }
  2208. set width( value ) {
  2209. this.x = value;
  2210. }
  2211. /**
  2212. * Alias for {@link Vector2#y}.
  2213. *
  2214. * @type {number}
  2215. */
  2216. get height() {
  2217. return this.y;
  2218. }
  2219. set height( value ) {
  2220. this.y = value;
  2221. }
  2222. /**
  2223. * Sets the vector components.
  2224. *
  2225. * @param {number} x - The value of the x component.
  2226. * @param {number} y - The value of the y component.
  2227. * @return {Vector2} A reference to this vector.
  2228. */
  2229. set( x, y ) {
  2230. this.x = x;
  2231. this.y = y;
  2232. return this;
  2233. }
  2234. /**
  2235. * Sets the vector components to the same value.
  2236. *
  2237. * @param {number} scalar - The value to set for all vector components.
  2238. * @return {Vector2} A reference to this vector.
  2239. */
  2240. setScalar( scalar ) {
  2241. this.x = scalar;
  2242. this.y = scalar;
  2243. return this;
  2244. }
  2245. /**
  2246. * Sets the vector's x component to the given value
  2247. *
  2248. * @param {number} x - The value to set.
  2249. * @return {Vector2} A reference to this vector.
  2250. */
  2251. setX( x ) {
  2252. this.x = x;
  2253. return this;
  2254. }
  2255. /**
  2256. * Sets the vector's y component to the given value
  2257. *
  2258. * @param {number} y - The value to set.
  2259. * @return {Vector2} A reference to this vector.
  2260. */
  2261. setY( y ) {
  2262. this.y = y;
  2263. return this;
  2264. }
  2265. /**
  2266. * Allows to set a vector component with an index.
  2267. *
  2268. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2269. * @param {number} value - The value to set.
  2270. * @return {Vector2} A reference to this vector.
  2271. */
  2272. setComponent( index, value ) {
  2273. switch ( index ) {
  2274. case 0: this.x = value; break;
  2275. case 1: this.y = value; break;
  2276. default: throw new Error( 'index is out of range: ' + index );
  2277. }
  2278. return this;
  2279. }
  2280. /**
  2281. * Returns the value of the vector component which matches the given index.
  2282. *
  2283. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2284. * @return {number} A vector component value.
  2285. */
  2286. getComponent( index ) {
  2287. switch ( index ) {
  2288. case 0: return this.x;
  2289. case 1: return this.y;
  2290. default: throw new Error( 'index is out of range: ' + index );
  2291. }
  2292. }
  2293. /**
  2294. * Returns a new vector with copied values from this instance.
  2295. *
  2296. * @return {Vector2} A clone of this instance.
  2297. */
  2298. clone() {
  2299. return new this.constructor( this.x, this.y );
  2300. }
  2301. /**
  2302. * Copies the values of the given vector to this instance.
  2303. *
  2304. * @param {Vector2} v - The vector to copy.
  2305. * @return {Vector2} A reference to this vector.
  2306. */
  2307. copy( v ) {
  2308. this.x = v.x;
  2309. this.y = v.y;
  2310. return this;
  2311. }
  2312. /**
  2313. * Adds the given vector to this instance.
  2314. *
  2315. * @param {Vector2} v - The vector to add.
  2316. * @return {Vector2} A reference to this vector.
  2317. */
  2318. add( v ) {
  2319. this.x += v.x;
  2320. this.y += v.y;
  2321. return this;
  2322. }
  2323. /**
  2324. * Adds the given scalar value to all components of this instance.
  2325. *
  2326. * @param {number} s - The scalar to add.
  2327. * @return {Vector2} A reference to this vector.
  2328. */
  2329. addScalar( s ) {
  2330. this.x += s;
  2331. this.y += s;
  2332. return this;
  2333. }
  2334. /**
  2335. * Adds the given vectors and stores the result in this instance.
  2336. *
  2337. * @param {Vector2} a - The first vector.
  2338. * @param {Vector2} b - The second vector.
  2339. * @return {Vector2} A reference to this vector.
  2340. */
  2341. addVectors( a, b ) {
  2342. this.x = a.x + b.x;
  2343. this.y = a.y + b.y;
  2344. return this;
  2345. }
  2346. /**
  2347. * Adds the given vector scaled by the given factor to this instance.
  2348. *
  2349. * @param {Vector2} v - The vector.
  2350. * @param {number} s - The factor that scales `v`.
  2351. * @return {Vector2} A reference to this vector.
  2352. */
  2353. addScaledVector( v, s ) {
  2354. this.x += v.x * s;
  2355. this.y += v.y * s;
  2356. return this;
  2357. }
  2358. /**
  2359. * Subtracts the given vector from this instance.
  2360. *
  2361. * @param {Vector2} v - The vector to subtract.
  2362. * @return {Vector2} A reference to this vector.
  2363. */
  2364. sub( v ) {
  2365. this.x -= v.x;
  2366. this.y -= v.y;
  2367. return this;
  2368. }
  2369. /**
  2370. * Subtracts the given scalar value from all components of this instance.
  2371. *
  2372. * @param {number} s - The scalar to subtract.
  2373. * @return {Vector2} A reference to this vector.
  2374. */
  2375. subScalar( s ) {
  2376. this.x -= s;
  2377. this.y -= s;
  2378. return this;
  2379. }
  2380. /**
  2381. * Subtracts the given vectors and stores the result in this instance.
  2382. *
  2383. * @param {Vector2} a - The first vector.
  2384. * @param {Vector2} b - The second vector.
  2385. * @return {Vector2} A reference to this vector.
  2386. */
  2387. subVectors( a, b ) {
  2388. this.x = a.x - b.x;
  2389. this.y = a.y - b.y;
  2390. return this;
  2391. }
  2392. /**
  2393. * Multiplies the given vector with this instance.
  2394. *
  2395. * @param {Vector2} v - The vector to multiply.
  2396. * @return {Vector2} A reference to this vector.
  2397. */
  2398. multiply( v ) {
  2399. this.x *= v.x;
  2400. this.y *= v.y;
  2401. return this;
  2402. }
  2403. /**
  2404. * Multiplies the given scalar value with all components of this instance.
  2405. *
  2406. * @param {number} scalar - The scalar to multiply.
  2407. * @return {Vector2} A reference to this vector.
  2408. */
  2409. multiplyScalar( scalar ) {
  2410. this.x *= scalar;
  2411. this.y *= scalar;
  2412. return this;
  2413. }
  2414. /**
  2415. * Divides this instance by the given vector.
  2416. *
  2417. * @param {Vector2} v - The vector to divide.
  2418. * @return {Vector2} A reference to this vector.
  2419. */
  2420. divide( v ) {
  2421. this.x /= v.x;
  2422. this.y /= v.y;
  2423. return this;
  2424. }
  2425. /**
  2426. * Divides this vector by the given scalar.
  2427. *
  2428. * @param {number} scalar - The scalar to divide.
  2429. * @return {Vector2} A reference to this vector.
  2430. */
  2431. divideScalar( scalar ) {
  2432. return this.multiplyScalar( 1 / scalar );
  2433. }
  2434. /**
  2435. * Multiplies this vector (with an implicit 1 as the 3rd component) by
  2436. * the given 3x3 matrix.
  2437. *
  2438. * @param {Matrix3} m - The matrix to apply.
  2439. * @return {Vector2} A reference to this vector.
  2440. */
  2441. applyMatrix3( m ) {
  2442. const x = this.x, y = this.y;
  2443. const e = m.elements;
  2444. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  2445. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  2446. return this;
  2447. }
  2448. /**
  2449. * If this vector's x or y value is greater than the given vector's x or y
  2450. * value, replace that value with the corresponding min value.
  2451. *
  2452. * @param {Vector2} v - The vector.
  2453. * @return {Vector2} A reference to this vector.
  2454. */
  2455. min( v ) {
  2456. this.x = Math.min( this.x, v.x );
  2457. this.y = Math.min( this.y, v.y );
  2458. return this;
  2459. }
  2460. /**
  2461. * If this vector's x or y value is less than the given vector's x or y
  2462. * value, replace that value with the corresponding max value.
  2463. *
  2464. * @param {Vector2} v - The vector.
  2465. * @return {Vector2} A reference to this vector.
  2466. */
  2467. max( v ) {
  2468. this.x = Math.max( this.x, v.x );
  2469. this.y = Math.max( this.y, v.y );
  2470. return this;
  2471. }
  2472. /**
  2473. * If this vector's x or y value is greater than the max vector's x or y
  2474. * value, it is replaced by the corresponding value.
  2475. * If this vector's x or y value is less than the min vector's x or y value,
  2476. * it is replaced by the corresponding value.
  2477. *
  2478. * @param {Vector2} min - The minimum x and y values.
  2479. * @param {Vector2} max - The maximum x and y values in the desired range.
  2480. * @return {Vector2} A reference to this vector.
  2481. */
  2482. clamp( min, max ) {
  2483. // assumes min < max, componentwise
  2484. this.x = clamp( this.x, min.x, max.x );
  2485. this.y = clamp( this.y, min.y, max.y );
  2486. return this;
  2487. }
  2488. /**
  2489. * If this vector's x or y values are greater than the max value, they are
  2490. * replaced by the max value.
  2491. * If this vector's x or y values are less than the min value, they are
  2492. * replaced by the min value.
  2493. *
  2494. * @param {number} minVal - The minimum value the components will be clamped to.
  2495. * @param {number} maxVal - The maximum value the components will be clamped to.
  2496. * @return {Vector2} A reference to this vector.
  2497. */
  2498. clampScalar( minVal, maxVal ) {
  2499. this.x = clamp( this.x, minVal, maxVal );
  2500. this.y = clamp( this.y, minVal, maxVal );
  2501. return this;
  2502. }
  2503. /**
  2504. * If this vector's length is greater than the max value, it is replaced by
  2505. * the max value.
  2506. * If this vector's length is less than the min value, it is replaced by the
  2507. * min value.
  2508. *
  2509. * @param {number} min - The minimum value the vector length will be clamped to.
  2510. * @param {number} max - The maximum value the vector length will be clamped to.
  2511. * @return {Vector2} A reference to this vector.
  2512. */
  2513. clampLength( min, max ) {
  2514. const length = this.length();
  2515. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  2516. }
  2517. /**
  2518. * The components of this vector are rounded down to the nearest integer value.
  2519. *
  2520. * @return {Vector2} A reference to this vector.
  2521. */
  2522. floor() {
  2523. this.x = Math.floor( this.x );
  2524. this.y = Math.floor( this.y );
  2525. return this;
  2526. }
  2527. /**
  2528. * The components of this vector are rounded up to the nearest integer value.
  2529. *
  2530. * @return {Vector2} A reference to this vector.
  2531. */
  2532. ceil() {
  2533. this.x = Math.ceil( this.x );
  2534. this.y = Math.ceil( this.y );
  2535. return this;
  2536. }
  2537. /**
  2538. * The components of this vector are rounded to the nearest integer value
  2539. *
  2540. * @return {Vector2} A reference to this vector.
  2541. */
  2542. round() {
  2543. this.x = Math.round( this.x );
  2544. this.y = Math.round( this.y );
  2545. return this;
  2546. }
  2547. /**
  2548. * The components of this vector are rounded towards zero (up if negative,
  2549. * down if positive) to an integer value.
  2550. *
  2551. * @return {Vector2} A reference to this vector.
  2552. */
  2553. roundToZero() {
  2554. this.x = Math.trunc( this.x );
  2555. this.y = Math.trunc( this.y );
  2556. return this;
  2557. }
  2558. /**
  2559. * Inverts this vector - i.e. sets x = -x and y = -y.
  2560. *
  2561. * @return {Vector2} A reference to this vector.
  2562. */
  2563. negate() {
  2564. this.x = - this.x;
  2565. this.y = - this.y;
  2566. return this;
  2567. }
  2568. /**
  2569. * Calculates the dot product of the given vector with this instance.
  2570. *
  2571. * @param {Vector2} v - The vector to compute the dot product with.
  2572. * @return {number} The result of the dot product.
  2573. */
  2574. dot( v ) {
  2575. return this.x * v.x + this.y * v.y;
  2576. }
  2577. /**
  2578. * Calculates the cross product of the given vector with this instance.
  2579. *
  2580. * @param {Vector2} v - The vector to compute the cross product with.
  2581. * @return {number} The result of the cross product.
  2582. */
  2583. cross( v ) {
  2584. return this.x * v.y - this.y * v.x;
  2585. }
  2586. /**
  2587. * Computes the square of the Euclidean length (straight-line length) from
  2588. * (0, 0) to (x, y). If you are comparing the lengths of vectors, you should
  2589. * compare the length squared instead as it is slightly more efficient to calculate.
  2590. *
  2591. * @return {number} The square length of this vector.
  2592. */
  2593. lengthSq() {
  2594. return this.x * this.x + this.y * this.y;
  2595. }
  2596. /**
  2597. * Computes the Euclidean length (straight-line length) from (0, 0) to (x, y).
  2598. *
  2599. * @return {number} The length of this vector.
  2600. */
  2601. length() {
  2602. return Math.sqrt( this.x * this.x + this.y * this.y );
  2603. }
  2604. /**
  2605. * Computes the Manhattan length of this vector.
  2606. *
  2607. * @return {number} The length of this vector.
  2608. */
  2609. manhattanLength() {
  2610. return Math.abs( this.x ) + Math.abs( this.y );
  2611. }
  2612. /**
  2613. * Converts this vector to a unit vector - that is, sets it equal to a vector
  2614. * with the same direction as this one, but with a vector length of `1`.
  2615. *
  2616. * @return {Vector2} A reference to this vector.
  2617. */
  2618. normalize() {
  2619. return this.divideScalar( this.length() || 1 );
  2620. }
  2621. /**
  2622. * Computes the angle in radians of this vector with respect to the positive x-axis.
  2623. *
  2624. * @return {number} The angle in radians.
  2625. */
  2626. angle() {
  2627. const angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  2628. return angle;
  2629. }
  2630. /**
  2631. * Returns the angle between the given vector and this instance in radians.
  2632. *
  2633. * @param {Vector2} v - The vector to compute the angle with.
  2634. * @return {number} The angle in radians.
  2635. */
  2636. angleTo( v ) {
  2637. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2638. if ( denominator === 0 ) return Math.PI / 2;
  2639. const theta = this.dot( v ) / denominator;
  2640. // clamp, to handle numerical problems
  2641. return Math.acos( clamp( theta, -1, 1 ) );
  2642. }
  2643. /**
  2644. * Computes the distance from the given vector to this instance.
  2645. *
  2646. * @param {Vector2} v - The vector to compute the distance to.
  2647. * @return {number} The distance.
  2648. */
  2649. distanceTo( v ) {
  2650. return Math.sqrt( this.distanceToSquared( v ) );
  2651. }
  2652. /**
  2653. * Computes the squared distance from the given vector to this instance.
  2654. * If you are just comparing the distance with another distance, you should compare
  2655. * the distance squared instead as it is slightly more efficient to calculate.
  2656. *
  2657. * @param {Vector2} v - The vector to compute the squared distance to.
  2658. * @return {number} The squared distance.
  2659. */
  2660. distanceToSquared( v ) {
  2661. const dx = this.x - v.x, dy = this.y - v.y;
  2662. return dx * dx + dy * dy;
  2663. }
  2664. /**
  2665. * Computes the Manhattan distance from the given vector to this instance.
  2666. *
  2667. * @param {Vector2} v - The vector to compute the Manhattan distance to.
  2668. * @return {number} The Manhattan distance.
  2669. */
  2670. manhattanDistanceTo( v ) {
  2671. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  2672. }
  2673. /**
  2674. * Sets this vector to a vector with the same direction as this one, but
  2675. * with the specified length.
  2676. *
  2677. * @param {number} length - The new length of this vector.
  2678. * @return {Vector2} A reference to this vector.
  2679. */
  2680. setLength( length ) {
  2681. return this.normalize().multiplyScalar( length );
  2682. }
  2683. /**
  2684. * Linearly interpolates between the given vector and this instance, where
  2685. * alpha is the percent distance along the line - alpha = 0 will be this
  2686. * vector, and alpha = 1 will be the given one.
  2687. *
  2688. * @param {Vector2} v - The vector to interpolate towards.
  2689. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  2690. * @return {Vector2} A reference to this vector.
  2691. */
  2692. lerp( v, alpha ) {
  2693. this.x += ( v.x - this.x ) * alpha;
  2694. this.y += ( v.y - this.y ) * alpha;
  2695. return this;
  2696. }
  2697. /**
  2698. * Linearly interpolates between the given vectors, where alpha is the percent
  2699. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  2700. * be the second one. The result is stored in this instance.
  2701. *
  2702. * @param {Vector2} v1 - The first vector.
  2703. * @param {Vector2} v2 - The second vector.
  2704. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  2705. * @return {Vector2} A reference to this vector.
  2706. */
  2707. lerpVectors( v1, v2, alpha ) {
  2708. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  2709. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  2710. return this;
  2711. }
  2712. /**
  2713. * Returns `true` if this vector is equal with the given one.
  2714. *
  2715. * @param {Vector2} v - The vector to test for equality.
  2716. * @return {boolean} Whether this vector is equal with the given one.
  2717. */
  2718. equals( v ) {
  2719. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  2720. }
  2721. /**
  2722. * Sets this vector's x value to be `array[ offset ]` and y
  2723. * value to be `array[ offset + 1 ]`.
  2724. *
  2725. * @param {Array<number>} array - An array holding the vector component values.
  2726. * @param {number} [offset=0] - The offset into the array.
  2727. * @return {Vector2} A reference to this vector.
  2728. */
  2729. fromArray( array, offset = 0 ) {
  2730. this.x = array[ offset ];
  2731. this.y = array[ offset + 1 ];
  2732. return this;
  2733. }
  2734. /**
  2735. * Writes the components of this vector to the given array. If no array is provided,
  2736. * the method returns a new instance.
  2737. *
  2738. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  2739. * @param {number} [offset=0] - Index of the first element in the array.
  2740. * @return {Array<number>} The vector components.
  2741. */
  2742. toArray( array = [], offset = 0 ) {
  2743. array[ offset ] = this.x;
  2744. array[ offset + 1 ] = this.y;
  2745. return array;
  2746. }
  2747. /**
  2748. * Sets the components of this vector from the given buffer attribute.
  2749. *
  2750. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  2751. * @param {number} index - The index into the attribute.
  2752. * @return {Vector2} A reference to this vector.
  2753. */
  2754. fromBufferAttribute( attribute, index ) {
  2755. this.x = attribute.getX( index );
  2756. this.y = attribute.getY( index );
  2757. return this;
  2758. }
  2759. /**
  2760. * Rotates this vector around the given center by the given angle.
  2761. *
  2762. * @param {Vector2} center - The point around which to rotate.
  2763. * @param {number} angle - The angle to rotate, in radians.
  2764. * @return {Vector2} A reference to this vector.
  2765. */
  2766. rotateAround( center, angle ) {
  2767. const c = Math.cos( angle ), s = Math.sin( angle );
  2768. const x = this.x - center.x;
  2769. const y = this.y - center.y;
  2770. this.x = x * c - y * s + center.x;
  2771. this.y = x * s + y * c + center.y;
  2772. return this;
  2773. }
  2774. /**
  2775. * Sets each component of this vector to a pseudo-random value between `0` and
  2776. * `1`, excluding `1`.
  2777. *
  2778. * @return {Vector2} A reference to this vector.
  2779. */
  2780. random() {
  2781. this.x = Math.random();
  2782. this.y = Math.random();
  2783. return this;
  2784. }
  2785. *[ Symbol.iterator ]() {
  2786. yield this.x;
  2787. yield this.y;
  2788. }
  2789. }
  2790. /**
  2791. * Class for representing a Quaternion. Quaternions are used in three.js to represent rotations.
  2792. *
  2793. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  2794. * the corresponding order.
  2795. *
  2796. * Note that three.js expects Quaternions to be normalized.
  2797. * ```js
  2798. * const quaternion = new THREE.Quaternion();
  2799. * quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 );
  2800. *
  2801. * const vector = new THREE.Vector3( 1, 0, 0 );
  2802. * vector.applyQuaternion( quaternion );
  2803. * ```
  2804. */
  2805. class Quaternion {
  2806. /**
  2807. * Constructs a new quaternion.
  2808. *
  2809. * @param {number} [x=0] - The x value of this quaternion.
  2810. * @param {number} [y=0] - The y value of this quaternion.
  2811. * @param {number} [z=0] - The z value of this quaternion.
  2812. * @param {number} [w=1] - The w value of this quaternion.
  2813. */
  2814. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  2815. /**
  2816. * This flag can be used for type testing.
  2817. *
  2818. * @type {boolean}
  2819. * @readonly
  2820. * @default true
  2821. */
  2822. this.isQuaternion = true;
  2823. this._x = x;
  2824. this._y = y;
  2825. this._z = z;
  2826. this._w = w;
  2827. }
  2828. /**
  2829. * Interpolates between two quaternions via SLERP. This implementation assumes the
  2830. * quaternion data are managed in flat arrays.
  2831. *
  2832. * @param {Array<number>} dst - The destination array.
  2833. * @param {number} dstOffset - An offset into the destination array.
  2834. * @param {Array<number>} src0 - The source array of the first quaternion.
  2835. * @param {number} srcOffset0 - An offset into the first source array.
  2836. * @param {Array<number>} src1 - The source array of the second quaternion.
  2837. * @param {number} srcOffset1 - An offset into the second source array.
  2838. * @param {number} t - The interpolation factor in the range `[0,1]`.
  2839. * @see {@link Quaternion#slerp}
  2840. */
  2841. static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  2842. // fuzz-free, array-based Quaternion SLERP operation
  2843. let x0 = src0[ srcOffset0 + 0 ],
  2844. y0 = src0[ srcOffset0 + 1 ],
  2845. z0 = src0[ srcOffset0 + 2 ],
  2846. w0 = src0[ srcOffset0 + 3 ];
  2847. const x1 = src1[ srcOffset1 + 0 ],
  2848. y1 = src1[ srcOffset1 + 1 ],
  2849. z1 = src1[ srcOffset1 + 2 ],
  2850. w1 = src1[ srcOffset1 + 3 ];
  2851. if ( t === 0 ) {
  2852. dst[ dstOffset + 0 ] = x0;
  2853. dst[ dstOffset + 1 ] = y0;
  2854. dst[ dstOffset + 2 ] = z0;
  2855. dst[ dstOffset + 3 ] = w0;
  2856. return;
  2857. }
  2858. if ( t === 1 ) {
  2859. dst[ dstOffset + 0 ] = x1;
  2860. dst[ dstOffset + 1 ] = y1;
  2861. dst[ dstOffset + 2 ] = z1;
  2862. dst[ dstOffset + 3 ] = w1;
  2863. return;
  2864. }
  2865. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  2866. let s = 1 - t;
  2867. const cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  2868. dir = ( cos >= 0 ? 1 : -1 ),
  2869. sqrSin = 1 - cos * cos;
  2870. // Skip the Slerp for tiny steps to avoid numeric problems:
  2871. if ( sqrSin > Number.EPSILON ) {
  2872. const sin = Math.sqrt( sqrSin ),
  2873. len = Math.atan2( sin, cos * dir );
  2874. s = Math.sin( s * len ) / sin;
  2875. t = Math.sin( t * len ) / sin;
  2876. }
  2877. const tDir = t * dir;
  2878. x0 = x0 * s + x1 * tDir;
  2879. y0 = y0 * s + y1 * tDir;
  2880. z0 = z0 * s + z1 * tDir;
  2881. w0 = w0 * s + w1 * tDir;
  2882. // Normalize in case we just did a lerp:
  2883. if ( s === 1 - t ) {
  2884. const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  2885. x0 *= f;
  2886. y0 *= f;
  2887. z0 *= f;
  2888. w0 *= f;
  2889. }
  2890. }
  2891. dst[ dstOffset ] = x0;
  2892. dst[ dstOffset + 1 ] = y0;
  2893. dst[ dstOffset + 2 ] = z0;
  2894. dst[ dstOffset + 3 ] = w0;
  2895. }
  2896. /**
  2897. * Multiplies two quaternions. This implementation assumes the quaternion data are managed
  2898. * in flat arrays.
  2899. *
  2900. * @param {Array<number>} dst - The destination array.
  2901. * @param {number} dstOffset - An offset into the destination array.
  2902. * @param {Array<number>} src0 - The source array of the first quaternion.
  2903. * @param {number} srcOffset0 - An offset into the first source array.
  2904. * @param {Array<number>} src1 - The source array of the second quaternion.
  2905. * @param {number} srcOffset1 - An offset into the second source array.
  2906. * @return {Array<number>} The destination array.
  2907. * @see {@link Quaternion#multiplyQuaternions}.
  2908. */
  2909. static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  2910. const x0 = src0[ srcOffset0 ];
  2911. const y0 = src0[ srcOffset0 + 1 ];
  2912. const z0 = src0[ srcOffset0 + 2 ];
  2913. const w0 = src0[ srcOffset0 + 3 ];
  2914. const x1 = src1[ srcOffset1 ];
  2915. const y1 = src1[ srcOffset1 + 1 ];
  2916. const z1 = src1[ srcOffset1 + 2 ];
  2917. const w1 = src1[ srcOffset1 + 3 ];
  2918. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  2919. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  2920. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  2921. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  2922. return dst;
  2923. }
  2924. /**
  2925. * The x value of this quaternion.
  2926. *
  2927. * @type {number}
  2928. * @default 0
  2929. */
  2930. get x() {
  2931. return this._x;
  2932. }
  2933. set x( value ) {
  2934. this._x = value;
  2935. this._onChangeCallback();
  2936. }
  2937. /**
  2938. * The y value of this quaternion.
  2939. *
  2940. * @type {number}
  2941. * @default 0
  2942. */
  2943. get y() {
  2944. return this._y;
  2945. }
  2946. set y( value ) {
  2947. this._y = value;
  2948. this._onChangeCallback();
  2949. }
  2950. /**
  2951. * The z value of this quaternion.
  2952. *
  2953. * @type {number}
  2954. * @default 0
  2955. */
  2956. get z() {
  2957. return this._z;
  2958. }
  2959. set z( value ) {
  2960. this._z = value;
  2961. this._onChangeCallback();
  2962. }
  2963. /**
  2964. * The w value of this quaternion.
  2965. *
  2966. * @type {number}
  2967. * @default 1
  2968. */
  2969. get w() {
  2970. return this._w;
  2971. }
  2972. set w( value ) {
  2973. this._w = value;
  2974. this._onChangeCallback();
  2975. }
  2976. /**
  2977. * Sets the quaternion components.
  2978. *
  2979. * @param {number} x - The x value of this quaternion.
  2980. * @param {number} y - The y value of this quaternion.
  2981. * @param {number} z - The z value of this quaternion.
  2982. * @param {number} w - The w value of this quaternion.
  2983. * @return {Quaternion} A reference to this quaternion.
  2984. */
  2985. set( x, y, z, w ) {
  2986. this._x = x;
  2987. this._y = y;
  2988. this._z = z;
  2989. this._w = w;
  2990. this._onChangeCallback();
  2991. return this;
  2992. }
  2993. /**
  2994. * Returns a new quaternion with copied values from this instance.
  2995. *
  2996. * @return {Quaternion} A clone of this instance.
  2997. */
  2998. clone() {
  2999. return new this.constructor( this._x, this._y, this._z, this._w );
  3000. }
  3001. /**
  3002. * Copies the values of the given quaternion to this instance.
  3003. *
  3004. * @param {Quaternion} quaternion - The quaternion to copy.
  3005. * @return {Quaternion} A reference to this quaternion.
  3006. */
  3007. copy( quaternion ) {
  3008. this._x = quaternion.x;
  3009. this._y = quaternion.y;
  3010. this._z = quaternion.z;
  3011. this._w = quaternion.w;
  3012. this._onChangeCallback();
  3013. return this;
  3014. }
  3015. /**
  3016. * Sets this quaternion from the rotation specified by the given
  3017. * Euler angles.
  3018. *
  3019. * @param {Euler} euler - The Euler angles.
  3020. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  3021. * @return {Quaternion} A reference to this quaternion.
  3022. */
  3023. setFromEuler( euler, update = true ) {
  3024. const x = euler._x, y = euler._y, z = euler._z, order = euler._order;
  3025. // http://www.mathworks.com/matlabcentral/fileexchange/
  3026. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  3027. // content/SpinCalc.m
  3028. const cos = Math.cos;
  3029. const sin = Math.sin;
  3030. const c1 = cos( x / 2 );
  3031. const c2 = cos( y / 2 );
  3032. const c3 = cos( z / 2 );
  3033. const s1 = sin( x / 2 );
  3034. const s2 = sin( y / 2 );
  3035. const s3 = sin( z / 2 );
  3036. switch ( order ) {
  3037. case 'XYZ':
  3038. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3039. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3040. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3041. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3042. break;
  3043. case 'YXZ':
  3044. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3045. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3046. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3047. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3048. break;
  3049. case 'ZXY':
  3050. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3051. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3052. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3053. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3054. break;
  3055. case 'ZYX':
  3056. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3057. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3058. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3059. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3060. break;
  3061. case 'YZX':
  3062. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3063. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3064. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3065. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3066. break;
  3067. case 'XZY':
  3068. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3069. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3070. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3071. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3072. break;
  3073. default:
  3074. console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  3075. }
  3076. if ( update === true ) this._onChangeCallback();
  3077. return this;
  3078. }
  3079. /**
  3080. * Sets this quaternion from the given axis and angle.
  3081. *
  3082. * @param {Vector3} axis - The normalized axis.
  3083. * @param {number} angle - The angle in radians.
  3084. * @return {Quaternion} A reference to this quaternion.
  3085. */
  3086. setFromAxisAngle( axis, angle ) {
  3087. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  3088. const halfAngle = angle / 2, s = Math.sin( halfAngle );
  3089. this._x = axis.x * s;
  3090. this._y = axis.y * s;
  3091. this._z = axis.z * s;
  3092. this._w = Math.cos( halfAngle );
  3093. this._onChangeCallback();
  3094. return this;
  3095. }
  3096. /**
  3097. * Sets this quaternion from the given rotation matrix.
  3098. *
  3099. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  3100. * @return {Quaternion} A reference to this quaternion.
  3101. */
  3102. setFromRotationMatrix( m ) {
  3103. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  3104. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3105. const te = m.elements,
  3106. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  3107. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  3108. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  3109. trace = m11 + m22 + m33;
  3110. if ( trace > 0 ) {
  3111. const s = 0.5 / Math.sqrt( trace + 1.0 );
  3112. this._w = 0.25 / s;
  3113. this._x = ( m32 - m23 ) * s;
  3114. this._y = ( m13 - m31 ) * s;
  3115. this._z = ( m21 - m12 ) * s;
  3116. } else if ( m11 > m22 && m11 > m33 ) {
  3117. const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  3118. this._w = ( m32 - m23 ) / s;
  3119. this._x = 0.25 * s;
  3120. this._y = ( m12 + m21 ) / s;
  3121. this._z = ( m13 + m31 ) / s;
  3122. } else if ( m22 > m33 ) {
  3123. const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  3124. this._w = ( m13 - m31 ) / s;
  3125. this._x = ( m12 + m21 ) / s;
  3126. this._y = 0.25 * s;
  3127. this._z = ( m23 + m32 ) / s;
  3128. } else {
  3129. const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  3130. this._w = ( m21 - m12 ) / s;
  3131. this._x = ( m13 + m31 ) / s;
  3132. this._y = ( m23 + m32 ) / s;
  3133. this._z = 0.25 * s;
  3134. }
  3135. this._onChangeCallback();
  3136. return this;
  3137. }
  3138. /**
  3139. * Sets this quaternion to the rotation required to rotate the direction vector
  3140. * `vFrom` to the direction vector `vTo`.
  3141. *
  3142. * @param {Vector3} vFrom - The first (normalized) direction vector.
  3143. * @param {Vector3} vTo - The second (normalized) direction vector.
  3144. * @return {Quaternion} A reference to this quaternion.
  3145. */
  3146. setFromUnitVectors( vFrom, vTo ) {
  3147. // assumes direction vectors vFrom and vTo are normalized
  3148. let r = vFrom.dot( vTo ) + 1;
  3149. if ( r < Number.EPSILON ) {
  3150. // vFrom and vTo point in opposite directions
  3151. r = 0;
  3152. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  3153. this._x = - vFrom.y;
  3154. this._y = vFrom.x;
  3155. this._z = 0;
  3156. this._w = r;
  3157. } else {
  3158. this._x = 0;
  3159. this._y = - vFrom.z;
  3160. this._z = vFrom.y;
  3161. this._w = r;
  3162. }
  3163. } else {
  3164. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  3165. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  3166. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  3167. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  3168. this._w = r;
  3169. }
  3170. return this.normalize();
  3171. }
  3172. /**
  3173. * Returns the angle between this quaternion and the given one in radians.
  3174. *
  3175. * @param {Quaternion} q - The quaternion to compute the angle with.
  3176. * @return {number} The angle in radians.
  3177. */
  3178. angleTo( q ) {
  3179. return 2 * Math.acos( Math.abs( clamp( this.dot( q ), -1, 1 ) ) );
  3180. }
  3181. /**
  3182. * Rotates this quaternion by a given angular step to the given quaternion.
  3183. * The method ensures that the final quaternion will not overshoot `q`.
  3184. *
  3185. * @param {Quaternion} q - The target quaternion.
  3186. * @param {number} step - The angular step in radians.
  3187. * @return {Quaternion} A reference to this quaternion.
  3188. */
  3189. rotateTowards( q, step ) {
  3190. const angle = this.angleTo( q );
  3191. if ( angle === 0 ) return this;
  3192. const t = Math.min( 1, step / angle );
  3193. this.slerp( q, t );
  3194. return this;
  3195. }
  3196. /**
  3197. * Sets this quaternion to the identity quaternion; that is, to the
  3198. * quaternion that represents "no rotation".
  3199. *
  3200. * @return {Quaternion} A reference to this quaternion.
  3201. */
  3202. identity() {
  3203. return this.set( 0, 0, 0, 1 );
  3204. }
  3205. /**
  3206. * Inverts this quaternion via {@link Quaternion#conjugate}. The
  3207. * quaternion is assumed to have unit length.
  3208. *
  3209. * @return {Quaternion} A reference to this quaternion.
  3210. */
  3211. invert() {
  3212. return this.conjugate();
  3213. }
  3214. /**
  3215. * Returns the rotational conjugate of this quaternion. The conjugate of a
  3216. * quaternion represents the same rotation in the opposite direction about
  3217. * the rotational axis.
  3218. *
  3219. * @return {Quaternion} A reference to this quaternion.
  3220. */
  3221. conjugate() {
  3222. this._x *= -1;
  3223. this._y *= -1;
  3224. this._z *= -1;
  3225. this._onChangeCallback();
  3226. return this;
  3227. }
  3228. /**
  3229. * Calculates the dot product of this quaternion and the given one.
  3230. *
  3231. * @param {Quaternion} v - The quaternion to compute the dot product with.
  3232. * @return {number} The result of the dot product.
  3233. */
  3234. dot( v ) {
  3235. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  3236. }
  3237. /**
  3238. * Computes the squared Euclidean length (straight-line length) of this quaternion,
  3239. * considered as a 4 dimensional vector. This can be useful if you are comparing the
  3240. * lengths of two quaternions, as this is a slightly more efficient calculation than
  3241. * {@link Quaternion#length}.
  3242. *
  3243. * @return {number} The squared Euclidean length.
  3244. */
  3245. lengthSq() {
  3246. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  3247. }
  3248. /**
  3249. * Computes the Euclidean length (straight-line length) of this quaternion,
  3250. * considered as a 4 dimensional vector.
  3251. *
  3252. * @return {number} The Euclidean length.
  3253. */
  3254. length() {
  3255. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  3256. }
  3257. /**
  3258. * Normalizes this quaternion - that is, calculated the quaternion that performs
  3259. * the same rotation as this one, but has a length equal to `1`.
  3260. *
  3261. * @return {Quaternion} A reference to this quaternion.
  3262. */
  3263. normalize() {
  3264. let l = this.length();
  3265. if ( l === 0 ) {
  3266. this._x = 0;
  3267. this._y = 0;
  3268. this._z = 0;
  3269. this._w = 1;
  3270. } else {
  3271. l = 1 / l;
  3272. this._x = this._x * l;
  3273. this._y = this._y * l;
  3274. this._z = this._z * l;
  3275. this._w = this._w * l;
  3276. }
  3277. this._onChangeCallback();
  3278. return this;
  3279. }
  3280. /**
  3281. * Multiplies this quaternion by the given one.
  3282. *
  3283. * @param {Quaternion} q - The quaternion.
  3284. * @return {Quaternion} A reference to this quaternion.
  3285. */
  3286. multiply( q ) {
  3287. return this.multiplyQuaternions( this, q );
  3288. }
  3289. /**
  3290. * Pre-multiplies this quaternion by the given one.
  3291. *
  3292. * @param {Quaternion} q - The quaternion.
  3293. * @return {Quaternion} A reference to this quaternion.
  3294. */
  3295. premultiply( q ) {
  3296. return this.multiplyQuaternions( q, this );
  3297. }
  3298. /**
  3299. * Multiplies the given quaternions and stores the result in this instance.
  3300. *
  3301. * @param {Quaternion} a - The first quaternion.
  3302. * @param {Quaternion} b - The second quaternion.
  3303. * @return {Quaternion} A reference to this quaternion.
  3304. */
  3305. multiplyQuaternions( a, b ) {
  3306. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  3307. const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  3308. const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  3309. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  3310. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  3311. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  3312. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  3313. this._onChangeCallback();
  3314. return this;
  3315. }
  3316. /**
  3317. * Performs a spherical linear interpolation between quaternions.
  3318. *
  3319. * @param {Quaternion} qb - The target quaternion.
  3320. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  3321. * @return {Quaternion} A reference to this quaternion.
  3322. */
  3323. slerp( qb, t ) {
  3324. if ( t === 0 ) return this;
  3325. if ( t === 1 ) return this.copy( qb );
  3326. const x = this._x, y = this._y, z = this._z, w = this._w;
  3327. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  3328. let cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  3329. if ( cosHalfTheta < 0 ) {
  3330. this._w = - qb._w;
  3331. this._x = - qb._x;
  3332. this._y = - qb._y;
  3333. this._z = - qb._z;
  3334. cosHalfTheta = - cosHalfTheta;
  3335. } else {
  3336. this.copy( qb );
  3337. }
  3338. if ( cosHalfTheta >= 1.0 ) {
  3339. this._w = w;
  3340. this._x = x;
  3341. this._y = y;
  3342. this._z = z;
  3343. return this;
  3344. }
  3345. const sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  3346. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  3347. const s = 1 - t;
  3348. this._w = s * w + t * this._w;
  3349. this._x = s * x + t * this._x;
  3350. this._y = s * y + t * this._y;
  3351. this._z = s * z + t * this._z;
  3352. this.normalize(); // normalize calls _onChangeCallback()
  3353. return this;
  3354. }
  3355. const sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  3356. const halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  3357. const ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  3358. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  3359. this._w = ( w * ratioA + this._w * ratioB );
  3360. this._x = ( x * ratioA + this._x * ratioB );
  3361. this._y = ( y * ratioA + this._y * ratioB );
  3362. this._z = ( z * ratioA + this._z * ratioB );
  3363. this._onChangeCallback();
  3364. return this;
  3365. }
  3366. /**
  3367. * Performs a spherical linear interpolation between the given quaternions
  3368. * and stores the result in this quaternion.
  3369. *
  3370. * @param {Quaternion} qa - The source quaternion.
  3371. * @param {Quaternion} qb - The target quaternion.
  3372. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  3373. * @return {Quaternion} A reference to this quaternion.
  3374. */
  3375. slerpQuaternions( qa, qb, t ) {
  3376. return this.copy( qa ).slerp( qb, t );
  3377. }
  3378. /**
  3379. * Sets this quaternion to a uniformly random, normalized quaternion.
  3380. *
  3381. * @return {Quaternion} A reference to this quaternion.
  3382. */
  3383. random() {
  3384. // Ken Shoemake
  3385. // Uniform random rotations
  3386. // D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.
  3387. const theta1 = 2 * Math.PI * Math.random();
  3388. const theta2 = 2 * Math.PI * Math.random();
  3389. const x0 = Math.random();
  3390. const r1 = Math.sqrt( 1 - x0 );
  3391. const r2 = Math.sqrt( x0 );
  3392. return this.set(
  3393. r1 * Math.sin( theta1 ),
  3394. r1 * Math.cos( theta1 ),
  3395. r2 * Math.sin( theta2 ),
  3396. r2 * Math.cos( theta2 ),
  3397. );
  3398. }
  3399. /**
  3400. * Returns `true` if this quaternion is equal with the given one.
  3401. *
  3402. * @param {Quaternion} quaternion - The quaternion to test for equality.
  3403. * @return {boolean} Whether this quaternion is equal with the given one.
  3404. */
  3405. equals( quaternion ) {
  3406. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  3407. }
  3408. /**
  3409. * Sets this quaternion's components from the given array.
  3410. *
  3411. * @param {Array<number>} array - An array holding the quaternion component values.
  3412. * @param {number} [offset=0] - The offset into the array.
  3413. * @return {Quaternion} A reference to this quaternion.
  3414. */
  3415. fromArray( array, offset = 0 ) {
  3416. this._x = array[ offset ];
  3417. this._y = array[ offset + 1 ];
  3418. this._z = array[ offset + 2 ];
  3419. this._w = array[ offset + 3 ];
  3420. this._onChangeCallback();
  3421. return this;
  3422. }
  3423. /**
  3424. * Writes the components of this quaternion to the given array. If no array is provided,
  3425. * the method returns a new instance.
  3426. *
  3427. * @param {Array<number>} [array=[]] - The target array holding the quaternion components.
  3428. * @param {number} [offset=0] - Index of the first element in the array.
  3429. * @return {Array<number>} The quaternion components.
  3430. */
  3431. toArray( array = [], offset = 0 ) {
  3432. array[ offset ] = this._x;
  3433. array[ offset + 1 ] = this._y;
  3434. array[ offset + 2 ] = this._z;
  3435. array[ offset + 3 ] = this._w;
  3436. return array;
  3437. }
  3438. /**
  3439. * Sets the components of this quaternion from the given buffer attribute.
  3440. *
  3441. * @param {BufferAttribute} attribute - The buffer attribute holding quaternion data.
  3442. * @param {number} index - The index into the attribute.
  3443. * @return {Quaternion} A reference to this quaternion.
  3444. */
  3445. fromBufferAttribute( attribute, index ) {
  3446. this._x = attribute.getX( index );
  3447. this._y = attribute.getY( index );
  3448. this._z = attribute.getZ( index );
  3449. this._w = attribute.getW( index );
  3450. this._onChangeCallback();
  3451. return this;
  3452. }
  3453. /**
  3454. * This methods defines the serialization result of this class. Returns the
  3455. * numerical elements of this quaternion in an array of format `[x, y, z, w]`.
  3456. *
  3457. * @return {Array<number>} The serialized quaternion.
  3458. */
  3459. toJSON() {
  3460. return this.toArray();
  3461. }
  3462. _onChange( callback ) {
  3463. this._onChangeCallback = callback;
  3464. return this;
  3465. }
  3466. _onChangeCallback() {}
  3467. *[ Symbol.iterator ]() {
  3468. yield this._x;
  3469. yield this._y;
  3470. yield this._z;
  3471. yield this._w;
  3472. }
  3473. }
  3474. /**
  3475. * Class representing a 3D vector. A 3D vector is an ordered triplet of numbers
  3476. * (labeled x, y and z), which can be used to represent a number of things, such as:
  3477. *
  3478. * - A point in 3D space.
  3479. * - A direction and length in 3D space. In three.js the length will
  3480. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0)` to `(x, y, z)`
  3481. * and the direction is also measured from `(0, 0, 0)` towards `(x, y, z)`.
  3482. * - Any arbitrary ordered triplet of numbers.
  3483. *
  3484. * There are other things a 3D vector can be used to represent, such as
  3485. * momentum vectors and so on, however these are the most
  3486. * common uses in three.js.
  3487. *
  3488. * Iterating through a vector instance will yield its components `(x, y, z)` in
  3489. * the corresponding order.
  3490. * ```js
  3491. * const a = new THREE.Vector3( 0, 1, 0 );
  3492. *
  3493. * //no arguments; will be initialised to (0, 0, 0)
  3494. * const b = new THREE.Vector3( );
  3495. *
  3496. * const d = a.distanceTo( b );
  3497. * ```
  3498. */
  3499. class Vector3 {
  3500. /**
  3501. * Constructs a new 3D vector.
  3502. *
  3503. * @param {number} [x=0] - The x value of this vector.
  3504. * @param {number} [y=0] - The y value of this vector.
  3505. * @param {number} [z=0] - The z value of this vector.
  3506. */
  3507. constructor( x = 0, y = 0, z = 0 ) {
  3508. /**
  3509. * This flag can be used for type testing.
  3510. *
  3511. * @type {boolean}
  3512. * @readonly
  3513. * @default true
  3514. */
  3515. Vector3.prototype.isVector3 = true;
  3516. /**
  3517. * The x value of this vector.
  3518. *
  3519. * @type {number}
  3520. */
  3521. this.x = x;
  3522. /**
  3523. * The y value of this vector.
  3524. *
  3525. * @type {number}
  3526. */
  3527. this.y = y;
  3528. /**
  3529. * The z value of this vector.
  3530. *
  3531. * @type {number}
  3532. */
  3533. this.z = z;
  3534. }
  3535. /**
  3536. * Sets the vector components.
  3537. *
  3538. * @param {number} x - The value of the x component.
  3539. * @param {number} y - The value of the y component.
  3540. * @param {number} z - The value of the z component.
  3541. * @return {Vector3} A reference to this vector.
  3542. */
  3543. set( x, y, z ) {
  3544. if ( z === undefined ) z = this.z; // sprite.scale.set(x,y)
  3545. this.x = x;
  3546. this.y = y;
  3547. this.z = z;
  3548. return this;
  3549. }
  3550. /**
  3551. * Sets the vector components to the same value.
  3552. *
  3553. * @param {number} scalar - The value to set for all vector components.
  3554. * @return {Vector3} A reference to this vector.
  3555. */
  3556. setScalar( scalar ) {
  3557. this.x = scalar;
  3558. this.y = scalar;
  3559. this.z = scalar;
  3560. return this;
  3561. }
  3562. /**
  3563. * Sets the vector's x component to the given value
  3564. *
  3565. * @param {number} x - The value to set.
  3566. * @return {Vector3} A reference to this vector.
  3567. */
  3568. setX( x ) {
  3569. this.x = x;
  3570. return this;
  3571. }
  3572. /**
  3573. * Sets the vector's y component to the given value
  3574. *
  3575. * @param {number} y - The value to set.
  3576. * @return {Vector3} A reference to this vector.
  3577. */
  3578. setY( y ) {
  3579. this.y = y;
  3580. return this;
  3581. }
  3582. /**
  3583. * Sets the vector's z component to the given value
  3584. *
  3585. * @param {number} z - The value to set.
  3586. * @return {Vector3} A reference to this vector.
  3587. */
  3588. setZ( z ) {
  3589. this.z = z;
  3590. return this;
  3591. }
  3592. /**
  3593. * Allows to set a vector component with an index.
  3594. *
  3595. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  3596. * @param {number} value - The value to set.
  3597. * @return {Vector3} A reference to this vector.
  3598. */
  3599. setComponent( index, value ) {
  3600. switch ( index ) {
  3601. case 0: this.x = value; break;
  3602. case 1: this.y = value; break;
  3603. case 2: this.z = value; break;
  3604. default: throw new Error( 'index is out of range: ' + index );
  3605. }
  3606. return this;
  3607. }
  3608. /**
  3609. * Returns the value of the vector component which matches the given index.
  3610. *
  3611. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  3612. * @return {number} A vector component value.
  3613. */
  3614. getComponent( index ) {
  3615. switch ( index ) {
  3616. case 0: return this.x;
  3617. case 1: return this.y;
  3618. case 2: return this.z;
  3619. default: throw new Error( 'index is out of range: ' + index );
  3620. }
  3621. }
  3622. /**
  3623. * Returns a new vector with copied values from this instance.
  3624. *
  3625. * @return {Vector3} A clone of this instance.
  3626. */
  3627. clone() {
  3628. return new this.constructor( this.x, this.y, this.z );
  3629. }
  3630. /**
  3631. * Copies the values of the given vector to this instance.
  3632. *
  3633. * @param {Vector3} v - The vector to copy.
  3634. * @return {Vector3} A reference to this vector.
  3635. */
  3636. copy( v ) {
  3637. this.x = v.x;
  3638. this.y = v.y;
  3639. this.z = v.z;
  3640. return this;
  3641. }
  3642. /**
  3643. * Adds the given vector to this instance.
  3644. *
  3645. * @param {Vector3} v - The vector to add.
  3646. * @return {Vector3} A reference to this vector.
  3647. */
  3648. add( v ) {
  3649. this.x += v.x;
  3650. this.y += v.y;
  3651. this.z += v.z;
  3652. return this;
  3653. }
  3654. /**
  3655. * Adds the given scalar value to all components of this instance.
  3656. *
  3657. * @param {number} s - The scalar to add.
  3658. * @return {Vector3} A reference to this vector.
  3659. */
  3660. addScalar( s ) {
  3661. this.x += s;
  3662. this.y += s;
  3663. this.z += s;
  3664. return this;
  3665. }
  3666. /**
  3667. * Adds the given vectors and stores the result in this instance.
  3668. *
  3669. * @param {Vector3} a - The first vector.
  3670. * @param {Vector3} b - The second vector.
  3671. * @return {Vector3} A reference to this vector.
  3672. */
  3673. addVectors( a, b ) {
  3674. this.x = a.x + b.x;
  3675. this.y = a.y + b.y;
  3676. this.z = a.z + b.z;
  3677. return this;
  3678. }
  3679. /**
  3680. * Adds the given vector scaled by the given factor to this instance.
  3681. *
  3682. * @param {Vector3|Vector4} v - The vector.
  3683. * @param {number} s - The factor that scales `v`.
  3684. * @return {Vector3} A reference to this vector.
  3685. */
  3686. addScaledVector( v, s ) {
  3687. this.x += v.x * s;
  3688. this.y += v.y * s;
  3689. this.z += v.z * s;
  3690. return this;
  3691. }
  3692. /**
  3693. * Subtracts the given vector from this instance.
  3694. *
  3695. * @param {Vector3} v - The vector to subtract.
  3696. * @return {Vector3} A reference to this vector.
  3697. */
  3698. sub( v ) {
  3699. this.x -= v.x;
  3700. this.y -= v.y;
  3701. this.z -= v.z;
  3702. return this;
  3703. }
  3704. /**
  3705. * Subtracts the given scalar value from all components of this instance.
  3706. *
  3707. * @param {number} s - The scalar to subtract.
  3708. * @return {Vector3} A reference to this vector.
  3709. */
  3710. subScalar( s ) {
  3711. this.x -= s;
  3712. this.y -= s;
  3713. this.z -= s;
  3714. return this;
  3715. }
  3716. /**
  3717. * Subtracts the given vectors and stores the result in this instance.
  3718. *
  3719. * @param {Vector3} a - The first vector.
  3720. * @param {Vector3} b - The second vector.
  3721. * @return {Vector3} A reference to this vector.
  3722. */
  3723. subVectors( a, b ) {
  3724. this.x = a.x - b.x;
  3725. this.y = a.y - b.y;
  3726. this.z = a.z - b.z;
  3727. return this;
  3728. }
  3729. /**
  3730. * Multiplies the given vector with this instance.
  3731. *
  3732. * @param {Vector3} v - The vector to multiply.
  3733. * @return {Vector3} A reference to this vector.
  3734. */
  3735. multiply( v ) {
  3736. this.x *= v.x;
  3737. this.y *= v.y;
  3738. this.z *= v.z;
  3739. return this;
  3740. }
  3741. /**
  3742. * Multiplies the given scalar value with all components of this instance.
  3743. *
  3744. * @param {number} scalar - The scalar to multiply.
  3745. * @return {Vector3} A reference to this vector.
  3746. */
  3747. multiplyScalar( scalar ) {
  3748. this.x *= scalar;
  3749. this.y *= scalar;
  3750. this.z *= scalar;
  3751. return this;
  3752. }
  3753. /**
  3754. * Multiplies the given vectors and stores the result in this instance.
  3755. *
  3756. * @param {Vector3} a - The first vector.
  3757. * @param {Vector3} b - The second vector.
  3758. * @return {Vector3} A reference to this vector.
  3759. */
  3760. multiplyVectors( a, b ) {
  3761. this.x = a.x * b.x;
  3762. this.y = a.y * b.y;
  3763. this.z = a.z * b.z;
  3764. return this;
  3765. }
  3766. /**
  3767. * Applies the given Euler rotation to this vector.
  3768. *
  3769. * @param {Euler} euler - The Euler angles.
  3770. * @return {Vector3} A reference to this vector.
  3771. */
  3772. applyEuler( euler ) {
  3773. return this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );
  3774. }
  3775. /**
  3776. * Applies a rotation specified by an axis and an angle to this vector.
  3777. *
  3778. * @param {Vector3} axis - A normalized vector representing the rotation axis.
  3779. * @param {number} angle - The angle in radians.
  3780. * @return {Vector3} A reference to this vector.
  3781. */
  3782. applyAxisAngle( axis, angle ) {
  3783. return this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );
  3784. }
  3785. /**
  3786. * Multiplies this vector with the given 3x3 matrix.
  3787. *
  3788. * @param {Matrix3} m - The 3x3 matrix.
  3789. * @return {Vector3} A reference to this vector.
  3790. */
  3791. applyMatrix3( m ) {
  3792. const x = this.x, y = this.y, z = this.z;
  3793. const e = m.elements;
  3794. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  3795. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  3796. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  3797. return this;
  3798. }
  3799. /**
  3800. * Multiplies this vector by the given normal matrix and normalizes
  3801. * the result.
  3802. *
  3803. * @param {Matrix3} m - The normal matrix.
  3804. * @return {Vector3} A reference to this vector.
  3805. */
  3806. applyNormalMatrix( m ) {
  3807. return this.applyMatrix3( m ).normalize();
  3808. }
  3809. /**
  3810. * Multiplies this vector (with an implicit 1 in the 4th dimension) by m, and
  3811. * divides by perspective.
  3812. *
  3813. * @param {Matrix4} m - The matrix to apply.
  3814. * @return {Vector3} A reference to this vector.
  3815. */
  3816. applyMatrix4( m ) {
  3817. const x = this.x, y = this.y, z = this.z;
  3818. const e = m.elements;
  3819. const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  3820. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  3821. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  3822. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  3823. return this;
  3824. }
  3825. /**
  3826. * Applies the given Quaternion to this vector.
  3827. *
  3828. * @param {Quaternion} q - The Quaternion.
  3829. * @return {Vector3} A reference to this vector.
  3830. */
  3831. applyQuaternion( q ) {
  3832. // quaternion q is assumed to have unit length
  3833. const vx = this.x, vy = this.y, vz = this.z;
  3834. const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  3835. // t = 2 * cross( q.xyz, v );
  3836. const tx = 2 * ( qy * vz - qz * vy );
  3837. const ty = 2 * ( qz * vx - qx * vz );
  3838. const tz = 2 * ( qx * vy - qy * vx );
  3839. // v + q.w * t + cross( q.xyz, t );
  3840. this.x = vx + qw * tx + qy * tz - qz * ty;
  3841. this.y = vy + qw * ty + qz * tx - qx * tz;
  3842. this.z = vz + qw * tz + qx * ty - qy * tx;
  3843. return this;
  3844. }
  3845. /**
  3846. * Projects this vector from world space into the camera's normalized
  3847. * device coordinate (NDC) space.
  3848. *
  3849. * @param {Camera} camera - The camera.
  3850. * @return {Vector3} A reference to this vector.
  3851. */
  3852. project( camera ) {
  3853. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  3854. }
  3855. /**
  3856. * Unprojects this vector from the camera's normalized device coordinate (NDC)
  3857. * space into world space.
  3858. *
  3859. * @param {Camera} camera - The camera.
  3860. * @return {Vector3} A reference to this vector.
  3861. */
  3862. unproject( camera ) {
  3863. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  3864. }
  3865. /**
  3866. * Transforms the direction of this vector by a matrix (the upper left 3 x 3
  3867. * subset of the given 4x4 matrix and then normalizes the result.
  3868. *
  3869. * @param {Matrix4} m - The matrix.
  3870. * @return {Vector3} A reference to this vector.
  3871. */
  3872. transformDirection( m ) {
  3873. // input: THREE.Matrix4 affine matrix
  3874. // vector interpreted as a direction
  3875. const x = this.x, y = this.y, z = this.z;
  3876. const e = m.elements;
  3877. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  3878. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  3879. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  3880. return this.normalize();
  3881. }
  3882. /**
  3883. * Divides this instance by the given vector.
  3884. *
  3885. * @param {Vector3} v - The vector to divide.
  3886. * @return {Vector3} A reference to this vector.
  3887. */
  3888. divide( v ) {
  3889. this.x /= v.x;
  3890. this.y /= v.y;
  3891. this.z /= v.z;
  3892. return this;
  3893. }
  3894. /**
  3895. * Divides this vector by the given scalar.
  3896. *
  3897. * @param {number} scalar - The scalar to divide.
  3898. * @return {Vector3} A reference to this vector.
  3899. */
  3900. divideScalar( scalar ) {
  3901. return this.multiplyScalar( 1 / scalar );
  3902. }
  3903. /**
  3904. * If this vector's x, y or z value is greater than the given vector's x, y or z
  3905. * value, replace that value with the corresponding min value.
  3906. *
  3907. * @param {Vector3} v - The vector.
  3908. * @return {Vector3} A reference to this vector.
  3909. */
  3910. min( v ) {
  3911. this.x = Math.min( this.x, v.x );
  3912. this.y = Math.min( this.y, v.y );
  3913. this.z = Math.min( this.z, v.z );
  3914. return this;
  3915. }
  3916. /**
  3917. * If this vector's x, y or z value is less than the given vector's x, y or z
  3918. * value, replace that value with the corresponding max value.
  3919. *
  3920. * @param {Vector3} v - The vector.
  3921. * @return {Vector3} A reference to this vector.
  3922. */
  3923. max( v ) {
  3924. this.x = Math.max( this.x, v.x );
  3925. this.y = Math.max( this.y, v.y );
  3926. this.z = Math.max( this.z, v.z );
  3927. return this;
  3928. }
  3929. /**
  3930. * If this vector's x, y or z value is greater than the max vector's x, y or z
  3931. * value, it is replaced by the corresponding value.
  3932. * If this vector's x, y or z value is less than the min vector's x, y or z value,
  3933. * it is replaced by the corresponding value.
  3934. *
  3935. * @param {Vector3} min - The minimum x, y and z values.
  3936. * @param {Vector3} max - The maximum x, y and z values in the desired range.
  3937. * @return {Vector3} A reference to this vector.
  3938. */
  3939. clamp( min, max ) {
  3940. // assumes min < max, componentwise
  3941. this.x = clamp( this.x, min.x, max.x );
  3942. this.y = clamp( this.y, min.y, max.y );
  3943. this.z = clamp( this.z, min.z, max.z );
  3944. return this;
  3945. }
  3946. /**
  3947. * If this vector's x, y or z values are greater than the max value, they are
  3948. * replaced by the max value.
  3949. * If this vector's x, y or z values are less than the min value, they are
  3950. * replaced by the min value.
  3951. *
  3952. * @param {number} minVal - The minimum value the components will be clamped to.
  3953. * @param {number} maxVal - The maximum value the components will be clamped to.
  3954. * @return {Vector3} A reference to this vector.
  3955. */
  3956. clampScalar( minVal, maxVal ) {
  3957. this.x = clamp( this.x, minVal, maxVal );
  3958. this.y = clamp( this.y, minVal, maxVal );
  3959. this.z = clamp( this.z, minVal, maxVal );
  3960. return this;
  3961. }
  3962. /**
  3963. * If this vector's length is greater than the max value, it is replaced by
  3964. * the max value.
  3965. * If this vector's length is less than the min value, it is replaced by the
  3966. * min value.
  3967. *
  3968. * @param {number} min - The minimum value the vector length will be clamped to.
  3969. * @param {number} max - The maximum value the vector length will be clamped to.
  3970. * @return {Vector3} A reference to this vector.
  3971. */
  3972. clampLength( min, max ) {
  3973. const length = this.length();
  3974. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  3975. }
  3976. /**
  3977. * The components of this vector are rounded down to the nearest integer value.
  3978. *
  3979. * @return {Vector3} A reference to this vector.
  3980. */
  3981. floor() {
  3982. this.x = Math.floor( this.x );
  3983. this.y = Math.floor( this.y );
  3984. this.z = Math.floor( this.z );
  3985. return this;
  3986. }
  3987. /**
  3988. * The components of this vector are rounded up to the nearest integer value.
  3989. *
  3990. * @return {Vector3} A reference to this vector.
  3991. */
  3992. ceil() {
  3993. this.x = Math.ceil( this.x );
  3994. this.y = Math.ceil( this.y );
  3995. this.z = Math.ceil( this.z );
  3996. return this;
  3997. }
  3998. /**
  3999. * The components of this vector are rounded to the nearest integer value
  4000. *
  4001. * @return {Vector3} A reference to this vector.
  4002. */
  4003. round() {
  4004. this.x = Math.round( this.x );
  4005. this.y = Math.round( this.y );
  4006. this.z = Math.round( this.z );
  4007. return this;
  4008. }
  4009. /**
  4010. * The components of this vector are rounded towards zero (up if negative,
  4011. * down if positive) to an integer value.
  4012. *
  4013. * @return {Vector3} A reference to this vector.
  4014. */
  4015. roundToZero() {
  4016. this.x = Math.trunc( this.x );
  4017. this.y = Math.trunc( this.y );
  4018. this.z = Math.trunc( this.z );
  4019. return this;
  4020. }
  4021. /**
  4022. * Inverts this vector - i.e. sets x = -x, y = -y and z = -z.
  4023. *
  4024. * @return {Vector3} A reference to this vector.
  4025. */
  4026. negate() {
  4027. this.x = - this.x;
  4028. this.y = - this.y;
  4029. this.z = - this.z;
  4030. return this;
  4031. }
  4032. /**
  4033. * Calculates the dot product of the given vector with this instance.
  4034. *
  4035. * @param {Vector3} v - The vector to compute the dot product with.
  4036. * @return {number} The result of the dot product.
  4037. */
  4038. dot( v ) {
  4039. return this.x * v.x + this.y * v.y + this.z * v.z;
  4040. }
  4041. // TODO lengthSquared?
  4042. /**
  4043. * Computes the square of the Euclidean length (straight-line length) from
  4044. * (0, 0, 0) to (x, y, z). If you are comparing the lengths of vectors, you should
  4045. * compare the length squared instead as it is slightly more efficient to calculate.
  4046. *
  4047. * @return {number} The square length of this vector.
  4048. */
  4049. lengthSq() {
  4050. return this.x * this.x + this.y * this.y + this.z * this.z;
  4051. }
  4052. /**
  4053. * Computes the Euclidean length (straight-line length) from (0, 0, 0) to (x, y, z).
  4054. *
  4055. * @return {number} The length of this vector.
  4056. */
  4057. length() {
  4058. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  4059. }
  4060. /**
  4061. * Computes the Manhattan length of this vector.
  4062. *
  4063. * @return {number} The length of this vector.
  4064. */
  4065. manhattanLength() {
  4066. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  4067. }
  4068. /**
  4069. * Converts this vector to a unit vector - that is, sets it equal to a vector
  4070. * with the same direction as this one, but with a vector length of `1`.
  4071. *
  4072. * @return {Vector3} A reference to this vector.
  4073. */
  4074. normalize() {
  4075. return this.divideScalar( this.length() || 1 );
  4076. }
  4077. /**
  4078. * Sets this vector to a vector with the same direction as this one, but
  4079. * with the specified length.
  4080. *
  4081. * @param {number} length - The new length of this vector.
  4082. * @return {Vector3} A reference to this vector.
  4083. */
  4084. setLength( length ) {
  4085. return this.normalize().multiplyScalar( length );
  4086. }
  4087. /**
  4088. * Linearly interpolates between the given vector and this instance, where
  4089. * alpha is the percent distance along the line - alpha = 0 will be this
  4090. * vector, and alpha = 1 will be the given one.
  4091. *
  4092. * @param {Vector3} v - The vector to interpolate towards.
  4093. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4094. * @return {Vector3} A reference to this vector.
  4095. */
  4096. lerp( v, alpha ) {
  4097. this.x += ( v.x - this.x ) * alpha;
  4098. this.y += ( v.y - this.y ) * alpha;
  4099. this.z += ( v.z - this.z ) * alpha;
  4100. return this;
  4101. }
  4102. /**
  4103. * Linearly interpolates between the given vectors, where alpha is the percent
  4104. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  4105. * be the second one. The result is stored in this instance.
  4106. *
  4107. * @param {Vector3} v1 - The first vector.
  4108. * @param {Vector3} v2 - The second vector.
  4109. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4110. * @return {Vector3} A reference to this vector.
  4111. */
  4112. lerpVectors( v1, v2, alpha ) {
  4113. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  4114. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  4115. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  4116. return this;
  4117. }
  4118. /**
  4119. * Calculates the cross product of the given vector with this instance.
  4120. *
  4121. * @param {Vector3} v - The vector to compute the cross product with.
  4122. * @return {Vector3} The result of the cross product.
  4123. */
  4124. cross( v ) {
  4125. return this.crossVectors( this, v );
  4126. }
  4127. /**
  4128. * Calculates the cross product of the given vectors and stores the result
  4129. * in this instance.
  4130. *
  4131. * @param {Vector3} a - The first vector.
  4132. * @param {Vector3} b - The second vector.
  4133. * @return {Vector3} A reference to this vector.
  4134. */
  4135. crossVectors( a, b ) {
  4136. const ax = a.x, ay = a.y, az = a.z;
  4137. const bx = b.x, by = b.y, bz = b.z;
  4138. this.x = ay * bz - az * by;
  4139. this.y = az * bx - ax * bz;
  4140. this.z = ax * by - ay * bx;
  4141. return this;
  4142. }
  4143. /**
  4144. * Projects this vector onto the given one.
  4145. *
  4146. * @param {Vector3} v - The vector to project to.
  4147. * @return {Vector3} A reference to this vector.
  4148. */
  4149. projectOnVector( v ) {
  4150. const denominator = v.lengthSq();
  4151. if ( denominator === 0 ) return this.set( 0, 0, 0 );
  4152. const scalar = v.dot( this ) / denominator;
  4153. return this.copy( v ).multiplyScalar( scalar );
  4154. }
  4155. /**
  4156. * Projects this vector onto a plane by subtracting this
  4157. * vector projected onto the plane's normal from this vector.
  4158. *
  4159. * @param {Vector3} planeNormal - The plane normal.
  4160. * @return {Vector3} A reference to this vector.
  4161. */
  4162. projectOnPlane( planeNormal ) {
  4163. _vector$c.copy( this ).projectOnVector( planeNormal );
  4164. return this.sub( _vector$c );
  4165. }
  4166. /**
  4167. * Reflects this vector off a plane orthogonal to the given normal vector.
  4168. *
  4169. * @param {Vector3} normal - The (normalized) normal vector.
  4170. * @return {Vector3} A reference to this vector.
  4171. */
  4172. reflect( normal ) {
  4173. return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  4174. }
  4175. /**
  4176. * Returns the angle between the given vector and this instance in radians.
  4177. *
  4178. * @param {Vector3} v - The vector to compute the angle with.
  4179. * @return {number} The angle in radians.
  4180. */
  4181. angleTo( v ) {
  4182. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  4183. if ( denominator === 0 ) return Math.PI / 2;
  4184. const theta = this.dot( v ) / denominator;
  4185. // clamp, to handle numerical problems
  4186. return Math.acos( clamp( theta, -1, 1 ) );
  4187. }
  4188. /**
  4189. * Computes the distance from the given vector to this instance.
  4190. *
  4191. * @param {Vector3} v - The vector to compute the distance to.
  4192. * @return {number} The distance.
  4193. */
  4194. distanceTo( v ) {
  4195. return Math.sqrt( this.distanceToSquared( v ) );
  4196. }
  4197. /**
  4198. * Computes the squared distance from the given vector to this instance.
  4199. * If you are just comparing the distance with another distance, you should compare
  4200. * the distance squared instead as it is slightly more efficient to calculate.
  4201. *
  4202. * @param {Vector3} v - The vector to compute the squared distance to.
  4203. * @return {number} The squared distance.
  4204. */
  4205. distanceToSquared( v ) {
  4206. const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  4207. return dx * dx + dy * dy + dz * dz;
  4208. }
  4209. /**
  4210. * Computes the Manhattan distance from the given vector to this instance.
  4211. *
  4212. * @param {Vector3} v - The vector to compute the Manhattan distance to.
  4213. * @return {number} The Manhattan distance.
  4214. */
  4215. manhattanDistanceTo( v ) {
  4216. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  4217. }
  4218. /**
  4219. * Sets the vector components from the given spherical coordinates.
  4220. *
  4221. * @param {Spherical} s - The spherical coordinates.
  4222. * @return {Vector3} A reference to this vector.
  4223. */
  4224. setFromSpherical( s ) {
  4225. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  4226. }
  4227. /**
  4228. * Sets the vector components from the given spherical coordinates.
  4229. *
  4230. * @param {number} radius - The radius.
  4231. * @param {number} phi - The phi angle in radians.
  4232. * @param {number} theta - The theta angle in radians.
  4233. * @return {Vector3} A reference to this vector.
  4234. */
  4235. setFromSphericalCoords( radius, phi, theta ) {
  4236. const sinPhiRadius = Math.sin( phi ) * radius;
  4237. this.x = sinPhiRadius * Math.sin( theta );
  4238. this.y = Math.cos( phi ) * radius;
  4239. this.z = sinPhiRadius * Math.cos( theta );
  4240. return this;
  4241. }
  4242. /**
  4243. * Sets the vector components from the given cylindrical coordinates.
  4244. *
  4245. * @param {Cylindrical} c - The cylindrical coordinates.
  4246. * @return {Vector3} A reference to this vector.
  4247. */
  4248. setFromCylindrical( c ) {
  4249. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  4250. }
  4251. /**
  4252. * Sets the vector components from the given cylindrical coordinates.
  4253. *
  4254. * @param {number} radius - The radius.
  4255. * @param {number} theta - The theta angle in radians.
  4256. * @param {number} y - The y value.
  4257. * @return {Vector3} A reference to this vector.
  4258. */
  4259. setFromCylindricalCoords( radius, theta, y ) {
  4260. this.x = radius * Math.sin( theta );
  4261. this.y = y;
  4262. this.z = radius * Math.cos( theta );
  4263. return this;
  4264. }
  4265. /**
  4266. * Sets the vector components to the position elements of the
  4267. * given transformation matrix.
  4268. *
  4269. * @param {Matrix4} m - The 4x4 matrix.
  4270. * @return {Vector3} A reference to this vector.
  4271. */
  4272. setFromMatrixPosition( m ) {
  4273. const e = m.elements;
  4274. this.x = e[ 12 ];
  4275. this.y = e[ 13 ];
  4276. this.z = e[ 14 ];
  4277. return this;
  4278. }
  4279. /**
  4280. * Sets the vector components to the scale elements of the
  4281. * given transformation matrix.
  4282. *
  4283. * @param {Matrix4} m - The 4x4 matrix.
  4284. * @return {Vector3} A reference to this vector.
  4285. */
  4286. setFromMatrixScale( m ) {
  4287. const sx = this.setFromMatrixColumn( m, 0 ).length();
  4288. const sy = this.setFromMatrixColumn( m, 1 ).length();
  4289. const sz = this.setFromMatrixColumn( m, 2 ).length();
  4290. this.x = sx;
  4291. this.y = sy;
  4292. this.z = sz;
  4293. return this;
  4294. }
  4295. /**
  4296. * Sets the vector components from the specified matrix column.
  4297. *
  4298. * @param {Matrix4} m - The 4x4 matrix.
  4299. * @param {number} index - The column index.
  4300. * @return {Vector3} A reference to this vector.
  4301. */
  4302. setFromMatrixColumn( m, index ) {
  4303. return this.fromArray( m.elements, index * 4 );
  4304. }
  4305. /**
  4306. * Sets the vector components from the specified matrix column.
  4307. *
  4308. * @param {Matrix3} m - The 3x3 matrix.
  4309. * @param {number} index - The column index.
  4310. * @return {Vector3} A reference to this vector.
  4311. */
  4312. setFromMatrix3Column( m, index ) {
  4313. return this.fromArray( m.elements, index * 3 );
  4314. }
  4315. /**
  4316. * Sets the vector components from the given Euler angles.
  4317. *
  4318. * @param {Euler} e - The Euler angles to set.
  4319. * @return {Vector3} A reference to this vector.
  4320. */
  4321. setFromEuler( e ) {
  4322. this.x = e._x;
  4323. this.y = e._y;
  4324. this.z = e._z;
  4325. return this;
  4326. }
  4327. /**
  4328. * Sets the vector components from the RGB components of the
  4329. * given color.
  4330. *
  4331. * @param {Color} c - The color to set.
  4332. * @return {Vector3} A reference to this vector.
  4333. */
  4334. setFromColor( c ) {
  4335. this.x = c.r;
  4336. this.y = c.g;
  4337. this.z = c.b;
  4338. return this;
  4339. }
  4340. /**
  4341. * Returns `true` if this vector is equal with the given one.
  4342. *
  4343. * @param {Vector3} v - The vector to test for equality.
  4344. * @return {boolean} Whether this vector is equal with the given one.
  4345. */
  4346. equals( v ) {
  4347. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  4348. }
  4349. /**
  4350. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`
  4351. * and z value to be `array[ offset + 2 ]`.
  4352. *
  4353. * @param {Array<number>} array - An array holding the vector component values.
  4354. * @param {number} [offset=0] - The offset into the array.
  4355. * @return {Vector3} A reference to this vector.
  4356. */
  4357. fromArray( array, offset = 0 ) {
  4358. this.x = array[ offset ];
  4359. this.y = array[ offset + 1 ];
  4360. this.z = array[ offset + 2 ];
  4361. return this;
  4362. }
  4363. /**
  4364. * Writes the components of this vector to the given array. If no array is provided,
  4365. * the method returns a new instance.
  4366. *
  4367. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  4368. * @param {number} [offset=0] - Index of the first element in the array.
  4369. * @return {Array<number>} The vector components.
  4370. */
  4371. toArray( array = [], offset = 0 ) {
  4372. array[ offset ] = this.x;
  4373. array[ offset + 1 ] = this.y;
  4374. array[ offset + 2 ] = this.z;
  4375. return array;
  4376. }
  4377. /**
  4378. * Sets the components of this vector from the given buffer attribute.
  4379. *
  4380. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  4381. * @param {number} index - The index into the attribute.
  4382. * @return {Vector3} A reference to this vector.
  4383. */
  4384. fromBufferAttribute( attribute, index ) {
  4385. this.x = attribute.getX( index );
  4386. this.y = attribute.getY( index );
  4387. this.z = attribute.getZ( index );
  4388. return this;
  4389. }
  4390. /**
  4391. * Sets each component of this vector to a pseudo-random value between `0` and
  4392. * `1`, excluding `1`.
  4393. *
  4394. * @return {Vector3} A reference to this vector.
  4395. */
  4396. random() {
  4397. this.x = Math.random();
  4398. this.y = Math.random();
  4399. this.z = Math.random();
  4400. return this;
  4401. }
  4402. /**
  4403. * Sets this vector to a uniformly random point on a unit sphere.
  4404. *
  4405. * @return {Vector3} A reference to this vector.
  4406. */
  4407. randomDirection() {
  4408. // https://mathworld.wolfram.com/SpherePointPicking.html
  4409. const theta = Math.random() * Math.PI * 2;
  4410. const u = Math.random() * 2 - 1;
  4411. const c = Math.sqrt( 1 - u * u );
  4412. this.x = c * Math.cos( theta );
  4413. this.y = u;
  4414. this.z = c * Math.sin( theta );
  4415. return this;
  4416. }
  4417. *[ Symbol.iterator ]() {
  4418. yield this.x;
  4419. yield this.y;
  4420. yield this.z;
  4421. }
  4422. }
  4423. const _vector$c = /*@__PURE__*/ new Vector3();
  4424. const _quaternion$4 = /*@__PURE__*/ new Quaternion();
  4425. /**
  4426. * Represents a 3x3 matrix.
  4427. *
  4428. * A Note on Row-Major and Column-Major Ordering:
  4429. *
  4430. * The constructor and {@link Matrix3#set} method take arguments in
  4431. * [row-major]{@link https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order}
  4432. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  4433. * This means that calling:
  4434. * ```js
  4435. * const m = new THREE.Matrix();
  4436. * m.set( 11, 12, 13,
  4437. * 21, 22, 23,
  4438. * 31, 32, 33 );
  4439. * ```
  4440. * will result in the elements array containing:
  4441. * ```js
  4442. * m.elements = [ 11, 21, 31,
  4443. * 12, 22, 32,
  4444. * 13, 23, 33 ];
  4445. * ```
  4446. * and internally all calculations are performed using column-major ordering.
  4447. * However, as the actual ordering makes no difference mathematically and
  4448. * most people are used to thinking about matrices in row-major order, the
  4449. * three.js documentation shows matrices in row-major order. Just bear in
  4450. * mind that if you are reading the source code, you'll have to take the
  4451. * transpose of any matrices outlined here to make sense of the calculations.
  4452. */
  4453. class Matrix3 {
  4454. /**
  4455. * Constructs a new 3x3 matrix. The arguments are supposed to be
  4456. * in row-major order. If no arguments are provided, the constructor
  4457. * initializes the matrix as an identity matrix.
  4458. *
  4459. * @param {number} [n11] - 1-1 matrix element.
  4460. * @param {number} [n12] - 1-2 matrix element.
  4461. * @param {number} [n13] - 1-3 matrix element.
  4462. * @param {number} [n21] - 2-1 matrix element.
  4463. * @param {number} [n22] - 2-2 matrix element.
  4464. * @param {number} [n23] - 2-3 matrix element.
  4465. * @param {number} [n31] - 3-1 matrix element.
  4466. * @param {number} [n32] - 3-2 matrix element.
  4467. * @param {number} [n33] - 3-3 matrix element.
  4468. */
  4469. constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  4470. /**
  4471. * This flag can be used for type testing.
  4472. *
  4473. * @type {boolean}
  4474. * @readonly
  4475. * @default true
  4476. */
  4477. Matrix3.prototype.isMatrix3 = true;
  4478. /**
  4479. * A column-major list of matrix values.
  4480. *
  4481. * @type {Array<number>}
  4482. */
  4483. this.elements = [
  4484. 1, 0, 0,
  4485. 0, 1, 0,
  4486. 0, 0, 1
  4487. ];
  4488. if ( n11 !== undefined ) {
  4489. this.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );
  4490. }
  4491. }
  4492. /**
  4493. * Sets the elements of the matrix.The arguments are supposed to be
  4494. * in row-major order.
  4495. *
  4496. * @param {number} [n11] - 1-1 matrix element.
  4497. * @param {number} [n12] - 1-2 matrix element.
  4498. * @param {number} [n13] - 1-3 matrix element.
  4499. * @param {number} [n21] - 2-1 matrix element.
  4500. * @param {number} [n22] - 2-2 matrix element.
  4501. * @param {number} [n23] - 2-3 matrix element.
  4502. * @param {number} [n31] - 3-1 matrix element.
  4503. * @param {number} [n32] - 3-2 matrix element.
  4504. * @param {number} [n33] - 3-3 matrix element.
  4505. * @return {Matrix3} A reference to this matrix.
  4506. */
  4507. set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  4508. const te = this.elements;
  4509. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  4510. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  4511. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  4512. return this;
  4513. }
  4514. /**
  4515. * Sets this matrix to the 3x3 identity matrix.
  4516. *
  4517. * @return {Matrix3} A reference to this matrix.
  4518. */
  4519. identity() {
  4520. this.set(
  4521. 1, 0, 0,
  4522. 0, 1, 0,
  4523. 0, 0, 1
  4524. );
  4525. return this;
  4526. }
  4527. /**
  4528. * Copies the values of the given matrix to this instance.
  4529. *
  4530. * @param {Matrix3} m - The matrix to copy.
  4531. * @return {Matrix3} A reference to this matrix.
  4532. */
  4533. copy( m ) {
  4534. const te = this.elements;
  4535. const me = m.elements;
  4536. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  4537. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  4538. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  4539. return this;
  4540. }
  4541. /**
  4542. * Extracts the basis of this matrix into the three axis vectors provided.
  4543. *
  4544. * @param {Vector3} xAxis - The basis's x axis.
  4545. * @param {Vector3} yAxis - The basis's y axis.
  4546. * @param {Vector3} zAxis - The basis's z axis.
  4547. * @return {Matrix3} A reference to this matrix.
  4548. */
  4549. extractBasis( xAxis, yAxis, zAxis ) {
  4550. xAxis.setFromMatrix3Column( this, 0 );
  4551. yAxis.setFromMatrix3Column( this, 1 );
  4552. zAxis.setFromMatrix3Column( this, 2 );
  4553. return this;
  4554. }
  4555. /**
  4556. * Set this matrix to the upper 3x3 matrix of the given 4x4 matrix.
  4557. *
  4558. * @param {Matrix4} m - The 4x4 matrix.
  4559. * @return {Matrix3} A reference to this matrix.
  4560. */
  4561. setFromMatrix4( m ) {
  4562. const me = m.elements;
  4563. this.set(
  4564. me[ 0 ], me[ 4 ], me[ 8 ],
  4565. me[ 1 ], me[ 5 ], me[ 9 ],
  4566. me[ 2 ], me[ 6 ], me[ 10 ]
  4567. );
  4568. return this;
  4569. }
  4570. /**
  4571. * Post-multiplies this matrix by the given 3x3 matrix.
  4572. *
  4573. * @param {Matrix3} m - The matrix to multiply with.
  4574. * @return {Matrix3} A reference to this matrix.
  4575. */
  4576. multiply( m ) {
  4577. return this.multiplyMatrices( this, m );
  4578. }
  4579. /**
  4580. * Pre-multiplies this matrix by the given 3x3 matrix.
  4581. *
  4582. * @param {Matrix3} m - The matrix to multiply with.
  4583. * @return {Matrix3} A reference to this matrix.
  4584. */
  4585. premultiply( m ) {
  4586. return this.multiplyMatrices( m, this );
  4587. }
  4588. /**
  4589. * Multiples the given 3x3 matrices and stores the result
  4590. * in this matrix.
  4591. *
  4592. * @param {Matrix3} a - The first matrix.
  4593. * @param {Matrix3} b - The second matrix.
  4594. * @return {Matrix3} A reference to this matrix.
  4595. */
  4596. multiplyMatrices( a, b ) {
  4597. const ae = a.elements;
  4598. const be = b.elements;
  4599. const te = this.elements;
  4600. const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  4601. const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  4602. const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  4603. const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  4604. const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  4605. const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  4606. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  4607. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  4608. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  4609. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  4610. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  4611. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  4612. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  4613. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  4614. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  4615. return this;
  4616. }
  4617. /**
  4618. * Multiplies every component of the matrix by the given scalar.
  4619. *
  4620. * @param {number} s - The scalar.
  4621. * @return {Matrix3} A reference to this matrix.
  4622. */
  4623. multiplyScalar( s ) {
  4624. const te = this.elements;
  4625. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  4626. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  4627. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  4628. return this;
  4629. }
  4630. /**
  4631. * Computes and returns the determinant of this matrix.
  4632. *
  4633. * @return {number} The determinant.
  4634. */
  4635. determinant() {
  4636. const te = this.elements;
  4637. const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  4638. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  4639. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  4640. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  4641. }
  4642. /**
  4643. * Inverts this matrix, using the [analytic method]{@link https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution}.
  4644. * You can not invert with a determinant of zero. If you attempt this, the method produces
  4645. * a zero matrix instead.
  4646. *
  4647. * @return {Matrix3} A reference to this matrix.
  4648. */
  4649. invert() {
  4650. const te = this.elements,
  4651. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],
  4652. n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],
  4653. n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],
  4654. t11 = n33 * n22 - n32 * n23,
  4655. t12 = n32 * n13 - n33 * n12,
  4656. t13 = n23 * n12 - n22 * n13,
  4657. det = n11 * t11 + n21 * t12 + n31 * t13;
  4658. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  4659. const detInv = 1 / det;
  4660. te[ 0 ] = t11 * detInv;
  4661. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  4662. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  4663. te[ 3 ] = t12 * detInv;
  4664. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  4665. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  4666. te[ 6 ] = t13 * detInv;
  4667. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  4668. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  4669. return this;
  4670. }
  4671. /**
  4672. * Transposes this matrix in place.
  4673. *
  4674. * @return {Matrix3} A reference to this matrix.
  4675. */
  4676. transpose() {
  4677. let tmp;
  4678. const m = this.elements;
  4679. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  4680. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  4681. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  4682. return this;
  4683. }
  4684. /**
  4685. * Computes the normal matrix which is the inverse transpose of the upper
  4686. * left 3x3 portion of the given 4x4 matrix.
  4687. *
  4688. * @param {Matrix4} matrix4 - The 4x4 matrix.
  4689. * @return {Matrix3} A reference to this matrix.
  4690. */
  4691. getNormalMatrix( matrix4 ) {
  4692. return this.setFromMatrix4( matrix4 ).invert().transpose();
  4693. }
  4694. /**
  4695. * Transposes this matrix into the supplied array, and returns itself unchanged.
  4696. *
  4697. * @param {Array<number>} r - An array to store the transposed matrix elements.
  4698. * @return {Matrix3} A reference to this matrix.
  4699. */
  4700. transposeIntoArray( r ) {
  4701. const m = this.elements;
  4702. r[ 0 ] = m[ 0 ];
  4703. r[ 1 ] = m[ 3 ];
  4704. r[ 2 ] = m[ 6 ];
  4705. r[ 3 ] = m[ 1 ];
  4706. r[ 4 ] = m[ 4 ];
  4707. r[ 5 ] = m[ 7 ];
  4708. r[ 6 ] = m[ 2 ];
  4709. r[ 7 ] = m[ 5 ];
  4710. r[ 8 ] = m[ 8 ];
  4711. return this;
  4712. }
  4713. /**
  4714. * Sets the UV transform matrix from offset, repeat, rotation, and center.
  4715. *
  4716. * @param {number} tx - Offset x.
  4717. * @param {number} ty - Offset y.
  4718. * @param {number} sx - Repeat x.
  4719. * @param {number} sy - Repeat y.
  4720. * @param {number} rotation - Rotation, in radians. Positive values rotate counterclockwise.
  4721. * @param {number} cx - Center x of rotation.
  4722. * @param {number} cy - Center y of rotation
  4723. * @return {Matrix3} A reference to this matrix.
  4724. */
  4725. setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {
  4726. const c = Math.cos( rotation );
  4727. const s = Math.sin( rotation );
  4728. this.set(
  4729. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  4730. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  4731. 0, 0, 1
  4732. );
  4733. return this;
  4734. }
  4735. /**
  4736. * Scales this matrix with the given scalar values.
  4737. *
  4738. * @param {number} sx - The amount to scale in the X axis.
  4739. * @param {number} sy - The amount to scale in the Y axis.
  4740. * @return {Matrix3} A reference to this matrix.
  4741. */
  4742. scale( sx, sy ) {
  4743. this.premultiply( _m3.makeScale( sx, sy ) );
  4744. return this;
  4745. }
  4746. /**
  4747. * Rotates this matrix by the given angle.
  4748. *
  4749. * @param {number} theta - The rotation in radians.
  4750. * @return {Matrix3} A reference to this matrix.
  4751. */
  4752. rotate( theta ) {
  4753. this.premultiply( _m3.makeRotation( - theta ) );
  4754. return this;
  4755. }
  4756. /**
  4757. * Translates this matrix by the given scalar values.
  4758. *
  4759. * @param {number} tx - The amount to translate in the X axis.
  4760. * @param {number} ty - The amount to translate in the Y axis.
  4761. * @return {Matrix3} A reference to this matrix.
  4762. */
  4763. translate( tx, ty ) {
  4764. this.premultiply( _m3.makeTranslation( tx, ty ) );
  4765. return this;
  4766. }
  4767. // for 2D Transforms
  4768. /**
  4769. * Sets this matrix as a 2D translation transform.
  4770. *
  4771. * @param {number|Vector2} x - The amount to translate in the X axis or alternatively a translation vector.
  4772. * @param {number} y - The amount to translate in the Y axis.
  4773. * @return {Matrix3} A reference to this matrix.
  4774. */
  4775. makeTranslation( x, y ) {
  4776. if ( x.isVector2 ) {
  4777. this.set(
  4778. 1, 0, x.x,
  4779. 0, 1, x.y,
  4780. 0, 0, 1
  4781. );
  4782. } else {
  4783. this.set(
  4784. 1, 0, x,
  4785. 0, 1, y,
  4786. 0, 0, 1
  4787. );
  4788. }
  4789. return this;
  4790. }
  4791. /**
  4792. * Sets this matrix as a 2D rotational transformation.
  4793. *
  4794. * @param {number} theta - The rotation in radians.
  4795. * @return {Matrix3} A reference to this matrix.
  4796. */
  4797. makeRotation( theta ) {
  4798. // counterclockwise
  4799. const c = Math.cos( theta );
  4800. const s = Math.sin( theta );
  4801. this.set(
  4802. c, - s, 0,
  4803. s, c, 0,
  4804. 0, 0, 1
  4805. );
  4806. return this;
  4807. }
  4808. /**
  4809. * Sets this matrix as a 2D scale transform.
  4810. *
  4811. * @param {number} x - The amount to scale in the X axis.
  4812. * @param {number} y - The amount to scale in the Y axis.
  4813. * @return {Matrix3} A reference to this matrix.
  4814. */
  4815. makeScale( x, y ) {
  4816. this.set(
  4817. x, 0, 0,
  4818. 0, y, 0,
  4819. 0, 0, 1
  4820. );
  4821. return this;
  4822. }
  4823. /**
  4824. * Returns `true` if this matrix is equal with the given one.
  4825. *
  4826. * @param {Matrix3} matrix - The matrix to test for equality.
  4827. * @return {boolean} Whether this matrix is equal with the given one.
  4828. */
  4829. equals( matrix ) {
  4830. const te = this.elements;
  4831. const me = matrix.elements;
  4832. for ( let i = 0; i < 9; i ++ ) {
  4833. if ( te[ i ] !== me[ i ] ) return false;
  4834. }
  4835. return true;
  4836. }
  4837. /**
  4838. * Sets the elements of the matrix from the given array.
  4839. *
  4840. * @param {Array<number>} array - The matrix elements in column-major order.
  4841. * @param {number} [offset=0] - Index of the first element in the array.
  4842. * @return {Matrix3} A reference to this matrix.
  4843. */
  4844. fromArray( array, offset = 0 ) {
  4845. for ( let i = 0; i < 9; i ++ ) {
  4846. this.elements[ i ] = array[ i + offset ];
  4847. }
  4848. return this;
  4849. }
  4850. /**
  4851. * Writes the elements of this matrix to the given array. If no array is provided,
  4852. * the method returns a new instance.
  4853. *
  4854. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  4855. * @param {number} [offset=0] - Index of the first element in the array.
  4856. * @return {Array<number>} The matrix elements in column-major order.
  4857. */
  4858. toArray( array = [], offset = 0 ) {
  4859. const te = this.elements;
  4860. array[ offset ] = te[ 0 ];
  4861. array[ offset + 1 ] = te[ 1 ];
  4862. array[ offset + 2 ] = te[ 2 ];
  4863. array[ offset + 3 ] = te[ 3 ];
  4864. array[ offset + 4 ] = te[ 4 ];
  4865. array[ offset + 5 ] = te[ 5 ];
  4866. array[ offset + 6 ] = te[ 6 ];
  4867. array[ offset + 7 ] = te[ 7 ];
  4868. array[ offset + 8 ] = te[ 8 ];
  4869. return array;
  4870. }
  4871. /**
  4872. * Returns a matrix with copied values from this instance.
  4873. *
  4874. * @return {Matrix3} A clone of this instance.
  4875. */
  4876. clone() {
  4877. return new this.constructor().fromArray( this.elements );
  4878. }
  4879. }
  4880. const _m3 = /*@__PURE__*/ new Matrix3();
  4881. function arrayNeedsUint32( array ) {
  4882. // assumes larger values usually on last
  4883. for ( let i = array.length - 1; i >= 0; -- i ) {
  4884. if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565
  4885. }
  4886. return false;
  4887. }
  4888. const TYPED_ARRAYS = {
  4889. Int8Array: Int8Array,
  4890. Uint8Array: Uint8Array,
  4891. Uint8ClampedArray: Uint8ClampedArray,
  4892. Int16Array: Int16Array,
  4893. Uint16Array: Uint16Array,
  4894. Int32Array: Int32Array,
  4895. Uint32Array: Uint32Array,
  4896. Float32Array: Float32Array,
  4897. Float64Array: Float64Array
  4898. };
  4899. function getTypedArray( type, buffer ) {
  4900. return new TYPED_ARRAYS[ type ]( buffer );
  4901. }
  4902. function createElementNS( name ) {
  4903. return document.createElementNS( 'http://www.w3.org/1999/xhtml', name );
  4904. }
  4905. function createCanvasElement() {
  4906. const canvas = createElementNS( 'canvas' );
  4907. canvas.style.display = 'block';
  4908. return canvas;
  4909. }
  4910. const _cache = {};
  4911. function warnOnce( message ) {
  4912. if ( message in _cache ) return;
  4913. _cache[ message ] = true;
  4914. console.warn( message );
  4915. }
  4916. function probeAsync( gl, sync, interval ) {
  4917. return new Promise( function ( resolve, reject ) {
  4918. function probe() {
  4919. switch ( gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ) ) {
  4920. case gl.WAIT_FAILED:
  4921. reject();
  4922. break;
  4923. case gl.TIMEOUT_EXPIRED:
  4924. setTimeout( probe, interval );
  4925. break;
  4926. default:
  4927. resolve();
  4928. }
  4929. }
  4930. setTimeout( probe, interval );
  4931. } );
  4932. }
  4933. function toNormalizedProjectionMatrix( projectionMatrix ) {
  4934. const m = projectionMatrix.elements;
  4935. // Convert [-1, 1] to [0, 1] projection matrix
  4936. m[ 2 ] = 0.5 * m[ 2 ] + 0.5 * m[ 3 ];
  4937. m[ 6 ] = 0.5 * m[ 6 ] + 0.5 * m[ 7 ];
  4938. m[ 10 ] = 0.5 * m[ 10 ] + 0.5 * m[ 11 ];
  4939. m[ 14 ] = 0.5 * m[ 14 ] + 0.5 * m[ 15 ];
  4940. }
  4941. function toReversedProjectionMatrix( projectionMatrix ) {
  4942. const m = projectionMatrix.elements;
  4943. const isPerspectiveMatrix = m[ 11 ] === -1;
  4944. // Reverse [0, 1] projection matrix
  4945. if ( isPerspectiveMatrix ) {
  4946. m[ 10 ] = - m[ 10 ] - 1;
  4947. m[ 14 ] = - m[ 14 ];
  4948. } else {
  4949. m[ 10 ] = - m[ 10 ];
  4950. m[ 14 ] = - m[ 14 ] + 1;
  4951. }
  4952. }
  4953. const LINEAR_REC709_TO_XYZ = /*@__PURE__*/ new Matrix3().set(
  4954. 0.4123908, 0.3575843, 0.1804808,
  4955. 0.2126390, 0.7151687, 0.0721923,
  4956. 0.0193308, 0.1191948, 0.9505322
  4957. );
  4958. const XYZ_TO_LINEAR_REC709 = /*@__PURE__*/ new Matrix3().set(
  4959. 3.2409699, -1.5373832, -0.4986108,
  4960. -0.9692436, 1.8759675, 0.0415551,
  4961. 0.0556301, -0.203977, 1.0569715
  4962. );
  4963. function createColorManagement() {
  4964. const ColorManagement = {
  4965. enabled: true,
  4966. workingColorSpace: LinearSRGBColorSpace,
  4967. /**
  4968. * Implementations of supported color spaces.
  4969. *
  4970. * Required:
  4971. * - primaries: chromaticity coordinates [ rx ry gx gy bx by ]
  4972. * - whitePoint: reference white [ x y ]
  4973. * - transfer: transfer function (pre-defined)
  4974. * - toXYZ: Matrix3 RGB to XYZ transform
  4975. * - fromXYZ: Matrix3 XYZ to RGB transform
  4976. * - luminanceCoefficients: RGB luminance coefficients
  4977. *
  4978. * Optional:
  4979. * - outputColorSpaceConfig: { drawingBufferColorSpace: ColorSpace }
  4980. * - workingColorSpaceConfig: { unpackColorSpace: ColorSpace }
  4981. *
  4982. * Reference:
  4983. * - https://www.russellcottrell.com/photo/matrixCalculator.htm
  4984. */
  4985. spaces: {},
  4986. convert: function ( color, sourceColorSpace, targetColorSpace ) {
  4987. if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {
  4988. return color;
  4989. }
  4990. if ( this.spaces[ sourceColorSpace ].transfer === SRGBTransfer ) {
  4991. color.r = SRGBToLinear( color.r );
  4992. color.g = SRGBToLinear( color.g );
  4993. color.b = SRGBToLinear( color.b );
  4994. }
  4995. if ( this.spaces[ sourceColorSpace ].primaries !== this.spaces[ targetColorSpace ].primaries ) {
  4996. color.applyMatrix3( this.spaces[ sourceColorSpace ].toXYZ );
  4997. color.applyMatrix3( this.spaces[ targetColorSpace ].fromXYZ );
  4998. }
  4999. if ( this.spaces[ targetColorSpace ].transfer === SRGBTransfer ) {
  5000. color.r = LinearToSRGB( color.r );
  5001. color.g = LinearToSRGB( color.g );
  5002. color.b = LinearToSRGB( color.b );
  5003. }
  5004. return color;
  5005. },
  5006. workingToColorSpace: function ( color, targetColorSpace ) {
  5007. return this.convert( color, this.workingColorSpace, targetColorSpace );
  5008. },
  5009. colorSpaceToWorking: function ( color, sourceColorSpace ) {
  5010. return this.convert( color, sourceColorSpace, this.workingColorSpace );
  5011. },
  5012. getPrimaries: function ( colorSpace ) {
  5013. return this.spaces[ colorSpace ].primaries;
  5014. },
  5015. getTransfer: function ( colorSpace ) {
  5016. if ( colorSpace === NoColorSpace ) return LinearTransfer;
  5017. return this.spaces[ colorSpace ].transfer;
  5018. },
  5019. getLuminanceCoefficients: function ( target, colorSpace = this.workingColorSpace ) {
  5020. return target.fromArray( this.spaces[ colorSpace ].luminanceCoefficients );
  5021. },
  5022. define: function ( colorSpaces ) {
  5023. Object.assign( this.spaces, colorSpaces );
  5024. },
  5025. // Internal APIs
  5026. _getMatrix: function ( targetMatrix, sourceColorSpace, targetColorSpace ) {
  5027. return targetMatrix
  5028. .copy( this.spaces[ sourceColorSpace ].toXYZ )
  5029. .multiply( this.spaces[ targetColorSpace ].fromXYZ );
  5030. },
  5031. _getDrawingBufferColorSpace: function ( colorSpace ) {
  5032. return this.spaces[ colorSpace ].outputColorSpaceConfig.drawingBufferColorSpace;
  5033. },
  5034. _getUnpackColorSpace: function ( colorSpace = this.workingColorSpace ) {
  5035. return this.spaces[ colorSpace ].workingColorSpaceConfig.unpackColorSpace;
  5036. },
  5037. // Deprecated
  5038. fromWorkingColorSpace: function ( color, targetColorSpace ) {
  5039. warnOnce( 'THREE.ColorManagement: .fromWorkingColorSpace() has been renamed to .workingToColorSpace().' ); // @deprecated, r177
  5040. return ColorManagement.workingToColorSpace( color, targetColorSpace );
  5041. },
  5042. toWorkingColorSpace: function ( color, sourceColorSpace ) {
  5043. warnOnce( 'THREE.ColorManagement: .toWorkingColorSpace() has been renamed to .colorSpaceToWorking().' ); // @deprecated, r177
  5044. return ColorManagement.colorSpaceToWorking( color, sourceColorSpace );
  5045. },
  5046. };
  5047. /******************************************************************************
  5048. * sRGB definitions
  5049. */
  5050. const REC709_PRIMARIES = [ 0.640, 0.330, 0.300, 0.600, 0.150, 0.060 ];
  5051. const REC709_LUMINANCE_COEFFICIENTS = [ 0.2126, 0.7152, 0.0722 ];
  5052. const D65 = [ 0.3127, 0.3290 ];
  5053. ColorManagement.define( {
  5054. [ LinearSRGBColorSpace ]: {
  5055. primaries: REC709_PRIMARIES,
  5056. whitePoint: D65,
  5057. transfer: LinearTransfer,
  5058. toXYZ: LINEAR_REC709_TO_XYZ,
  5059. fromXYZ: XYZ_TO_LINEAR_REC709,
  5060. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  5061. workingColorSpaceConfig: { unpackColorSpace: SRGBColorSpace },
  5062. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  5063. },
  5064. [ SRGBColorSpace ]: {
  5065. primaries: REC709_PRIMARIES,
  5066. whitePoint: D65,
  5067. transfer: SRGBTransfer,
  5068. toXYZ: LINEAR_REC709_TO_XYZ,
  5069. fromXYZ: XYZ_TO_LINEAR_REC709,
  5070. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  5071. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  5072. },
  5073. } );
  5074. return ColorManagement;
  5075. }
  5076. const ColorManagement = /*@__PURE__*/ createColorManagement();
  5077. function SRGBToLinear( c ) {
  5078. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  5079. }
  5080. function LinearToSRGB( c ) {
  5081. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  5082. }
  5083. let _canvas;
  5084. /**
  5085. * A class containing utility functions for images.
  5086. *
  5087. * @hideconstructor
  5088. */
  5089. class ImageUtils {
  5090. /**
  5091. * Returns a data URI containing a representation of the given image.
  5092. *
  5093. * @param {(HTMLImageElement|HTMLCanvasElement)} image - The image object.
  5094. * @param {string} [type='image/png'] - Indicates the image format.
  5095. * @return {string} The data URI.
  5096. */
  5097. static getDataURL( image, type = 'image/png' ) {
  5098. if ( /^data:/i.test( image.src ) ) {
  5099. return image.src;
  5100. }
  5101. if ( typeof HTMLCanvasElement === 'undefined' ) {
  5102. return image.src;
  5103. }
  5104. let canvas;
  5105. if ( image instanceof HTMLCanvasElement ) {
  5106. canvas = image;
  5107. } else {
  5108. if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );
  5109. _canvas.width = image.width;
  5110. _canvas.height = image.height;
  5111. const context = _canvas.getContext( '2d' );
  5112. if ( image instanceof ImageData ) {
  5113. context.putImageData( image, 0, 0 );
  5114. } else {
  5115. context.drawImage( image, 0, 0, image.width, image.height );
  5116. }
  5117. canvas = _canvas;
  5118. }
  5119. return canvas.toDataURL( type );
  5120. }
  5121. /**
  5122. * Converts the given sRGB image data to linear color space.
  5123. *
  5124. * @param {(HTMLImageElement|HTMLCanvasElement|ImageBitmap|Object)} image - The image object.
  5125. * @return {HTMLCanvasElement|Object} The converted image.
  5126. */
  5127. static sRGBToLinear( image ) {
  5128. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  5129. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  5130. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  5131. const canvas = createElementNS( 'canvas' );
  5132. canvas.width = image.width;
  5133. canvas.height = image.height;
  5134. const context = canvas.getContext( '2d' );
  5135. context.drawImage( image, 0, 0, image.width, image.height );
  5136. const imageData = context.getImageData( 0, 0, image.width, image.height );
  5137. const data = imageData.data;
  5138. for ( let i = 0; i < data.length; i ++ ) {
  5139. data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;
  5140. }
  5141. context.putImageData( imageData, 0, 0 );
  5142. return canvas;
  5143. } else if ( image.data ) {
  5144. const data = image.data.slice( 0 );
  5145. for ( let i = 0; i < data.length; i ++ ) {
  5146. if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {
  5147. data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );
  5148. } else {
  5149. // assuming float
  5150. data[ i ] = SRGBToLinear( data[ i ] );
  5151. }
  5152. }
  5153. return {
  5154. data: data,
  5155. width: image.width,
  5156. height: image.height
  5157. };
  5158. } else {
  5159. console.warn( 'THREE.ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );
  5160. return image;
  5161. }
  5162. }
  5163. }
  5164. let _sourceId = 0;
  5165. /**
  5166. * Represents the data source of a texture.
  5167. *
  5168. * The main purpose of this class is to decouple the data definition from the texture
  5169. * definition so the same data can be used with multiple texture instances.
  5170. */
  5171. class Source {
  5172. /**
  5173. * Constructs a new video texture.
  5174. *
  5175. * @param {any} [data=null] - The data definition of a texture.
  5176. */
  5177. constructor( data = null ) {
  5178. /**
  5179. * This flag can be used for type testing.
  5180. *
  5181. * @type {boolean}
  5182. * @readonly
  5183. * @default true
  5184. */
  5185. this.isSource = true;
  5186. /**
  5187. * The ID of the source.
  5188. *
  5189. * @name Source#id
  5190. * @type {number}
  5191. * @readonly
  5192. */
  5193. Object.defineProperty( this, 'id', { value: _sourceId ++ } );
  5194. /**
  5195. * The UUID of the source.
  5196. *
  5197. * @type {string}
  5198. * @readonly
  5199. */
  5200. this.uuid = generateUUID();
  5201. /**
  5202. * The data definition of a texture.
  5203. *
  5204. * @type {any}
  5205. */
  5206. this.data = data;
  5207. /**
  5208. * This property is only relevant when {@link Source#needsUpdate} is set to `true` and
  5209. * provides more control on how texture data should be processed. When `dataReady` is set
  5210. * to `false`, the engine performs the memory allocation (if necessary) but does not transfer
  5211. * the data into the GPU memory.
  5212. *
  5213. * @type {boolean}
  5214. * @default true
  5215. */
  5216. this.dataReady = true;
  5217. /**
  5218. * This starts at `0` and counts how many times {@link Source#needsUpdate} is set to `true`.
  5219. *
  5220. * @type {number}
  5221. * @readonly
  5222. * @default 0
  5223. */
  5224. this.version = 0;
  5225. }
  5226. getSize( target ) {
  5227. const data = this.data;
  5228. if ( data instanceof HTMLVideoElement ) {
  5229. target.set( data.videoWidth, data.videoHeight );
  5230. } else if ( data !== null ) {
  5231. target.set( data.width, data.height, data.depth || 0 );
  5232. } else {
  5233. target.set( 0, 0, 0 );
  5234. }
  5235. return target;
  5236. }
  5237. /**
  5238. * When the property is set to `true`, the engine allocates the memory
  5239. * for the texture (if necessary) and triggers the actual texture upload
  5240. * to the GPU next time the source is used.
  5241. *
  5242. * @type {boolean}
  5243. * @default false
  5244. * @param {boolean} value
  5245. */
  5246. set needsUpdate( value ) {
  5247. if ( value === true ) this.version ++;
  5248. }
  5249. /**
  5250. * Serializes the source into JSON.
  5251. *
  5252. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  5253. * @return {Object} A JSON object representing the serialized source.
  5254. * @see {@link ObjectLoader#parse}
  5255. */
  5256. toJSON( meta ) {
  5257. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  5258. if ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {
  5259. return meta.images[ this.uuid ];
  5260. }
  5261. const output = {
  5262. uuid: this.uuid,
  5263. url: ''
  5264. };
  5265. const data = this.data;
  5266. if ( data !== null ) {
  5267. let url;
  5268. if ( Array.isArray( data ) ) {
  5269. // cube texture
  5270. url = [];
  5271. for ( let i = 0, l = data.length; i < l; i ++ ) {
  5272. if ( data[ i ].isDataTexture ) {
  5273. url.push( serializeImage( data[ i ].image ) );
  5274. } else {
  5275. url.push( serializeImage( data[ i ] ) );
  5276. }
  5277. }
  5278. } else {
  5279. // texture
  5280. url = serializeImage( data );
  5281. }
  5282. output.url = url;
  5283. }
  5284. if ( ! isRootObject ) {
  5285. meta.images[ this.uuid ] = output;
  5286. }
  5287. return output;
  5288. }
  5289. }
  5290. function serializeImage( image ) {
  5291. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  5292. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  5293. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  5294. // default images
  5295. return ImageUtils.getDataURL( image );
  5296. } else {
  5297. if ( image.data ) {
  5298. // images of DataTexture
  5299. return {
  5300. data: Array.from( image.data ),
  5301. width: image.width,
  5302. height: image.height,
  5303. type: image.data.constructor.name
  5304. };
  5305. } else {
  5306. console.warn( 'THREE.Texture: Unable to serialize Texture.' );
  5307. return {};
  5308. }
  5309. }
  5310. }
  5311. let _textureId = 0;
  5312. const _tempVec3 = /*@__PURE__*/ new Vector3();
  5313. /**
  5314. * Base class for all textures.
  5315. *
  5316. * Note: After the initial use of a texture, its dimensions, format, and type
  5317. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  5318. *
  5319. * @augments EventDispatcher
  5320. */
  5321. class Texture extends EventDispatcher {
  5322. /**
  5323. * Constructs a new texture.
  5324. *
  5325. * @param {?Object} [image=Texture.DEFAULT_IMAGE] - The image holding the texture data.
  5326. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  5327. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  5328. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  5329. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  5330. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  5331. * @param {number} [format=RGBAFormat] - The texture format.
  5332. * @param {number} [type=UnsignedByteType] - The texture type.
  5333. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  5334. * @param {string} [colorSpace=NoColorSpace] - The color space.
  5335. */
  5336. constructor( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = Texture.DEFAULT_ANISOTROPY, colorSpace = NoColorSpace ) {
  5337. super();
  5338. /**
  5339. * This flag can be used for type testing.
  5340. *
  5341. * @type {boolean}
  5342. * @readonly
  5343. * @default true
  5344. */
  5345. this.isTexture = true;
  5346. /**
  5347. * The ID of the texture.
  5348. *
  5349. * @name Texture#id
  5350. * @type {number}
  5351. * @readonly
  5352. */
  5353. Object.defineProperty( this, 'id', { value: _textureId ++ } );
  5354. /**
  5355. * The UUID of the material.
  5356. *
  5357. * @type {string}
  5358. * @readonly
  5359. */
  5360. this.uuid = generateUUID();
  5361. /**
  5362. * The name of the material.
  5363. *
  5364. * @type {string}
  5365. */
  5366. this.name = '';
  5367. /**
  5368. * The data definition of a texture. A reference to the data source can be
  5369. * shared across textures. This is often useful in context of spritesheets
  5370. * where multiple textures render the same data but with different texture
  5371. * transformations.
  5372. *
  5373. * @type {Source}
  5374. */
  5375. this.source = new Source( image );
  5376. /**
  5377. * An array holding user-defined mipmaps.
  5378. *
  5379. * @type {Array<Object>}
  5380. */
  5381. this.mipmaps = [];
  5382. /**
  5383. * How the texture is applied to the object. The value `UVMapping`
  5384. * is the default, where texture or uv coordinates are used to apply the map.
  5385. *
  5386. * @type {(UVMapping|CubeReflectionMapping|CubeRefractionMapping|EquirectangularReflectionMapping|EquirectangularRefractionMapping|CubeUVReflectionMapping)}
  5387. * @default UVMapping
  5388. */
  5389. this.mapping = mapping;
  5390. /**
  5391. * Lets you select the uv attribute to map the texture to. `0` for `uv`,
  5392. * `1` for `uv1`, `2` for `uv2` and `3` for `uv3`.
  5393. *
  5394. * @type {number}
  5395. * @default 0
  5396. */
  5397. this.channel = 0;
  5398. /**
  5399. * This defines how the texture is wrapped horizontally and corresponds to
  5400. * *U* in UV mapping.
  5401. *
  5402. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5403. * @default ClampToEdgeWrapping
  5404. */
  5405. this.wrapS = wrapS;
  5406. /**
  5407. * This defines how the texture is wrapped horizontally and corresponds to
  5408. * *V* in UV mapping.
  5409. *
  5410. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5411. * @default ClampToEdgeWrapping
  5412. */
  5413. this.wrapT = wrapT;
  5414. /**
  5415. * How the texture is sampled when a texel covers more than one pixel.
  5416. *
  5417. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5418. * @default LinearFilter
  5419. */
  5420. this.magFilter = magFilter;
  5421. /**
  5422. * How the texture is sampled when a texel covers less than one pixel.
  5423. *
  5424. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5425. * @default LinearMipmapLinearFilter
  5426. */
  5427. this.minFilter = minFilter;
  5428. /**
  5429. * The number of samples taken along the axis through the pixel that has the
  5430. * highest density of texels. By default, this value is `1`. A higher value
  5431. * gives a less blurry result than a basic mipmap, at the cost of more
  5432. * texture samples being used.
  5433. *
  5434. * @type {number}
  5435. * @default 0
  5436. */
  5437. this.anisotropy = anisotropy;
  5438. /**
  5439. * The format of the texture.
  5440. *
  5441. * @type {number}
  5442. * @default RGBAFormat
  5443. */
  5444. this.format = format;
  5445. /**
  5446. * The default internal format is derived from {@link Texture#format} and {@link Texture#type} and
  5447. * defines how the texture data is going to be stored on the GPU.
  5448. *
  5449. * This property allows to overwrite the default format.
  5450. *
  5451. * @type {?string}
  5452. * @default null
  5453. */
  5454. this.internalFormat = null;
  5455. /**
  5456. * The data type of the texture.
  5457. *
  5458. * @type {number}
  5459. * @default UnsignedByteType
  5460. */
  5461. this.type = type;
  5462. /**
  5463. * How much a single repetition of the texture is offset from the beginning,
  5464. * in each direction U and V. Typical range is `0.0` to `1.0`.
  5465. *
  5466. * @type {Vector2}
  5467. * @default (0,0)
  5468. */
  5469. this.offset = new Vector2( 0, 0 );
  5470. /**
  5471. * How many times the texture is repeated across the surface, in each
  5472. * direction U and V. If repeat is set greater than `1` in either direction,
  5473. * the corresponding wrap parameter should also be set to `RepeatWrapping`
  5474. * or `MirroredRepeatWrapping` to achieve the desired tiling effect.
  5475. *
  5476. * @type {Vector2}
  5477. * @default (1,1)
  5478. */
  5479. this.repeat = new Vector2( 1, 1 );
  5480. /**
  5481. * The point around which rotation occurs. A value of `(0.5, 0.5)` corresponds
  5482. * to the center of the texture. Default is `(0, 0)`, the lower left.
  5483. *
  5484. * @type {Vector2}
  5485. * @default (0,0)
  5486. */
  5487. this.center = new Vector2( 0, 0 );
  5488. /**
  5489. * How much the texture is rotated around the center point, in radians.
  5490. * Positive values are counter-clockwise.
  5491. *
  5492. * @type {number}
  5493. * @default 0
  5494. */
  5495. this.rotation = 0;
  5496. /**
  5497. * Whether to update the texture's uv-transformation {@link Texture#matrix}
  5498. * from the properties {@link Texture#offset}, {@link Texture#repeat},
  5499. * {@link Texture#rotation}, and {@link Texture#center}.
  5500. *
  5501. * Set this to `false` if you are specifying the uv-transform matrix directly.
  5502. *
  5503. * @type {boolean}
  5504. * @default true
  5505. */
  5506. this.matrixAutoUpdate = true;
  5507. /**
  5508. * The uv-transformation matrix of the texture.
  5509. *
  5510. * @type {Matrix3}
  5511. */
  5512. this.matrix = new Matrix3();
  5513. /**
  5514. * Whether to generate mipmaps (if possible) for a texture.
  5515. *
  5516. * Set this to `false` if you are creating mipmaps manually.
  5517. *
  5518. * @type {boolean}
  5519. * @default true
  5520. */
  5521. this.generateMipmaps = true;
  5522. /**
  5523. * If set to `true`, the alpha channel, if present, is multiplied into the
  5524. * color channels when the texture is uploaded to the GPU.
  5525. *
  5526. * Note that this property has no effect when using `ImageBitmap`. You need to
  5527. * configure premultiply alpha on bitmap creation instead.
  5528. *
  5529. * @type {boolean}
  5530. * @default false
  5531. */
  5532. this.premultiplyAlpha = false;
  5533. /**
  5534. * If set to `true`, the texture is flipped along the vertical axis when
  5535. * uploaded to the GPU.
  5536. *
  5537. * Note that this property has no effect when using `ImageBitmap`. You need to
  5538. * configure the flip on bitmap creation instead.
  5539. *
  5540. * @type {boolean}
  5541. * @default true
  5542. */
  5543. this.flipY = true;
  5544. /**
  5545. * Specifies the alignment requirements for the start of each pixel row in memory.
  5546. * The allowable values are `1` (byte-alignment), `2` (rows aligned to even-numbered bytes),
  5547. * `4` (word-alignment), and `8` (rows start on double-word boundaries).
  5548. *
  5549. * @type {number}
  5550. * @default 4
  5551. */
  5552. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  5553. /**
  5554. * Textures containing color data should be annotated with `SRGBColorSpace` or `LinearSRGBColorSpace`.
  5555. *
  5556. * @type {string}
  5557. * @default NoColorSpace
  5558. */
  5559. this.colorSpace = colorSpace;
  5560. /**
  5561. * An object that can be used to store custom data about the texture. It
  5562. * should not hold references to functions as these will not be cloned.
  5563. *
  5564. * @type {Object}
  5565. */
  5566. this.userData = {};
  5567. /**
  5568. * This can be used to only update a subregion or specific rows of the texture (for example, just the
  5569. * first 3 rows). Use the `addUpdateRange()` function to add ranges to this array.
  5570. *
  5571. * @type {Array<Object>}
  5572. */
  5573. this.updateRanges = [];
  5574. /**
  5575. * This starts at `0` and counts how many times {@link Texture#needsUpdate} is set to `true`.
  5576. *
  5577. * @type {number}
  5578. * @readonly
  5579. * @default 0
  5580. */
  5581. this.version = 0;
  5582. /**
  5583. * A callback function, called when the texture is updated (e.g., when
  5584. * {@link Texture#needsUpdate} has been set to true and then the texture is used).
  5585. *
  5586. * @type {?Function}
  5587. * @default null
  5588. */
  5589. this.onUpdate = null;
  5590. /**
  5591. * An optional back reference to the textures render target.
  5592. *
  5593. * @type {?(RenderTarget|WebGLRenderTarget)}
  5594. * @default null
  5595. */
  5596. this.renderTarget = null;
  5597. /**
  5598. * Indicates whether a texture belongs to a render target or not.
  5599. *
  5600. * @type {boolean}
  5601. * @readonly
  5602. * @default false
  5603. */
  5604. this.isRenderTargetTexture = false;
  5605. /**
  5606. * Indicates if a texture should be handled like a texture array.
  5607. *
  5608. * @type {boolean}
  5609. * @readonly
  5610. * @default false
  5611. */
  5612. this.isArrayTexture = image && image.depth && image.depth > 1 ? true : false;
  5613. /**
  5614. * Indicates whether this texture should be processed by `PMREMGenerator` or not
  5615. * (only relevant for render target textures).
  5616. *
  5617. * @type {number}
  5618. * @readonly
  5619. * @default 0
  5620. */
  5621. this.pmremVersion = 0;
  5622. }
  5623. /**
  5624. * The width of the texture in pixels.
  5625. */
  5626. get width() {
  5627. return this.source.getSize( _tempVec3 ).x;
  5628. }
  5629. /**
  5630. * The height of the texture in pixels.
  5631. */
  5632. get height() {
  5633. return this.source.getSize( _tempVec3 ).y;
  5634. }
  5635. /**
  5636. * The depth of the texture in pixels.
  5637. */
  5638. get depth() {
  5639. return this.source.getSize( _tempVec3 ).z;
  5640. }
  5641. /**
  5642. * The image object holding the texture data.
  5643. *
  5644. * @type {?Object}
  5645. */
  5646. get image() {
  5647. return this.source.data;
  5648. }
  5649. set image( value = null ) {
  5650. this.source.data = value;
  5651. }
  5652. /**
  5653. * Updates the texture transformation matrix from the from the properties {@link Texture#offset},
  5654. * {@link Texture#repeat}, {@link Texture#rotation}, and {@link Texture#center}.
  5655. */
  5656. updateMatrix() {
  5657. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  5658. }
  5659. /**
  5660. * Adds a range of data in the data texture to be updated on the GPU.
  5661. *
  5662. * @param {number} start - Position at which to start update.
  5663. * @param {number} count - The number of components to update.
  5664. */
  5665. addUpdateRange( start, count ) {
  5666. this.updateRanges.push( { start, count } );
  5667. }
  5668. /**
  5669. * Clears the update ranges.
  5670. */
  5671. clearUpdateRanges() {
  5672. this.updateRanges.length = 0;
  5673. }
  5674. /**
  5675. * Returns a new texture with copied values from this instance.
  5676. *
  5677. * @return {Texture} A clone of this instance.
  5678. */
  5679. clone() {
  5680. return new this.constructor().copy( this );
  5681. }
  5682. /**
  5683. * Copies the values of the given texture to this instance.
  5684. *
  5685. * @param {Texture} source - The texture to copy.
  5686. * @return {Texture} A reference to this instance.
  5687. */
  5688. copy( source ) {
  5689. this.name = source.name;
  5690. this.source = source.source;
  5691. this.mipmaps = source.mipmaps.slice( 0 );
  5692. this.mapping = source.mapping;
  5693. this.channel = source.channel;
  5694. this.wrapS = source.wrapS;
  5695. this.wrapT = source.wrapT;
  5696. this.magFilter = source.magFilter;
  5697. this.minFilter = source.minFilter;
  5698. this.anisotropy = source.anisotropy;
  5699. this.format = source.format;
  5700. this.internalFormat = source.internalFormat;
  5701. this.type = source.type;
  5702. this.offset.copy( source.offset );
  5703. this.repeat.copy( source.repeat );
  5704. this.center.copy( source.center );
  5705. this.rotation = source.rotation;
  5706. this.matrixAutoUpdate = source.matrixAutoUpdate;
  5707. this.matrix.copy( source.matrix );
  5708. this.generateMipmaps = source.generateMipmaps;
  5709. this.premultiplyAlpha = source.premultiplyAlpha;
  5710. this.flipY = source.flipY;
  5711. this.unpackAlignment = source.unpackAlignment;
  5712. this.colorSpace = source.colorSpace;
  5713. this.renderTarget = source.renderTarget;
  5714. this.isRenderTargetTexture = source.isRenderTargetTexture;
  5715. this.isArrayTexture = source.isArrayTexture;
  5716. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5717. this.needsUpdate = true;
  5718. return this;
  5719. }
  5720. /**
  5721. * Sets this texture's properties based on `values`.
  5722. * @param {Object} values - A container with texture parameters.
  5723. */
  5724. setValues( values ) {
  5725. for ( const key in values ) {
  5726. const newValue = values[ key ];
  5727. if ( newValue === undefined ) {
  5728. console.warn( `THREE.Texture.setValues(): parameter '${ key }' has value of undefined.` );
  5729. continue;
  5730. }
  5731. const currentValue = this[ key ];
  5732. if ( currentValue === undefined ) {
  5733. console.warn( `THREE.Texture.setValues(): property '${ key }' does not exist.` );
  5734. continue;
  5735. }
  5736. if ( ( currentValue && newValue ) && ( currentValue.isVector2 && newValue.isVector2 ) ) {
  5737. currentValue.copy( newValue );
  5738. } else if ( ( currentValue && newValue ) && ( currentValue.isVector3 && newValue.isVector3 ) ) {
  5739. currentValue.copy( newValue );
  5740. } else if ( ( currentValue && newValue ) && ( currentValue.isMatrix3 && newValue.isMatrix3 ) ) {
  5741. currentValue.copy( newValue );
  5742. } else {
  5743. this[ key ] = newValue;
  5744. }
  5745. }
  5746. }
  5747. /**
  5748. * Serializes the texture into JSON.
  5749. *
  5750. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  5751. * @return {Object} A JSON object representing the serialized texture.
  5752. * @see {@link ObjectLoader#parse}
  5753. */
  5754. toJSON( meta ) {
  5755. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  5756. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  5757. return meta.textures[ this.uuid ];
  5758. }
  5759. const output = {
  5760. metadata: {
  5761. version: 4.7,
  5762. type: 'Texture',
  5763. generator: 'Texture.toJSON'
  5764. },
  5765. uuid: this.uuid,
  5766. name: this.name,
  5767. image: this.source.toJSON( meta ).uuid,
  5768. mapping: this.mapping,
  5769. channel: this.channel,
  5770. repeat: [ this.repeat.x, this.repeat.y ],
  5771. offset: [ this.offset.x, this.offset.y ],
  5772. center: [ this.center.x, this.center.y ],
  5773. rotation: this.rotation,
  5774. wrap: [ this.wrapS, this.wrapT ],
  5775. format: this.format,
  5776. internalFormat: this.internalFormat,
  5777. type: this.type,
  5778. colorSpace: this.colorSpace,
  5779. minFilter: this.minFilter,
  5780. magFilter: this.magFilter,
  5781. anisotropy: this.anisotropy,
  5782. flipY: this.flipY,
  5783. generateMipmaps: this.generateMipmaps,
  5784. premultiplyAlpha: this.premultiplyAlpha,
  5785. unpackAlignment: this.unpackAlignment
  5786. };
  5787. if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;
  5788. if ( ! isRootObject ) {
  5789. meta.textures[ this.uuid ] = output;
  5790. }
  5791. return output;
  5792. }
  5793. /**
  5794. * Frees the GPU-related resources allocated by this instance. Call this
  5795. * method whenever this instance is no longer used in your app.
  5796. *
  5797. * @fires Texture#dispose
  5798. */
  5799. dispose() {
  5800. /**
  5801. * Fires when the texture has been disposed of.
  5802. *
  5803. * @event Texture#dispose
  5804. * @type {Object}
  5805. */
  5806. this.dispatchEvent( { type: 'dispose' } );
  5807. }
  5808. /**
  5809. * Transforms the given uv vector with the textures uv transformation matrix.
  5810. *
  5811. * @param {Vector2} uv - The uv vector.
  5812. * @return {Vector2} The transformed uv vector.
  5813. */
  5814. transformUv( uv ) {
  5815. if ( this.mapping !== UVMapping ) return uv;
  5816. uv.applyMatrix3( this.matrix );
  5817. if ( uv.x < 0 || uv.x > 1 ) {
  5818. switch ( this.wrapS ) {
  5819. case RepeatWrapping:
  5820. uv.x = uv.x - Math.floor( uv.x );
  5821. break;
  5822. case ClampToEdgeWrapping:
  5823. uv.x = uv.x < 0 ? 0 : 1;
  5824. break;
  5825. case MirroredRepeatWrapping:
  5826. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  5827. uv.x = Math.ceil( uv.x ) - uv.x;
  5828. } else {
  5829. uv.x = uv.x - Math.floor( uv.x );
  5830. }
  5831. break;
  5832. }
  5833. }
  5834. if ( uv.y < 0 || uv.y > 1 ) {
  5835. switch ( this.wrapT ) {
  5836. case RepeatWrapping:
  5837. uv.y = uv.y - Math.floor( uv.y );
  5838. break;
  5839. case ClampToEdgeWrapping:
  5840. uv.y = uv.y < 0 ? 0 : 1;
  5841. break;
  5842. case MirroredRepeatWrapping:
  5843. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  5844. uv.y = Math.ceil( uv.y ) - uv.y;
  5845. } else {
  5846. uv.y = uv.y - Math.floor( uv.y );
  5847. }
  5848. break;
  5849. }
  5850. }
  5851. if ( this.flipY ) {
  5852. uv.y = 1 - uv.y;
  5853. }
  5854. return uv;
  5855. }
  5856. /**
  5857. * Setting this property to `true` indicates the engine the texture
  5858. * must be updated in the next render. This triggers a texture upload
  5859. * to the GPU and ensures correct texture parameter configuration.
  5860. *
  5861. * @type {boolean}
  5862. * @default false
  5863. * @param {boolean} value
  5864. */
  5865. set needsUpdate( value ) {
  5866. if ( value === true ) {
  5867. this.version ++;
  5868. this.source.needsUpdate = true;
  5869. }
  5870. }
  5871. /**
  5872. * Setting this property to `true` indicates the engine the PMREM
  5873. * must be regenerated.
  5874. *
  5875. * @type {boolean}
  5876. * @default false
  5877. * @param {boolean} value
  5878. */
  5879. set needsPMREMUpdate( value ) {
  5880. if ( value === true ) {
  5881. this.pmremVersion ++;
  5882. }
  5883. }
  5884. }
  5885. /**
  5886. * The default image for all textures.
  5887. *
  5888. * @static
  5889. * @type {?Image}
  5890. * @default null
  5891. */
  5892. Texture.DEFAULT_IMAGE = null;
  5893. /**
  5894. * The default mapping for all textures.
  5895. *
  5896. * @static
  5897. * @type {number}
  5898. * @default UVMapping
  5899. */
  5900. Texture.DEFAULT_MAPPING = UVMapping;
  5901. /**
  5902. * The default anisotropy value for all textures.
  5903. *
  5904. * @static
  5905. * @type {number}
  5906. * @default 1
  5907. */
  5908. Texture.DEFAULT_ANISOTROPY = 1;
  5909. /**
  5910. * Class representing a 4D vector. A 4D vector is an ordered quadruplet of numbers
  5911. * (labeled x, y, z and w), which can be used to represent a number of things, such as:
  5912. *
  5913. * - A point in 4D space.
  5914. * - A direction and length in 4D space. In three.js the length will
  5915. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0, 0)` to `(x, y, z, w)`
  5916. * and the direction is also measured from `(0, 0, 0, 0)` towards `(x, y, z, w)`.
  5917. * - Any arbitrary ordered quadruplet of numbers.
  5918. *
  5919. * There are other things a 4D vector can be used to represent, however these
  5920. * are the most common uses in *three.js*.
  5921. *
  5922. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  5923. * the corresponding order.
  5924. * ```js
  5925. * const a = new THREE.Vector4( 0, 1, 0, 0 );
  5926. *
  5927. * //no arguments; will be initialised to (0, 0, 0, 1)
  5928. * const b = new THREE.Vector4( );
  5929. *
  5930. * const d = a.dot( b );
  5931. * ```
  5932. */
  5933. class Vector4 {
  5934. /**
  5935. * Constructs a new 4D vector.
  5936. *
  5937. * @param {number} [x=0] - The x value of this vector.
  5938. * @param {number} [y=0] - The y value of this vector.
  5939. * @param {number} [z=0] - The z value of this vector.
  5940. * @param {number} [w=1] - The w value of this vector.
  5941. */
  5942. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  5943. /**
  5944. * This flag can be used for type testing.
  5945. *
  5946. * @type {boolean}
  5947. * @readonly
  5948. * @default true
  5949. */
  5950. Vector4.prototype.isVector4 = true;
  5951. /**
  5952. * The x value of this vector.
  5953. *
  5954. * @type {number}
  5955. */
  5956. this.x = x;
  5957. /**
  5958. * The y value of this vector.
  5959. *
  5960. * @type {number}
  5961. */
  5962. this.y = y;
  5963. /**
  5964. * The z value of this vector.
  5965. *
  5966. * @type {number}
  5967. */
  5968. this.z = z;
  5969. /**
  5970. * The w value of this vector.
  5971. *
  5972. * @type {number}
  5973. */
  5974. this.w = w;
  5975. }
  5976. /**
  5977. * Alias for {@link Vector4#z}.
  5978. *
  5979. * @type {number}
  5980. */
  5981. get width() {
  5982. return this.z;
  5983. }
  5984. set width( value ) {
  5985. this.z = value;
  5986. }
  5987. /**
  5988. * Alias for {@link Vector4#w}.
  5989. *
  5990. * @type {number}
  5991. */
  5992. get height() {
  5993. return this.w;
  5994. }
  5995. set height( value ) {
  5996. this.w = value;
  5997. }
  5998. /**
  5999. * Sets the vector components.
  6000. *
  6001. * @param {number} x - The value of the x component.
  6002. * @param {number} y - The value of the y component.
  6003. * @param {number} z - The value of the z component.
  6004. * @param {number} w - The value of the w component.
  6005. * @return {Vector4} A reference to this vector.
  6006. */
  6007. set( x, y, z, w ) {
  6008. this.x = x;
  6009. this.y = y;
  6010. this.z = z;
  6011. this.w = w;
  6012. return this;
  6013. }
  6014. /**
  6015. * Sets the vector components to the same value.
  6016. *
  6017. * @param {number} scalar - The value to set for all vector components.
  6018. * @return {Vector4} A reference to this vector.
  6019. */
  6020. setScalar( scalar ) {
  6021. this.x = scalar;
  6022. this.y = scalar;
  6023. this.z = scalar;
  6024. this.w = scalar;
  6025. return this;
  6026. }
  6027. /**
  6028. * Sets the vector's x component to the given value
  6029. *
  6030. * @param {number} x - The value to set.
  6031. * @return {Vector4} A reference to this vector.
  6032. */
  6033. setX( x ) {
  6034. this.x = x;
  6035. return this;
  6036. }
  6037. /**
  6038. * Sets the vector's y component to the given value
  6039. *
  6040. * @param {number} y - The value to set.
  6041. * @return {Vector4} A reference to this vector.
  6042. */
  6043. setY( y ) {
  6044. this.y = y;
  6045. return this;
  6046. }
  6047. /**
  6048. * Sets the vector's z component to the given value
  6049. *
  6050. * @param {number} z - The value to set.
  6051. * @return {Vector4} A reference to this vector.
  6052. */
  6053. setZ( z ) {
  6054. this.z = z;
  6055. return this;
  6056. }
  6057. /**
  6058. * Sets the vector's w component to the given value
  6059. *
  6060. * @param {number} w - The value to set.
  6061. * @return {Vector4} A reference to this vector.
  6062. */
  6063. setW( w ) {
  6064. this.w = w;
  6065. return this;
  6066. }
  6067. /**
  6068. * Allows to set a vector component with an index.
  6069. *
  6070. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  6071. * `2` equals to z, `3` equals to w.
  6072. * @param {number} value - The value to set.
  6073. * @return {Vector4} A reference to this vector.
  6074. */
  6075. setComponent( index, value ) {
  6076. switch ( index ) {
  6077. case 0: this.x = value; break;
  6078. case 1: this.y = value; break;
  6079. case 2: this.z = value; break;
  6080. case 3: this.w = value; break;
  6081. default: throw new Error( 'index is out of range: ' + index );
  6082. }
  6083. return this;
  6084. }
  6085. /**
  6086. * Returns the value of the vector component which matches the given index.
  6087. *
  6088. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  6089. * `2` equals to z, `3` equals to w.
  6090. * @return {number} A vector component value.
  6091. */
  6092. getComponent( index ) {
  6093. switch ( index ) {
  6094. case 0: return this.x;
  6095. case 1: return this.y;
  6096. case 2: return this.z;
  6097. case 3: return this.w;
  6098. default: throw new Error( 'index is out of range: ' + index );
  6099. }
  6100. }
  6101. /**
  6102. * Returns a new vector with copied values from this instance.
  6103. *
  6104. * @return {Vector4} A clone of this instance.
  6105. */
  6106. clone() {
  6107. return new this.constructor( this.x, this.y, this.z, this.w );
  6108. }
  6109. /**
  6110. * Copies the values of the given vector to this instance.
  6111. *
  6112. * @param {Vector3|Vector4} v - The vector to copy.
  6113. * @return {Vector4} A reference to this vector.
  6114. */
  6115. copy( v ) {
  6116. this.x = v.x;
  6117. this.y = v.y;
  6118. this.z = v.z;
  6119. this.w = ( v.w !== undefined ) ? v.w : 1;
  6120. return this;
  6121. }
  6122. /**
  6123. * Adds the given vector to this instance.
  6124. *
  6125. * @param {Vector4} v - The vector to add.
  6126. * @return {Vector4} A reference to this vector.
  6127. */
  6128. add( v ) {
  6129. this.x += v.x;
  6130. this.y += v.y;
  6131. this.z += v.z;
  6132. this.w += v.w;
  6133. return this;
  6134. }
  6135. /**
  6136. * Adds the given scalar value to all components of this instance.
  6137. *
  6138. * @param {number} s - The scalar to add.
  6139. * @return {Vector4} A reference to this vector.
  6140. */
  6141. addScalar( s ) {
  6142. this.x += s;
  6143. this.y += s;
  6144. this.z += s;
  6145. this.w += s;
  6146. return this;
  6147. }
  6148. /**
  6149. * Adds the given vectors and stores the result in this instance.
  6150. *
  6151. * @param {Vector4} a - The first vector.
  6152. * @param {Vector4} b - The second vector.
  6153. * @return {Vector4} A reference to this vector.
  6154. */
  6155. addVectors( a, b ) {
  6156. this.x = a.x + b.x;
  6157. this.y = a.y + b.y;
  6158. this.z = a.z + b.z;
  6159. this.w = a.w + b.w;
  6160. return this;
  6161. }
  6162. /**
  6163. * Adds the given vector scaled by the given factor to this instance.
  6164. *
  6165. * @param {Vector4} v - The vector.
  6166. * @param {number} s - The factor that scales `v`.
  6167. * @return {Vector4} A reference to this vector.
  6168. */
  6169. addScaledVector( v, s ) {
  6170. this.x += v.x * s;
  6171. this.y += v.y * s;
  6172. this.z += v.z * s;
  6173. this.w += v.w * s;
  6174. return this;
  6175. }
  6176. /**
  6177. * Subtracts the given vector from this instance.
  6178. *
  6179. * @param {Vector4} v - The vector to subtract.
  6180. * @return {Vector4} A reference to this vector.
  6181. */
  6182. sub( v ) {
  6183. this.x -= v.x;
  6184. this.y -= v.y;
  6185. this.z -= v.z;
  6186. this.w -= v.w;
  6187. return this;
  6188. }
  6189. /**
  6190. * Subtracts the given scalar value from all components of this instance.
  6191. *
  6192. * @param {number} s - The scalar to subtract.
  6193. * @return {Vector4} A reference to this vector.
  6194. */
  6195. subScalar( s ) {
  6196. this.x -= s;
  6197. this.y -= s;
  6198. this.z -= s;
  6199. this.w -= s;
  6200. return this;
  6201. }
  6202. /**
  6203. * Subtracts the given vectors and stores the result in this instance.
  6204. *
  6205. * @param {Vector4} a - The first vector.
  6206. * @param {Vector4} b - The second vector.
  6207. * @return {Vector4} A reference to this vector.
  6208. */
  6209. subVectors( a, b ) {
  6210. this.x = a.x - b.x;
  6211. this.y = a.y - b.y;
  6212. this.z = a.z - b.z;
  6213. this.w = a.w - b.w;
  6214. return this;
  6215. }
  6216. /**
  6217. * Multiplies the given vector with this instance.
  6218. *
  6219. * @param {Vector4} v - The vector to multiply.
  6220. * @return {Vector4} A reference to this vector.
  6221. */
  6222. multiply( v ) {
  6223. this.x *= v.x;
  6224. this.y *= v.y;
  6225. this.z *= v.z;
  6226. this.w *= v.w;
  6227. return this;
  6228. }
  6229. /**
  6230. * Multiplies the given scalar value with all components of this instance.
  6231. *
  6232. * @param {number} scalar - The scalar to multiply.
  6233. * @return {Vector4} A reference to this vector.
  6234. */
  6235. multiplyScalar( scalar ) {
  6236. this.x *= scalar;
  6237. this.y *= scalar;
  6238. this.z *= scalar;
  6239. this.w *= scalar;
  6240. return this;
  6241. }
  6242. /**
  6243. * Multiplies this vector with the given 4x4 matrix.
  6244. *
  6245. * @param {Matrix4} m - The 4x4 matrix.
  6246. * @return {Vector4} A reference to this vector.
  6247. */
  6248. applyMatrix4( m ) {
  6249. const x = this.x, y = this.y, z = this.z, w = this.w;
  6250. const e = m.elements;
  6251. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  6252. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  6253. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  6254. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  6255. return this;
  6256. }
  6257. /**
  6258. * Divides this instance by the given vector.
  6259. *
  6260. * @param {Vector4} v - The vector to divide.
  6261. * @return {Vector4} A reference to this vector.
  6262. */
  6263. divide( v ) {
  6264. this.x /= v.x;
  6265. this.y /= v.y;
  6266. this.z /= v.z;
  6267. this.w /= v.w;
  6268. return this;
  6269. }
  6270. /**
  6271. * Divides this vector by the given scalar.
  6272. *
  6273. * @param {number} scalar - The scalar to divide.
  6274. * @return {Vector4} A reference to this vector.
  6275. */
  6276. divideScalar( scalar ) {
  6277. return this.multiplyScalar( 1 / scalar );
  6278. }
  6279. /**
  6280. * Sets the x, y and z components of this
  6281. * vector to the quaternion's axis and w to the angle.
  6282. *
  6283. * @param {Quaternion} q - The Quaternion to set.
  6284. * @return {Vector4} A reference to this vector.
  6285. */
  6286. setAxisAngleFromQuaternion( q ) {
  6287. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  6288. // q is assumed to be normalized
  6289. this.w = 2 * Math.acos( q.w );
  6290. const s = Math.sqrt( 1 - q.w * q.w );
  6291. if ( s < 0.0001 ) {
  6292. this.x = 1;
  6293. this.y = 0;
  6294. this.z = 0;
  6295. } else {
  6296. this.x = q.x / s;
  6297. this.y = q.y / s;
  6298. this.z = q.z / s;
  6299. }
  6300. return this;
  6301. }
  6302. /**
  6303. * Sets the x, y and z components of this
  6304. * vector to the axis of rotation and w to the angle.
  6305. *
  6306. * @param {Matrix4} m - A 4x4 matrix of which the upper left 3x3 matrix is a pure rotation matrix.
  6307. * @return {Vector4} A reference to this vector.
  6308. */
  6309. setAxisAngleFromRotationMatrix( m ) {
  6310. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  6311. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  6312. let angle, x, y, z; // variables for result
  6313. const epsilon = 0.01, // margin to allow for rounding errors
  6314. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  6315. te = m.elements,
  6316. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  6317. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  6318. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  6319. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  6320. ( Math.abs( m13 - m31 ) < epsilon ) &&
  6321. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  6322. // singularity found
  6323. // first check for identity matrix which must have +1 for all terms
  6324. // in leading diagonal and zero in other terms
  6325. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  6326. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  6327. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  6328. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  6329. // this singularity is identity matrix so angle = 0
  6330. this.set( 1, 0, 0, 0 );
  6331. return this; // zero angle, arbitrary axis
  6332. }
  6333. // otherwise this singularity is angle = 180
  6334. angle = Math.PI;
  6335. const xx = ( m11 + 1 ) / 2;
  6336. const yy = ( m22 + 1 ) / 2;
  6337. const zz = ( m33 + 1 ) / 2;
  6338. const xy = ( m12 + m21 ) / 4;
  6339. const xz = ( m13 + m31 ) / 4;
  6340. const yz = ( m23 + m32 ) / 4;
  6341. if ( ( xx > yy ) && ( xx > zz ) ) {
  6342. // m11 is the largest diagonal term
  6343. if ( xx < epsilon ) {
  6344. x = 0;
  6345. y = 0.707106781;
  6346. z = 0.707106781;
  6347. } else {
  6348. x = Math.sqrt( xx );
  6349. y = xy / x;
  6350. z = xz / x;
  6351. }
  6352. } else if ( yy > zz ) {
  6353. // m22 is the largest diagonal term
  6354. if ( yy < epsilon ) {
  6355. x = 0.707106781;
  6356. y = 0;
  6357. z = 0.707106781;
  6358. } else {
  6359. y = Math.sqrt( yy );
  6360. x = xy / y;
  6361. z = yz / y;
  6362. }
  6363. } else {
  6364. // m33 is the largest diagonal term so base result on this
  6365. if ( zz < epsilon ) {
  6366. x = 0.707106781;
  6367. y = 0.707106781;
  6368. z = 0;
  6369. } else {
  6370. z = Math.sqrt( zz );
  6371. x = xz / z;
  6372. y = yz / z;
  6373. }
  6374. }
  6375. this.set( x, y, z, angle );
  6376. return this; // return 180 deg rotation
  6377. }
  6378. // as we have reached here there are no singularities so we can handle normally
  6379. let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  6380. ( m13 - m31 ) * ( m13 - m31 ) +
  6381. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  6382. if ( Math.abs( s ) < 0.001 ) s = 1;
  6383. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  6384. // caught by singularity test above, but I've left it in just in case
  6385. this.x = ( m32 - m23 ) / s;
  6386. this.y = ( m13 - m31 ) / s;
  6387. this.z = ( m21 - m12 ) / s;
  6388. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  6389. return this;
  6390. }
  6391. /**
  6392. * Sets the vector components to the position elements of the
  6393. * given transformation matrix.
  6394. *
  6395. * @param {Matrix4} m - The 4x4 matrix.
  6396. * @return {Vector4} A reference to this vector.
  6397. */
  6398. setFromMatrixPosition( m ) {
  6399. const e = m.elements;
  6400. this.x = e[ 12 ];
  6401. this.y = e[ 13 ];
  6402. this.z = e[ 14 ];
  6403. this.w = e[ 15 ];
  6404. return this;
  6405. }
  6406. /**
  6407. * If this vector's x, y, z or w value is greater than the given vector's x, y, z or w
  6408. * value, replace that value with the corresponding min value.
  6409. *
  6410. * @param {Vector4} v - The vector.
  6411. * @return {Vector4} A reference to this vector.
  6412. */
  6413. min( v ) {
  6414. this.x = Math.min( this.x, v.x );
  6415. this.y = Math.min( this.y, v.y );
  6416. this.z = Math.min( this.z, v.z );
  6417. this.w = Math.min( this.w, v.w );
  6418. return this;
  6419. }
  6420. /**
  6421. * If this vector's x, y, z or w value is less than the given vector's x, y, z or w
  6422. * value, replace that value with the corresponding max value.
  6423. *
  6424. * @param {Vector4} v - The vector.
  6425. * @return {Vector4} A reference to this vector.
  6426. */
  6427. max( v ) {
  6428. this.x = Math.max( this.x, v.x );
  6429. this.y = Math.max( this.y, v.y );
  6430. this.z = Math.max( this.z, v.z );
  6431. this.w = Math.max( this.w, v.w );
  6432. return this;
  6433. }
  6434. /**
  6435. * If this vector's x, y, z or w value is greater than the max vector's x, y, z or w
  6436. * value, it is replaced by the corresponding value.
  6437. * If this vector's x, y, z or w value is less than the min vector's x, y, z or w value,
  6438. * it is replaced by the corresponding value.
  6439. *
  6440. * @param {Vector4} min - The minimum x, y and z values.
  6441. * @param {Vector4} max - The maximum x, y and z values in the desired range.
  6442. * @return {Vector4} A reference to this vector.
  6443. */
  6444. clamp( min, max ) {
  6445. // assumes min < max, componentwise
  6446. this.x = clamp( this.x, min.x, max.x );
  6447. this.y = clamp( this.y, min.y, max.y );
  6448. this.z = clamp( this.z, min.z, max.z );
  6449. this.w = clamp( this.w, min.w, max.w );
  6450. return this;
  6451. }
  6452. /**
  6453. * If this vector's x, y, z or w values are greater than the max value, they are
  6454. * replaced by the max value.
  6455. * If this vector's x, y, z or w values are less than the min value, they are
  6456. * replaced by the min value.
  6457. *
  6458. * @param {number} minVal - The minimum value the components will be clamped to.
  6459. * @param {number} maxVal - The maximum value the components will be clamped to.
  6460. * @return {Vector4} A reference to this vector.
  6461. */
  6462. clampScalar( minVal, maxVal ) {
  6463. this.x = clamp( this.x, minVal, maxVal );
  6464. this.y = clamp( this.y, minVal, maxVal );
  6465. this.z = clamp( this.z, minVal, maxVal );
  6466. this.w = clamp( this.w, minVal, maxVal );
  6467. return this;
  6468. }
  6469. /**
  6470. * If this vector's length is greater than the max value, it is replaced by
  6471. * the max value.
  6472. * If this vector's length is less than the min value, it is replaced by the
  6473. * min value.
  6474. *
  6475. * @param {number} min - The minimum value the vector length will be clamped to.
  6476. * @param {number} max - The maximum value the vector length will be clamped to.
  6477. * @return {Vector4} A reference to this vector.
  6478. */
  6479. clampLength( min, max ) {
  6480. const length = this.length();
  6481. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  6482. }
  6483. /**
  6484. * The components of this vector are rounded down to the nearest integer value.
  6485. *
  6486. * @return {Vector4} A reference to this vector.
  6487. */
  6488. floor() {
  6489. this.x = Math.floor( this.x );
  6490. this.y = Math.floor( this.y );
  6491. this.z = Math.floor( this.z );
  6492. this.w = Math.floor( this.w );
  6493. return this;
  6494. }
  6495. /**
  6496. * The components of this vector are rounded up to the nearest integer value.
  6497. *
  6498. * @return {Vector4} A reference to this vector.
  6499. */
  6500. ceil() {
  6501. this.x = Math.ceil( this.x );
  6502. this.y = Math.ceil( this.y );
  6503. this.z = Math.ceil( this.z );
  6504. this.w = Math.ceil( this.w );
  6505. return this;
  6506. }
  6507. /**
  6508. * The components of this vector are rounded to the nearest integer value
  6509. *
  6510. * @return {Vector4} A reference to this vector.
  6511. */
  6512. round() {
  6513. this.x = Math.round( this.x );
  6514. this.y = Math.round( this.y );
  6515. this.z = Math.round( this.z );
  6516. this.w = Math.round( this.w );
  6517. return this;
  6518. }
  6519. /**
  6520. * The components of this vector are rounded towards zero (up if negative,
  6521. * down if positive) to an integer value.
  6522. *
  6523. * @return {Vector4} A reference to this vector.
  6524. */
  6525. roundToZero() {
  6526. this.x = Math.trunc( this.x );
  6527. this.y = Math.trunc( this.y );
  6528. this.z = Math.trunc( this.z );
  6529. this.w = Math.trunc( this.w );
  6530. return this;
  6531. }
  6532. /**
  6533. * Inverts this vector - i.e. sets x = -x, y = -y, z = -z, w = -w.
  6534. *
  6535. * @return {Vector4} A reference to this vector.
  6536. */
  6537. negate() {
  6538. this.x = - this.x;
  6539. this.y = - this.y;
  6540. this.z = - this.z;
  6541. this.w = - this.w;
  6542. return this;
  6543. }
  6544. /**
  6545. * Calculates the dot product of the given vector with this instance.
  6546. *
  6547. * @param {Vector4} v - The vector to compute the dot product with.
  6548. * @return {number} The result of the dot product.
  6549. */
  6550. dot( v ) {
  6551. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  6552. }
  6553. /**
  6554. * Computes the square of the Euclidean length (straight-line length) from
  6555. * (0, 0, 0, 0) to (x, y, z, w). If you are comparing the lengths of vectors, you should
  6556. * compare the length squared instead as it is slightly more efficient to calculate.
  6557. *
  6558. * @return {number} The square length of this vector.
  6559. */
  6560. lengthSq() {
  6561. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  6562. }
  6563. /**
  6564. * Computes the Euclidean length (straight-line length) from (0, 0, 0, 0) to (x, y, z, w).
  6565. *
  6566. * @return {number} The length of this vector.
  6567. */
  6568. length() {
  6569. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  6570. }
  6571. /**
  6572. * Computes the Manhattan length of this vector.
  6573. *
  6574. * @return {number} The length of this vector.
  6575. */
  6576. manhattanLength() {
  6577. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  6578. }
  6579. /**
  6580. * Converts this vector to a unit vector - that is, sets it equal to a vector
  6581. * with the same direction as this one, but with a vector length of `1`.
  6582. *
  6583. * @return {Vector4} A reference to this vector.
  6584. */
  6585. normalize() {
  6586. return this.divideScalar( this.length() || 1 );
  6587. }
  6588. /**
  6589. * Sets this vector to a vector with the same direction as this one, but
  6590. * with the specified length.
  6591. *
  6592. * @param {number} length - The new length of this vector.
  6593. * @return {Vector4} A reference to this vector.
  6594. */
  6595. setLength( length ) {
  6596. return this.normalize().multiplyScalar( length );
  6597. }
  6598. /**
  6599. * Linearly interpolates between the given vector and this instance, where
  6600. * alpha is the percent distance along the line - alpha = 0 will be this
  6601. * vector, and alpha = 1 will be the given one.
  6602. *
  6603. * @param {Vector4} v - The vector to interpolate towards.
  6604. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6605. * @return {Vector4} A reference to this vector.
  6606. */
  6607. lerp( v, alpha ) {
  6608. this.x += ( v.x - this.x ) * alpha;
  6609. this.y += ( v.y - this.y ) * alpha;
  6610. this.z += ( v.z - this.z ) * alpha;
  6611. this.w += ( v.w - this.w ) * alpha;
  6612. return this;
  6613. }
  6614. /**
  6615. * Linearly interpolates between the given vectors, where alpha is the percent
  6616. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  6617. * be the second one. The result is stored in this instance.
  6618. *
  6619. * @param {Vector4} v1 - The first vector.
  6620. * @param {Vector4} v2 - The second vector.
  6621. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6622. * @return {Vector4} A reference to this vector.
  6623. */
  6624. lerpVectors( v1, v2, alpha ) {
  6625. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  6626. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  6627. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  6628. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  6629. return this;
  6630. }
  6631. /**
  6632. * Returns `true` if this vector is equal with the given one.
  6633. *
  6634. * @param {Vector4} v - The vector to test for equality.
  6635. * @return {boolean} Whether this vector is equal with the given one.
  6636. */
  6637. equals( v ) {
  6638. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  6639. }
  6640. /**
  6641. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`,
  6642. * z value to be `array[ offset + 2 ]`, w value to be `array[ offset + 3 ]`.
  6643. *
  6644. * @param {Array<number>} array - An array holding the vector component values.
  6645. * @param {number} [offset=0] - The offset into the array.
  6646. * @return {Vector4} A reference to this vector.
  6647. */
  6648. fromArray( array, offset = 0 ) {
  6649. this.x = array[ offset ];
  6650. this.y = array[ offset + 1 ];
  6651. this.z = array[ offset + 2 ];
  6652. this.w = array[ offset + 3 ];
  6653. return this;
  6654. }
  6655. /**
  6656. * Writes the components of this vector to the given array. If no array is provided,
  6657. * the method returns a new instance.
  6658. *
  6659. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  6660. * @param {number} [offset=0] - Index of the first element in the array.
  6661. * @return {Array<number>} The vector components.
  6662. */
  6663. toArray( array = [], offset = 0 ) {
  6664. array[ offset ] = this.x;
  6665. array[ offset + 1 ] = this.y;
  6666. array[ offset + 2 ] = this.z;
  6667. array[ offset + 3 ] = this.w;
  6668. return array;
  6669. }
  6670. /**
  6671. * Sets the components of this vector from the given buffer attribute.
  6672. *
  6673. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  6674. * @param {number} index - The index into the attribute.
  6675. * @return {Vector4} A reference to this vector.
  6676. */
  6677. fromBufferAttribute( attribute, index ) {
  6678. this.x = attribute.getX( index );
  6679. this.y = attribute.getY( index );
  6680. this.z = attribute.getZ( index );
  6681. this.w = attribute.getW( index );
  6682. return this;
  6683. }
  6684. /**
  6685. * Sets each component of this vector to a pseudo-random value between `0` and
  6686. * `1`, excluding `1`.
  6687. *
  6688. * @return {Vector4} A reference to this vector.
  6689. */
  6690. random() {
  6691. this.x = Math.random();
  6692. this.y = Math.random();
  6693. this.z = Math.random();
  6694. this.w = Math.random();
  6695. return this;
  6696. }
  6697. *[ Symbol.iterator ]() {
  6698. yield this.x;
  6699. yield this.y;
  6700. yield this.z;
  6701. yield this.w;
  6702. }
  6703. }
  6704. /**
  6705. * A render target is a buffer where the video card draws pixels for a scene
  6706. * that is being rendered in the background. It is used in different effects,
  6707. * such as applying postprocessing to a rendered image before displaying it
  6708. * on the screen.
  6709. *
  6710. * @augments EventDispatcher
  6711. */
  6712. class RenderTarget extends EventDispatcher {
  6713. /**
  6714. * Render target options.
  6715. *
  6716. * @typedef {Object} RenderTarget~Options
  6717. * @property {boolean} [generateMipmaps=false] - Whether to generate mipmaps or not.
  6718. * @property {number} [magFilter=LinearFilter] - The mag filter.
  6719. * @property {number} [minFilter=LinearFilter] - The min filter.
  6720. * @property {number} [format=RGBAFormat] - The texture format.
  6721. * @property {number} [type=UnsignedByteType] - The texture type.
  6722. * @property {?string} [internalFormat=null] - The texture's internal format.
  6723. * @property {number} [wrapS=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  6724. * @property {number} [wrapT=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  6725. * @property {number} [anisotropy=1] - The texture's anisotropy value.
  6726. * @property {string} [colorSpace=NoColorSpace] - The texture's color space.
  6727. * @property {boolean} [depthBuffer=true] - Whether to allocate a depth buffer or not.
  6728. * @property {boolean} [stencilBuffer=false] - Whether to allocate a stencil buffer or not.
  6729. * @property {boolean} [resolveDepthBuffer=true] - Whether to resolve the depth buffer or not.
  6730. * @property {boolean} [resolveStencilBuffer=true] - Whether to resolve the stencil buffer or not.
  6731. * @property {?Texture} [depthTexture=null] - Reference to a depth texture.
  6732. * @property {number} [samples=0] - The MSAA samples count.
  6733. * @property {number} [count=1] - Defines the number of color attachments . Must be at least `1`.
  6734. * @property {number} [depth=1] - The texture depth.
  6735. * @property {boolean} [multiview=false] - Whether this target is used for multiview rendering.
  6736. */
  6737. /**
  6738. * Constructs a new render target.
  6739. *
  6740. * @param {number} [width=1] - The width of the render target.
  6741. * @param {number} [height=1] - The height of the render target.
  6742. * @param {RenderTarget~Options} [options] - The configuration object.
  6743. */
  6744. constructor( width = 1, height = 1, options = {} ) {
  6745. super();
  6746. options = Object.assign( {
  6747. generateMipmaps: false,
  6748. internalFormat: null,
  6749. minFilter: LinearFilter,
  6750. depthBuffer: true,
  6751. stencilBuffer: false,
  6752. resolveDepthBuffer: true,
  6753. resolveStencilBuffer: true,
  6754. depthTexture: null,
  6755. samples: 0,
  6756. count: 1,
  6757. depth: 1,
  6758. multiview: false
  6759. }, options );
  6760. /**
  6761. * This flag can be used for type testing.
  6762. *
  6763. * @type {boolean}
  6764. * @readonly
  6765. * @default true
  6766. */
  6767. this.isRenderTarget = true;
  6768. /**
  6769. * The width of the render target.
  6770. *
  6771. * @type {number}
  6772. * @default 1
  6773. */
  6774. this.width = width;
  6775. /**
  6776. * The height of the render target.
  6777. *
  6778. * @type {number}
  6779. * @default 1
  6780. */
  6781. this.height = height;
  6782. /**
  6783. * The depth of the render target.
  6784. *
  6785. * @type {number}
  6786. * @default 1
  6787. */
  6788. this.depth = options.depth;
  6789. /**
  6790. * A rectangular area inside the render target's viewport. Fragments that are
  6791. * outside the area will be discarded.
  6792. *
  6793. * @type {Vector4}
  6794. * @default (0,0,width,height)
  6795. */
  6796. this.scissor = new Vector4( 0, 0, width, height );
  6797. /**
  6798. * Indicates whether the scissor test should be enabled when rendering into
  6799. * this render target or not.
  6800. *
  6801. * @type {boolean}
  6802. * @default false
  6803. */
  6804. this.scissorTest = false;
  6805. /**
  6806. * A rectangular area representing the render target's viewport.
  6807. *
  6808. * @type {Vector4}
  6809. * @default (0,0,width,height)
  6810. */
  6811. this.viewport = new Vector4( 0, 0, width, height );
  6812. const image = { width: width, height: height, depth: options.depth };
  6813. const texture = new Texture( image );
  6814. /**
  6815. * An array of textures. Each color attachment is represented as a separate texture.
  6816. * Has at least a single entry for the default color attachment.
  6817. *
  6818. * @type {Array<Texture>}
  6819. */
  6820. this.textures = [];
  6821. const count = options.count;
  6822. for ( let i = 0; i < count; i ++ ) {
  6823. this.textures[ i ] = texture.clone();
  6824. this.textures[ i ].isRenderTargetTexture = true;
  6825. this.textures[ i ].renderTarget = this;
  6826. }
  6827. this._setTextureOptions( options );
  6828. /**
  6829. * Whether to allocate a depth buffer or not.
  6830. *
  6831. * @type {boolean}
  6832. * @default true
  6833. */
  6834. this.depthBuffer = options.depthBuffer;
  6835. /**
  6836. * Whether to allocate a stencil buffer or not.
  6837. *
  6838. * @type {boolean}
  6839. * @default false
  6840. */
  6841. this.stencilBuffer = options.stencilBuffer;
  6842. /**
  6843. * Whether to resolve the depth buffer or not.
  6844. *
  6845. * @type {boolean}
  6846. * @default true
  6847. */
  6848. this.resolveDepthBuffer = options.resolveDepthBuffer;
  6849. /**
  6850. * Whether to resolve the stencil buffer or not.
  6851. *
  6852. * @type {boolean}
  6853. * @default true
  6854. */
  6855. this.resolveStencilBuffer = options.resolveStencilBuffer;
  6856. this._depthTexture = null;
  6857. this.depthTexture = options.depthTexture;
  6858. /**
  6859. * The number of MSAA samples.
  6860. *
  6861. * A value of `0` disables MSAA.
  6862. *
  6863. * @type {number}
  6864. * @default 0
  6865. */
  6866. this.samples = options.samples;
  6867. /**
  6868. * Whether to this target is used in multiview rendering.
  6869. *
  6870. * @type {boolean}
  6871. * @default false
  6872. */
  6873. this.multiview = options.multiview;
  6874. }
  6875. _setTextureOptions( options = {} ) {
  6876. const values = {
  6877. minFilter: LinearFilter,
  6878. generateMipmaps: false,
  6879. flipY: false,
  6880. internalFormat: null
  6881. };
  6882. if ( options.mapping !== undefined ) values.mapping = options.mapping;
  6883. if ( options.wrapS !== undefined ) values.wrapS = options.wrapS;
  6884. if ( options.wrapT !== undefined ) values.wrapT = options.wrapT;
  6885. if ( options.wrapR !== undefined ) values.wrapR = options.wrapR;
  6886. if ( options.magFilter !== undefined ) values.magFilter = options.magFilter;
  6887. if ( options.minFilter !== undefined ) values.minFilter = options.minFilter;
  6888. if ( options.format !== undefined ) values.format = options.format;
  6889. if ( options.type !== undefined ) values.type = options.type;
  6890. if ( options.anisotropy !== undefined ) values.anisotropy = options.anisotropy;
  6891. if ( options.colorSpace !== undefined ) values.colorSpace = options.colorSpace;
  6892. if ( options.flipY !== undefined ) values.flipY = options.flipY;
  6893. if ( options.generateMipmaps !== undefined ) values.generateMipmaps = options.generateMipmaps;
  6894. if ( options.internalFormat !== undefined ) values.internalFormat = options.internalFormat;
  6895. for ( let i = 0; i < this.textures.length; i ++ ) {
  6896. const texture = this.textures[ i ];
  6897. texture.setValues( values );
  6898. }
  6899. }
  6900. /**
  6901. * The texture representing the default color attachment.
  6902. *
  6903. * @type {Texture}
  6904. */
  6905. get texture() {
  6906. return this.textures[ 0 ];
  6907. }
  6908. set texture( value ) {
  6909. this.textures[ 0 ] = value;
  6910. }
  6911. set depthTexture( current ) {
  6912. if ( this._depthTexture !== null ) this._depthTexture.renderTarget = null;
  6913. if ( current !== null ) current.renderTarget = this;
  6914. this._depthTexture = current;
  6915. }
  6916. /**
  6917. * Instead of saving the depth in a renderbuffer, a texture
  6918. * can be used instead which is useful for further processing
  6919. * e.g. in context of post-processing.
  6920. *
  6921. * @type {?DepthTexture}
  6922. * @default null
  6923. */
  6924. get depthTexture() {
  6925. return this._depthTexture;
  6926. }
  6927. /**
  6928. * Sets the size of this render target.
  6929. *
  6930. * @param {number} width - The width.
  6931. * @param {number} height - The height.
  6932. * @param {number} [depth=1] - The depth.
  6933. */
  6934. setSize( width, height, depth = 1 ) {
  6935. if ( this.width !== width || this.height !== height || this.depth !== depth ) {
  6936. this.width = width;
  6937. this.height = height;
  6938. this.depth = depth;
  6939. for ( let i = 0, il = this.textures.length; i < il; i ++ ) {
  6940. this.textures[ i ].image.width = width;
  6941. this.textures[ i ].image.height = height;
  6942. this.textures[ i ].image.depth = depth;
  6943. this.textures[ i ].isArrayTexture = this.textures[ i ].image.depth > 1;
  6944. }
  6945. this.dispose();
  6946. }
  6947. this.viewport.set( 0, 0, width, height );
  6948. this.scissor.set( 0, 0, width, height );
  6949. }
  6950. /**
  6951. * Returns a new render target with copied values from this instance.
  6952. *
  6953. * @return {RenderTarget} A clone of this instance.
  6954. */
  6955. clone() {
  6956. return new this.constructor().copy( this );
  6957. }
  6958. /**
  6959. * Copies the settings of the given render target. This is a structural copy so
  6960. * no resources are shared between render targets after the copy. That includes
  6961. * all MRT textures and the depth texture.
  6962. *
  6963. * @param {RenderTarget} source - The render target to copy.
  6964. * @return {RenderTarget} A reference to this instance.
  6965. */
  6966. copy( source ) {
  6967. this.width = source.width;
  6968. this.height = source.height;
  6969. this.depth = source.depth;
  6970. this.scissor.copy( source.scissor );
  6971. this.scissorTest = source.scissorTest;
  6972. this.viewport.copy( source.viewport );
  6973. this.textures.length = 0;
  6974. for ( let i = 0, il = source.textures.length; i < il; i ++ ) {
  6975. this.textures[ i ] = source.textures[ i ].clone();
  6976. this.textures[ i ].isRenderTargetTexture = true;
  6977. this.textures[ i ].renderTarget = this;
  6978. // ensure image object is not shared, see #20328
  6979. const image = Object.assign( {}, source.textures[ i ].image );
  6980. this.textures[ i ].source = new Source( image );
  6981. }
  6982. this.depthBuffer = source.depthBuffer;
  6983. this.stencilBuffer = source.stencilBuffer;
  6984. this.resolveDepthBuffer = source.resolveDepthBuffer;
  6985. this.resolveStencilBuffer = source.resolveStencilBuffer;
  6986. if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();
  6987. this.samples = source.samples;
  6988. return this;
  6989. }
  6990. /**
  6991. * Frees the GPU-related resources allocated by this instance. Call this
  6992. * method whenever this instance is no longer used in your app.
  6993. *
  6994. * @fires RenderTarget#dispose
  6995. */
  6996. dispose() {
  6997. this.dispatchEvent( { type: 'dispose' } );
  6998. }
  6999. }
  7000. /**
  7001. * A render target used in context of {@link WebGLRenderer}.
  7002. *
  7003. * @augments RenderTarget
  7004. */
  7005. class WebGLRenderTarget extends RenderTarget {
  7006. /**
  7007. * Constructs a new 3D render target.
  7008. *
  7009. * @param {number} [width=1] - The width of the render target.
  7010. * @param {number} [height=1] - The height of the render target.
  7011. * @param {RenderTarget~Options} [options] - The configuration object.
  7012. */
  7013. constructor( width = 1, height = 1, options = {} ) {
  7014. super( width, height, options );
  7015. /**
  7016. * This flag can be used for type testing.
  7017. *
  7018. * @type {boolean}
  7019. * @readonly
  7020. * @default true
  7021. */
  7022. this.isWebGLRenderTarget = true;
  7023. }
  7024. }
  7025. /**
  7026. * Creates an array of textures directly from raw buffer data.
  7027. *
  7028. * @augments Texture
  7029. */
  7030. class DataArrayTexture extends Texture {
  7031. /**
  7032. * Constructs a new data array texture.
  7033. *
  7034. * @param {?TypedArray} [data=null] - The buffer data.
  7035. * @param {number} [width=1] - The width of the texture.
  7036. * @param {number} [height=1] - The height of the texture.
  7037. * @param {number} [depth=1] - The depth of the texture.
  7038. */
  7039. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  7040. super( null );
  7041. /**
  7042. * This flag can be used for type testing.
  7043. *
  7044. * @type {boolean}
  7045. * @readonly
  7046. * @default true
  7047. */
  7048. this.isDataArrayTexture = true;
  7049. /**
  7050. * The image definition of a data texture.
  7051. *
  7052. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  7053. */
  7054. this.image = { data, width, height, depth };
  7055. /**
  7056. * How the texture is sampled when a texel covers more than one pixel.
  7057. *
  7058. * Overwritten and set to `NearestFilter` by default.
  7059. *
  7060. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7061. * @default NearestFilter
  7062. */
  7063. this.magFilter = NearestFilter;
  7064. /**
  7065. * How the texture is sampled when a texel covers less than one pixel.
  7066. *
  7067. * Overwritten and set to `NearestFilter` by default.
  7068. *
  7069. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7070. * @default NearestFilter
  7071. */
  7072. this.minFilter = NearestFilter;
  7073. /**
  7074. * This defines how the texture is wrapped in the depth and corresponds to
  7075. * *W* in UVW mapping.
  7076. *
  7077. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  7078. * @default ClampToEdgeWrapping
  7079. */
  7080. this.wrapR = ClampToEdgeWrapping;
  7081. /**
  7082. * Whether to generate mipmaps (if possible) for a texture.
  7083. *
  7084. * Overwritten and set to `false` by default.
  7085. *
  7086. * @type {boolean}
  7087. * @default false
  7088. */
  7089. this.generateMipmaps = false;
  7090. /**
  7091. * If set to `true`, the texture is flipped along the vertical axis when
  7092. * uploaded to the GPU.
  7093. *
  7094. * Overwritten and set to `false` by default.
  7095. *
  7096. * @type {boolean}
  7097. * @default false
  7098. */
  7099. this.flipY = false;
  7100. /**
  7101. * Specifies the alignment requirements for the start of each pixel row in memory.
  7102. *
  7103. * Overwritten and set to `1` by default.
  7104. *
  7105. * @type {boolean}
  7106. * @default 1
  7107. */
  7108. this.unpackAlignment = 1;
  7109. /**
  7110. * A set of all layers which need to be updated in the texture.
  7111. *
  7112. * @type {Set<number>}
  7113. */
  7114. this.layerUpdates = new Set();
  7115. }
  7116. /**
  7117. * Describes that a specific layer of the texture needs to be updated.
  7118. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  7119. * entire data texture array is sent to the GPU. Marking specific
  7120. * layers will only transmit subsets of all mipmaps associated with a
  7121. * specific depth in the array which is often much more performant.
  7122. *
  7123. * @param {number} layerIndex - The layer index that should be updated.
  7124. */
  7125. addLayerUpdate( layerIndex ) {
  7126. this.layerUpdates.add( layerIndex );
  7127. }
  7128. /**
  7129. * Resets the layer updates registry.
  7130. */
  7131. clearLayerUpdates() {
  7132. this.layerUpdates.clear();
  7133. }
  7134. }
  7135. /**
  7136. * An array render target used in context of {@link WebGLRenderer}.
  7137. *
  7138. * @augments WebGLRenderTarget
  7139. */
  7140. class WebGLArrayRenderTarget extends WebGLRenderTarget {
  7141. /**
  7142. * Constructs a new array render target.
  7143. *
  7144. * @param {number} [width=1] - The width of the render target.
  7145. * @param {number} [height=1] - The height of the render target.
  7146. * @param {number} [depth=1] - The height of the render target.
  7147. * @param {RenderTarget~Options} [options] - The configuration object.
  7148. */
  7149. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  7150. super( width, height, options );
  7151. /**
  7152. * This flag can be used for type testing.
  7153. *
  7154. * @type {boolean}
  7155. * @readonly
  7156. * @default true
  7157. */
  7158. this.isWebGLArrayRenderTarget = true;
  7159. this.depth = depth;
  7160. /**
  7161. * Overwritten with a different texture type.
  7162. *
  7163. * @type {DataArrayTexture}
  7164. */
  7165. this.texture = new DataArrayTexture( null, width, height, depth );
  7166. this._setTextureOptions( options );
  7167. this.texture.isRenderTargetTexture = true;
  7168. }
  7169. }
  7170. /**
  7171. * Creates a three-dimensional texture from raw data, with parameters to
  7172. * divide it into width, height, and depth.
  7173. *
  7174. * @augments Texture
  7175. */
  7176. class Data3DTexture extends Texture {
  7177. /**
  7178. * Constructs a new data array texture.
  7179. *
  7180. * @param {?TypedArray} [data=null] - The buffer data.
  7181. * @param {number} [width=1] - The width of the texture.
  7182. * @param {number} [height=1] - The height of the texture.
  7183. * @param {number} [depth=1] - The depth of the texture.
  7184. */
  7185. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  7186. // We're going to add .setXXX() methods for setting properties later.
  7187. // Users can still set in Data3DTexture directly.
  7188. //
  7189. // const texture = new THREE.Data3DTexture( data, width, height, depth );
  7190. // texture.anisotropy = 16;
  7191. //
  7192. // See #14839
  7193. super( null );
  7194. /**
  7195. * This flag can be used for type testing.
  7196. *
  7197. * @type {boolean}
  7198. * @readonly
  7199. * @default true
  7200. */
  7201. this.isData3DTexture = true;
  7202. /**
  7203. * The image definition of a data texture.
  7204. *
  7205. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  7206. */
  7207. this.image = { data, width, height, depth };
  7208. /**
  7209. * How the texture is sampled when a texel covers more than one pixel.
  7210. *
  7211. * Overwritten and set to `NearestFilter` by default.
  7212. *
  7213. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7214. * @default NearestFilter
  7215. */
  7216. this.magFilter = NearestFilter;
  7217. /**
  7218. * How the texture is sampled when a texel covers less than one pixel.
  7219. *
  7220. * Overwritten and set to `NearestFilter` by default.
  7221. *
  7222. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7223. * @default NearestFilter
  7224. */
  7225. this.minFilter = NearestFilter;
  7226. /**
  7227. * This defines how the texture is wrapped in the depth and corresponds to
  7228. * *W* in UVW mapping.
  7229. *
  7230. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  7231. * @default ClampToEdgeWrapping
  7232. */
  7233. this.wrapR = ClampToEdgeWrapping;
  7234. /**
  7235. * Whether to generate mipmaps (if possible) for a texture.
  7236. *
  7237. * Overwritten and set to `false` by default.
  7238. *
  7239. * @type {boolean}
  7240. * @default false
  7241. */
  7242. this.generateMipmaps = false;
  7243. /**
  7244. * If set to `true`, the texture is flipped along the vertical axis when
  7245. * uploaded to the GPU.
  7246. *
  7247. * Overwritten and set to `false` by default.
  7248. *
  7249. * @type {boolean}
  7250. * @default false
  7251. */
  7252. this.flipY = false;
  7253. /**
  7254. * Specifies the alignment requirements for the start of each pixel row in memory.
  7255. *
  7256. * Overwritten and set to `1` by default.
  7257. *
  7258. * @type {boolean}
  7259. * @default 1
  7260. */
  7261. this.unpackAlignment = 1;
  7262. }
  7263. }
  7264. /**
  7265. * A 3D render target used in context of {@link WebGLRenderer}.
  7266. *
  7267. * @augments WebGLRenderTarget
  7268. */
  7269. class WebGL3DRenderTarget extends WebGLRenderTarget {
  7270. /**
  7271. * Constructs a new 3D render target.
  7272. *
  7273. * @param {number} [width=1] - The width of the render target.
  7274. * @param {number} [height=1] - The height of the render target.
  7275. * @param {number} [depth=1] - The height of the render target.
  7276. * @param {RenderTarget~Options} [options] - The configuration object.
  7277. */
  7278. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  7279. super( width, height, options );
  7280. /**
  7281. * This flag can be used for type testing.
  7282. *
  7283. * @type {boolean}
  7284. * @readonly
  7285. * @default true
  7286. */
  7287. this.isWebGL3DRenderTarget = true;
  7288. this.depth = depth;
  7289. /**
  7290. * Overwritten with a different texture type.
  7291. *
  7292. * @type {Data3DTexture}
  7293. */
  7294. this.texture = new Data3DTexture( null, width, height, depth );
  7295. this._setTextureOptions( options );
  7296. this.texture.isRenderTargetTexture = true;
  7297. }
  7298. }
  7299. /**
  7300. * Represents an axis-aligned bounding box (AABB) in 3D space.
  7301. */
  7302. class Box3 {
  7303. /**
  7304. * Constructs a new bounding box.
  7305. *
  7306. * @param {Vector3} [min=(Infinity,Infinity,Infinity)] - A vector representing the lower boundary of the box.
  7307. * @param {Vector3} [max=(-Infinity,-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  7308. */
  7309. constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {
  7310. /**
  7311. * This flag can be used for type testing.
  7312. *
  7313. * @type {boolean}
  7314. * @readonly
  7315. * @default true
  7316. */
  7317. this.isBox3 = true;
  7318. /**
  7319. * The lower boundary of the box.
  7320. *
  7321. * @type {Vector3}
  7322. */
  7323. this.min = min;
  7324. /**
  7325. * The upper boundary of the box.
  7326. *
  7327. * @type {Vector3}
  7328. */
  7329. this.max = max;
  7330. }
  7331. /**
  7332. * Sets the lower and upper boundaries of this box.
  7333. * Please note that this method only copies the values from the given objects.
  7334. *
  7335. * @param {Vector3} min - The lower boundary of the box.
  7336. * @param {Vector3} max - The upper boundary of the box.
  7337. * @return {Box3} A reference to this bounding box.
  7338. */
  7339. set( min, max ) {
  7340. this.min.copy( min );
  7341. this.max.copy( max );
  7342. return this;
  7343. }
  7344. /**
  7345. * Sets the upper and lower bounds of this box so it encloses the position data
  7346. * in the given array.
  7347. *
  7348. * @param {Array<number>} array - An array holding 3D position data.
  7349. * @return {Box3} A reference to this bounding box.
  7350. */
  7351. setFromArray( array ) {
  7352. this.makeEmpty();
  7353. for ( let i = 0, il = array.length; i < il; i += 3 ) {
  7354. this.expandByPoint( _vector$b.fromArray( array, i ) );
  7355. }
  7356. return this;
  7357. }
  7358. /**
  7359. * Sets the upper and lower bounds of this box so it encloses the position data
  7360. * in the given buffer attribute.
  7361. *
  7362. * @param {BufferAttribute} attribute - A buffer attribute holding 3D position data.
  7363. * @return {Box3} A reference to this bounding box.
  7364. */
  7365. setFromBufferAttribute( attribute ) {
  7366. this.makeEmpty();
  7367. for ( let i = 0, il = attribute.count; i < il; i ++ ) {
  7368. this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );
  7369. }
  7370. return this;
  7371. }
  7372. /**
  7373. * Sets the upper and lower bounds of this box so it encloses the position data
  7374. * in the given array.
  7375. *
  7376. * @param {Array<Vector3>} points - An array holding 3D position data as instances of {@link Vector3}.
  7377. * @return {Box3} A reference to this bounding box.
  7378. */
  7379. setFromPoints( points ) {
  7380. this.makeEmpty();
  7381. for ( let i = 0, il = points.length; i < il; i ++ ) {
  7382. this.expandByPoint( points[ i ] );
  7383. }
  7384. return this;
  7385. }
  7386. /**
  7387. * Centers this box on the given center vector and sets this box's width, height and
  7388. * depth to the given size values.
  7389. *
  7390. * @param {Vector3} center - The center of the box.
  7391. * @param {Vector3} size - The x, y and z dimensions of the box.
  7392. * @return {Box3} A reference to this bounding box.
  7393. */
  7394. setFromCenterAndSize( center, size ) {
  7395. const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );
  7396. this.min.copy( center ).sub( halfSize );
  7397. this.max.copy( center ).add( halfSize );
  7398. return this;
  7399. }
  7400. /**
  7401. * Computes the world-axis-aligned bounding box for the given 3D object
  7402. * (including its children), accounting for the object's, and children's,
  7403. * world transforms. The function may result in a larger box than strictly necessary.
  7404. *
  7405. * @param {Object3D} object - The 3D object to compute the bounding box for.
  7406. * @param {boolean} [precise=false] - If set to `true`, the method computes the smallest
  7407. * world-axis-aligned bounding box at the expense of more computation.
  7408. * @return {Box3} A reference to this bounding box.
  7409. */
  7410. setFromObject( object, precise = false ) {
  7411. this.makeEmpty();
  7412. return this.expandByObject( object, precise );
  7413. }
  7414. /**
  7415. * Returns a new box with copied values from this instance.
  7416. *
  7417. * @return {Box3} A clone of this instance.
  7418. */
  7419. clone() {
  7420. return new this.constructor().copy( this );
  7421. }
  7422. /**
  7423. * Copies the values of the given box to this instance.
  7424. *
  7425. * @param {Box3} box - The box to copy.
  7426. * @return {Box3} A reference to this bounding box.
  7427. */
  7428. copy( box ) {
  7429. this.min.copy( box.min );
  7430. this.max.copy( box.max );
  7431. return this;
  7432. }
  7433. /**
  7434. * Makes this box empty which means in encloses a zero space in 3D.
  7435. *
  7436. * @return {Box3} A reference to this bounding box.
  7437. */
  7438. makeEmpty() {
  7439. this.min.x = this.min.y = this.min.z = + Infinity;
  7440. this.max.x = this.max.y = this.max.z = - Infinity;
  7441. return this;
  7442. }
  7443. /**
  7444. * Returns true if this box includes zero points within its bounds.
  7445. * Note that a box with equal lower and upper bounds still includes one
  7446. * point, the one both bounds share.
  7447. *
  7448. * @return {boolean} Whether this box is empty or not.
  7449. */
  7450. isEmpty() {
  7451. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  7452. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  7453. }
  7454. /**
  7455. * Returns the center point of this box.
  7456. *
  7457. * @param {Vector3} target - The target vector that is used to store the method's result.
  7458. * @return {Vector3} The center point.
  7459. */
  7460. getCenter( target ) {
  7461. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  7462. }
  7463. /**
  7464. * Returns the dimensions of this box.
  7465. *
  7466. * @param {Vector3} target - The target vector that is used to store the method's result.
  7467. * @return {Vector3} The size.
  7468. */
  7469. getSize( target ) {
  7470. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  7471. }
  7472. /**
  7473. * Expands the boundaries of this box to include the given point.
  7474. *
  7475. * @param {Vector3} point - The point that should be included by the bounding box.
  7476. * @return {Box3} A reference to this bounding box.
  7477. */
  7478. expandByPoint( point ) {
  7479. this.min.min( point );
  7480. this.max.max( point );
  7481. return this;
  7482. }
  7483. /**
  7484. * Expands this box equilaterally by the given vector. The width of this
  7485. * box will be expanded by the x component of the vector in both
  7486. * directions. The height of this box will be expanded by the y component of
  7487. * the vector in both directions. The depth of this box will be
  7488. * expanded by the z component of the vector in both directions.
  7489. *
  7490. * @param {Vector3} vector - The vector that should expand the bounding box.
  7491. * @return {Box3} A reference to this bounding box.
  7492. */
  7493. expandByVector( vector ) {
  7494. this.min.sub( vector );
  7495. this.max.add( vector );
  7496. return this;
  7497. }
  7498. /**
  7499. * Expands each dimension of the box by the given scalar. If negative, the
  7500. * dimensions of the box will be contracted.
  7501. *
  7502. * @param {number} scalar - The scalar value that should expand the bounding box.
  7503. * @return {Box3} A reference to this bounding box.
  7504. */
  7505. expandByScalar( scalar ) {
  7506. this.min.addScalar( - scalar );
  7507. this.max.addScalar( scalar );
  7508. return this;
  7509. }
  7510. /**
  7511. * Expands the boundaries of this box to include the given 3D object and
  7512. * its children, accounting for the object's, and children's, world
  7513. * transforms. The function may result in a larger box than strictly
  7514. * necessary (unless the precise parameter is set to true).
  7515. *
  7516. * @param {Object3D} object - The 3D object that should expand the bounding box.
  7517. * @param {boolean} precise - If set to `true`, the method expands the bounding box
  7518. * as little as necessary at the expense of more computation.
  7519. * @return {Box3} A reference to this bounding box.
  7520. */
  7521. expandByObject( object, precise = false ) {
  7522. // Computes the world-axis-aligned bounding box of an object (including its children),
  7523. // accounting for both the object's, and children's, world transforms
  7524. object.updateWorldMatrix( false, false );
  7525. const geometry = object.geometry;
  7526. if ( geometry !== undefined ) {
  7527. const positionAttribute = geometry.getAttribute( 'position' );
  7528. // precise AABB computation based on vertex data requires at least a position attribute.
  7529. // instancing isn't supported so far and uses the normal (conservative) code path.
  7530. if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {
  7531. for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {
  7532. if ( object.isMesh === true ) {
  7533. object.getVertexPosition( i, _vector$b );
  7534. } else {
  7535. _vector$b.fromBufferAttribute( positionAttribute, i );
  7536. }
  7537. _vector$b.applyMatrix4( object.matrixWorld );
  7538. this.expandByPoint( _vector$b );
  7539. }
  7540. } else {
  7541. if ( object.boundingBox !== undefined ) {
  7542. // object-level bounding box
  7543. if ( object.boundingBox === null ) {
  7544. object.computeBoundingBox();
  7545. }
  7546. _box$4.copy( object.boundingBox );
  7547. } else {
  7548. // geometry-level bounding box
  7549. if ( geometry.boundingBox === null ) {
  7550. geometry.computeBoundingBox();
  7551. }
  7552. _box$4.copy( geometry.boundingBox );
  7553. }
  7554. _box$4.applyMatrix4( object.matrixWorld );
  7555. this.union( _box$4 );
  7556. }
  7557. }
  7558. const children = object.children;
  7559. for ( let i = 0, l = children.length; i < l; i ++ ) {
  7560. this.expandByObject( children[ i ], precise );
  7561. }
  7562. return this;
  7563. }
  7564. /**
  7565. * Returns `true` if the given point lies within or on the boundaries of this box.
  7566. *
  7567. * @param {Vector3} point - The point to test.
  7568. * @return {boolean} Whether the bounding box contains the given point or not.
  7569. */
  7570. containsPoint( point ) {
  7571. return point.x >= this.min.x && point.x <= this.max.x &&
  7572. point.y >= this.min.y && point.y <= this.max.y &&
  7573. point.z >= this.min.z && point.z <= this.max.z;
  7574. }
  7575. /**
  7576. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  7577. * If this box and the given one are identical, this function also returns `true`.
  7578. *
  7579. * @param {Box3} box - The bounding box to test.
  7580. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  7581. */
  7582. containsBox( box ) {
  7583. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  7584. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  7585. this.min.z <= box.min.z && box.max.z <= this.max.z;
  7586. }
  7587. /**
  7588. * Returns a point as a proportion of this box's width, height and depth.
  7589. *
  7590. * @param {Vector3} point - A point in 3D space.
  7591. * @param {Vector3} target - The target vector that is used to store the method's result.
  7592. * @return {Vector3} A point as a proportion of this box's width, height and depth.
  7593. */
  7594. getParameter( point, target ) {
  7595. // This can potentially have a divide by zero if the box
  7596. // has a size dimension of 0.
  7597. return target.set(
  7598. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  7599. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  7600. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  7601. );
  7602. }
  7603. /**
  7604. * Returns `true` if the given bounding box intersects with this bounding box.
  7605. *
  7606. * @param {Box3} box - The bounding box to test.
  7607. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  7608. */
  7609. intersectsBox( box ) {
  7610. // using 6 splitting planes to rule out intersections.
  7611. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  7612. box.max.y >= this.min.y && box.min.y <= this.max.y &&
  7613. box.max.z >= this.min.z && box.min.z <= this.max.z;
  7614. }
  7615. /**
  7616. * Returns `true` if the given bounding sphere intersects with this bounding box.
  7617. *
  7618. * @param {Sphere} sphere - The bounding sphere to test.
  7619. * @return {boolean} Whether the given bounding sphere intersects with this bounding box.
  7620. */
  7621. intersectsSphere( sphere ) {
  7622. // Find the point on the AABB closest to the sphere center.
  7623. this.clampPoint( sphere.center, _vector$b );
  7624. // If that point is inside the sphere, the AABB and sphere intersect.
  7625. return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  7626. }
  7627. /**
  7628. * Returns `true` if the given plane intersects with this bounding box.
  7629. *
  7630. * @param {Plane} plane - The plane to test.
  7631. * @return {boolean} Whether the given plane intersects with this bounding box.
  7632. */
  7633. intersectsPlane( plane ) {
  7634. // We compute the minimum and maximum dot product values. If those values
  7635. // are on the same side (back or front) of the plane, then there is no intersection.
  7636. let min, max;
  7637. if ( plane.normal.x > 0 ) {
  7638. min = plane.normal.x * this.min.x;
  7639. max = plane.normal.x * this.max.x;
  7640. } else {
  7641. min = plane.normal.x * this.max.x;
  7642. max = plane.normal.x * this.min.x;
  7643. }
  7644. if ( plane.normal.y > 0 ) {
  7645. min += plane.normal.y * this.min.y;
  7646. max += plane.normal.y * this.max.y;
  7647. } else {
  7648. min += plane.normal.y * this.max.y;
  7649. max += plane.normal.y * this.min.y;
  7650. }
  7651. if ( plane.normal.z > 0 ) {
  7652. min += plane.normal.z * this.min.z;
  7653. max += plane.normal.z * this.max.z;
  7654. } else {
  7655. min += plane.normal.z * this.max.z;
  7656. max += plane.normal.z * this.min.z;
  7657. }
  7658. return ( min <= - plane.constant && max >= - plane.constant );
  7659. }
  7660. /**
  7661. * Returns `true` if the given triangle intersects with this bounding box.
  7662. *
  7663. * @param {Triangle} triangle - The triangle to test.
  7664. * @return {boolean} Whether the given triangle intersects with this bounding box.
  7665. */
  7666. intersectsTriangle( triangle ) {
  7667. if ( this.isEmpty() ) {
  7668. return false;
  7669. }
  7670. // compute box center and extents
  7671. this.getCenter( _center );
  7672. _extents.subVectors( this.max, _center );
  7673. // translate triangle to aabb origin
  7674. _v0$2.subVectors( triangle.a, _center );
  7675. _v1$7.subVectors( triangle.b, _center );
  7676. _v2$4.subVectors( triangle.c, _center );
  7677. // compute edge vectors for triangle
  7678. _f0.subVectors( _v1$7, _v0$2 );
  7679. _f1.subVectors( _v2$4, _v1$7 );
  7680. _f2.subVectors( _v0$2, _v2$4 );
  7681. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  7682. // make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation
  7683. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  7684. let axes = [
  7685. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  7686. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  7687. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  7688. ];
  7689. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  7690. return false;
  7691. }
  7692. // test 3 face normals from the aabb
  7693. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  7694. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  7695. return false;
  7696. }
  7697. // finally testing the face normal of the triangle
  7698. // use already existing triangle edge vectors here
  7699. _triangleNormal.crossVectors( _f0, _f1 );
  7700. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  7701. return satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents );
  7702. }
  7703. /**
  7704. * Clamps the given point within the bounds of this box.
  7705. *
  7706. * @param {Vector3} point - The point to clamp.
  7707. * @param {Vector3} target - The target vector that is used to store the method's result.
  7708. * @return {Vector3} The clamped point.
  7709. */
  7710. clampPoint( point, target ) {
  7711. return target.copy( point ).clamp( this.min, this.max );
  7712. }
  7713. /**
  7714. * Returns the euclidean distance from any edge of this box to the specified point. If
  7715. * the given point lies inside of this box, the distance will be `0`.
  7716. *
  7717. * @param {Vector3} point - The point to compute the distance to.
  7718. * @return {number} The euclidean distance.
  7719. */
  7720. distanceToPoint( point ) {
  7721. return this.clampPoint( point, _vector$b ).distanceTo( point );
  7722. }
  7723. /**
  7724. * Returns a bounding sphere that encloses this bounding box.
  7725. *
  7726. * @param {Sphere} target - The target sphere that is used to store the method's result.
  7727. * @return {Sphere} The bounding sphere that encloses this bounding box.
  7728. */
  7729. getBoundingSphere( target ) {
  7730. if ( this.isEmpty() ) {
  7731. target.makeEmpty();
  7732. } else {
  7733. this.getCenter( target.center );
  7734. target.radius = this.getSize( _vector$b ).length() * 0.5;
  7735. }
  7736. return target;
  7737. }
  7738. /**
  7739. * Computes the intersection of this bounding box and the given one, setting the upper
  7740. * bound of this box to the lesser of the two boxes' upper bounds and the
  7741. * lower bound of this box to the greater of the two boxes' lower bounds. If
  7742. * there's no overlap, makes this box empty.
  7743. *
  7744. * @param {Box3} box - The bounding box to intersect with.
  7745. * @return {Box3} A reference to this bounding box.
  7746. */
  7747. intersect( box ) {
  7748. this.min.max( box.min );
  7749. this.max.min( box.max );
  7750. // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.
  7751. if ( this.isEmpty() ) this.makeEmpty();
  7752. return this;
  7753. }
  7754. /**
  7755. * Computes the union of this box and another and the given one, setting the upper
  7756. * bound of this box to the greater of the two boxes' upper bounds and the
  7757. * lower bound of this box to the lesser of the two boxes' lower bounds.
  7758. *
  7759. * @param {Box3} box - The bounding box that will be unioned with this instance.
  7760. * @return {Box3} A reference to this bounding box.
  7761. */
  7762. union( box ) {
  7763. this.min.min( box.min );
  7764. this.max.max( box.max );
  7765. return this;
  7766. }
  7767. /**
  7768. * Transforms this bounding box by the given 4x4 transformation matrix.
  7769. *
  7770. * @param {Matrix4} matrix - The transformation matrix.
  7771. * @return {Box3} A reference to this bounding box.
  7772. */
  7773. applyMatrix4( matrix ) {
  7774. // transform of empty box is an empty box.
  7775. if ( this.isEmpty() ) return this;
  7776. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  7777. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  7778. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  7779. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  7780. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  7781. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  7782. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  7783. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  7784. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  7785. this.setFromPoints( _points );
  7786. return this;
  7787. }
  7788. /**
  7789. * Adds the given offset to both the upper and lower bounds of this bounding box,
  7790. * effectively moving it in 3D space.
  7791. *
  7792. * @param {Vector3} offset - The offset that should be used to translate the bounding box.
  7793. * @return {Box3} A reference to this bounding box.
  7794. */
  7795. translate( offset ) {
  7796. this.min.add( offset );
  7797. this.max.add( offset );
  7798. return this;
  7799. }
  7800. /**
  7801. * Returns `true` if this bounding box is equal with the given one.
  7802. *
  7803. * @param {Box3} box - The box to test for equality.
  7804. * @return {boolean} Whether this bounding box is equal with the given one.
  7805. */
  7806. equals( box ) {
  7807. return box.min.equals( this.min ) && box.max.equals( this.max );
  7808. }
  7809. /**
  7810. * Returns a serialized structure of the bounding box.
  7811. *
  7812. * @return {Object} Serialized structure with fields representing the object state.
  7813. */
  7814. toJSON() {
  7815. return {
  7816. min: this.min.toArray(),
  7817. max: this.max.toArray()
  7818. };
  7819. }
  7820. /**
  7821. * Returns a serialized structure of the bounding box.
  7822. *
  7823. * @param {Object} json - The serialized json to set the box from.
  7824. * @return {Box3} A reference to this bounding box.
  7825. */
  7826. fromJSON( json ) {
  7827. this.min.fromArray( json.min );
  7828. this.max.fromArray( json.max );
  7829. return this;
  7830. }
  7831. }
  7832. const _points = [
  7833. /*@__PURE__*/ new Vector3(),
  7834. /*@__PURE__*/ new Vector3(),
  7835. /*@__PURE__*/ new Vector3(),
  7836. /*@__PURE__*/ new Vector3(),
  7837. /*@__PURE__*/ new Vector3(),
  7838. /*@__PURE__*/ new Vector3(),
  7839. /*@__PURE__*/ new Vector3(),
  7840. /*@__PURE__*/ new Vector3()
  7841. ];
  7842. const _vector$b = /*@__PURE__*/ new Vector3();
  7843. const _box$4 = /*@__PURE__*/ new Box3();
  7844. // triangle centered vertices
  7845. const _v0$2 = /*@__PURE__*/ new Vector3();
  7846. const _v1$7 = /*@__PURE__*/ new Vector3();
  7847. const _v2$4 = /*@__PURE__*/ new Vector3();
  7848. // triangle edge vectors
  7849. const _f0 = /*@__PURE__*/ new Vector3();
  7850. const _f1 = /*@__PURE__*/ new Vector3();
  7851. const _f2 = /*@__PURE__*/ new Vector3();
  7852. const _center = /*@__PURE__*/ new Vector3();
  7853. const _extents = /*@__PURE__*/ new Vector3();
  7854. const _triangleNormal = /*@__PURE__*/ new Vector3();
  7855. const _testAxis = /*@__PURE__*/ new Vector3();
  7856. function satForAxes( axes, v0, v1, v2, extents ) {
  7857. for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  7858. _testAxis.fromArray( axes, i );
  7859. // project the aabb onto the separating axis
  7860. const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  7861. // project all 3 vertices of the triangle onto the separating axis
  7862. const p0 = v0.dot( _testAxis );
  7863. const p1 = v1.dot( _testAxis );
  7864. const p2 = v2.dot( _testAxis );
  7865. // actual test, basically see if either of the most extreme of the triangle points intersects r
  7866. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  7867. // points of the projected triangle are outside the projected half-length of the aabb
  7868. // the axis is separating and we can exit
  7869. return false;
  7870. }
  7871. }
  7872. return true;
  7873. }
  7874. const _box$3 = /*@__PURE__*/ new Box3();
  7875. const _v1$6 = /*@__PURE__*/ new Vector3();
  7876. const _v2$3 = /*@__PURE__*/ new Vector3();
  7877. /**
  7878. * An analytical 3D sphere defined by a center and radius. This class is mainly
  7879. * used as a Bounding Sphere for 3D objects.
  7880. */
  7881. class Sphere {
  7882. /**
  7883. * Constructs a new sphere.
  7884. *
  7885. * @param {Vector3} [center=(0,0,0)] - The center of the sphere
  7886. * @param {number} [radius=-1] - The radius of the sphere.
  7887. */
  7888. constructor( center = new Vector3(), radius = -1 ) {
  7889. /**
  7890. * This flag can be used for type testing.
  7891. *
  7892. * @type {boolean}
  7893. * @readonly
  7894. * @default true
  7895. */
  7896. this.isSphere = true;
  7897. /**
  7898. * The center of the sphere
  7899. *
  7900. * @type {Vector3}
  7901. */
  7902. this.center = center;
  7903. /**
  7904. * The radius of the sphere.
  7905. *
  7906. * @type {number}
  7907. */
  7908. this.radius = radius;
  7909. }
  7910. /**
  7911. * Sets the sphere's components by copying the given values.
  7912. *
  7913. * @param {Vector3} center - The center.
  7914. * @param {number} radius - The radius.
  7915. * @return {Sphere} A reference to this sphere.
  7916. */
  7917. set( center, radius ) {
  7918. this.center.copy( center );
  7919. this.radius = radius;
  7920. return this;
  7921. }
  7922. /**
  7923. * Computes the minimum bounding sphere for list of points.
  7924. * If the optional center point is given, it is used as the sphere's
  7925. * center. Otherwise, the center of the axis-aligned bounding box
  7926. * encompassing the points is calculated.
  7927. *
  7928. * @param {Array<Vector3>} points - A list of points in 3D space.
  7929. * @param {Vector3} [optionalCenter] - The center of the sphere.
  7930. * @return {Sphere} A reference to this sphere.
  7931. */
  7932. setFromPoints( points, optionalCenter ) {
  7933. const center = this.center;
  7934. if ( optionalCenter !== undefined ) {
  7935. center.copy( optionalCenter );
  7936. } else {
  7937. _box$3.setFromPoints( points ).getCenter( center );
  7938. }
  7939. let maxRadiusSq = 0;
  7940. for ( let i = 0, il = points.length; i < il; i ++ ) {
  7941. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  7942. }
  7943. this.radius = Math.sqrt( maxRadiusSq );
  7944. return this;
  7945. }
  7946. /**
  7947. * Copies the values of the given sphere to this instance.
  7948. *
  7949. * @param {Sphere} sphere - The sphere to copy.
  7950. * @return {Sphere} A reference to this sphere.
  7951. */
  7952. copy( sphere ) {
  7953. this.center.copy( sphere.center );
  7954. this.radius = sphere.radius;
  7955. return this;
  7956. }
  7957. /**
  7958. * Returns `true` if the sphere is empty (the radius set to a negative number).
  7959. *
  7960. * Spheres with a radius of `0` contain only their center point and are not
  7961. * considered to be empty.
  7962. *
  7963. * @return {boolean} Whether this sphere is empty or not.
  7964. */
  7965. isEmpty() {
  7966. return ( this.radius < 0 );
  7967. }
  7968. /**
  7969. * Makes this sphere empty which means in encloses a zero space in 3D.
  7970. *
  7971. * @return {Sphere} A reference to this sphere.
  7972. */
  7973. makeEmpty() {
  7974. this.center.set( 0, 0, 0 );
  7975. this.radius = -1;
  7976. return this;
  7977. }
  7978. /**
  7979. * Returns `true` if this sphere contains the given point inclusive of
  7980. * the surface of the sphere.
  7981. *
  7982. * @param {Vector3} point - The point to check.
  7983. * @return {boolean} Whether this sphere contains the given point or not.
  7984. */
  7985. containsPoint( point ) {
  7986. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  7987. }
  7988. /**
  7989. * Returns the closest distance from the boundary of the sphere to the
  7990. * given point. If the sphere contains the point, the distance will
  7991. * be negative.
  7992. *
  7993. * @param {Vector3} point - The point to compute the distance to.
  7994. * @return {number} The distance to the point.
  7995. */
  7996. distanceToPoint( point ) {
  7997. return ( point.distanceTo( this.center ) - this.radius );
  7998. }
  7999. /**
  8000. * Returns `true` if this sphere intersects with the given one.
  8001. *
  8002. * @param {Sphere} sphere - The sphere to test.
  8003. * @return {boolean} Whether this sphere intersects with the given one or not.
  8004. */
  8005. intersectsSphere( sphere ) {
  8006. const radiusSum = this.radius + sphere.radius;
  8007. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  8008. }
  8009. /**
  8010. * Returns `true` if this sphere intersects with the given box.
  8011. *
  8012. * @param {Box3} box - The box to test.
  8013. * @return {boolean} Whether this sphere intersects with the given box or not.
  8014. */
  8015. intersectsBox( box ) {
  8016. return box.intersectsSphere( this );
  8017. }
  8018. /**
  8019. * Returns `true` if this sphere intersects with the given plane.
  8020. *
  8021. * @param {Plane} plane - The plane to test.
  8022. * @return {boolean} Whether this sphere intersects with the given plane or not.
  8023. */
  8024. intersectsPlane( plane ) {
  8025. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  8026. }
  8027. /**
  8028. * Clamps a point within the sphere. If the point is outside the sphere, it
  8029. * will clamp it to the closest point on the edge of the sphere. Points
  8030. * already inside the sphere will not be affected.
  8031. *
  8032. * @param {Vector3} point - The plane to clamp.
  8033. * @param {Vector3} target - The target vector that is used to store the method's result.
  8034. * @return {Vector3} The clamped point.
  8035. */
  8036. clampPoint( point, target ) {
  8037. const deltaLengthSq = this.center.distanceToSquared( point );
  8038. target.copy( point );
  8039. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  8040. target.sub( this.center ).normalize();
  8041. target.multiplyScalar( this.radius ).add( this.center );
  8042. }
  8043. return target;
  8044. }
  8045. /**
  8046. * Returns a bounding box that encloses this sphere.
  8047. *
  8048. * @param {Box3} target - The target box that is used to store the method's result.
  8049. * @return {Box3} The bounding box that encloses this sphere.
  8050. */
  8051. getBoundingBox( target ) {
  8052. if ( this.isEmpty() ) {
  8053. // Empty sphere produces empty bounding box
  8054. target.makeEmpty();
  8055. return target;
  8056. }
  8057. target.set( this.center, this.center );
  8058. target.expandByScalar( this.radius );
  8059. return target;
  8060. }
  8061. /**
  8062. * Transforms this sphere with the given 4x4 transformation matrix.
  8063. *
  8064. * @param {Matrix4} matrix - The transformation matrix.
  8065. * @return {Sphere} A reference to this sphere.
  8066. */
  8067. applyMatrix4( matrix ) {
  8068. this.center.applyMatrix4( matrix );
  8069. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  8070. return this;
  8071. }
  8072. /**
  8073. * Translates the sphere's center by the given offset.
  8074. *
  8075. * @param {Vector3} offset - The offset.
  8076. * @return {Sphere} A reference to this sphere.
  8077. */
  8078. translate( offset ) {
  8079. this.center.add( offset );
  8080. return this;
  8081. }
  8082. /**
  8083. * Expands the boundaries of this sphere to include the given point.
  8084. *
  8085. * @param {Vector3} point - The point to include.
  8086. * @return {Sphere} A reference to this sphere.
  8087. */
  8088. expandByPoint( point ) {
  8089. if ( this.isEmpty() ) {
  8090. this.center.copy( point );
  8091. this.radius = 0;
  8092. return this;
  8093. }
  8094. _v1$6.subVectors( point, this.center );
  8095. const lengthSq = _v1$6.lengthSq();
  8096. if ( lengthSq > ( this.radius * this.radius ) ) {
  8097. // calculate the minimal sphere
  8098. const length = Math.sqrt( lengthSq );
  8099. const delta = ( length - this.radius ) * 0.5;
  8100. this.center.addScaledVector( _v1$6, delta / length );
  8101. this.radius += delta;
  8102. }
  8103. return this;
  8104. }
  8105. /**
  8106. * Expands this sphere to enclose both the original sphere and the given sphere.
  8107. *
  8108. * @param {Sphere} sphere - The sphere to include.
  8109. * @return {Sphere} A reference to this sphere.
  8110. */
  8111. union( sphere ) {
  8112. if ( sphere.isEmpty() ) {
  8113. return this;
  8114. }
  8115. if ( this.isEmpty() ) {
  8116. this.copy( sphere );
  8117. return this;
  8118. }
  8119. if ( this.center.equals( sphere.center ) === true ) {
  8120. this.radius = Math.max( this.radius, sphere.radius );
  8121. } else {
  8122. _v2$3.subVectors( sphere.center, this.center ).setLength( sphere.radius );
  8123. this.expandByPoint( _v1$6.copy( sphere.center ).add( _v2$3 ) );
  8124. this.expandByPoint( _v1$6.copy( sphere.center ).sub( _v2$3 ) );
  8125. }
  8126. return this;
  8127. }
  8128. /**
  8129. * Returns `true` if this sphere is equal with the given one.
  8130. *
  8131. * @param {Sphere} sphere - The sphere to test for equality.
  8132. * @return {boolean} Whether this bounding sphere is equal with the given one.
  8133. */
  8134. equals( sphere ) {
  8135. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  8136. }
  8137. /**
  8138. * Returns a new sphere with copied values from this instance.
  8139. *
  8140. * @return {Sphere} A clone of this instance.
  8141. */
  8142. clone() {
  8143. return new this.constructor().copy( this );
  8144. }
  8145. /**
  8146. * Returns a serialized structure of the bounding sphere.
  8147. *
  8148. * @return {Object} Serialized structure with fields representing the object state.
  8149. */
  8150. toJSON() {
  8151. return {
  8152. radius: this.radius,
  8153. center: this.center.toArray()
  8154. };
  8155. }
  8156. /**
  8157. * Returns a serialized structure of the bounding sphere.
  8158. *
  8159. * @param {Object} json - The serialized json to set the sphere from.
  8160. * @return {Box3} A reference to this bounding sphere.
  8161. */
  8162. fromJSON( json ) {
  8163. this.radius = json.radius;
  8164. this.center.fromArray( json.center );
  8165. return this;
  8166. }
  8167. }
  8168. const _vector$a = /*@__PURE__*/ new Vector3();
  8169. const _segCenter = /*@__PURE__*/ new Vector3();
  8170. const _segDir = /*@__PURE__*/ new Vector3();
  8171. const _diff = /*@__PURE__*/ new Vector3();
  8172. const _edge1 = /*@__PURE__*/ new Vector3();
  8173. const _edge2 = /*@__PURE__*/ new Vector3();
  8174. const _normal$1 = /*@__PURE__*/ new Vector3();
  8175. /**
  8176. * A ray that emits from an origin in a certain direction. The class is used by
  8177. * {@link Raycaster} to assist with raycasting. Raycasting is used for
  8178. * mouse picking (working out what objects in the 3D space the mouse is over)
  8179. * amongst other things.
  8180. */
  8181. class Ray {
  8182. /**
  8183. * Constructs a new ray.
  8184. *
  8185. * @param {Vector3} [origin=(0,0,0)] - The origin of the ray.
  8186. * @param {Vector3} [direction=(0,0,-1)] - The (normalized) direction of the ray.
  8187. */
  8188. constructor( origin = new Vector3(), direction = new Vector3( 0, 0, -1 ) ) {
  8189. /**
  8190. * The origin of the ray.
  8191. *
  8192. * @type {Vector3}
  8193. */
  8194. this.origin = origin;
  8195. /**
  8196. * The (normalized) direction of the ray.
  8197. *
  8198. * @type {Vector3}
  8199. */
  8200. this.direction = direction;
  8201. }
  8202. /**
  8203. * Sets the ray's components by copying the given values.
  8204. *
  8205. * @param {Vector3} origin - The origin.
  8206. * @param {Vector3} direction - The direction.
  8207. * @return {Ray} A reference to this ray.
  8208. */
  8209. set( origin, direction ) {
  8210. this.origin.copy( origin );
  8211. this.direction.copy( direction );
  8212. return this;
  8213. }
  8214. /**
  8215. * Copies the values of the given ray to this instance.
  8216. *
  8217. * @param {Ray} ray - The ray to copy.
  8218. * @return {Ray} A reference to this ray.
  8219. */
  8220. copy( ray ) {
  8221. this.origin.copy( ray.origin );
  8222. this.direction.copy( ray.direction );
  8223. return this;
  8224. }
  8225. /**
  8226. * Returns a vector that is located at a given distance along this ray.
  8227. *
  8228. * @param {number} t - The distance along the ray to retrieve a position for.
  8229. * @param {Vector3} target - The target vector that is used to store the method's result.
  8230. * @return {Vector3} A position on the ray.
  8231. */
  8232. at( t, target ) {
  8233. return target.copy( this.origin ).addScaledVector( this.direction, t );
  8234. }
  8235. /**
  8236. * Adjusts the direction of the ray to point at the given vector in world space.
  8237. *
  8238. * @param {Vector3} v - The target position.
  8239. * @return {Ray} A reference to this ray.
  8240. */
  8241. lookAt( v ) {
  8242. this.direction.copy( v ).sub( this.origin ).normalize();
  8243. return this;
  8244. }
  8245. /**
  8246. * Shift the origin of this ray along its direction by the given distance.
  8247. *
  8248. * @param {number} t - The distance along the ray to interpolate.
  8249. * @return {Ray} A reference to this ray.
  8250. */
  8251. recast( t ) {
  8252. this.origin.copy( this.at( t, _vector$a ) );
  8253. return this;
  8254. }
  8255. /**
  8256. * Returns the point along this ray that is closest to the given point.
  8257. *
  8258. * @param {Vector3} point - A point in 3D space to get the closet location on the ray for.
  8259. * @param {Vector3} target - The target vector that is used to store the method's result.
  8260. * @return {Vector3} The closest point on this ray.
  8261. */
  8262. closestPointToPoint( point, target ) {
  8263. target.subVectors( point, this.origin );
  8264. const directionDistance = target.dot( this.direction );
  8265. if ( directionDistance < 0 ) {
  8266. return target.copy( this.origin );
  8267. }
  8268. return target.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  8269. }
  8270. /**
  8271. * Returns the distance of the closest approach between this ray and the given point.
  8272. *
  8273. * @param {Vector3} point - A point in 3D space to compute the distance to.
  8274. * @return {number} The distance.
  8275. */
  8276. distanceToPoint( point ) {
  8277. return Math.sqrt( this.distanceSqToPoint( point ) );
  8278. }
  8279. /**
  8280. * Returns the squared distance of the closest approach between this ray and the given point.
  8281. *
  8282. * @param {Vector3} point - A point in 3D space to compute the distance to.
  8283. * @return {number} The squared distance.
  8284. */
  8285. distanceSqToPoint( point ) {
  8286. const directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );
  8287. // point behind the ray
  8288. if ( directionDistance < 0 ) {
  8289. return this.origin.distanceToSquared( point );
  8290. }
  8291. _vector$a.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  8292. return _vector$a.distanceToSquared( point );
  8293. }
  8294. /**
  8295. * Returns the squared distance between this ray and the given line segment.
  8296. *
  8297. * @param {Vector3} v0 - The start point of the line segment.
  8298. * @param {Vector3} v1 - The end point of the line segment.
  8299. * @param {Vector3} [optionalPointOnRay] - When provided, it receives the point on this ray that is closest to the segment.
  8300. * @param {Vector3} [optionalPointOnSegment] - When provided, it receives the point on the line segment that is closest to this ray.
  8301. * @return {number} The squared distance.
  8302. */
  8303. distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  8304. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h
  8305. // It returns the min distance between the ray and the segment
  8306. // defined by v0 and v1
  8307. // It can also set two optional targets :
  8308. // - The closest point on the ray
  8309. // - The closest point on the segment
  8310. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  8311. _segDir.copy( v1 ).sub( v0 ).normalize();
  8312. _diff.copy( this.origin ).sub( _segCenter );
  8313. const segExtent = v0.distanceTo( v1 ) * 0.5;
  8314. const a01 = - this.direction.dot( _segDir );
  8315. const b0 = _diff.dot( this.direction );
  8316. const b1 = - _diff.dot( _segDir );
  8317. const c = _diff.lengthSq();
  8318. const det = Math.abs( 1 - a01 * a01 );
  8319. let s0, s1, sqrDist, extDet;
  8320. if ( det > 0 ) {
  8321. // The ray and segment are not parallel.
  8322. s0 = a01 * b1 - b0;
  8323. s1 = a01 * b0 - b1;
  8324. extDet = segExtent * det;
  8325. if ( s0 >= 0 ) {
  8326. if ( s1 >= - extDet ) {
  8327. if ( s1 <= extDet ) {
  8328. // region 0
  8329. // Minimum at interior points of ray and segment.
  8330. const invDet = 1 / det;
  8331. s0 *= invDet;
  8332. s1 *= invDet;
  8333. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  8334. } else {
  8335. // region 1
  8336. s1 = segExtent;
  8337. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8338. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8339. }
  8340. } else {
  8341. // region 5
  8342. s1 = - segExtent;
  8343. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8344. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8345. }
  8346. } else {
  8347. if ( s1 <= - extDet ) {
  8348. // region 4
  8349. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  8350. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8351. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8352. } else if ( s1 <= extDet ) {
  8353. // region 3
  8354. s0 = 0;
  8355. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8356. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  8357. } else {
  8358. // region 2
  8359. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  8360. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8361. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8362. }
  8363. }
  8364. } else {
  8365. // Ray and segment are parallel.
  8366. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  8367. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8368. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8369. }
  8370. if ( optionalPointOnRay ) {
  8371. optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 );
  8372. }
  8373. if ( optionalPointOnSegment ) {
  8374. optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );
  8375. }
  8376. return sqrDist;
  8377. }
  8378. /**
  8379. * Intersects this ray with the given sphere, returning the intersection
  8380. * point or `null` if there is no intersection.
  8381. *
  8382. * @param {Sphere} sphere - The sphere to intersect.
  8383. * @param {Vector3} target - The target vector that is used to store the method's result.
  8384. * @return {?Vector3} The intersection point.
  8385. */
  8386. intersectSphere( sphere, target ) {
  8387. _vector$a.subVectors( sphere.center, this.origin );
  8388. const tca = _vector$a.dot( this.direction );
  8389. const d2 = _vector$a.dot( _vector$a ) - tca * tca;
  8390. const radius2 = sphere.radius * sphere.radius;
  8391. if ( d2 > radius2 ) return null;
  8392. const thc = Math.sqrt( radius2 - d2 );
  8393. // t0 = first intersect point - entrance on front of sphere
  8394. const t0 = tca - thc;
  8395. // t1 = second intersect point - exit point on back of sphere
  8396. const t1 = tca + thc;
  8397. // test to see if t1 is behind the ray - if so, return null
  8398. if ( t1 < 0 ) return null;
  8399. // test to see if t0 is behind the ray:
  8400. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  8401. // in order to always return an intersect point that is in front of the ray.
  8402. if ( t0 < 0 ) return this.at( t1, target );
  8403. // else t0 is in front of the ray, so return the first collision point scaled by t0
  8404. return this.at( t0, target );
  8405. }
  8406. /**
  8407. * Returns `true` if this ray intersects with the given sphere.
  8408. *
  8409. * @param {Sphere} sphere - The sphere to intersect.
  8410. * @return {boolean} Whether this ray intersects with the given sphere or not.
  8411. */
  8412. intersectsSphere( sphere ) {
  8413. if ( sphere.radius < 0 ) return false; // handle empty spheres, see #31187
  8414. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  8415. }
  8416. /**
  8417. * Computes the distance from the ray's origin to the given plane. Returns `null` if the ray
  8418. * does not intersect with the plane.
  8419. *
  8420. * @param {Plane} plane - The plane to compute the distance to.
  8421. * @return {?number} Whether this ray intersects with the given sphere or not.
  8422. */
  8423. distanceToPlane( plane ) {
  8424. const denominator = plane.normal.dot( this.direction );
  8425. if ( denominator === 0 ) {
  8426. // line is coplanar, return origin
  8427. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  8428. return 0;
  8429. }
  8430. // Null is preferable to undefined since undefined means.... it is undefined
  8431. return null;
  8432. }
  8433. const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  8434. // Return if the ray never intersects the plane
  8435. return t >= 0 ? t : null;
  8436. }
  8437. /**
  8438. * Intersects this ray with the given plane, returning the intersection
  8439. * point or `null` if there is no intersection.
  8440. *
  8441. * @param {Plane} plane - The plane to intersect.
  8442. * @param {Vector3} target - The target vector that is used to store the method's result.
  8443. * @return {?Vector3} The intersection point.
  8444. */
  8445. intersectPlane( plane, target ) {
  8446. const t = this.distanceToPlane( plane );
  8447. if ( t === null ) {
  8448. return null;
  8449. }
  8450. return this.at( t, target );
  8451. }
  8452. /**
  8453. * Returns `true` if this ray intersects with the given plane.
  8454. *
  8455. * @param {Plane} plane - The plane to intersect.
  8456. * @return {boolean} Whether this ray intersects with the given plane or not.
  8457. */
  8458. intersectsPlane( plane ) {
  8459. // check if the ray lies on the plane first
  8460. const distToPoint = plane.distanceToPoint( this.origin );
  8461. if ( distToPoint === 0 ) {
  8462. return true;
  8463. }
  8464. const denominator = plane.normal.dot( this.direction );
  8465. if ( denominator * distToPoint < 0 ) {
  8466. return true;
  8467. }
  8468. // ray origin is behind the plane (and is pointing behind it)
  8469. return false;
  8470. }
  8471. /**
  8472. * Intersects this ray with the given bounding box, returning the intersection
  8473. * point or `null` if there is no intersection.
  8474. *
  8475. * @param {Box3} box - The box to intersect.
  8476. * @param {Vector3} target - The target vector that is used to store the method's result.
  8477. * @return {?Vector3} The intersection point.
  8478. */
  8479. intersectBox( box, target ) {
  8480. let tmin, tmax, tymin, tymax, tzmin, tzmax;
  8481. const invdirx = 1 / this.direction.x,
  8482. invdiry = 1 / this.direction.y,
  8483. invdirz = 1 / this.direction.z;
  8484. const origin = this.origin;
  8485. if ( invdirx >= 0 ) {
  8486. tmin = ( box.min.x - origin.x ) * invdirx;
  8487. tmax = ( box.max.x - origin.x ) * invdirx;
  8488. } else {
  8489. tmin = ( box.max.x - origin.x ) * invdirx;
  8490. tmax = ( box.min.x - origin.x ) * invdirx;
  8491. }
  8492. if ( invdiry >= 0 ) {
  8493. tymin = ( box.min.y - origin.y ) * invdiry;
  8494. tymax = ( box.max.y - origin.y ) * invdiry;
  8495. } else {
  8496. tymin = ( box.max.y - origin.y ) * invdiry;
  8497. tymax = ( box.min.y - origin.y ) * invdiry;
  8498. }
  8499. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  8500. if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;
  8501. if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;
  8502. if ( invdirz >= 0 ) {
  8503. tzmin = ( box.min.z - origin.z ) * invdirz;
  8504. tzmax = ( box.max.z - origin.z ) * invdirz;
  8505. } else {
  8506. tzmin = ( box.max.z - origin.z ) * invdirz;
  8507. tzmax = ( box.min.z - origin.z ) * invdirz;
  8508. }
  8509. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  8510. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  8511. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  8512. //return point closest to the ray (positive side)
  8513. if ( tmax < 0 ) return null;
  8514. return this.at( tmin >= 0 ? tmin : tmax, target );
  8515. }
  8516. /**
  8517. * Returns `true` if this ray intersects with the given box.
  8518. *
  8519. * @param {Box3} box - The box to intersect.
  8520. * @return {boolean} Whether this ray intersects with the given box or not.
  8521. */
  8522. intersectsBox( box ) {
  8523. return this.intersectBox( box, _vector$a ) !== null;
  8524. }
  8525. /**
  8526. * Intersects this ray with the given triangle, returning the intersection
  8527. * point or `null` if there is no intersection.
  8528. *
  8529. * @param {Vector3} a - The first vertex of the triangle.
  8530. * @param {Vector3} b - The second vertex of the triangle.
  8531. * @param {Vector3} c - The third vertex of the triangle.
  8532. * @param {boolean} backfaceCulling - Whether to use backface culling or not.
  8533. * @param {Vector3} target - The target vector that is used to store the method's result.
  8534. * @return {?Vector3} The intersection point.
  8535. */
  8536. intersectTriangle( a, b, c, backfaceCulling, target ) {
  8537. // Compute the offset origin, edges, and normal.
  8538. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  8539. _edge1.subVectors( b, a );
  8540. _edge2.subVectors( c, a );
  8541. _normal$1.crossVectors( _edge1, _edge2 );
  8542. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  8543. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  8544. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  8545. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  8546. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  8547. let DdN = this.direction.dot( _normal$1 );
  8548. let sign;
  8549. if ( DdN > 0 ) {
  8550. if ( backfaceCulling ) return null;
  8551. sign = 1;
  8552. } else if ( DdN < 0 ) {
  8553. sign = -1;
  8554. DdN = - DdN;
  8555. } else {
  8556. return null;
  8557. }
  8558. _diff.subVectors( this.origin, a );
  8559. const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  8560. // b1 < 0, no intersection
  8561. if ( DdQxE2 < 0 ) {
  8562. return null;
  8563. }
  8564. const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  8565. // b2 < 0, no intersection
  8566. if ( DdE1xQ < 0 ) {
  8567. return null;
  8568. }
  8569. // b1+b2 > 1, no intersection
  8570. if ( DdQxE2 + DdE1xQ > DdN ) {
  8571. return null;
  8572. }
  8573. // Line intersects triangle, check if ray does.
  8574. const QdN = - sign * _diff.dot( _normal$1 );
  8575. // t < 0, no intersection
  8576. if ( QdN < 0 ) {
  8577. return null;
  8578. }
  8579. // Ray intersects triangle.
  8580. return this.at( QdN / DdN, target );
  8581. }
  8582. /**
  8583. * Transforms this ray with the given 4x4 transformation matrix.
  8584. *
  8585. * @param {Matrix4} matrix4 - The transformation matrix.
  8586. * @return {Ray} A reference to this ray.
  8587. */
  8588. applyMatrix4( matrix4 ) {
  8589. this.origin.applyMatrix4( matrix4 );
  8590. this.direction.transformDirection( matrix4 );
  8591. return this;
  8592. }
  8593. /**
  8594. * Returns `true` if this ray is equal with the given one.
  8595. *
  8596. * @param {Ray} ray - The ray to test for equality.
  8597. * @return {boolean} Whether this ray is equal with the given one.
  8598. */
  8599. equals( ray ) {
  8600. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  8601. }
  8602. /**
  8603. * Returns a new ray with copied values from this instance.
  8604. *
  8605. * @return {Ray} A clone of this instance.
  8606. */
  8607. clone() {
  8608. return new this.constructor().copy( this );
  8609. }
  8610. }
  8611. /**
  8612. * Represents a 4x4 matrix.
  8613. *
  8614. * The most common use of a 4x4 matrix in 3D computer graphics is as a transformation matrix.
  8615. * For an introduction to transformation matrices as used in WebGL, check out [this tutorial]{@link https://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices}
  8616. *
  8617. * This allows a 3D vector representing a point in 3D space to undergo
  8618. * transformations such as translation, rotation, shear, scale, reflection,
  8619. * orthogonal or perspective projection and so on, by being multiplied by the
  8620. * matrix. This is known as `applying` the matrix to the vector.
  8621. *
  8622. * A Note on Row-Major and Column-Major Ordering:
  8623. *
  8624. * The constructor and {@link Matrix3#set} method take arguments in
  8625. * [row-major]{@link https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order}
  8626. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  8627. * This means that calling:
  8628. * ```js
  8629. * const m = new THREE.Matrix4();
  8630. * m.set( 11, 12, 13, 14,
  8631. * 21, 22, 23, 24,
  8632. * 31, 32, 33, 34,
  8633. * 41, 42, 43, 44 );
  8634. * ```
  8635. * will result in the elements array containing:
  8636. * ```js
  8637. * m.elements = [ 11, 21, 31, 41,
  8638. * 12, 22, 32, 42,
  8639. * 13, 23, 33, 43,
  8640. * 14, 24, 34, 44 ];
  8641. * ```
  8642. * and internally all calculations are performed using column-major ordering.
  8643. * However, as the actual ordering makes no difference mathematically and
  8644. * most people are used to thinking about matrices in row-major order, the
  8645. * three.js documentation shows matrices in row-major order. Just bear in
  8646. * mind that if you are reading the source code, you'll have to take the
  8647. * transpose of any matrices outlined here to make sense of the calculations.
  8648. */
  8649. class Matrix4 {
  8650. /**
  8651. * Constructs a new 4x4 matrix. The arguments are supposed to be
  8652. * in row-major order. If no arguments are provided, the constructor
  8653. * initializes the matrix as an identity matrix.
  8654. *
  8655. * @param {number} [n11] - 1-1 matrix element.
  8656. * @param {number} [n12] - 1-2 matrix element.
  8657. * @param {number} [n13] - 1-3 matrix element.
  8658. * @param {number} [n14] - 1-4 matrix element.
  8659. * @param {number} [n21] - 2-1 matrix element.
  8660. * @param {number} [n22] - 2-2 matrix element.
  8661. * @param {number} [n23] - 2-3 matrix element.
  8662. * @param {number} [n24] - 2-4 matrix element.
  8663. * @param {number} [n31] - 3-1 matrix element.
  8664. * @param {number} [n32] - 3-2 matrix element.
  8665. * @param {number} [n33] - 3-3 matrix element.
  8666. * @param {number} [n34] - 3-4 matrix element.
  8667. * @param {number} [n41] - 4-1 matrix element.
  8668. * @param {number} [n42] - 4-2 matrix element.
  8669. * @param {number} [n43] - 4-3 matrix element.
  8670. * @param {number} [n44] - 4-4 matrix element.
  8671. */
  8672. constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  8673. /**
  8674. * This flag can be used for type testing.
  8675. *
  8676. * @type {boolean}
  8677. * @readonly
  8678. * @default true
  8679. */
  8680. Matrix4.prototype.isMatrix4 = true;
  8681. /**
  8682. * A column-major list of matrix values.
  8683. *
  8684. * @type {Array<number>}
  8685. */
  8686. this.elements = [
  8687. 1, 0, 0, 0,
  8688. 0, 1, 0, 0,
  8689. 0, 0, 1, 0,
  8690. 0, 0, 0, 1
  8691. ];
  8692. if ( n11 !== undefined ) {
  8693. this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );
  8694. }
  8695. }
  8696. /**
  8697. * Sets the elements of the matrix.The arguments are supposed to be
  8698. * in row-major order.
  8699. *
  8700. * @param {number} [n11] - 1-1 matrix element.
  8701. * @param {number} [n12] - 1-2 matrix element.
  8702. * @param {number} [n13] - 1-3 matrix element.
  8703. * @param {number} [n14] - 1-4 matrix element.
  8704. * @param {number} [n21] - 2-1 matrix element.
  8705. * @param {number} [n22] - 2-2 matrix element.
  8706. * @param {number} [n23] - 2-3 matrix element.
  8707. * @param {number} [n24] - 2-4 matrix element.
  8708. * @param {number} [n31] - 3-1 matrix element.
  8709. * @param {number} [n32] - 3-2 matrix element.
  8710. * @param {number} [n33] - 3-3 matrix element.
  8711. * @param {number} [n34] - 3-4 matrix element.
  8712. * @param {number} [n41] - 4-1 matrix element.
  8713. * @param {number} [n42] - 4-2 matrix element.
  8714. * @param {number} [n43] - 4-3 matrix element.
  8715. * @param {number} [n44] - 4-4 matrix element.
  8716. * @return {Matrix4} A reference to this matrix.
  8717. */
  8718. set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  8719. const te = this.elements;
  8720. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  8721. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  8722. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  8723. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  8724. return this;
  8725. }
  8726. /**
  8727. * Sets this matrix to the 4x4 identity matrix.
  8728. *
  8729. * @return {Matrix4} A reference to this matrix.
  8730. */
  8731. identity() {
  8732. this.set(
  8733. 1, 0, 0, 0,
  8734. 0, 1, 0, 0,
  8735. 0, 0, 1, 0,
  8736. 0, 0, 0, 1
  8737. );
  8738. return this;
  8739. }
  8740. /**
  8741. * Returns a matrix with copied values from this instance.
  8742. *
  8743. * @return {Matrix4} A clone of this instance.
  8744. */
  8745. clone() {
  8746. return new Matrix4().fromArray( this.elements );
  8747. }
  8748. /**
  8749. * Copies the values of the given matrix to this instance.
  8750. *
  8751. * @param {Matrix4} m - The matrix to copy.
  8752. * @return {Matrix4} A reference to this matrix.
  8753. */
  8754. copy( m ) {
  8755. const te = this.elements;
  8756. const me = m.elements;
  8757. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  8758. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  8759. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  8760. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  8761. return this;
  8762. }
  8763. /**
  8764. * Copies the translation component of the given matrix
  8765. * into this matrix's translation component.
  8766. *
  8767. * @param {Matrix4} m - The matrix to copy the translation component.
  8768. * @return {Matrix4} A reference to this matrix.
  8769. */
  8770. copyPosition( m ) {
  8771. const te = this.elements, me = m.elements;
  8772. te[ 12 ] = me[ 12 ];
  8773. te[ 13 ] = me[ 13 ];
  8774. te[ 14 ] = me[ 14 ];
  8775. return this;
  8776. }
  8777. /**
  8778. * Set the upper 3x3 elements of this matrix to the values of given 3x3 matrix.
  8779. *
  8780. * @param {Matrix3} m - The 3x3 matrix.
  8781. * @return {Matrix4} A reference to this matrix.
  8782. */
  8783. setFromMatrix3( m ) {
  8784. const me = m.elements;
  8785. this.set(
  8786. me[ 0 ], me[ 3 ], me[ 6 ], 0,
  8787. me[ 1 ], me[ 4 ], me[ 7 ], 0,
  8788. me[ 2 ], me[ 5 ], me[ 8 ], 0,
  8789. 0, 0, 0, 1
  8790. );
  8791. return this;
  8792. }
  8793. /**
  8794. * Extracts the basis of this matrix into the three axis vectors provided.
  8795. *
  8796. * @param {Vector3} xAxis - The basis's x axis.
  8797. * @param {Vector3} yAxis - The basis's y axis.
  8798. * @param {Vector3} zAxis - The basis's z axis.
  8799. * @return {Matrix4} A reference to this matrix.
  8800. */
  8801. extractBasis( xAxis, yAxis, zAxis ) {
  8802. xAxis.setFromMatrixColumn( this, 0 );
  8803. yAxis.setFromMatrixColumn( this, 1 );
  8804. zAxis.setFromMatrixColumn( this, 2 );
  8805. return this;
  8806. }
  8807. /**
  8808. * Sets the given basis vectors to this matrix.
  8809. *
  8810. * @param {Vector3} xAxis - The basis's x axis.
  8811. * @param {Vector3} yAxis - The basis's y axis.
  8812. * @param {Vector3} zAxis - The basis's z axis.
  8813. * @return {Matrix4} A reference to this matrix.
  8814. */
  8815. makeBasis( xAxis, yAxis, zAxis ) {
  8816. this.set(
  8817. xAxis.x, yAxis.x, zAxis.x, 0,
  8818. xAxis.y, yAxis.y, zAxis.y, 0,
  8819. xAxis.z, yAxis.z, zAxis.z, 0,
  8820. 0, 0, 0, 1
  8821. );
  8822. return this;
  8823. }
  8824. /**
  8825. * Extracts the rotation component of the given matrix
  8826. * into this matrix's rotation component.
  8827. *
  8828. * Note: This method does not support reflection matrices.
  8829. *
  8830. * @param {Matrix4} m - The matrix.
  8831. * @return {Matrix4} A reference to this matrix.
  8832. */
  8833. extractRotation( m ) {
  8834. const te = this.elements;
  8835. const me = m.elements;
  8836. const scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();
  8837. const scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();
  8838. const scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();
  8839. te[ 0 ] = me[ 0 ] * scaleX;
  8840. te[ 1 ] = me[ 1 ] * scaleX;
  8841. te[ 2 ] = me[ 2 ] * scaleX;
  8842. te[ 3 ] = 0;
  8843. te[ 4 ] = me[ 4 ] * scaleY;
  8844. te[ 5 ] = me[ 5 ] * scaleY;
  8845. te[ 6 ] = me[ 6 ] * scaleY;
  8846. te[ 7 ] = 0;
  8847. te[ 8 ] = me[ 8 ] * scaleZ;
  8848. te[ 9 ] = me[ 9 ] * scaleZ;
  8849. te[ 10 ] = me[ 10 ] * scaleZ;
  8850. te[ 11 ] = 0;
  8851. te[ 12 ] = 0;
  8852. te[ 13 ] = 0;
  8853. te[ 14 ] = 0;
  8854. te[ 15 ] = 1;
  8855. return this;
  8856. }
  8857. /**
  8858. * Sets the rotation component (the upper left 3x3 matrix) of this matrix to
  8859. * the rotation specified by the given Euler angles. The rest of
  8860. * the matrix is set to the identity. Depending on the {@link Euler#order},
  8861. * there are six possible outcomes. See [this page]{@link https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix}
  8862. * for a complete list.
  8863. *
  8864. * @param {Euler} euler - The Euler angles.
  8865. * @return {Matrix4} A reference to this matrix.
  8866. */
  8867. makeRotationFromEuler( euler ) {
  8868. const te = this.elements;
  8869. const x = euler.x, y = euler.y, z = euler.z;
  8870. const a = Math.cos( x ), b = Math.sin( x );
  8871. const c = Math.cos( y ), d = Math.sin( y );
  8872. const e = Math.cos( z ), f = Math.sin( z );
  8873. if ( euler.order === 'XYZ' ) {
  8874. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  8875. te[ 0 ] = c * e;
  8876. te[ 4 ] = - c * f;
  8877. te[ 8 ] = d;
  8878. te[ 1 ] = af + be * d;
  8879. te[ 5 ] = ae - bf * d;
  8880. te[ 9 ] = - b * c;
  8881. te[ 2 ] = bf - ae * d;
  8882. te[ 6 ] = be + af * d;
  8883. te[ 10 ] = a * c;
  8884. } else if ( euler.order === 'YXZ' ) {
  8885. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  8886. te[ 0 ] = ce + df * b;
  8887. te[ 4 ] = de * b - cf;
  8888. te[ 8 ] = a * d;
  8889. te[ 1 ] = a * f;
  8890. te[ 5 ] = a * e;
  8891. te[ 9 ] = - b;
  8892. te[ 2 ] = cf * b - de;
  8893. te[ 6 ] = df + ce * b;
  8894. te[ 10 ] = a * c;
  8895. } else if ( euler.order === 'ZXY' ) {
  8896. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  8897. te[ 0 ] = ce - df * b;
  8898. te[ 4 ] = - a * f;
  8899. te[ 8 ] = de + cf * b;
  8900. te[ 1 ] = cf + de * b;
  8901. te[ 5 ] = a * e;
  8902. te[ 9 ] = df - ce * b;
  8903. te[ 2 ] = - a * d;
  8904. te[ 6 ] = b;
  8905. te[ 10 ] = a * c;
  8906. } else if ( euler.order === 'ZYX' ) {
  8907. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  8908. te[ 0 ] = c * e;
  8909. te[ 4 ] = be * d - af;
  8910. te[ 8 ] = ae * d + bf;
  8911. te[ 1 ] = c * f;
  8912. te[ 5 ] = bf * d + ae;
  8913. te[ 9 ] = af * d - be;
  8914. te[ 2 ] = - d;
  8915. te[ 6 ] = b * c;
  8916. te[ 10 ] = a * c;
  8917. } else if ( euler.order === 'YZX' ) {
  8918. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  8919. te[ 0 ] = c * e;
  8920. te[ 4 ] = bd - ac * f;
  8921. te[ 8 ] = bc * f + ad;
  8922. te[ 1 ] = f;
  8923. te[ 5 ] = a * e;
  8924. te[ 9 ] = - b * e;
  8925. te[ 2 ] = - d * e;
  8926. te[ 6 ] = ad * f + bc;
  8927. te[ 10 ] = ac - bd * f;
  8928. } else if ( euler.order === 'XZY' ) {
  8929. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  8930. te[ 0 ] = c * e;
  8931. te[ 4 ] = - f;
  8932. te[ 8 ] = d * e;
  8933. te[ 1 ] = ac * f + bd;
  8934. te[ 5 ] = a * e;
  8935. te[ 9 ] = ad * f - bc;
  8936. te[ 2 ] = bc * f - ad;
  8937. te[ 6 ] = b * e;
  8938. te[ 10 ] = bd * f + ac;
  8939. }
  8940. // bottom row
  8941. te[ 3 ] = 0;
  8942. te[ 7 ] = 0;
  8943. te[ 11 ] = 0;
  8944. // last column
  8945. te[ 12 ] = 0;
  8946. te[ 13 ] = 0;
  8947. te[ 14 ] = 0;
  8948. te[ 15 ] = 1;
  8949. return this;
  8950. }
  8951. /**
  8952. * Sets the rotation component of this matrix to the rotation specified by
  8953. * the given Quaternion as outlined [here]{@link https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion}
  8954. * The rest of the matrix is set to the identity.
  8955. *
  8956. * @param {Quaternion} q - The Quaternion.
  8957. * @return {Matrix4} A reference to this matrix.
  8958. */
  8959. makeRotationFromQuaternion( q ) {
  8960. return this.compose( _zero, q, _one );
  8961. }
  8962. /**
  8963. * Sets the rotation component of the transformation matrix, looking from `eye` towards
  8964. * `target`, and oriented by the up-direction.
  8965. *
  8966. * @param {Vector3} eye - The eye vector.
  8967. * @param {Vector3} target - The target vector.
  8968. * @param {Vector3} up - The up vector.
  8969. * @return {Matrix4} A reference to this matrix.
  8970. */
  8971. lookAt( eye, target, up ) {
  8972. const te = this.elements;
  8973. _z.subVectors( eye, target );
  8974. if ( _z.lengthSq() === 0 ) {
  8975. // eye and target are in the same position
  8976. _z.z = 1;
  8977. }
  8978. _z.normalize();
  8979. _x.crossVectors( up, _z );
  8980. if ( _x.lengthSq() === 0 ) {
  8981. // up and z are parallel
  8982. if ( Math.abs( up.z ) === 1 ) {
  8983. _z.x += 0.0001;
  8984. } else {
  8985. _z.z += 0.0001;
  8986. }
  8987. _z.normalize();
  8988. _x.crossVectors( up, _z );
  8989. }
  8990. _x.normalize();
  8991. _y.crossVectors( _z, _x );
  8992. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  8993. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  8994. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  8995. return this;
  8996. }
  8997. /**
  8998. * Post-multiplies this matrix by the given 4x4 matrix.
  8999. *
  9000. * @param {Matrix4} m - The matrix to multiply with.
  9001. * @return {Matrix4} A reference to this matrix.
  9002. */
  9003. multiply( m ) {
  9004. return this.multiplyMatrices( this, m );
  9005. }
  9006. /**
  9007. * Pre-multiplies this matrix by the given 4x4 matrix.
  9008. *
  9009. * @param {Matrix4} m - The matrix to multiply with.
  9010. * @return {Matrix4} A reference to this matrix.
  9011. */
  9012. premultiply( m ) {
  9013. return this.multiplyMatrices( m, this );
  9014. }
  9015. /**
  9016. * Multiples the given 4x4 matrices and stores the result
  9017. * in this matrix.
  9018. *
  9019. * @param {Matrix4} a - The first matrix.
  9020. * @param {Matrix4} b - The second matrix.
  9021. * @return {Matrix4} A reference to this matrix.
  9022. */
  9023. multiplyMatrices( a, b ) {
  9024. const ae = a.elements;
  9025. const be = b.elements;
  9026. const te = this.elements;
  9027. const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  9028. const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  9029. const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  9030. const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  9031. const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  9032. const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  9033. const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  9034. const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  9035. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  9036. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  9037. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  9038. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  9039. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  9040. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  9041. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  9042. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  9043. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  9044. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  9045. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  9046. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  9047. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  9048. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  9049. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  9050. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  9051. return this;
  9052. }
  9053. /**
  9054. * Multiplies every component of the matrix by the given scalar.
  9055. *
  9056. * @param {number} s - The scalar.
  9057. * @return {Matrix4} A reference to this matrix.
  9058. */
  9059. multiplyScalar( s ) {
  9060. const te = this.elements;
  9061. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  9062. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  9063. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  9064. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  9065. return this;
  9066. }
  9067. /**
  9068. * Computes and returns the determinant of this matrix.
  9069. *
  9070. * Based on the method outlined [here]{@link http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.html}.
  9071. *
  9072. * @return {number} The determinant.
  9073. */
  9074. determinant() {
  9075. const te = this.elements;
  9076. const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  9077. const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  9078. const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  9079. const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  9080. //TODO: make this more efficient
  9081. return (
  9082. n41 * (
  9083. + n14 * n23 * n32
  9084. - n13 * n24 * n32
  9085. - n14 * n22 * n33
  9086. + n12 * n24 * n33
  9087. + n13 * n22 * n34
  9088. - n12 * n23 * n34
  9089. ) +
  9090. n42 * (
  9091. + n11 * n23 * n34
  9092. - n11 * n24 * n33
  9093. + n14 * n21 * n33
  9094. - n13 * n21 * n34
  9095. + n13 * n24 * n31
  9096. - n14 * n23 * n31
  9097. ) +
  9098. n43 * (
  9099. + n11 * n24 * n32
  9100. - n11 * n22 * n34
  9101. - n14 * n21 * n32
  9102. + n12 * n21 * n34
  9103. + n14 * n22 * n31
  9104. - n12 * n24 * n31
  9105. ) +
  9106. n44 * (
  9107. - n13 * n22 * n31
  9108. - n11 * n23 * n32
  9109. + n11 * n22 * n33
  9110. + n13 * n21 * n32
  9111. - n12 * n21 * n33
  9112. + n12 * n23 * n31
  9113. )
  9114. );
  9115. }
  9116. /**
  9117. * Transposes this matrix in place.
  9118. *
  9119. * @return {Matrix4} A reference to this matrix.
  9120. */
  9121. transpose() {
  9122. const te = this.elements;
  9123. let tmp;
  9124. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  9125. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  9126. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  9127. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  9128. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  9129. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  9130. return this;
  9131. }
  9132. /**
  9133. * Sets the position component for this matrix from the given vector,
  9134. * without affecting the rest of the matrix.
  9135. *
  9136. * @param {number|Vector3} x - The x component of the vector or alternatively the vector object.
  9137. * @param {number} y - The y component of the vector.
  9138. * @param {number} z - The z component of the vector.
  9139. * @return {Matrix4} A reference to this matrix.
  9140. */
  9141. setPosition( x, y, z ) {
  9142. const te = this.elements;
  9143. if ( x.isVector3 ) {
  9144. te[ 12 ] = x.x;
  9145. te[ 13 ] = x.y;
  9146. te[ 14 ] = x.z;
  9147. } else {
  9148. te[ 12 ] = x;
  9149. te[ 13 ] = y;
  9150. te[ 14 ] = z;
  9151. }
  9152. return this;
  9153. }
  9154. /**
  9155. * Inverts this matrix, using the [analytic method]{@link https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution}.
  9156. * You can not invert with a determinant of zero. If you attempt this, the method produces
  9157. * a zero matrix instead.
  9158. *
  9159. * @return {Matrix4} A reference to this matrix.
  9160. */
  9161. invert() {
  9162. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  9163. const te = this.elements,
  9164. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],
  9165. n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],
  9166. n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],
  9167. n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],
  9168. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  9169. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  9170. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  9171. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  9172. const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  9173. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  9174. const detInv = 1 / det;
  9175. te[ 0 ] = t11 * detInv;
  9176. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  9177. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  9178. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  9179. te[ 4 ] = t12 * detInv;
  9180. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  9181. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  9182. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  9183. te[ 8 ] = t13 * detInv;
  9184. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  9185. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  9186. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  9187. te[ 12 ] = t14 * detInv;
  9188. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  9189. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  9190. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  9191. return this;
  9192. }
  9193. /**
  9194. * Multiplies the columns of this matrix by the given vector.
  9195. *
  9196. * @param {Vector3} v - The scale vector.
  9197. * @return {Matrix4} A reference to this matrix.
  9198. */
  9199. scale( v ) {
  9200. const te = this.elements;
  9201. const x = v.x, y = v.y, z = v.z;
  9202. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  9203. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  9204. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  9205. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  9206. return this;
  9207. }
  9208. /**
  9209. * Gets the maximum scale value of the three axes.
  9210. *
  9211. * @return {number} The maximum scale.
  9212. */
  9213. getMaxScaleOnAxis() {
  9214. const te = this.elements;
  9215. const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  9216. const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  9217. const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  9218. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  9219. }
  9220. /**
  9221. * Sets this matrix as a translation transform from the given vector.
  9222. *
  9223. * @param {number|Vector3} x - The amount to translate in the X axis or alternatively a translation vector.
  9224. * @param {number} y - The amount to translate in the Y axis.
  9225. * @param {number} z - The amount to translate in the z axis.
  9226. * @return {Matrix4} A reference to this matrix.
  9227. */
  9228. makeTranslation( x, y, z ) {
  9229. if ( x.isVector3 ) {
  9230. this.set(
  9231. 1, 0, 0, x.x,
  9232. 0, 1, 0, x.y,
  9233. 0, 0, 1, x.z,
  9234. 0, 0, 0, 1
  9235. );
  9236. } else {
  9237. this.set(
  9238. 1, 0, 0, x,
  9239. 0, 1, 0, y,
  9240. 0, 0, 1, z,
  9241. 0, 0, 0, 1
  9242. );
  9243. }
  9244. return this;
  9245. }
  9246. /**
  9247. * Sets this matrix as a rotational transformation around the X axis by
  9248. * the given angle.
  9249. *
  9250. * @param {number} theta - The rotation in radians.
  9251. * @return {Matrix4} A reference to this matrix.
  9252. */
  9253. makeRotationX( theta ) {
  9254. const c = Math.cos( theta ), s = Math.sin( theta );
  9255. this.set(
  9256. 1, 0, 0, 0,
  9257. 0, c, - s, 0,
  9258. 0, s, c, 0,
  9259. 0, 0, 0, 1
  9260. );
  9261. return this;
  9262. }
  9263. /**
  9264. * Sets this matrix as a rotational transformation around the Y axis by
  9265. * the given angle.
  9266. *
  9267. * @param {number} theta - The rotation in radians.
  9268. * @return {Matrix4} A reference to this matrix.
  9269. */
  9270. makeRotationY( theta ) {
  9271. const c = Math.cos( theta ), s = Math.sin( theta );
  9272. this.set(
  9273. c, 0, s, 0,
  9274. 0, 1, 0, 0,
  9275. - s, 0, c, 0,
  9276. 0, 0, 0, 1
  9277. );
  9278. return this;
  9279. }
  9280. /**
  9281. * Sets this matrix as a rotational transformation around the Z axis by
  9282. * the given angle.
  9283. *
  9284. * @param {number} theta - The rotation in radians.
  9285. * @return {Matrix4} A reference to this matrix.
  9286. */
  9287. makeRotationZ( theta ) {
  9288. const c = Math.cos( theta ), s = Math.sin( theta );
  9289. this.set(
  9290. c, - s, 0, 0,
  9291. s, c, 0, 0,
  9292. 0, 0, 1, 0,
  9293. 0, 0, 0, 1
  9294. );
  9295. return this;
  9296. }
  9297. /**
  9298. * Sets this matrix as a rotational transformation around the given axis by
  9299. * the given angle.
  9300. *
  9301. * This is a somewhat controversial but mathematically sound alternative to
  9302. * rotating via Quaternions. See the discussion [here]{@link https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199}.
  9303. *
  9304. * @param {Vector3} axis - The normalized rotation axis.
  9305. * @param {number} angle - The rotation in radians.
  9306. * @return {Matrix4} A reference to this matrix.
  9307. */
  9308. makeRotationAxis( axis, angle ) {
  9309. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  9310. const c = Math.cos( angle );
  9311. const s = Math.sin( angle );
  9312. const t = 1 - c;
  9313. const x = axis.x, y = axis.y, z = axis.z;
  9314. const tx = t * x, ty = t * y;
  9315. this.set(
  9316. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  9317. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  9318. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  9319. 0, 0, 0, 1
  9320. );
  9321. return this;
  9322. }
  9323. /**
  9324. * Sets this matrix as a scale transformation.
  9325. *
  9326. * @param {number} x - The amount to scale in the X axis.
  9327. * @param {number} y - The amount to scale in the Y axis.
  9328. * @param {number} z - The amount to scale in the Z axis.
  9329. * @return {Matrix4} A reference to this matrix.
  9330. */
  9331. makeScale( x, y, z ) {
  9332. this.set(
  9333. x, 0, 0, 0,
  9334. 0, y, 0, 0,
  9335. 0, 0, z, 0,
  9336. 0, 0, 0, 1
  9337. );
  9338. return this;
  9339. }
  9340. /**
  9341. * Sets this matrix as a shear transformation.
  9342. *
  9343. * @param {number} xy - The amount to shear X by Y.
  9344. * @param {number} xz - The amount to shear X by Z.
  9345. * @param {number} yx - The amount to shear Y by X.
  9346. * @param {number} yz - The amount to shear Y by Z.
  9347. * @param {number} zx - The amount to shear Z by X.
  9348. * @param {number} zy - The amount to shear Z by Y.
  9349. * @return {Matrix4} A reference to this matrix.
  9350. */
  9351. makeShear( xy, xz, yx, yz, zx, zy ) {
  9352. this.set(
  9353. 1, yx, zx, 0,
  9354. xy, 1, zy, 0,
  9355. xz, yz, 1, 0,
  9356. 0, 0, 0, 1
  9357. );
  9358. return this;
  9359. }
  9360. /**
  9361. * Sets this matrix to the transformation composed of the given position,
  9362. * rotation (Quaternion) and scale.
  9363. *
  9364. * @param {Vector3} position - The position vector.
  9365. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  9366. * @param {Vector3} scale - The scale vector.
  9367. * @return {Matrix4} A reference to this matrix.
  9368. */
  9369. compose( position, quaternion, scale ) {
  9370. const te = this.elements;
  9371. const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  9372. const x2 = x + x, y2 = y + y, z2 = z + z;
  9373. const xx = x * x2, xy = x * y2, xz = x * z2;
  9374. const yy = y * y2, yz = y * z2, zz = z * z2;
  9375. const wx = w * x2, wy = w * y2, wz = w * z2;
  9376. const sx = scale.x, sy = scale.y, sz = scale.z;
  9377. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  9378. te[ 1 ] = ( xy + wz ) * sx;
  9379. te[ 2 ] = ( xz - wy ) * sx;
  9380. te[ 3 ] = 0;
  9381. te[ 4 ] = ( xy - wz ) * sy;
  9382. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  9383. te[ 6 ] = ( yz + wx ) * sy;
  9384. te[ 7 ] = 0;
  9385. te[ 8 ] = ( xz + wy ) * sz;
  9386. te[ 9 ] = ( yz - wx ) * sz;
  9387. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  9388. te[ 11 ] = 0;
  9389. te[ 12 ] = position.x;
  9390. te[ 13 ] = position.y;
  9391. te[ 14 ] = position.z;
  9392. te[ 15 ] = 1;
  9393. return this;
  9394. }
  9395. /**
  9396. * Decomposes this matrix into its position, rotation and scale components
  9397. * and provides the result in the given objects.
  9398. *
  9399. * Note: Not all matrices are decomposable in this way. For example, if an
  9400. * object has a non-uniformly scaled parent, then the object's world matrix
  9401. * may not be decomposable, and this method may not be appropriate.
  9402. *
  9403. * @param {Vector3} position - The position vector.
  9404. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  9405. * @param {Vector3} scale - The scale vector.
  9406. * @return {Matrix4} A reference to this matrix.
  9407. */
  9408. decompose( position, quaternion, scale ) {
  9409. const te = this.elements;
  9410. let sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  9411. const sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  9412. const sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  9413. // if determine is negative, we need to invert one scale
  9414. const det = this.determinant();
  9415. if ( det < 0 ) sx = - sx;
  9416. position.x = te[ 12 ];
  9417. position.y = te[ 13 ];
  9418. position.z = te[ 14 ];
  9419. // scale the rotation part
  9420. _m1$2.copy( this );
  9421. const invSX = 1 / sx;
  9422. const invSY = 1 / sy;
  9423. const invSZ = 1 / sz;
  9424. _m1$2.elements[ 0 ] *= invSX;
  9425. _m1$2.elements[ 1 ] *= invSX;
  9426. _m1$2.elements[ 2 ] *= invSX;
  9427. _m1$2.elements[ 4 ] *= invSY;
  9428. _m1$2.elements[ 5 ] *= invSY;
  9429. _m1$2.elements[ 6 ] *= invSY;
  9430. _m1$2.elements[ 8 ] *= invSZ;
  9431. _m1$2.elements[ 9 ] *= invSZ;
  9432. _m1$2.elements[ 10 ] *= invSZ;
  9433. quaternion.setFromRotationMatrix( _m1$2 );
  9434. scale.x = sx;
  9435. scale.y = sy;
  9436. scale.z = sz;
  9437. return this;
  9438. }
  9439. /**
  9440. * Creates a perspective projection matrix. This is used internally by
  9441. * {@link PerspectiveCamera#updateProjectionMatrix}.
  9442. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  9443. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  9444. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  9445. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  9446. * @param {number} near - The distance from the camera to the near plane.
  9447. * @param {number} far - The distance from the camera to the far plane.
  9448. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  9449. * @return {Matrix4} A reference to this matrix.
  9450. */
  9451. makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) {
  9452. const te = this.elements;
  9453. const x = 2 * near / ( right - left );
  9454. const y = 2 * near / ( top - bottom );
  9455. const a = ( right + left ) / ( right - left );
  9456. const b = ( top + bottom ) / ( top - bottom );
  9457. let c, d;
  9458. if ( coordinateSystem === WebGLCoordinateSystem ) {
  9459. c = - ( far + near ) / ( far - near );
  9460. d = ( -2 * far * near ) / ( far - near );
  9461. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  9462. c = - far / ( far - near );
  9463. d = ( - far * near ) / ( far - near );
  9464. } else {
  9465. throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );
  9466. }
  9467. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  9468. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  9469. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  9470. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = -1; te[ 15 ] = 0;
  9471. return this;
  9472. }
  9473. /**
  9474. * Creates a orthographic projection matrix. This is used internally by
  9475. * {@link OrthographicCamera#updateProjectionMatrix}.
  9476. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  9477. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  9478. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  9479. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  9480. * @param {number} near - The distance from the camera to the near plane.
  9481. * @param {number} far - The distance from the camera to the far plane.
  9482. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  9483. * @return {Matrix4} A reference to this matrix.
  9484. */
  9485. makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) {
  9486. const te = this.elements;
  9487. const w = 1.0 / ( right - left );
  9488. const h = 1.0 / ( top - bottom );
  9489. const p = 1.0 / ( far - near );
  9490. const x = ( right + left ) * w;
  9491. const y = ( top + bottom ) * h;
  9492. let z, zInv;
  9493. if ( coordinateSystem === WebGLCoordinateSystem ) {
  9494. z = ( far + near ) * p;
  9495. zInv = -2 * p;
  9496. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  9497. z = near * p;
  9498. zInv = -1 * p;
  9499. } else {
  9500. throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );
  9501. }
  9502. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  9503. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  9504. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = zInv; te[ 14 ] = - z;
  9505. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  9506. return this;
  9507. }
  9508. /**
  9509. * Returns `true` if this matrix is equal with the given one.
  9510. *
  9511. * @param {Matrix4} matrix - The matrix to test for equality.
  9512. * @return {boolean} Whether this matrix is equal with the given one.
  9513. */
  9514. equals( matrix ) {
  9515. const te = this.elements;
  9516. const me = matrix.elements;
  9517. for ( let i = 0; i < 16; i ++ ) {
  9518. if ( te[ i ] !== me[ i ] ) return false;
  9519. }
  9520. return true;
  9521. }
  9522. /**
  9523. * Sets the elements of the matrix from the given array.
  9524. *
  9525. * @param {Array<number>} array - The matrix elements in column-major order.
  9526. * @param {number} [offset=0] - Index of the first element in the array.
  9527. * @return {Matrix4} A reference to this matrix.
  9528. */
  9529. fromArray( array, offset = 0 ) {
  9530. for ( let i = 0; i < 16; i ++ ) {
  9531. this.elements[ i ] = array[ i + offset ];
  9532. }
  9533. return this;
  9534. }
  9535. /**
  9536. * Writes the elements of this matrix to the given array. If no array is provided,
  9537. * the method returns a new instance.
  9538. *
  9539. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  9540. * @param {number} [offset=0] - Index of the first element in the array.
  9541. * @return {Array<number>} The matrix elements in column-major order.
  9542. */
  9543. toArray( array = [], offset = 0 ) {
  9544. const te = this.elements;
  9545. array[ offset ] = te[ 0 ];
  9546. array[ offset + 1 ] = te[ 1 ];
  9547. array[ offset + 2 ] = te[ 2 ];
  9548. array[ offset + 3 ] = te[ 3 ];
  9549. array[ offset + 4 ] = te[ 4 ];
  9550. array[ offset + 5 ] = te[ 5 ];
  9551. array[ offset + 6 ] = te[ 6 ];
  9552. array[ offset + 7 ] = te[ 7 ];
  9553. array[ offset + 8 ] = te[ 8 ];
  9554. array[ offset + 9 ] = te[ 9 ];
  9555. array[ offset + 10 ] = te[ 10 ];
  9556. array[ offset + 11 ] = te[ 11 ];
  9557. array[ offset + 12 ] = te[ 12 ];
  9558. array[ offset + 13 ] = te[ 13 ];
  9559. array[ offset + 14 ] = te[ 14 ];
  9560. array[ offset + 15 ] = te[ 15 ];
  9561. return array;
  9562. }
  9563. }
  9564. const _v1$5 = /*@__PURE__*/ new Vector3();
  9565. const _m1$2 = /*@__PURE__*/ new Matrix4();
  9566. const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
  9567. const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
  9568. const _x = /*@__PURE__*/ new Vector3();
  9569. const _y = /*@__PURE__*/ new Vector3();
  9570. const _z = /*@__PURE__*/ new Vector3();
  9571. const _matrix$2 = /*@__PURE__*/ new Matrix4();
  9572. const _quaternion$3 = /*@__PURE__*/ new Quaternion();
  9573. /**
  9574. * A class representing Euler angles.
  9575. *
  9576. * Euler angles describe a rotational transformation by rotating an object on
  9577. * its various axes in specified amounts per axis, and a specified axis
  9578. * order.
  9579. *
  9580. * Iterating through an instance will yield its components (x, y, z,
  9581. * order) in the corresponding order.
  9582. *
  9583. * ```js
  9584. * const a = new THREE.Euler( 0, 1, 1.57, 'XYZ' );
  9585. * const b = new THREE.Vector3( 1, 0, 1 );
  9586. * b.applyEuler(a);
  9587. * ```
  9588. */
  9589. class Euler {
  9590. /**
  9591. * Constructs a new euler instance.
  9592. *
  9593. * @param {number} [x=0] - The angle of the x axis in radians.
  9594. * @param {number} [y=0] - The angle of the y axis in radians.
  9595. * @param {number} [z=0] - The angle of the z axis in radians.
  9596. * @param {string} [order=Euler.DEFAULT_ORDER] - A string representing the order that the rotations are applied.
  9597. */
  9598. constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {
  9599. /**
  9600. * This flag can be used for type testing.
  9601. *
  9602. * @type {boolean}
  9603. * @readonly
  9604. * @default true
  9605. */
  9606. this.isEuler = true;
  9607. this._x = x;
  9608. this._y = y;
  9609. this._z = z;
  9610. this._order = order;
  9611. }
  9612. /**
  9613. * The angle of the x axis in radians.
  9614. *
  9615. * @type {number}
  9616. * @default 0
  9617. */
  9618. get x() {
  9619. return this._x;
  9620. }
  9621. set x( value ) {
  9622. this._x = value;
  9623. this._onChangeCallback();
  9624. }
  9625. /**
  9626. * The angle of the y axis in radians.
  9627. *
  9628. * @type {number}
  9629. * @default 0
  9630. */
  9631. get y() {
  9632. return this._y;
  9633. }
  9634. set y( value ) {
  9635. this._y = value;
  9636. this._onChangeCallback();
  9637. }
  9638. /**
  9639. * The angle of the z axis in radians.
  9640. *
  9641. * @type {number}
  9642. * @default 0
  9643. */
  9644. get z() {
  9645. return this._z;
  9646. }
  9647. set z( value ) {
  9648. this._z = value;
  9649. this._onChangeCallback();
  9650. }
  9651. /**
  9652. * A string representing the order that the rotations are applied.
  9653. *
  9654. * @type {string}
  9655. * @default 'XYZ'
  9656. */
  9657. get order() {
  9658. return this._order;
  9659. }
  9660. set order( value ) {
  9661. this._order = value;
  9662. this._onChangeCallback();
  9663. }
  9664. /**
  9665. * Sets the Euler components.
  9666. *
  9667. * @param {number} x - The angle of the x axis in radians.
  9668. * @param {number} y - The angle of the y axis in radians.
  9669. * @param {number} z - The angle of the z axis in radians.
  9670. * @param {string} [order] - A string representing the order that the rotations are applied.
  9671. * @return {Euler} A reference to this Euler instance.
  9672. */
  9673. set( x, y, z, order = this._order ) {
  9674. this._x = x;
  9675. this._y = y;
  9676. this._z = z;
  9677. this._order = order;
  9678. this._onChangeCallback();
  9679. return this;
  9680. }
  9681. /**
  9682. * Returns a new Euler instance with copied values from this instance.
  9683. *
  9684. * @return {Euler} A clone of this instance.
  9685. */
  9686. clone() {
  9687. return new this.constructor( this._x, this._y, this._z, this._order );
  9688. }
  9689. /**
  9690. * Copies the values of the given Euler instance to this instance.
  9691. *
  9692. * @param {Euler} euler - The Euler instance to copy.
  9693. * @return {Euler} A reference to this Euler instance.
  9694. */
  9695. copy( euler ) {
  9696. this._x = euler._x;
  9697. this._y = euler._y;
  9698. this._z = euler._z;
  9699. this._order = euler._order;
  9700. this._onChangeCallback();
  9701. return this;
  9702. }
  9703. /**
  9704. * Sets the angles of this Euler instance from a pure rotation matrix.
  9705. *
  9706. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  9707. * @param {string} [order] - A string representing the order that the rotations are applied.
  9708. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  9709. * @return {Euler} A reference to this Euler instance.
  9710. */
  9711. setFromRotationMatrix( m, order = this._order, update = true ) {
  9712. const te = m.elements;
  9713. const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  9714. const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  9715. const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  9716. switch ( order ) {
  9717. case 'XYZ':
  9718. this._y = Math.asin( clamp( m13, -1, 1 ) );
  9719. if ( Math.abs( m13 ) < 0.9999999 ) {
  9720. this._x = Math.atan2( - m23, m33 );
  9721. this._z = Math.atan2( - m12, m11 );
  9722. } else {
  9723. this._x = Math.atan2( m32, m22 );
  9724. this._z = 0;
  9725. }
  9726. break;
  9727. case 'YXZ':
  9728. this._x = Math.asin( - clamp( m23, -1, 1 ) );
  9729. if ( Math.abs( m23 ) < 0.9999999 ) {
  9730. this._y = Math.atan2( m13, m33 );
  9731. this._z = Math.atan2( m21, m22 );
  9732. } else {
  9733. this._y = Math.atan2( - m31, m11 );
  9734. this._z = 0;
  9735. }
  9736. break;
  9737. case 'ZXY':
  9738. this._x = Math.asin( clamp( m32, -1, 1 ) );
  9739. if ( Math.abs( m32 ) < 0.9999999 ) {
  9740. this._y = Math.atan2( - m31, m33 );
  9741. this._z = Math.atan2( - m12, m22 );
  9742. } else {
  9743. this._y = 0;
  9744. this._z = Math.atan2( m21, m11 );
  9745. }
  9746. break;
  9747. case 'ZYX':
  9748. this._y = Math.asin( - clamp( m31, -1, 1 ) );
  9749. if ( Math.abs( m31 ) < 0.9999999 ) {
  9750. this._x = Math.atan2( m32, m33 );
  9751. this._z = Math.atan2( m21, m11 );
  9752. } else {
  9753. this._x = 0;
  9754. this._z = Math.atan2( - m12, m22 );
  9755. }
  9756. break;
  9757. case 'YZX':
  9758. this._z = Math.asin( clamp( m21, -1, 1 ) );
  9759. if ( Math.abs( m21 ) < 0.9999999 ) {
  9760. this._x = Math.atan2( - m23, m22 );
  9761. this._y = Math.atan2( - m31, m11 );
  9762. } else {
  9763. this._x = 0;
  9764. this._y = Math.atan2( m13, m33 );
  9765. }
  9766. break;
  9767. case 'XZY':
  9768. this._z = Math.asin( - clamp( m12, -1, 1 ) );
  9769. if ( Math.abs( m12 ) < 0.9999999 ) {
  9770. this._x = Math.atan2( m32, m22 );
  9771. this._y = Math.atan2( m13, m11 );
  9772. } else {
  9773. this._x = Math.atan2( - m23, m33 );
  9774. this._y = 0;
  9775. }
  9776. break;
  9777. default:
  9778. console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  9779. }
  9780. this._order = order;
  9781. if ( update === true ) this._onChangeCallback();
  9782. return this;
  9783. }
  9784. /**
  9785. * Sets the angles of this Euler instance from a normalized quaternion.
  9786. *
  9787. * @param {Quaternion} q - A normalized Quaternion.
  9788. * @param {string} [order] - A string representing the order that the rotations are applied.
  9789. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  9790. * @return {Euler} A reference to this Euler instance.
  9791. */
  9792. setFromQuaternion( q, order, update ) {
  9793. _matrix$2.makeRotationFromQuaternion( q );
  9794. return this.setFromRotationMatrix( _matrix$2, order, update );
  9795. }
  9796. /**
  9797. * Sets the angles of this Euler instance from the given vector.
  9798. *
  9799. * @param {Vector3} v - The vector.
  9800. * @param {string} [order] - A string representing the order that the rotations are applied.
  9801. * @return {Euler} A reference to this Euler instance.
  9802. */
  9803. setFromVector3( v, order = this._order ) {
  9804. return this.set( v.x, v.y, v.z, order );
  9805. }
  9806. /**
  9807. * Resets the euler angle with a new order by creating a quaternion from this
  9808. * euler angle and then setting this euler angle with the quaternion and the
  9809. * new order.
  9810. *
  9811. * Warning: This discards revolution information.
  9812. *
  9813. * @param {string} [newOrder] - A string representing the new order that the rotations are applied.
  9814. * @return {Euler} A reference to this Euler instance.
  9815. */
  9816. reorder( newOrder ) {
  9817. _quaternion$3.setFromEuler( this );
  9818. return this.setFromQuaternion( _quaternion$3, newOrder );
  9819. }
  9820. /**
  9821. * Returns `true` if this Euler instance is equal with the given one.
  9822. *
  9823. * @param {Euler} euler - The Euler instance to test for equality.
  9824. * @return {boolean} Whether this Euler instance is equal with the given one.
  9825. */
  9826. equals( euler ) {
  9827. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  9828. }
  9829. /**
  9830. * Sets this Euler instance's components to values from the given array. The first three
  9831. * entries of the array are assign to the x,y and z components. An optional fourth entry
  9832. * defines the Euler order.
  9833. *
  9834. * @param {Array<number,number,number,?string>} array - An array holding the Euler component values.
  9835. * @return {Euler} A reference to this Euler instance.
  9836. */
  9837. fromArray( array ) {
  9838. this._x = array[ 0 ];
  9839. this._y = array[ 1 ];
  9840. this._z = array[ 2 ];
  9841. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  9842. this._onChangeCallback();
  9843. return this;
  9844. }
  9845. /**
  9846. * Writes the components of this Euler instance to the given array. If no array is provided,
  9847. * the method returns a new instance.
  9848. *
  9849. * @param {Array<number,number,number,string>} [array=[]] - The target array holding the Euler components.
  9850. * @param {number} [offset=0] - Index of the first element in the array.
  9851. * @return {Array<number,number,number,string>} The Euler components.
  9852. */
  9853. toArray( array = [], offset = 0 ) {
  9854. array[ offset ] = this._x;
  9855. array[ offset + 1 ] = this._y;
  9856. array[ offset + 2 ] = this._z;
  9857. array[ offset + 3 ] = this._order;
  9858. return array;
  9859. }
  9860. _onChange( callback ) {
  9861. this._onChangeCallback = callback;
  9862. return this;
  9863. }
  9864. _onChangeCallback() {}
  9865. *[ Symbol.iterator ]() {
  9866. yield this._x;
  9867. yield this._y;
  9868. yield this._z;
  9869. yield this._order;
  9870. }
  9871. }
  9872. /**
  9873. * The default Euler angle order.
  9874. *
  9875. * @static
  9876. * @type {string}
  9877. * @default 'XYZ'
  9878. */
  9879. Euler.DEFAULT_ORDER = 'XYZ';
  9880. /**
  9881. * A layers object assigns an 3D object to 1 or more of 32
  9882. * layers numbered `0` to `31` - internally the layers are stored as a
  9883. * bit mask], and by default all 3D objects are a member of layer `0`.
  9884. *
  9885. * This can be used to control visibility - an object must share a layer with
  9886. * a camera to be visible when that camera's view is
  9887. * rendered.
  9888. *
  9889. * All classes that inherit from {@link Object3D} have an `layers` property which
  9890. * is an instance of this class.
  9891. */
  9892. class Layers {
  9893. /**
  9894. * Constructs a new layers instance, with membership
  9895. * initially set to layer `0`.
  9896. */
  9897. constructor() {
  9898. /**
  9899. * A bit mask storing which of the 32 layers this layers object is currently
  9900. * a member of.
  9901. *
  9902. * @type {number}
  9903. */
  9904. this.mask = 1 | 0;
  9905. }
  9906. /**
  9907. * Sets membership to the given layer, and remove membership all other layers.
  9908. *
  9909. * @param {number} layer - The layer to set.
  9910. */
  9911. set( layer ) {
  9912. this.mask = ( 1 << layer | 0 ) >>> 0;
  9913. }
  9914. /**
  9915. * Adds membership of the given layer.
  9916. *
  9917. * @param {number} layer - The layer to enable.
  9918. */
  9919. enable( layer ) {
  9920. this.mask |= 1 << layer | 0;
  9921. }
  9922. /**
  9923. * Adds membership to all layers.
  9924. */
  9925. enableAll() {
  9926. this.mask = 0xffffffff | 0;
  9927. }
  9928. /**
  9929. * Toggles the membership of the given layer.
  9930. *
  9931. * @param {number} layer - The layer to toggle.
  9932. */
  9933. toggle( layer ) {
  9934. this.mask ^= 1 << layer | 0;
  9935. }
  9936. /**
  9937. * Removes membership of the given layer.
  9938. *
  9939. * @param {number} layer - The layer to enable.
  9940. */
  9941. disable( layer ) {
  9942. this.mask &= ~ ( 1 << layer | 0 );
  9943. }
  9944. /**
  9945. * Removes the membership from all layers.
  9946. */
  9947. disableAll() {
  9948. this.mask = 0;
  9949. }
  9950. /**
  9951. * Returns `true` if this and the given layers object have at least one
  9952. * layer in common.
  9953. *
  9954. * @param {Layers} layers - The layers to test.
  9955. * @return {boolean } Whether this and the given layers object have at least one layer in common or not.
  9956. */
  9957. test( layers ) {
  9958. return ( this.mask & layers.mask ) !== 0;
  9959. }
  9960. /**
  9961. * Returns `true` if the given layer is enabled.
  9962. *
  9963. * @param {number} layer - The layer to test.
  9964. * @return {boolean } Whether the given layer is enabled or not.
  9965. */
  9966. isEnabled( layer ) {
  9967. return ( this.mask & ( 1 << layer | 0 ) ) !== 0;
  9968. }
  9969. }
  9970. let _object3DId = 0;
  9971. const _v1$4 = /*@__PURE__*/ new Vector3();
  9972. const _q1 = /*@__PURE__*/ new Quaternion();
  9973. const _m1$1 = /*@__PURE__*/ new Matrix4();
  9974. const _target = /*@__PURE__*/ new Vector3();
  9975. const _position$3 = /*@__PURE__*/ new Vector3();
  9976. const _scale$2 = /*@__PURE__*/ new Vector3();
  9977. const _quaternion$2 = /*@__PURE__*/ new Quaternion();
  9978. const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );
  9979. const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  9980. const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );
  9981. /**
  9982. * Fires when the object has been added to its parent object.
  9983. *
  9984. * @event Object3D#added
  9985. * @type {Object}
  9986. */
  9987. const _addedEvent = { type: 'added' };
  9988. /**
  9989. * Fires when the object has been removed from its parent object.
  9990. *
  9991. * @event Object3D#removed
  9992. * @type {Object}
  9993. */
  9994. const _removedEvent = { type: 'removed' };
  9995. /**
  9996. * Fires when a new child object has been added.
  9997. *
  9998. * @event Object3D#childadded
  9999. * @type {Object}
  10000. */
  10001. const _childaddedEvent = { type: 'childadded', child: null };
  10002. /**
  10003. * Fires when a child object has been removed.
  10004. *
  10005. * @event Object3D#childremoved
  10006. * @type {Object}
  10007. */
  10008. const _childremovedEvent = { type: 'childremoved', child: null };
  10009. /**
  10010. * This is the base class for most objects in three.js and provides a set of
  10011. * properties and methods for manipulating objects in 3D space.
  10012. *
  10013. * @augments EventDispatcher
  10014. */
  10015. class Object3D extends EventDispatcher {
  10016. /**
  10017. * Constructs a new 3D object.
  10018. */
  10019. constructor() {
  10020. super();
  10021. /**
  10022. * This flag can be used for type testing.
  10023. *
  10024. * @type {boolean}
  10025. * @readonly
  10026. * @default true
  10027. */
  10028. this.isObject3D = true;
  10029. /**
  10030. * The ID of the 3D object.
  10031. *
  10032. * @name Object3D#id
  10033. * @type {number}
  10034. * @readonly
  10035. */
  10036. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  10037. /**
  10038. * The UUID of the 3D object.
  10039. *
  10040. * @type {string}
  10041. * @readonly
  10042. */
  10043. this.uuid = generateUUID();
  10044. /**
  10045. * The name of the 3D object.
  10046. *
  10047. * @type {string}
  10048. */
  10049. this.name = '';
  10050. /**
  10051. * The type property is used for detecting the object type
  10052. * in context of serialization/deserialization.
  10053. *
  10054. * @type {string}
  10055. * @readonly
  10056. */
  10057. this.type = 'Object3D';
  10058. /**
  10059. * A reference to the parent object.
  10060. *
  10061. * @type {?Object3D}
  10062. * @default null
  10063. */
  10064. this.parent = null;
  10065. /**
  10066. * An array holding the child 3D objects of this instance.
  10067. *
  10068. * @type {Array<Object3D>}
  10069. */
  10070. this.children = [];
  10071. /**
  10072. * Defines the `up` direction of the 3D object which influences
  10073. * the orientation via methods like {@link Object3D#lookAt}.
  10074. *
  10075. * The default values for all 3D objects is defined by `Object3D.DEFAULT_UP`.
  10076. *
  10077. * @type {Vector3}
  10078. */
  10079. this.up = Object3D.DEFAULT_UP.clone();
  10080. const position = new Vector3();
  10081. const rotation = new Euler();
  10082. const quaternion = new Quaternion();
  10083. const scale = new Vector3( 1, 1, 1 );
  10084. function onRotationChange() {
  10085. quaternion.setFromEuler( rotation, false );
  10086. }
  10087. function onQuaternionChange() {
  10088. rotation.setFromQuaternion( quaternion, undefined, false );
  10089. }
  10090. rotation._onChange( onRotationChange );
  10091. quaternion._onChange( onQuaternionChange );
  10092. Object.defineProperties( this, {
  10093. /**
  10094. * Represents the object's local position.
  10095. *
  10096. * @name Object3D#position
  10097. * @type {Vector3}
  10098. * @default (0,0,0)
  10099. */
  10100. position: {
  10101. configurable: true,
  10102. enumerable: true,
  10103. value: position
  10104. },
  10105. /**
  10106. * Represents the object's local rotation as Euler angles, in radians.
  10107. *
  10108. * @name Object3D#rotation
  10109. * @type {Euler}
  10110. * @default (0,0,0)
  10111. */
  10112. rotation: {
  10113. configurable: true,
  10114. enumerable: true,
  10115. value: rotation
  10116. },
  10117. /**
  10118. * Represents the object's local rotation as Quaternions.
  10119. *
  10120. * @name Object3D#quaternion
  10121. * @type {Quaternion}
  10122. */
  10123. quaternion: {
  10124. configurable: true,
  10125. enumerable: true,
  10126. value: quaternion
  10127. },
  10128. /**
  10129. * Represents the object's local scale.
  10130. *
  10131. * @name Object3D#scale
  10132. * @type {Vector3}
  10133. * @default (1,1,1)
  10134. */
  10135. scale: {
  10136. configurable: true,
  10137. enumerable: true,
  10138. value: scale
  10139. },
  10140. /**
  10141. * Represents the object's model-view matrix.
  10142. *
  10143. * @name Object3D#modelViewMatrix
  10144. * @type {Matrix4}
  10145. */
  10146. modelViewMatrix: {
  10147. value: new Matrix4()
  10148. },
  10149. /**
  10150. * Represents the object's normal matrix.
  10151. *
  10152. * @name Object3D#normalMatrix
  10153. * @type {Matrix3}
  10154. */
  10155. normalMatrix: {
  10156. value: new Matrix3()
  10157. }
  10158. } );
  10159. /**
  10160. * Represents the object's transformation matrix in local space.
  10161. *
  10162. * @type {Matrix4}
  10163. */
  10164. this.matrix = new Matrix4();
  10165. /**
  10166. * Represents the object's transformation matrix in world space.
  10167. * If the 3D object has no parent, then it's identical to the local transformation matrix
  10168. *
  10169. * @type {Matrix4}
  10170. */
  10171. this.matrixWorld = new Matrix4();
  10172. /**
  10173. * When set to `true`, the engine automatically computes the local matrix from position,
  10174. * rotation and scale every frame.
  10175. *
  10176. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_AUTO_UPDATE`.
  10177. *
  10178. * @type {boolean}
  10179. * @default true
  10180. */
  10181. this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;
  10182. /**
  10183. * When set to `true`, the engine automatically computes the world matrix from the current local
  10184. * matrix and the object's transformation hierarchy.
  10185. *
  10186. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE`.
  10187. *
  10188. * @type {boolean}
  10189. * @default true
  10190. */
  10191. this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer
  10192. /**
  10193. * When set to `true`, it calculates the world matrix in that frame and resets this property
  10194. * to `false`.
  10195. *
  10196. * @type {boolean}
  10197. * @default false
  10198. */
  10199. this.matrixWorldNeedsUpdate = false;
  10200. /**
  10201. * The layer membership of the 3D object. The 3D object is only visible if it has
  10202. * at least one layer in common with the camera in use. This property can also be
  10203. * used to filter out unwanted objects in ray-intersection tests when using {@link Raycaster}.
  10204. *
  10205. * @type {Layers}
  10206. */
  10207. this.layers = new Layers();
  10208. /**
  10209. * When set to `true`, the 3D object gets rendered.
  10210. *
  10211. * @type {boolean}
  10212. * @default true
  10213. */
  10214. this.visible = true;
  10215. /**
  10216. * When set to `true`, the 3D object gets rendered into shadow maps.
  10217. *
  10218. * @type {boolean}
  10219. * @default false
  10220. */
  10221. this.castShadow = false;
  10222. /**
  10223. * When set to `true`, the 3D object is affected by shadows in the scene.
  10224. *
  10225. * @type {boolean}
  10226. * @default false
  10227. */
  10228. this.receiveShadow = false;
  10229. /**
  10230. * When set to `true`, the 3D object is honored by view frustum culling.
  10231. *
  10232. * @type {boolean}
  10233. * @default true
  10234. */
  10235. this.frustumCulled = true;
  10236. /**
  10237. * This value allows the default rendering order of scene graph objects to be
  10238. * overridden although opaque and transparent objects remain sorted independently.
  10239. * When this property is set for an instance of {@link Group},all descendants
  10240. * objects will be sorted and rendered together. Sorting is from lowest to highest
  10241. * render order.
  10242. *
  10243. * @type {number}
  10244. * @default 0
  10245. */
  10246. this.renderOrder = 0;
  10247. /**
  10248. * An array holding the animation clips of the 3D object.
  10249. *
  10250. * @type {Array<AnimationClip>}
  10251. */
  10252. this.animations = [];
  10253. /**
  10254. * Custom depth material to be used when rendering to the depth map. Can only be used
  10255. * in context of meshes. When shadow-casting with a {@link DirectionalLight} or {@link SpotLight},
  10256. * if you are modifying vertex positions in the vertex shader you must specify a custom depth
  10257. * material for proper shadows.
  10258. *
  10259. * Only relevant in context of {@link WebGLRenderer}.
  10260. *
  10261. * @type {(Material|undefined)}
  10262. * @default undefined
  10263. */
  10264. this.customDepthMaterial = undefined;
  10265. /**
  10266. * Same as {@link Object3D#customDepthMaterial}, but used with {@link PointLight}.
  10267. *
  10268. * Only relevant in context of {@link WebGLRenderer}.
  10269. *
  10270. * @type {(Material|undefined)}
  10271. * @default undefined
  10272. */
  10273. this.customDistanceMaterial = undefined;
  10274. /**
  10275. * An object that can be used to store custom data about the 3D object. It
  10276. * should not hold references to functions as these will not be cloned.
  10277. *
  10278. * @type {Object}
  10279. */
  10280. this.userData = {};
  10281. }
  10282. /**
  10283. * A callback that is executed immediately before a 3D object is rendered to a shadow map.
  10284. *
  10285. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10286. * @param {Object3D} object - The 3D object.
  10287. * @param {Camera} camera - The camera that is used to render the scene.
  10288. * @param {Camera} shadowCamera - The shadow camera.
  10289. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10290. * @param {Material} depthMaterial - The depth material.
  10291. * @param {Object} group - The geometry group data.
  10292. */
  10293. onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  10294. /**
  10295. * A callback that is executed immediately after a 3D object is rendered to a shadow map.
  10296. *
  10297. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10298. * @param {Object3D} object - The 3D object.
  10299. * @param {Camera} camera - The camera that is used to render the scene.
  10300. * @param {Camera} shadowCamera - The shadow camera.
  10301. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10302. * @param {Material} depthMaterial - The depth material.
  10303. * @param {Object} group - The geometry group data.
  10304. */
  10305. onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  10306. /**
  10307. * A callback that is executed immediately before a 3D object is rendered.
  10308. *
  10309. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10310. * @param {Object3D} object - The 3D object.
  10311. * @param {Camera} camera - The camera that is used to render the scene.
  10312. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10313. * @param {Material} material - The 3D object's material.
  10314. * @param {Object} group - The geometry group data.
  10315. */
  10316. onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  10317. /**
  10318. * A callback that is executed immediately after a 3D object is rendered.
  10319. *
  10320. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10321. * @param {Object3D} object - The 3D object.
  10322. * @param {Camera} camera - The camera that is used to render the scene.
  10323. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10324. * @param {Material} material - The 3D object's material.
  10325. * @param {Object} group - The geometry group data.
  10326. */
  10327. onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  10328. /**
  10329. * Applies the given transformation matrix to the object and updates the object's position,
  10330. * rotation and scale.
  10331. *
  10332. * @param {Matrix4} matrix - The transformation matrix.
  10333. */
  10334. applyMatrix4( matrix ) {
  10335. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10336. this.matrix.premultiply( matrix );
  10337. this.matrix.decompose( this.position, this.quaternion, this.scale );
  10338. }
  10339. /**
  10340. * Applies a rotation represented by given the quaternion to the 3D object.
  10341. *
  10342. * @param {Quaternion} q - The quaternion.
  10343. * @return {Object3D} A reference to this instance.
  10344. */
  10345. applyQuaternion( q ) {
  10346. this.quaternion.premultiply( q );
  10347. return this;
  10348. }
  10349. /**
  10350. * Sets the given rotation represented as an axis/angle couple to the 3D object.
  10351. *
  10352. * @param {Vector3} axis - The (normalized) axis vector.
  10353. * @param {number} angle - The angle in radians.
  10354. */
  10355. setRotationFromAxisAngle( axis, angle ) {
  10356. // assumes axis is normalized
  10357. this.quaternion.setFromAxisAngle( axis, angle );
  10358. }
  10359. /**
  10360. * Sets the given rotation represented as Euler angles to the 3D object.
  10361. *
  10362. * @param {Euler} euler - The Euler angles.
  10363. */
  10364. setRotationFromEuler( euler ) {
  10365. this.quaternion.setFromEuler( euler, true );
  10366. }
  10367. /**
  10368. * Sets the given rotation represented as rotation matrix to the 3D object.
  10369. *
  10370. * @param {Matrix4} m - Although a 4x4 matrix is expected, the upper 3x3 portion must be
  10371. * a pure rotation matrix (i.e, unscaled).
  10372. */
  10373. setRotationFromMatrix( m ) {
  10374. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  10375. this.quaternion.setFromRotationMatrix( m );
  10376. }
  10377. /**
  10378. * Sets the given rotation represented as a Quaternion to the 3D object.
  10379. *
  10380. * @param {Quaternion} q - The Quaternion
  10381. */
  10382. setRotationFromQuaternion( q ) {
  10383. // assumes q is normalized
  10384. this.quaternion.copy( q );
  10385. }
  10386. /**
  10387. * Rotates the 3D object along an axis in local space.
  10388. *
  10389. * @param {Vector3} axis - The (normalized) axis vector.
  10390. * @param {number} angle - The angle in radians.
  10391. * @return {Object3D} A reference to this instance.
  10392. */
  10393. rotateOnAxis( axis, angle ) {
  10394. // rotate object on axis in object space
  10395. // axis is assumed to be normalized
  10396. _q1.setFromAxisAngle( axis, angle );
  10397. this.quaternion.multiply( _q1 );
  10398. return this;
  10399. }
  10400. /**
  10401. * Rotates the 3D object along an axis in world space.
  10402. *
  10403. * @param {Vector3} axis - The (normalized) axis vector.
  10404. * @param {number} angle - The angle in radians.
  10405. * @return {Object3D} A reference to this instance.
  10406. */
  10407. rotateOnWorldAxis( axis, angle ) {
  10408. // rotate object on axis in world space
  10409. // axis is assumed to be normalized
  10410. // method assumes no rotated parent
  10411. _q1.setFromAxisAngle( axis, angle );
  10412. this.quaternion.premultiply( _q1 );
  10413. return this;
  10414. }
  10415. /**
  10416. * Rotates the 3D object around its X axis in local space.
  10417. *
  10418. * @param {number} angle - The angle in radians.
  10419. * @return {Object3D} A reference to this instance.
  10420. */
  10421. rotateX( angle ) {
  10422. return this.rotateOnAxis( _xAxis, angle );
  10423. }
  10424. /**
  10425. * Rotates the 3D object around its Y axis in local space.
  10426. *
  10427. * @param {number} angle - The angle in radians.
  10428. * @return {Object3D} A reference to this instance.
  10429. */
  10430. rotateY( angle ) {
  10431. return this.rotateOnAxis( _yAxis, angle );
  10432. }
  10433. /**
  10434. * Rotates the 3D object around its Z axis in local space.
  10435. *
  10436. * @param {number} angle - The angle in radians.
  10437. * @return {Object3D} A reference to this instance.
  10438. */
  10439. rotateZ( angle ) {
  10440. return this.rotateOnAxis( _zAxis, angle );
  10441. }
  10442. /**
  10443. * Translate the 3D object by a distance along the given axis in local space.
  10444. *
  10445. * @param {Vector3} axis - The (normalized) axis vector.
  10446. * @param {number} distance - The distance in world units.
  10447. * @return {Object3D} A reference to this instance.
  10448. */
  10449. translateOnAxis( axis, distance ) {
  10450. // translate object by distance along axis in object space
  10451. // axis is assumed to be normalized
  10452. _v1$4.copy( axis ).applyQuaternion( this.quaternion );
  10453. this.position.add( _v1$4.multiplyScalar( distance ) );
  10454. return this;
  10455. }
  10456. /**
  10457. * Translate the 3D object by a distance along its X-axis in local space.
  10458. *
  10459. * @param {number} distance - The distance in world units.
  10460. * @return {Object3D} A reference to this instance.
  10461. */
  10462. translateX( distance ) {
  10463. return this.translateOnAxis( _xAxis, distance );
  10464. }
  10465. /**
  10466. * Translate the 3D object by a distance along its Y-axis in local space.
  10467. *
  10468. * @param {number} distance - The distance in world units.
  10469. * @return {Object3D} A reference to this instance.
  10470. */
  10471. translateY( distance ) {
  10472. return this.translateOnAxis( _yAxis, distance );
  10473. }
  10474. /**
  10475. * Translate the 3D object by a distance along its Z-axis in local space.
  10476. *
  10477. * @param {number} distance - The distance in world units.
  10478. * @return {Object3D} A reference to this instance.
  10479. */
  10480. translateZ( distance ) {
  10481. return this.translateOnAxis( _zAxis, distance );
  10482. }
  10483. /**
  10484. * Converts the given vector from this 3D object's local space to world space.
  10485. *
  10486. * @param {Vector3} vector - The vector to convert.
  10487. * @return {Vector3} The converted vector.
  10488. */
  10489. localToWorld( vector ) {
  10490. this.updateWorldMatrix( true, false );
  10491. return vector.applyMatrix4( this.matrixWorld );
  10492. }
  10493. /**
  10494. * Converts the given vector from this 3D object's word space to local space.
  10495. *
  10496. * @param {Vector3} vector - The vector to convert.
  10497. * @return {Vector3} The converted vector.
  10498. */
  10499. worldToLocal( vector ) {
  10500. this.updateWorldMatrix( true, false );
  10501. return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );
  10502. }
  10503. /**
  10504. * Rotates the object to face a point in world space.
  10505. *
  10506. * This method does not support objects having non-uniformly-scaled parent(s).
  10507. *
  10508. * @param {number|Vector3} x - The x coordinate in world space. Alternatively, a vector representing a position in world space
  10509. * @param {number} [y] - The y coordinate in world space.
  10510. * @param {number} [z] - The z coordinate in world space.
  10511. */
  10512. lookAt( x, y, z ) {
  10513. // This method does not support objects having non-uniformly-scaled parent(s)
  10514. if ( x.isVector3 ) {
  10515. _target.copy( x );
  10516. } else {
  10517. _target.set( x, y, z );
  10518. }
  10519. const parent = this.parent;
  10520. this.updateWorldMatrix( true, false );
  10521. _position$3.setFromMatrixPosition( this.matrixWorld );
  10522. if ( this.isCamera || this.isLight ) {
  10523. _m1$1.lookAt( _position$3, _target, this.up );
  10524. } else {
  10525. _m1$1.lookAt( _target, _position$3, this.up );
  10526. }
  10527. this.quaternion.setFromRotationMatrix( _m1$1 );
  10528. if ( parent ) {
  10529. _m1$1.extractRotation( parent.matrixWorld );
  10530. _q1.setFromRotationMatrix( _m1$1 );
  10531. this.quaternion.premultiply( _q1.invert() );
  10532. }
  10533. }
  10534. /**
  10535. * Adds the given 3D object as a child to this 3D object. An arbitrary number of
  10536. * objects may be added. Any current parent on an object passed in here will be
  10537. * removed, since an object can have at most one parent.
  10538. *
  10539. * @fires Object3D#added
  10540. * @fires Object3D#childadded
  10541. * @param {Object3D} object - The 3D object to add.
  10542. * @return {Object3D} A reference to this instance.
  10543. */
  10544. add( object ) {
  10545. if ( arguments.length > 1 ) {
  10546. for ( let i = 0; i < arguments.length; i ++ ) {
  10547. this.add( arguments[ i ] );
  10548. }
  10549. return this;
  10550. }
  10551. if ( object === this ) {
  10552. console.error( 'THREE.Object3D.add: object can\'t be added as a child of itself.', object );
  10553. return this;
  10554. }
  10555. if ( object && object.isObject3D ) {
  10556. object.removeFromParent();
  10557. object.parent = this;
  10558. this.children.push( object );
  10559. object.dispatchEvent( _addedEvent );
  10560. _childaddedEvent.child = object;
  10561. this.dispatchEvent( _childaddedEvent );
  10562. _childaddedEvent.child = null;
  10563. } else {
  10564. console.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object );
  10565. }
  10566. return this;
  10567. }
  10568. /**
  10569. * Removes the given 3D object as child from this 3D object.
  10570. * An arbitrary number of objects may be removed.
  10571. *
  10572. * @fires Object3D#removed
  10573. * @fires Object3D#childremoved
  10574. * @param {Object3D} object - The 3D object to remove.
  10575. * @return {Object3D} A reference to this instance.
  10576. */
  10577. remove( object ) {
  10578. if ( arguments.length > 1 ) {
  10579. for ( let i = 0; i < arguments.length; i ++ ) {
  10580. this.remove( arguments[ i ] );
  10581. }
  10582. return this;
  10583. }
  10584. const index = this.children.indexOf( object );
  10585. if ( index !== -1 ) {
  10586. object.parent = null;
  10587. this.children.splice( index, 1 );
  10588. object.dispatchEvent( _removedEvent );
  10589. _childremovedEvent.child = object;
  10590. this.dispatchEvent( _childremovedEvent );
  10591. _childremovedEvent.child = null;
  10592. }
  10593. return this;
  10594. }
  10595. /**
  10596. * Removes this 3D object from its current parent.
  10597. *
  10598. * @fires Object3D#removed
  10599. * @fires Object3D#childremoved
  10600. * @return {Object3D} A reference to this instance.
  10601. */
  10602. removeFromParent() {
  10603. const parent = this.parent;
  10604. if ( parent !== null ) {
  10605. parent.remove( this );
  10606. }
  10607. return this;
  10608. }
  10609. /**
  10610. * Removes all child objects.
  10611. *
  10612. * @fires Object3D#removed
  10613. * @fires Object3D#childremoved
  10614. * @return {Object3D} A reference to this instance.
  10615. */
  10616. clear() {
  10617. return this.remove( ... this.children );
  10618. }
  10619. /**
  10620. * Adds the given 3D object as a child of this 3D object, while maintaining the object's world
  10621. * transform. This method does not support scene graphs having non-uniformly-scaled nodes(s).
  10622. *
  10623. * @fires Object3D#added
  10624. * @fires Object3D#childadded
  10625. * @param {Object3D} object - The 3D object to attach.
  10626. * @return {Object3D} A reference to this instance.
  10627. */
  10628. attach( object ) {
  10629. // adds object as a child of this, while maintaining the object's world transform
  10630. // Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)
  10631. this.updateWorldMatrix( true, false );
  10632. _m1$1.copy( this.matrixWorld ).invert();
  10633. if ( object.parent !== null ) {
  10634. object.parent.updateWorldMatrix( true, false );
  10635. _m1$1.multiply( object.parent.matrixWorld );
  10636. }
  10637. object.applyMatrix4( _m1$1 );
  10638. object.removeFromParent();
  10639. object.parent = this;
  10640. this.children.push( object );
  10641. object.updateWorldMatrix( false, true );
  10642. object.dispatchEvent( _addedEvent );
  10643. _childaddedEvent.child = object;
  10644. this.dispatchEvent( _childaddedEvent );
  10645. _childaddedEvent.child = null;
  10646. return this;
  10647. }
  10648. /**
  10649. * Searches through the 3D object and its children, starting with the 3D object
  10650. * itself, and returns the first with a matching ID.
  10651. *
  10652. * @param {number} id - The id.
  10653. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10654. */
  10655. getObjectById( id ) {
  10656. return this.getObjectByProperty( 'id', id );
  10657. }
  10658. /**
  10659. * Searches through the 3D object and its children, starting with the 3D object
  10660. * itself, and returns the first with a matching name.
  10661. *
  10662. * @param {string} name - The name.
  10663. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10664. */
  10665. getObjectByName( name ) {
  10666. return this.getObjectByProperty( 'name', name );
  10667. }
  10668. /**
  10669. * Searches through the 3D object and its children, starting with the 3D object
  10670. * itself, and returns the first with a matching property value.
  10671. *
  10672. * @param {string} name - The name of the property.
  10673. * @param {any} value - The value.
  10674. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10675. */
  10676. getObjectByProperty( name, value ) {
  10677. if ( this[ name ] === value ) return this;
  10678. for ( let i = 0, l = this.children.length; i < l; i ++ ) {
  10679. const child = this.children[ i ];
  10680. const object = child.getObjectByProperty( name, value );
  10681. if ( object !== undefined ) {
  10682. return object;
  10683. }
  10684. }
  10685. return undefined;
  10686. }
  10687. /**
  10688. * Searches through the 3D object and its children, starting with the 3D object
  10689. * itself, and returns all 3D objects with a matching property value.
  10690. *
  10691. * @param {string} name - The name of the property.
  10692. * @param {any} value - The value.
  10693. * @param {Array<Object3D>} result - The method stores the result in this array.
  10694. * @return {Array<Object3D>} The found 3D objects.
  10695. */
  10696. getObjectsByProperty( name, value, result = [] ) {
  10697. if ( this[ name ] === value ) result.push( this );
  10698. const children = this.children;
  10699. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10700. children[ i ].getObjectsByProperty( name, value, result );
  10701. }
  10702. return result;
  10703. }
  10704. /**
  10705. * Returns a vector representing the position of the 3D object in world space.
  10706. *
  10707. * @param {Vector3} target - The target vector the result is stored to.
  10708. * @return {Vector3} The 3D object's position in world space.
  10709. */
  10710. getWorldPosition( target ) {
  10711. this.updateWorldMatrix( true, false );
  10712. return target.setFromMatrixPosition( this.matrixWorld );
  10713. }
  10714. /**
  10715. * Returns a Quaternion representing the position of the 3D object in world space.
  10716. *
  10717. * @param {Quaternion} target - The target Quaternion the result is stored to.
  10718. * @return {Quaternion} The 3D object's rotation in world space.
  10719. */
  10720. getWorldQuaternion( target ) {
  10721. this.updateWorldMatrix( true, false );
  10722. this.matrixWorld.decompose( _position$3, target, _scale$2 );
  10723. return target;
  10724. }
  10725. /**
  10726. * Returns a vector representing the scale of the 3D object in world space.
  10727. *
  10728. * @param {Vector3} target - The target vector the result is stored to.
  10729. * @return {Vector3} The 3D object's scale in world space.
  10730. */
  10731. getWorldScale( target ) {
  10732. this.updateWorldMatrix( true, false );
  10733. this.matrixWorld.decompose( _position$3, _quaternion$2, target );
  10734. return target;
  10735. }
  10736. /**
  10737. * Returns a vector representing the ("look") direction of the 3D object in world space.
  10738. *
  10739. * @param {Vector3} target - The target vector the result is stored to.
  10740. * @return {Vector3} The 3D object's direction in world space.
  10741. */
  10742. getWorldDirection( target ) {
  10743. this.updateWorldMatrix( true, false );
  10744. const e = this.matrixWorld.elements;
  10745. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  10746. }
  10747. /**
  10748. * Abstract method to get intersections between a casted ray and this
  10749. * 3D object. Renderable 3D objects such as {@link Mesh}, {@link Line} or {@link Points}
  10750. * implement this method in order to use raycasting.
  10751. *
  10752. * @abstract
  10753. * @param {Raycaster} raycaster - The raycaster.
  10754. * @param {Array<Object>} intersects - An array holding the result of the method.
  10755. */
  10756. raycast( /* raycaster, intersects */ ) {}
  10757. /**
  10758. * Executes the callback on this 3D object and all descendants.
  10759. *
  10760. * Note: Modifying the scene graph inside the callback is discouraged.
  10761. *
  10762. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10763. */
  10764. traverse( callback ) {
  10765. callback( this );
  10766. const children = this.children;
  10767. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10768. children[ i ].traverse( callback );
  10769. }
  10770. }
  10771. /**
  10772. * Like {@link Object3D#traverse}, but the callback will only be executed for visible 3D objects.
  10773. * Descendants of invisible 3D objects are not traversed.
  10774. *
  10775. * Note: Modifying the scene graph inside the callback is discouraged.
  10776. *
  10777. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10778. */
  10779. traverseVisible( callback ) {
  10780. if ( this.visible === false ) return;
  10781. callback( this );
  10782. const children = this.children;
  10783. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10784. children[ i ].traverseVisible( callback );
  10785. }
  10786. }
  10787. /**
  10788. * Like {@link Object3D#traverse}, but the callback will only be executed for all ancestors.
  10789. *
  10790. * Note: Modifying the scene graph inside the callback is discouraged.
  10791. *
  10792. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10793. */
  10794. traverseAncestors( callback ) {
  10795. const parent = this.parent;
  10796. if ( parent !== null ) {
  10797. callback( parent );
  10798. parent.traverseAncestors( callback );
  10799. }
  10800. }
  10801. /**
  10802. * Updates the transformation matrix in local space by computing it from the current
  10803. * position, rotation and scale values.
  10804. */
  10805. updateMatrix() {
  10806. this.matrix.compose( this.position, this.quaternion, this.scale );
  10807. this.matrixWorldNeedsUpdate = true;
  10808. }
  10809. /**
  10810. * Updates the transformation matrix in world space of this 3D objects and its descendants.
  10811. *
  10812. * To ensure correct results, this method also recomputes the 3D object's transformation matrix in
  10813. * local space. The computation of the local and world matrix can be controlled with the
  10814. * {@link Object3D#matrixAutoUpdate} and {@link Object3D#matrixWorldAutoUpdate} flags which are both
  10815. * `true` by default. Set these flags to `false` if you need more control over the update matrix process.
  10816. *
  10817. * @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even
  10818. * when {@link Object3D#matrixWorldAutoUpdate} is set to `false`.
  10819. */
  10820. updateMatrixWorld( force ) {
  10821. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10822. if ( this.matrixWorldNeedsUpdate || force ) {
  10823. if ( this.matrixWorldAutoUpdate === true ) {
  10824. if ( this.parent === null ) {
  10825. this.matrixWorld.copy( this.matrix );
  10826. } else {
  10827. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  10828. }
  10829. }
  10830. this.matrixWorldNeedsUpdate = false;
  10831. force = true;
  10832. }
  10833. // make sure descendants are updated if required
  10834. const children = this.children;
  10835. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10836. const child = children[ i ];
  10837. child.updateMatrixWorld( force );
  10838. }
  10839. }
  10840. /**
  10841. * An alternative version of {@link Object3D#updateMatrixWorld} with more control over the
  10842. * update of ancestor and descendant nodes.
  10843. *
  10844. * @param {boolean} [updateParents=false] Whether ancestor nodes should be updated or not.
  10845. * @param {boolean} [updateChildren=false] Whether descendant nodes should be updated or not.
  10846. */
  10847. updateWorldMatrix( updateParents, updateChildren ) {
  10848. const parent = this.parent;
  10849. if ( updateParents === true && parent !== null ) {
  10850. parent.updateWorldMatrix( true, false );
  10851. }
  10852. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10853. if ( this.matrixWorldAutoUpdate === true ) {
  10854. if ( this.parent === null ) {
  10855. this.matrixWorld.copy( this.matrix );
  10856. } else {
  10857. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  10858. }
  10859. }
  10860. // make sure descendants are updated
  10861. if ( updateChildren === true ) {
  10862. const children = this.children;
  10863. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10864. const child = children[ i ];
  10865. child.updateWorldMatrix( false, true );
  10866. }
  10867. }
  10868. }
  10869. /**
  10870. * Serializes the 3D object into JSON.
  10871. *
  10872. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  10873. * @return {Object} A JSON object representing the serialized 3D object.
  10874. * @see {@link ObjectLoader#parse}
  10875. */
  10876. toJSON( meta ) {
  10877. // meta is a string when called from JSON.stringify
  10878. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  10879. const output = {};
  10880. // meta is a hash used to collect geometries, materials.
  10881. // not providing it implies that this is the root object
  10882. // being serialized.
  10883. if ( isRootObject ) {
  10884. // initialize meta obj
  10885. meta = {
  10886. geometries: {},
  10887. materials: {},
  10888. textures: {},
  10889. images: {},
  10890. shapes: {},
  10891. skeletons: {},
  10892. animations: {},
  10893. nodes: {}
  10894. };
  10895. output.metadata = {
  10896. version: 4.7,
  10897. type: 'Object',
  10898. generator: 'Object3D.toJSON'
  10899. };
  10900. }
  10901. // standard Object3D serialization
  10902. const object = {};
  10903. object.uuid = this.uuid;
  10904. object.type = this.type;
  10905. if ( this.name !== '' ) object.name = this.name;
  10906. if ( this.castShadow === true ) object.castShadow = true;
  10907. if ( this.receiveShadow === true ) object.receiveShadow = true;
  10908. if ( this.visible === false ) object.visible = false;
  10909. if ( this.frustumCulled === false ) object.frustumCulled = false;
  10910. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  10911. if ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;
  10912. object.layers = this.layers.mask;
  10913. object.matrix = this.matrix.toArray();
  10914. object.up = this.up.toArray();
  10915. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  10916. // object specific properties
  10917. if ( this.isInstancedMesh ) {
  10918. object.type = 'InstancedMesh';
  10919. object.count = this.count;
  10920. object.instanceMatrix = this.instanceMatrix.toJSON();
  10921. if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();
  10922. }
  10923. if ( this.isBatchedMesh ) {
  10924. object.type = 'BatchedMesh';
  10925. object.perObjectFrustumCulled = this.perObjectFrustumCulled;
  10926. object.sortObjects = this.sortObjects;
  10927. object.drawRanges = this._drawRanges;
  10928. object.reservedRanges = this._reservedRanges;
  10929. object.geometryInfo = this._geometryInfo.map( info => ( {
  10930. ...info,
  10931. boundingBox: info.boundingBox ? info.boundingBox.toJSON() : undefined,
  10932. boundingSphere: info.boundingSphere ? info.boundingSphere.toJSON() : undefined
  10933. } ) );
  10934. object.instanceInfo = this._instanceInfo.map( info => ( { ...info } ) );
  10935. object.availableInstanceIds = this._availableInstanceIds.slice();
  10936. object.availableGeometryIds = this._availableGeometryIds.slice();
  10937. object.nextIndexStart = this._nextIndexStart;
  10938. object.nextVertexStart = this._nextVertexStart;
  10939. object.geometryCount = this._geometryCount;
  10940. object.maxInstanceCount = this._maxInstanceCount;
  10941. object.maxVertexCount = this._maxVertexCount;
  10942. object.maxIndexCount = this._maxIndexCount;
  10943. object.geometryInitialized = this._geometryInitialized;
  10944. object.matricesTexture = this._matricesTexture.toJSON( meta );
  10945. object.indirectTexture = this._indirectTexture.toJSON( meta );
  10946. if ( this._colorsTexture !== null ) {
  10947. object.colorsTexture = this._colorsTexture.toJSON( meta );
  10948. }
  10949. if ( this.boundingSphere !== null ) {
  10950. object.boundingSphere = this.boundingSphere.toJSON();
  10951. }
  10952. if ( this.boundingBox !== null ) {
  10953. object.boundingBox = this.boundingBox.toJSON();
  10954. }
  10955. }
  10956. //
  10957. function serialize( library, element ) {
  10958. if ( library[ element.uuid ] === undefined ) {
  10959. library[ element.uuid ] = element.toJSON( meta );
  10960. }
  10961. return element.uuid;
  10962. }
  10963. if ( this.isScene ) {
  10964. if ( this.background ) {
  10965. if ( this.background.isColor ) {
  10966. object.background = this.background.toJSON();
  10967. } else if ( this.background.isTexture ) {
  10968. object.background = this.background.toJSON( meta ).uuid;
  10969. }
  10970. }
  10971. if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {
  10972. object.environment = this.environment.toJSON( meta ).uuid;
  10973. }
  10974. } else if ( this.isMesh || this.isLine || this.isPoints ) {
  10975. object.geometry = serialize( meta.geometries, this.geometry );
  10976. const parameters = this.geometry.parameters;
  10977. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  10978. const shapes = parameters.shapes;
  10979. if ( Array.isArray( shapes ) ) {
  10980. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  10981. const shape = shapes[ i ];
  10982. serialize( meta.shapes, shape );
  10983. }
  10984. } else {
  10985. serialize( meta.shapes, shapes );
  10986. }
  10987. }
  10988. }
  10989. if ( this.isSkinnedMesh ) {
  10990. object.bindMode = this.bindMode;
  10991. object.bindMatrix = this.bindMatrix.toArray();
  10992. if ( this.skeleton !== undefined ) {
  10993. serialize( meta.skeletons, this.skeleton );
  10994. object.skeleton = this.skeleton.uuid;
  10995. }
  10996. }
  10997. if ( this.material !== undefined ) {
  10998. if ( Array.isArray( this.material ) ) {
  10999. const uuids = [];
  11000. for ( let i = 0, l = this.material.length; i < l; i ++ ) {
  11001. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  11002. }
  11003. object.material = uuids;
  11004. } else {
  11005. object.material = serialize( meta.materials, this.material );
  11006. }
  11007. }
  11008. //
  11009. if ( this.children.length > 0 ) {
  11010. object.children = [];
  11011. for ( let i = 0; i < this.children.length; i ++ ) {
  11012. object.children.push( this.children[ i ].toJSON( meta ).object );
  11013. }
  11014. }
  11015. //
  11016. if ( this.animations.length > 0 ) {
  11017. object.animations = [];
  11018. for ( let i = 0; i < this.animations.length; i ++ ) {
  11019. const animation = this.animations[ i ];
  11020. object.animations.push( serialize( meta.animations, animation ) );
  11021. }
  11022. }
  11023. if ( isRootObject ) {
  11024. const geometries = extractFromCache( meta.geometries );
  11025. const materials = extractFromCache( meta.materials );
  11026. const textures = extractFromCache( meta.textures );
  11027. const images = extractFromCache( meta.images );
  11028. const shapes = extractFromCache( meta.shapes );
  11029. const skeletons = extractFromCache( meta.skeletons );
  11030. const animations = extractFromCache( meta.animations );
  11031. const nodes = extractFromCache( meta.nodes );
  11032. if ( geometries.length > 0 ) output.geometries = geometries;
  11033. if ( materials.length > 0 ) output.materials = materials;
  11034. if ( textures.length > 0 ) output.textures = textures;
  11035. if ( images.length > 0 ) output.images = images;
  11036. if ( shapes.length > 0 ) output.shapes = shapes;
  11037. if ( skeletons.length > 0 ) output.skeletons = skeletons;
  11038. if ( animations.length > 0 ) output.animations = animations;
  11039. if ( nodes.length > 0 ) output.nodes = nodes;
  11040. }
  11041. output.object = object;
  11042. return output;
  11043. // extract data from the cache hash
  11044. // remove metadata on each item
  11045. // and return as array
  11046. function extractFromCache( cache ) {
  11047. const values = [];
  11048. for ( const key in cache ) {
  11049. const data = cache[ key ];
  11050. delete data.metadata;
  11051. values.push( data );
  11052. }
  11053. return values;
  11054. }
  11055. }
  11056. /**
  11057. * Returns a new 3D object with copied values from this instance.
  11058. *
  11059. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are also cloned.
  11060. * @return {Object3D} A clone of this instance.
  11061. */
  11062. clone( recursive ) {
  11063. return new this.constructor().copy( this, recursive );
  11064. }
  11065. /**
  11066. * Copies the values of the given 3D object to this instance.
  11067. *
  11068. * @param {Object3D} source - The 3D object to copy.
  11069. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are cloned.
  11070. * @return {Object3D} A reference to this instance.
  11071. */
  11072. copy( source, recursive = true ) {
  11073. this.name = source.name;
  11074. this.up.copy( source.up );
  11075. this.position.copy( source.position );
  11076. this.rotation.order = source.rotation.order;
  11077. this.quaternion.copy( source.quaternion );
  11078. this.scale.copy( source.scale );
  11079. this.matrix.copy( source.matrix );
  11080. this.matrixWorld.copy( source.matrixWorld );
  11081. this.matrixAutoUpdate = source.matrixAutoUpdate;
  11082. this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;
  11083. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  11084. this.layers.mask = source.layers.mask;
  11085. this.visible = source.visible;
  11086. this.castShadow = source.castShadow;
  11087. this.receiveShadow = source.receiveShadow;
  11088. this.frustumCulled = source.frustumCulled;
  11089. this.renderOrder = source.renderOrder;
  11090. this.animations = source.animations.slice();
  11091. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  11092. if ( recursive === true ) {
  11093. for ( let i = 0; i < source.children.length; i ++ ) {
  11094. const child = source.children[ i ];
  11095. this.add( child.clone() );
  11096. }
  11097. }
  11098. return this;
  11099. }
  11100. }
  11101. /**
  11102. * The default up direction for objects, also used as the default
  11103. * position for {@link DirectionalLight} and {@link HemisphereLight}.
  11104. *
  11105. * @static
  11106. * @type {Vector3}
  11107. * @default (0,1,0)
  11108. */
  11109. Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  11110. /**
  11111. * The default setting for {@link Object3D#matrixAutoUpdate} for
  11112. * newly created 3D objects.
  11113. *
  11114. * @static
  11115. * @type {boolean}
  11116. * @default true
  11117. */
  11118. Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true;
  11119. /**
  11120. * The default setting for {@link Object3D#matrixWorldAutoUpdate} for
  11121. * newly created 3D objects.
  11122. *
  11123. * @static
  11124. * @type {boolean}
  11125. * @default true
  11126. */
  11127. Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;
  11128. const _v0$1 = /*@__PURE__*/ new Vector3();
  11129. const _v1$3 = /*@__PURE__*/ new Vector3();
  11130. const _v2$2 = /*@__PURE__*/ new Vector3();
  11131. const _v3$2 = /*@__PURE__*/ new Vector3();
  11132. const _vab = /*@__PURE__*/ new Vector3();
  11133. const _vac = /*@__PURE__*/ new Vector3();
  11134. const _vbc = /*@__PURE__*/ new Vector3();
  11135. const _vap = /*@__PURE__*/ new Vector3();
  11136. const _vbp = /*@__PURE__*/ new Vector3();
  11137. const _vcp = /*@__PURE__*/ new Vector3();
  11138. const _v40 = /*@__PURE__*/ new Vector4();
  11139. const _v41 = /*@__PURE__*/ new Vector4();
  11140. const _v42 = /*@__PURE__*/ new Vector4();
  11141. /**
  11142. * A geometric triangle as defined by three vectors representing its three corners.
  11143. */
  11144. class Triangle {
  11145. /**
  11146. * Constructs a new triangle.
  11147. *
  11148. * @param {Vector3} [a=(0,0,0)] - The first corner of the triangle.
  11149. * @param {Vector3} [b=(0,0,0)] - The second corner of the triangle.
  11150. * @param {Vector3} [c=(0,0,0)] - The third corner of the triangle.
  11151. */
  11152. constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {
  11153. /**
  11154. * The first corner of the triangle.
  11155. *
  11156. * @type {Vector3}
  11157. */
  11158. this.a = a;
  11159. /**
  11160. * The second corner of the triangle.
  11161. *
  11162. * @type {Vector3}
  11163. */
  11164. this.b = b;
  11165. /**
  11166. * The third corner of the triangle.
  11167. *
  11168. * @type {Vector3}
  11169. */
  11170. this.c = c;
  11171. }
  11172. /**
  11173. * Computes the normal vector of a triangle.
  11174. *
  11175. * @param {Vector3} a - The first corner of the triangle.
  11176. * @param {Vector3} b - The second corner of the triangle.
  11177. * @param {Vector3} c - The third corner of the triangle.
  11178. * @param {Vector3} target - The target vector that is used to store the method's result.
  11179. * @return {Vector3} The triangle's normal.
  11180. */
  11181. static getNormal( a, b, c, target ) {
  11182. target.subVectors( c, b );
  11183. _v0$1.subVectors( a, b );
  11184. target.cross( _v0$1 );
  11185. const targetLengthSq = target.lengthSq();
  11186. if ( targetLengthSq > 0 ) {
  11187. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  11188. }
  11189. return target.set( 0, 0, 0 );
  11190. }
  11191. /**
  11192. * Computes a barycentric coordinates from the given vector.
  11193. * Returns `null` if the triangle is degenerate.
  11194. *
  11195. * @param {Vector3} point - A point in 3D space.
  11196. * @param {Vector3} a - The first corner of the triangle.
  11197. * @param {Vector3} b - The second corner of the triangle.
  11198. * @param {Vector3} c - The third corner of the triangle.
  11199. * @param {Vector3} target - The target vector that is used to store the method's result.
  11200. * @return {?Vector3} The barycentric coordinates for the given point
  11201. */
  11202. static getBarycoord( point, a, b, c, target ) {
  11203. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  11204. _v0$1.subVectors( c, a );
  11205. _v1$3.subVectors( b, a );
  11206. _v2$2.subVectors( point, a );
  11207. const dot00 = _v0$1.dot( _v0$1 );
  11208. const dot01 = _v0$1.dot( _v1$3 );
  11209. const dot02 = _v0$1.dot( _v2$2 );
  11210. const dot11 = _v1$3.dot( _v1$3 );
  11211. const dot12 = _v1$3.dot( _v2$2 );
  11212. const denom = ( dot00 * dot11 - dot01 * dot01 );
  11213. // collinear or singular triangle
  11214. if ( denom === 0 ) {
  11215. target.set( 0, 0, 0 );
  11216. return null;
  11217. }
  11218. const invDenom = 1 / denom;
  11219. const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  11220. const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  11221. // barycentric coordinates must always sum to 1
  11222. return target.set( 1 - u - v, v, u );
  11223. }
  11224. /**
  11225. * Returns `true` if the given point, when projected onto the plane of the
  11226. * triangle, lies within the triangle.
  11227. *
  11228. * @param {Vector3} point - The point in 3D space to test.
  11229. * @param {Vector3} a - The first corner of the triangle.
  11230. * @param {Vector3} b - The second corner of the triangle.
  11231. * @param {Vector3} c - The third corner of the triangle.
  11232. * @return {boolean} Whether the given point, when projected onto the plane of the
  11233. * triangle, lies within the triangle or not.
  11234. */
  11235. static containsPoint( point, a, b, c ) {
  11236. // if the triangle is degenerate then we can't contain a point
  11237. if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {
  11238. return false;
  11239. }
  11240. return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );
  11241. }
  11242. /**
  11243. * Computes the value barycentrically interpolated for the given point on the
  11244. * triangle. Returns `null` if the triangle is degenerate.
  11245. *
  11246. * @param {Vector3} point - Position of interpolated point.
  11247. * @param {Vector3} p1 - The first corner of the triangle.
  11248. * @param {Vector3} p2 - The second corner of the triangle.
  11249. * @param {Vector3} p3 - The third corner of the triangle.
  11250. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11251. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11252. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11253. * @param {Vector3} target - The target vector that is used to store the method's result.
  11254. * @return {?Vector3} The interpolated value.
  11255. */
  11256. static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {
  11257. if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {
  11258. target.x = 0;
  11259. target.y = 0;
  11260. if ( 'z' in target ) target.z = 0;
  11261. if ( 'w' in target ) target.w = 0;
  11262. return null;
  11263. }
  11264. target.setScalar( 0 );
  11265. target.addScaledVector( v1, _v3$2.x );
  11266. target.addScaledVector( v2, _v3$2.y );
  11267. target.addScaledVector( v3, _v3$2.z );
  11268. return target;
  11269. }
  11270. /**
  11271. * Computes the value barycentrically interpolated for the given attribute and indices.
  11272. *
  11273. * @param {BufferAttribute} attr - The attribute to interpolate.
  11274. * @param {number} i1 - Index of first vertex.
  11275. * @param {number} i2 - Index of second vertex.
  11276. * @param {number} i3 - Index of third vertex.
  11277. * @param {Vector3} barycoord - The barycoordinate value to use to interpolate.
  11278. * @param {Vector3} target - The target vector that is used to store the method's result.
  11279. * @return {Vector3} The interpolated attribute value.
  11280. */
  11281. static getInterpolatedAttribute( attr, i1, i2, i3, barycoord, target ) {
  11282. _v40.setScalar( 0 );
  11283. _v41.setScalar( 0 );
  11284. _v42.setScalar( 0 );
  11285. _v40.fromBufferAttribute( attr, i1 );
  11286. _v41.fromBufferAttribute( attr, i2 );
  11287. _v42.fromBufferAttribute( attr, i3 );
  11288. target.setScalar( 0 );
  11289. target.addScaledVector( _v40, barycoord.x );
  11290. target.addScaledVector( _v41, barycoord.y );
  11291. target.addScaledVector( _v42, barycoord.z );
  11292. return target;
  11293. }
  11294. /**
  11295. * Returns `true` if the triangle is oriented towards the given direction.
  11296. *
  11297. * @param {Vector3} a - The first corner of the triangle.
  11298. * @param {Vector3} b - The second corner of the triangle.
  11299. * @param {Vector3} c - The third corner of the triangle.
  11300. * @param {Vector3} direction - The (normalized) direction vector.
  11301. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11302. */
  11303. static isFrontFacing( a, b, c, direction ) {
  11304. _v0$1.subVectors( c, b );
  11305. _v1$3.subVectors( a, b );
  11306. // strictly front facing
  11307. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  11308. }
  11309. /**
  11310. * Sets the triangle's vertices by copying the given values.
  11311. *
  11312. * @param {Vector3} a - The first corner of the triangle.
  11313. * @param {Vector3} b - The second corner of the triangle.
  11314. * @param {Vector3} c - The third corner of the triangle.
  11315. * @return {Triangle} A reference to this triangle.
  11316. */
  11317. set( a, b, c ) {
  11318. this.a.copy( a );
  11319. this.b.copy( b );
  11320. this.c.copy( c );
  11321. return this;
  11322. }
  11323. /**
  11324. * Sets the triangle's vertices by copying the given array values.
  11325. *
  11326. * @param {Array<Vector3>} points - An array with 3D points.
  11327. * @param {number} i0 - The array index representing the first corner of the triangle.
  11328. * @param {number} i1 - The array index representing the second corner of the triangle.
  11329. * @param {number} i2 - The array index representing the third corner of the triangle.
  11330. * @return {Triangle} A reference to this triangle.
  11331. */
  11332. setFromPointsAndIndices( points, i0, i1, i2 ) {
  11333. this.a.copy( points[ i0 ] );
  11334. this.b.copy( points[ i1 ] );
  11335. this.c.copy( points[ i2 ] );
  11336. return this;
  11337. }
  11338. /**
  11339. * Sets the triangle's vertices by copying the given attribute values.
  11340. *
  11341. * @param {BufferAttribute} attribute - A buffer attribute with 3D points data.
  11342. * @param {number} i0 - The attribute index representing the first corner of the triangle.
  11343. * @param {number} i1 - The attribute index representing the second corner of the triangle.
  11344. * @param {number} i2 - The attribute index representing the third corner of the triangle.
  11345. * @return {Triangle} A reference to this triangle.
  11346. */
  11347. setFromAttributeAndIndices( attribute, i0, i1, i2 ) {
  11348. this.a.fromBufferAttribute( attribute, i0 );
  11349. this.b.fromBufferAttribute( attribute, i1 );
  11350. this.c.fromBufferAttribute( attribute, i2 );
  11351. return this;
  11352. }
  11353. /**
  11354. * Returns a new triangle with copied values from this instance.
  11355. *
  11356. * @return {Triangle} A clone of this instance.
  11357. */
  11358. clone() {
  11359. return new this.constructor().copy( this );
  11360. }
  11361. /**
  11362. * Copies the values of the given triangle to this instance.
  11363. *
  11364. * @param {Triangle} triangle - The triangle to copy.
  11365. * @return {Triangle} A reference to this triangle.
  11366. */
  11367. copy( triangle ) {
  11368. this.a.copy( triangle.a );
  11369. this.b.copy( triangle.b );
  11370. this.c.copy( triangle.c );
  11371. return this;
  11372. }
  11373. /**
  11374. * Computes the area of the triangle.
  11375. *
  11376. * @return {number} The triangle's area.
  11377. */
  11378. getArea() {
  11379. _v0$1.subVectors( this.c, this.b );
  11380. _v1$3.subVectors( this.a, this.b );
  11381. return _v0$1.cross( _v1$3 ).length() * 0.5;
  11382. }
  11383. /**
  11384. * Computes the midpoint of the triangle.
  11385. *
  11386. * @param {Vector3} target - The target vector that is used to store the method's result.
  11387. * @return {Vector3} The triangle's midpoint.
  11388. */
  11389. getMidpoint( target ) {
  11390. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  11391. }
  11392. /**
  11393. * Computes the normal of the triangle.
  11394. *
  11395. * @param {Vector3} target - The target vector that is used to store the method's result.
  11396. * @return {Vector3} The triangle's normal.
  11397. */
  11398. getNormal( target ) {
  11399. return Triangle.getNormal( this.a, this.b, this.c, target );
  11400. }
  11401. /**
  11402. * Computes a plane the triangle lies within.
  11403. *
  11404. * @param {Plane} target - The target vector that is used to store the method's result.
  11405. * @return {Plane} The plane the triangle lies within.
  11406. */
  11407. getPlane( target ) {
  11408. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  11409. }
  11410. /**
  11411. * Computes a barycentric coordinates from the given vector.
  11412. * Returns `null` if the triangle is degenerate.
  11413. *
  11414. * @param {Vector3} point - A point in 3D space.
  11415. * @param {Vector3} target - The target vector that is used to store the method's result.
  11416. * @return {?Vector3} The barycentric coordinates for the given point
  11417. */
  11418. getBarycoord( point, target ) {
  11419. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  11420. }
  11421. /**
  11422. * Computes the value barycentrically interpolated for the given point on the
  11423. * triangle. Returns `null` if the triangle is degenerate.
  11424. *
  11425. * @param {Vector3} point - Position of interpolated point.
  11426. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11427. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11428. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11429. * @param {Vector3} target - The target vector that is used to store the method's result.
  11430. * @return {?Vector3} The interpolated value.
  11431. */
  11432. getInterpolation( point, v1, v2, v3, target ) {
  11433. return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );
  11434. }
  11435. /**
  11436. * Returns `true` if the given point, when projected onto the plane of the
  11437. * triangle, lies within the triangle.
  11438. *
  11439. * @param {Vector3} point - The point in 3D space to test.
  11440. * @return {boolean} Whether the given point, when projected onto the plane of the
  11441. * triangle, lies within the triangle or not.
  11442. */
  11443. containsPoint( point ) {
  11444. return Triangle.containsPoint( point, this.a, this.b, this.c );
  11445. }
  11446. /**
  11447. * Returns `true` if the triangle is oriented towards the given direction.
  11448. *
  11449. * @param {Vector3} direction - The (normalized) direction vector.
  11450. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11451. */
  11452. isFrontFacing( direction ) {
  11453. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  11454. }
  11455. /**
  11456. * Returns `true` if this triangle intersects with the given box.
  11457. *
  11458. * @param {Box3} box - The box to intersect.
  11459. * @return {boolean} Whether this triangle intersects with the given box or not.
  11460. */
  11461. intersectsBox( box ) {
  11462. return box.intersectsTriangle( this );
  11463. }
  11464. /**
  11465. * Returns the closest point on the triangle to the given point.
  11466. *
  11467. * @param {Vector3} p - The point to compute the closest point for.
  11468. * @param {Vector3} target - The target vector that is used to store the method's result.
  11469. * @return {Vector3} The closest point on the triangle.
  11470. */
  11471. closestPointToPoint( p, target ) {
  11472. const a = this.a, b = this.b, c = this.c;
  11473. let v, w;
  11474. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  11475. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  11476. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  11477. // basically, we're distinguishing which of the voronoi regions of the triangle
  11478. // the point lies in with the minimum amount of redundant computation.
  11479. _vab.subVectors( b, a );
  11480. _vac.subVectors( c, a );
  11481. _vap.subVectors( p, a );
  11482. const d1 = _vab.dot( _vap );
  11483. const d2 = _vac.dot( _vap );
  11484. if ( d1 <= 0 && d2 <= 0 ) {
  11485. // vertex region of A; barycentric coords (1, 0, 0)
  11486. return target.copy( a );
  11487. }
  11488. _vbp.subVectors( p, b );
  11489. const d3 = _vab.dot( _vbp );
  11490. const d4 = _vac.dot( _vbp );
  11491. if ( d3 >= 0 && d4 <= d3 ) {
  11492. // vertex region of B; barycentric coords (0, 1, 0)
  11493. return target.copy( b );
  11494. }
  11495. const vc = d1 * d4 - d3 * d2;
  11496. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  11497. v = d1 / ( d1 - d3 );
  11498. // edge region of AB; barycentric coords (1-v, v, 0)
  11499. return target.copy( a ).addScaledVector( _vab, v );
  11500. }
  11501. _vcp.subVectors( p, c );
  11502. const d5 = _vab.dot( _vcp );
  11503. const d6 = _vac.dot( _vcp );
  11504. if ( d6 >= 0 && d5 <= d6 ) {
  11505. // vertex region of C; barycentric coords (0, 0, 1)
  11506. return target.copy( c );
  11507. }
  11508. const vb = d5 * d2 - d1 * d6;
  11509. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  11510. w = d2 / ( d2 - d6 );
  11511. // edge region of AC; barycentric coords (1-w, 0, w)
  11512. return target.copy( a ).addScaledVector( _vac, w );
  11513. }
  11514. const va = d3 * d6 - d5 * d4;
  11515. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  11516. _vbc.subVectors( c, b );
  11517. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  11518. // edge region of BC; barycentric coords (0, 1-w, w)
  11519. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  11520. }
  11521. // face region
  11522. const denom = 1 / ( va + vb + vc );
  11523. // u = va * denom
  11524. v = vb * denom;
  11525. w = vc * denom;
  11526. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  11527. }
  11528. /**
  11529. * Returns `true` if this triangle is equal with the given one.
  11530. *
  11531. * @param {Triangle} triangle - The triangle to test for equality.
  11532. * @return {boolean} Whether this triangle is equal with the given one.
  11533. */
  11534. equals( triangle ) {
  11535. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  11536. }
  11537. }
  11538. const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  11539. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  11540. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  11541. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  11542. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  11543. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  11544. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  11545. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  11546. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  11547. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  11548. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  11549. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  11550. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  11551. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  11552. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  11553. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  11554. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  11555. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  11556. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  11557. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  11558. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  11559. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  11560. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  11561. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  11562. const _hslA = { h: 0, s: 0, l: 0 };
  11563. const _hslB = { h: 0, s: 0, l: 0 };
  11564. function hue2rgb( p, q, t ) {
  11565. if ( t < 0 ) t += 1;
  11566. if ( t > 1 ) t -= 1;
  11567. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  11568. if ( t < 1 / 2 ) return q;
  11569. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  11570. return p;
  11571. }
  11572. /**
  11573. * A Color instance is represented by RGB components in the linear <i>working
  11574. * color space</i>, which defaults to `LinearSRGBColorSpace`. Inputs
  11575. * conventionally using `SRGBColorSpace` (such as hexadecimals and CSS
  11576. * strings) are converted to the working color space automatically.
  11577. *
  11578. * ```js
  11579. * // converted automatically from SRGBColorSpace to LinearSRGBColorSpace
  11580. * const color = new THREE.Color().setHex( 0x112233 );
  11581. * ```
  11582. * Source color spaces may be specified explicitly, to ensure correct conversions.
  11583. * ```js
  11584. * // assumed already LinearSRGBColorSpace; no conversion
  11585. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5 );
  11586. *
  11587. * // converted explicitly from SRGBColorSpace to LinearSRGBColorSpace
  11588. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5, SRGBColorSpace );
  11589. * ```
  11590. * If THREE.ColorManagement is disabled, no conversions occur. For details,
  11591. * see <i>Color management</i>. Iterating through a Color instance will yield
  11592. * its components (r, g, b) in the corresponding order. A Color can be initialised
  11593. * in any of the following ways:
  11594. * ```js
  11595. * //empty constructor - will default white
  11596. * const color1 = new THREE.Color();
  11597. *
  11598. * //Hexadecimal color (recommended)
  11599. * const color2 = new THREE.Color( 0xff0000 );
  11600. *
  11601. * //RGB string
  11602. * const color3 = new THREE.Color("rgb(255, 0, 0)");
  11603. * const color4 = new THREE.Color("rgb(100%, 0%, 0%)");
  11604. *
  11605. * //X11 color name - all 140 color names are supported.
  11606. * //Note the lack of CamelCase in the name
  11607. * const color5 = new THREE.Color( 'skyblue' );
  11608. * //HSL string
  11609. * const color6 = new THREE.Color("hsl(0, 100%, 50%)");
  11610. *
  11611. * //Separate RGB values between 0 and 1
  11612. * const color7 = new THREE.Color( 1, 0, 0 );
  11613. * ```
  11614. */
  11615. class Color {
  11616. /**
  11617. * Constructs a new color.
  11618. *
  11619. * Note that standard method of specifying color in three.js is with a hexadecimal triplet,
  11620. * and that method is used throughout the rest of the documentation.
  11621. *
  11622. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  11623. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  11624. * @param {number} [g] - The green component.
  11625. * @param {number} [b] - The blue component.
  11626. */
  11627. constructor( r, g, b ) {
  11628. /**
  11629. * This flag can be used for type testing.
  11630. *
  11631. * @type {boolean}
  11632. * @readonly
  11633. * @default true
  11634. */
  11635. this.isColor = true;
  11636. /**
  11637. * The red component.
  11638. *
  11639. * @type {number}
  11640. * @default 1
  11641. */
  11642. this.r = 1;
  11643. /**
  11644. * The green component.
  11645. *
  11646. * @type {number}
  11647. * @default 1
  11648. */
  11649. this.g = 1;
  11650. /**
  11651. * The blue component.
  11652. *
  11653. * @type {number}
  11654. * @default 1
  11655. */
  11656. this.b = 1;
  11657. return this.set( r, g, b );
  11658. }
  11659. /**
  11660. * Sets the colors's components from the given values.
  11661. *
  11662. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  11663. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  11664. * @param {number} [g] - The green component.
  11665. * @param {number} [b] - The blue component.
  11666. * @return {Color} A reference to this color.
  11667. */
  11668. set( r, g, b ) {
  11669. if ( g === undefined && b === undefined ) {
  11670. // r is THREE.Color, hex or string
  11671. const value = r;
  11672. if ( value && value.isColor ) {
  11673. this.copy( value );
  11674. } else if ( typeof value === 'number' ) {
  11675. this.setHex( value );
  11676. } else if ( typeof value === 'string' ) {
  11677. this.setStyle( value );
  11678. }
  11679. } else {
  11680. this.setRGB( r, g, b );
  11681. }
  11682. return this;
  11683. }
  11684. /**
  11685. * Sets the colors's components to the given scalar value.
  11686. *
  11687. * @param {number} scalar - The scalar value.
  11688. * @return {Color} A reference to this color.
  11689. */
  11690. setScalar( scalar ) {
  11691. this.r = scalar;
  11692. this.g = scalar;
  11693. this.b = scalar;
  11694. return this;
  11695. }
  11696. /**
  11697. * Sets this color from a hexadecimal value.
  11698. *
  11699. * @param {number} hex - The hexadecimal value.
  11700. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11701. * @return {Color} A reference to this color.
  11702. */
  11703. setHex( hex, colorSpace = SRGBColorSpace ) {
  11704. hex = Math.floor( hex );
  11705. this.r = ( hex >> 16 & 255 ) / 255;
  11706. this.g = ( hex >> 8 & 255 ) / 255;
  11707. this.b = ( hex & 255 ) / 255;
  11708. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11709. return this;
  11710. }
  11711. /**
  11712. * Sets this color from RGB values.
  11713. *
  11714. * @param {number} r - Red channel value between `0.0` and `1.0`.
  11715. * @param {number} g - Green channel value between `0.0` and `1.0`.
  11716. * @param {number} b - Blue channel value between `0.0` and `1.0`.
  11717. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11718. * @return {Color} A reference to this color.
  11719. */
  11720. setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {
  11721. this.r = r;
  11722. this.g = g;
  11723. this.b = b;
  11724. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11725. return this;
  11726. }
  11727. /**
  11728. * Sets this color from RGB values.
  11729. *
  11730. * @param {number} h - Hue value between `0.0` and `1.0`.
  11731. * @param {number} s - Saturation value between `0.0` and `1.0`.
  11732. * @param {number} l - Lightness value between `0.0` and `1.0`.
  11733. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11734. * @return {Color} A reference to this color.
  11735. */
  11736. setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {
  11737. // h,s,l ranges are in 0.0 - 1.0
  11738. h = euclideanModulo( h, 1 );
  11739. s = clamp( s, 0, 1 );
  11740. l = clamp( l, 0, 1 );
  11741. if ( s === 0 ) {
  11742. this.r = this.g = this.b = l;
  11743. } else {
  11744. const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  11745. const q = ( 2 * l ) - p;
  11746. this.r = hue2rgb( q, p, h + 1 / 3 );
  11747. this.g = hue2rgb( q, p, h );
  11748. this.b = hue2rgb( q, p, h - 1 / 3 );
  11749. }
  11750. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11751. return this;
  11752. }
  11753. /**
  11754. * Sets this color from a CSS-style string. For example, `rgb(250, 0,0)`,
  11755. * `rgb(100%, 0%, 0%)`, `hsl(0, 100%, 50%)`, `#ff0000`, `#f00`, or `red` ( or
  11756. * any [X11 color name]{@link https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart} -
  11757. * all 140 color names are supported).
  11758. *
  11759. * @param {string} style - Color as a CSS-style string.
  11760. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11761. * @return {Color} A reference to this color.
  11762. */
  11763. setStyle( style, colorSpace = SRGBColorSpace ) {
  11764. function handleAlpha( string ) {
  11765. if ( string === undefined ) return;
  11766. if ( parseFloat( string ) < 1 ) {
  11767. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  11768. }
  11769. }
  11770. let m;
  11771. if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) {
  11772. // rgb / hsl
  11773. let color;
  11774. const name = m[ 1 ];
  11775. const components = m[ 2 ];
  11776. switch ( name ) {
  11777. case 'rgb':
  11778. case 'rgba':
  11779. if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11780. // rgb(255,0,0) rgba(255,0,0,0.5)
  11781. handleAlpha( color[ 4 ] );
  11782. return this.setRGB(
  11783. Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,
  11784. Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,
  11785. Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,
  11786. colorSpace
  11787. );
  11788. }
  11789. if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11790. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  11791. handleAlpha( color[ 4 ] );
  11792. return this.setRGB(
  11793. Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,
  11794. Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,
  11795. Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,
  11796. colorSpace
  11797. );
  11798. }
  11799. break;
  11800. case 'hsl':
  11801. case 'hsla':
  11802. if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11803. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  11804. handleAlpha( color[ 4 ] );
  11805. return this.setHSL(
  11806. parseFloat( color[ 1 ] ) / 360,
  11807. parseFloat( color[ 2 ] ) / 100,
  11808. parseFloat( color[ 3 ] ) / 100,
  11809. colorSpace
  11810. );
  11811. }
  11812. break;
  11813. default:
  11814. console.warn( 'THREE.Color: Unknown color model ' + style );
  11815. }
  11816. } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) {
  11817. // hex color
  11818. const hex = m[ 1 ];
  11819. const size = hex.length;
  11820. if ( size === 3 ) {
  11821. // #ff0
  11822. return this.setRGB(
  11823. parseInt( hex.charAt( 0 ), 16 ) / 15,
  11824. parseInt( hex.charAt( 1 ), 16 ) / 15,
  11825. parseInt( hex.charAt( 2 ), 16 ) / 15,
  11826. colorSpace
  11827. );
  11828. } else if ( size === 6 ) {
  11829. // #ff0000
  11830. return this.setHex( parseInt( hex, 16 ), colorSpace );
  11831. } else {
  11832. console.warn( 'THREE.Color: Invalid hex color ' + style );
  11833. }
  11834. } else if ( style && style.length > 0 ) {
  11835. return this.setColorName( style, colorSpace );
  11836. }
  11837. return this;
  11838. }
  11839. /**
  11840. * Sets this color from a color name. Faster than {@link Color#setStyle} if
  11841. * you don't need the other CSS-style formats.
  11842. *
  11843. * For convenience, the list of names is exposed in `Color.NAMES` as a hash.
  11844. * ```js
  11845. * Color.NAMES.aliceblue // returns 0xF0F8FF
  11846. * ```
  11847. *
  11848. * @param {string} style - The color name.
  11849. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11850. * @return {Color} A reference to this color.
  11851. */
  11852. setColorName( style, colorSpace = SRGBColorSpace ) {
  11853. // color keywords
  11854. const hex = _colorKeywords[ style.toLowerCase() ];
  11855. if ( hex !== undefined ) {
  11856. // red
  11857. this.setHex( hex, colorSpace );
  11858. } else {
  11859. // unknown color
  11860. console.warn( 'THREE.Color: Unknown color ' + style );
  11861. }
  11862. return this;
  11863. }
  11864. /**
  11865. * Returns a new color with copied values from this instance.
  11866. *
  11867. * @return {Color} A clone of this instance.
  11868. */
  11869. clone() {
  11870. return new this.constructor( this.r, this.g, this.b );
  11871. }
  11872. /**
  11873. * Copies the values of the given color to this instance.
  11874. *
  11875. * @param {Color} color - The color to copy.
  11876. * @return {Color} A reference to this color.
  11877. */
  11878. copy( color ) {
  11879. this.r = color.r;
  11880. this.g = color.g;
  11881. this.b = color.b;
  11882. return this;
  11883. }
  11884. /**
  11885. * Copies the given color into this color, and then converts this color from
  11886. * `SRGBColorSpace` to `LinearSRGBColorSpace`.
  11887. *
  11888. * @param {Color} color - The color to copy/convert.
  11889. * @return {Color} A reference to this color.
  11890. */
  11891. copySRGBToLinear( color ) {
  11892. this.r = SRGBToLinear( color.r );
  11893. this.g = SRGBToLinear( color.g );
  11894. this.b = SRGBToLinear( color.b );
  11895. return this;
  11896. }
  11897. /**
  11898. * Copies the given color into this color, and then converts this color from
  11899. * `LinearSRGBColorSpace` to `SRGBColorSpace`.
  11900. *
  11901. * @param {Color} color - The color to copy/convert.
  11902. * @return {Color} A reference to this color.
  11903. */
  11904. copyLinearToSRGB( color ) {
  11905. this.r = LinearToSRGB( color.r );
  11906. this.g = LinearToSRGB( color.g );
  11907. this.b = LinearToSRGB( color.b );
  11908. return this;
  11909. }
  11910. /**
  11911. * Converts this color from `SRGBColorSpace` to `LinearSRGBColorSpace`.
  11912. *
  11913. * @return {Color} A reference to this color.
  11914. */
  11915. convertSRGBToLinear() {
  11916. this.copySRGBToLinear( this );
  11917. return this;
  11918. }
  11919. /**
  11920. * Converts this color from `LinearSRGBColorSpace` to `SRGBColorSpace`.
  11921. *
  11922. * @return {Color} A reference to this color.
  11923. */
  11924. convertLinearToSRGB() {
  11925. this.copyLinearToSRGB( this );
  11926. return this;
  11927. }
  11928. /**
  11929. * Returns the hexadecimal value of this color.
  11930. *
  11931. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11932. * @return {number} The hexadecimal value.
  11933. */
  11934. getHex( colorSpace = SRGBColorSpace ) {
  11935. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  11936. return Math.round( clamp( _color.r * 255, 0, 255 ) ) * 65536 + Math.round( clamp( _color.g * 255, 0, 255 ) ) * 256 + Math.round( clamp( _color.b * 255, 0, 255 ) );
  11937. }
  11938. /**
  11939. * Returns the hexadecimal value of this color as a string (for example, 'FFFFFF').
  11940. *
  11941. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11942. * @return {string} The hexadecimal value as a string.
  11943. */
  11944. getHexString( colorSpace = SRGBColorSpace ) {
  11945. return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( -6 );
  11946. }
  11947. /**
  11948. * Converts the colors RGB values into the HSL format and stores them into the
  11949. * given target object.
  11950. *
  11951. * @param {{h:number,s:number,l:number}} target - The target object that is used to store the method's result.
  11952. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11953. * @return {{h:number,s:number,l:number}} The HSL representation of this color.
  11954. */
  11955. getHSL( target, colorSpace = ColorManagement.workingColorSpace ) {
  11956. // h,s,l ranges are in 0.0 - 1.0
  11957. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  11958. const r = _color.r, g = _color.g, b = _color.b;
  11959. const max = Math.max( r, g, b );
  11960. const min = Math.min( r, g, b );
  11961. let hue, saturation;
  11962. const lightness = ( min + max ) / 2.0;
  11963. if ( min === max ) {
  11964. hue = 0;
  11965. saturation = 0;
  11966. } else {
  11967. const delta = max - min;
  11968. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  11969. switch ( max ) {
  11970. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  11971. case g: hue = ( b - r ) / delta + 2; break;
  11972. case b: hue = ( r - g ) / delta + 4; break;
  11973. }
  11974. hue /= 6;
  11975. }
  11976. target.h = hue;
  11977. target.s = saturation;
  11978. target.l = lightness;
  11979. return target;
  11980. }
  11981. /**
  11982. * Returns the RGB values of this color and stores them into the given target object.
  11983. *
  11984. * @param {Color} target - The target color that is used to store the method's result.
  11985. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11986. * @return {Color} The RGB representation of this color.
  11987. */
  11988. getRGB( target, colorSpace = ColorManagement.workingColorSpace ) {
  11989. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  11990. target.r = _color.r;
  11991. target.g = _color.g;
  11992. target.b = _color.b;
  11993. return target;
  11994. }
  11995. /**
  11996. * Returns the value of this color as a CSS style string. Example: `rgb(255,0,0)`.
  11997. *
  11998. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11999. * @return {string} The CSS representation of this color.
  12000. */
  12001. getStyle( colorSpace = SRGBColorSpace ) {
  12002. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  12003. const r = _color.r, g = _color.g, b = _color.b;
  12004. if ( colorSpace !== SRGBColorSpace ) {
  12005. // Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).
  12006. return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;
  12007. }
  12008. return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;
  12009. }
  12010. /**
  12011. * Adds the given HSL values to this color's values.
  12012. * Internally, this converts the color's RGB values to HSL, adds HSL
  12013. * and then converts the color back to RGB.
  12014. *
  12015. * @param {number} h - Hue value between `0.0` and `1.0`.
  12016. * @param {number} s - Saturation value between `0.0` and `1.0`.
  12017. * @param {number} l - Lightness value between `0.0` and `1.0`.
  12018. * @return {Color} A reference to this color.
  12019. */
  12020. offsetHSL( h, s, l ) {
  12021. this.getHSL( _hslA );
  12022. return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );
  12023. }
  12024. /**
  12025. * Adds the RGB values of the given color to the RGB values of this color.
  12026. *
  12027. * @param {Color} color - The color to add.
  12028. * @return {Color} A reference to this color.
  12029. */
  12030. add( color ) {
  12031. this.r += color.r;
  12032. this.g += color.g;
  12033. this.b += color.b;
  12034. return this;
  12035. }
  12036. /**
  12037. * Adds the RGB values of the given colors and stores the result in this instance.
  12038. *
  12039. * @param {Color} color1 - The first color.
  12040. * @param {Color} color2 - The second color.
  12041. * @return {Color} A reference to this color.
  12042. */
  12043. addColors( color1, color2 ) {
  12044. this.r = color1.r + color2.r;
  12045. this.g = color1.g + color2.g;
  12046. this.b = color1.b + color2.b;
  12047. return this;
  12048. }
  12049. /**
  12050. * Adds the given scalar value to the RGB values of this color.
  12051. *
  12052. * @param {number} s - The scalar to add.
  12053. * @return {Color} A reference to this color.
  12054. */
  12055. addScalar( s ) {
  12056. this.r += s;
  12057. this.g += s;
  12058. this.b += s;
  12059. return this;
  12060. }
  12061. /**
  12062. * Subtracts the RGB values of the given color from the RGB values of this color.
  12063. *
  12064. * @param {Color} color - The color to subtract.
  12065. * @return {Color} A reference to this color.
  12066. */
  12067. sub( color ) {
  12068. this.r = Math.max( 0, this.r - color.r );
  12069. this.g = Math.max( 0, this.g - color.g );
  12070. this.b = Math.max( 0, this.b - color.b );
  12071. return this;
  12072. }
  12073. /**
  12074. * Multiplies the RGB values of the given color with the RGB values of this color.
  12075. *
  12076. * @param {Color} color - The color to multiply.
  12077. * @return {Color} A reference to this color.
  12078. */
  12079. multiply( color ) {
  12080. this.r *= color.r;
  12081. this.g *= color.g;
  12082. this.b *= color.b;
  12083. return this;
  12084. }
  12085. /**
  12086. * Multiplies the given scalar value with the RGB values of this color.
  12087. *
  12088. * @param {number} s - The scalar to multiply.
  12089. * @return {Color} A reference to this color.
  12090. */
  12091. multiplyScalar( s ) {
  12092. this.r *= s;
  12093. this.g *= s;
  12094. this.b *= s;
  12095. return this;
  12096. }
  12097. /**
  12098. * Linearly interpolates this color's RGB values toward the RGB values of the
  12099. * given color. The alpha argument can be thought of as the ratio between
  12100. * the two colors, where `0.0` is this color and `1.0` is the first argument.
  12101. *
  12102. * @param {Color} color - The color to converge on.
  12103. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12104. * @return {Color} A reference to this color.
  12105. */
  12106. lerp( color, alpha ) {
  12107. this.r += ( color.r - this.r ) * alpha;
  12108. this.g += ( color.g - this.g ) * alpha;
  12109. this.b += ( color.b - this.b ) * alpha;
  12110. return this;
  12111. }
  12112. /**
  12113. * Linearly interpolates between the given colors and stores the result in this instance.
  12114. * The alpha argument can be thought of as the ratio between the two colors, where `0.0`
  12115. * is the first and `1.0` is the second color.
  12116. *
  12117. * @param {Color} color1 - The first color.
  12118. * @param {Color} color2 - The second color.
  12119. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12120. * @return {Color} A reference to this color.
  12121. */
  12122. lerpColors( color1, color2, alpha ) {
  12123. this.r = color1.r + ( color2.r - color1.r ) * alpha;
  12124. this.g = color1.g + ( color2.g - color1.g ) * alpha;
  12125. this.b = color1.b + ( color2.b - color1.b ) * alpha;
  12126. return this;
  12127. }
  12128. /**
  12129. * Linearly interpolates this color's HSL values toward the HSL values of the
  12130. * given color. It differs from {@link Color#lerp} by not interpolating straight
  12131. * from one color to the other, but instead going through all the hues in between
  12132. * those two colors. The alpha argument can be thought of as the ratio between
  12133. * the two colors, where 0.0 is this color and 1.0 is the first argument.
  12134. *
  12135. * @param {Color} color - The color to converge on.
  12136. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12137. * @return {Color} A reference to this color.
  12138. */
  12139. lerpHSL( color, alpha ) {
  12140. this.getHSL( _hslA );
  12141. color.getHSL( _hslB );
  12142. const h = lerp( _hslA.h, _hslB.h, alpha );
  12143. const s = lerp( _hslA.s, _hslB.s, alpha );
  12144. const l = lerp( _hslA.l, _hslB.l, alpha );
  12145. this.setHSL( h, s, l );
  12146. return this;
  12147. }
  12148. /**
  12149. * Sets the color's RGB components from the given 3D vector.
  12150. *
  12151. * @param {Vector3} v - The vector to set.
  12152. * @return {Color} A reference to this color.
  12153. */
  12154. setFromVector3( v ) {
  12155. this.r = v.x;
  12156. this.g = v.y;
  12157. this.b = v.z;
  12158. return this;
  12159. }
  12160. /**
  12161. * Transforms this color with the given 3x3 matrix.
  12162. *
  12163. * @param {Matrix3} m - The matrix.
  12164. * @return {Color} A reference to this color.
  12165. */
  12166. applyMatrix3( m ) {
  12167. const r = this.r, g = this.g, b = this.b;
  12168. const e = m.elements;
  12169. this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;
  12170. this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;
  12171. this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;
  12172. return this;
  12173. }
  12174. /**
  12175. * Returns `true` if this color is equal with the given one.
  12176. *
  12177. * @param {Color} c - The color to test for equality.
  12178. * @return {boolean} Whether this bounding color is equal with the given one.
  12179. */
  12180. equals( c ) {
  12181. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  12182. }
  12183. /**
  12184. * Sets this color's RGB components from the given array.
  12185. *
  12186. * @param {Array<number>} array - An array holding the RGB values.
  12187. * @param {number} [offset=0] - The offset into the array.
  12188. * @return {Color} A reference to this color.
  12189. */
  12190. fromArray( array, offset = 0 ) {
  12191. this.r = array[ offset ];
  12192. this.g = array[ offset + 1 ];
  12193. this.b = array[ offset + 2 ];
  12194. return this;
  12195. }
  12196. /**
  12197. * Writes the RGB components of this color to the given array. If no array is provided,
  12198. * the method returns a new instance.
  12199. *
  12200. * @param {Array<number>} [array=[]] - The target array holding the color components.
  12201. * @param {number} [offset=0] - Index of the first element in the array.
  12202. * @return {Array<number>} The color components.
  12203. */
  12204. toArray( array = [], offset = 0 ) {
  12205. array[ offset ] = this.r;
  12206. array[ offset + 1 ] = this.g;
  12207. array[ offset + 2 ] = this.b;
  12208. return array;
  12209. }
  12210. /**
  12211. * Sets the components of this color from the given buffer attribute.
  12212. *
  12213. * @param {BufferAttribute} attribute - The buffer attribute holding color data.
  12214. * @param {number} index - The index into the attribute.
  12215. * @return {Color} A reference to this color.
  12216. */
  12217. fromBufferAttribute( attribute, index ) {
  12218. this.r = attribute.getX( index );
  12219. this.g = attribute.getY( index );
  12220. this.b = attribute.getZ( index );
  12221. return this;
  12222. }
  12223. /**
  12224. * This methods defines the serialization result of this class. Returns the color
  12225. * as a hexadecimal value.
  12226. *
  12227. * @return {number} The hexadecimal value.
  12228. */
  12229. toJSON() {
  12230. return this.getHex();
  12231. }
  12232. *[ Symbol.iterator ]() {
  12233. yield this.r;
  12234. yield this.g;
  12235. yield this.b;
  12236. }
  12237. }
  12238. const _color = /*@__PURE__*/ new Color();
  12239. /**
  12240. * A dictionary with X11 color names.
  12241. *
  12242. * Note that multiple words such as Dark Orange become the string 'darkorange'.
  12243. *
  12244. * @static
  12245. * @type {Object}
  12246. */
  12247. Color.NAMES = _colorKeywords;
  12248. let _materialId = 0;
  12249. /**
  12250. * Abstract base class for materials.
  12251. *
  12252. * Materials define the appearance of renderable 3D objects.
  12253. *
  12254. * @abstract
  12255. * @augments EventDispatcher
  12256. */
  12257. class Material extends EventDispatcher {
  12258. /**
  12259. * Constructs a new material.
  12260. */
  12261. constructor() {
  12262. super();
  12263. /**
  12264. * This flag can be used for type testing.
  12265. *
  12266. * @type {boolean}
  12267. * @readonly
  12268. * @default true
  12269. */
  12270. this.isMaterial = true;
  12271. /**
  12272. * The ID of the material.
  12273. *
  12274. * @name Material#id
  12275. * @type {number}
  12276. * @readonly
  12277. */
  12278. Object.defineProperty( this, 'id', { value: _materialId ++ } );
  12279. /**
  12280. * The UUID of the material.
  12281. *
  12282. * @type {string}
  12283. * @readonly
  12284. */
  12285. this.uuid = generateUUID();
  12286. /**
  12287. * The name of the material.
  12288. *
  12289. * @type {string}
  12290. */
  12291. this.name = '';
  12292. /**
  12293. * The type property is used for detecting the object type
  12294. * in context of serialization/deserialization.
  12295. *
  12296. * @type {string}
  12297. * @readonly
  12298. */
  12299. this.type = 'Material';
  12300. /**
  12301. * Defines the blending type of the material.
  12302. *
  12303. * It must be set to `CustomBlending` if custom blending properties like
  12304. * {@link Material#blendSrc}, {@link Material#blendDst} or {@link Material#blendEquation}
  12305. * should have any effect.
  12306. *
  12307. * @type {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending)}
  12308. * @default NormalBlending
  12309. */
  12310. this.blending = NormalBlending;
  12311. /**
  12312. * Defines which side of faces will be rendered - front, back or both.
  12313. *
  12314. * @type {(FrontSide|BackSide|DoubleSide)}
  12315. * @default FrontSide
  12316. */
  12317. this.side = FrontSide;
  12318. /**
  12319. * If set to `true`, vertex colors should be used.
  12320. *
  12321. * The engine supports RGB and RGBA vertex colors depending on whether a three (RGB) or
  12322. * four (RGBA) component color buffer attribute is used.
  12323. *
  12324. * @type {boolean}
  12325. * @default false
  12326. */
  12327. this.vertexColors = false;
  12328. /**
  12329. * Defines how transparent the material is.
  12330. * A value of `0.0` indicates fully transparent, `1.0` is fully opaque.
  12331. *
  12332. * If the {@link Material#transparent} is not set to `true`,
  12333. * the material will remain fully opaque and this value will only affect its color.
  12334. *
  12335. * @type {number}
  12336. * @default 1
  12337. */
  12338. this.opacity = 1;
  12339. /**
  12340. * Defines whether this material is transparent. This has an effect on
  12341. * rendering as transparent objects need special treatment and are rendered
  12342. * after non-transparent objects.
  12343. *
  12344. * When set to true, the extent to which the material is transparent is
  12345. * controlled by {@link Material#opacity}.
  12346. *
  12347. * @type {boolean}
  12348. * @default false
  12349. */
  12350. this.transparent = false;
  12351. /**
  12352. * Enables alpha hashed transparency, an alternative to {@link Material#transparent} or
  12353. * {@link Material#alphaTest}. The material will not be rendered if opacity is lower than
  12354. * a random threshold. Randomization introduces some grain or noise, but approximates alpha
  12355. * blending without the associated problems of sorting. Using TAA can reduce the resulting noise.
  12356. *
  12357. * @type {boolean}
  12358. * @default false
  12359. */
  12360. this.alphaHash = false;
  12361. /**
  12362. * Defines the blending source factor.
  12363. *
  12364. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12365. * @default SrcAlphaFactor
  12366. */
  12367. this.blendSrc = SrcAlphaFactor;
  12368. /**
  12369. * Defines the blending destination factor.
  12370. *
  12371. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12372. * @default OneMinusSrcAlphaFactor
  12373. */
  12374. this.blendDst = OneMinusSrcAlphaFactor;
  12375. /**
  12376. * Defines the blending equation.
  12377. *
  12378. * @type {(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  12379. * @default AddEquation
  12380. */
  12381. this.blendEquation = AddEquation;
  12382. /**
  12383. * Defines the blending source alpha factor.
  12384. *
  12385. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12386. * @default null
  12387. */
  12388. this.blendSrcAlpha = null;
  12389. /**
  12390. * Defines the blending destination alpha factor.
  12391. *
  12392. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12393. * @default null
  12394. */
  12395. this.blendDstAlpha = null;
  12396. /**
  12397. * Defines the blending equation of the alpha channel.
  12398. *
  12399. * @type {?(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  12400. * @default null
  12401. */
  12402. this.blendEquationAlpha = null;
  12403. /**
  12404. * Represents the RGB values of the constant blend color.
  12405. *
  12406. * This property has only an effect when using custom blending with `ConstantColor` or `OneMinusConstantColor`.
  12407. *
  12408. * @type {Color}
  12409. * @default (0,0,0)
  12410. */
  12411. this.blendColor = new Color( 0, 0, 0 );
  12412. /**
  12413. * Represents the alpha value of the constant blend color.
  12414. *
  12415. * This property has only an effect when using custom blending with `ConstantAlpha` or `OneMinusConstantAlpha`.
  12416. *
  12417. * @type {number}
  12418. * @default 0
  12419. */
  12420. this.blendAlpha = 0;
  12421. /**
  12422. * Defines the depth function.
  12423. *
  12424. * @type {(NeverDepth|AlwaysDepth|LessDepth|LessEqualDepth|EqualDepth|GreaterEqualDepth|GreaterDepth|NotEqualDepth)}
  12425. * @default LessEqualDepth
  12426. */
  12427. this.depthFunc = LessEqualDepth;
  12428. /**
  12429. * Whether to have depth test enabled when rendering this material.
  12430. * When the depth test is disabled, the depth write will also be implicitly disabled.
  12431. *
  12432. * @type {boolean}
  12433. * @default true
  12434. */
  12435. this.depthTest = true;
  12436. /**
  12437. * Whether rendering this material has any effect on the depth buffer.
  12438. *
  12439. * When drawing 2D overlays it can be useful to disable the depth writing in
  12440. * order to layer several things together without creating z-index artifacts.
  12441. *
  12442. * @type {boolean}
  12443. * @default true
  12444. */
  12445. this.depthWrite = true;
  12446. /**
  12447. * The bit mask to use when writing to the stencil buffer.
  12448. *
  12449. * @type {number}
  12450. * @default 0xff
  12451. */
  12452. this.stencilWriteMask = 0xff;
  12453. /**
  12454. * The stencil comparison function to use.
  12455. *
  12456. * @type {NeverStencilFunc|LessStencilFunc|EqualStencilFunc|LessEqualStencilFunc|GreaterStencilFunc|NotEqualStencilFunc|GreaterEqualStencilFunc|AlwaysStencilFunc}
  12457. * @default AlwaysStencilFunc
  12458. */
  12459. this.stencilFunc = AlwaysStencilFunc;
  12460. /**
  12461. * The value to use when performing stencil comparisons or stencil operations.
  12462. *
  12463. * @type {number}
  12464. * @default 0
  12465. */
  12466. this.stencilRef = 0;
  12467. /**
  12468. * The bit mask to use when comparing against the stencil buffer.
  12469. *
  12470. * @type {number}
  12471. * @default 0xff
  12472. */
  12473. this.stencilFuncMask = 0xff;
  12474. /**
  12475. * Which stencil operation to perform when the comparison function returns `false`.
  12476. *
  12477. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12478. * @default KeepStencilOp
  12479. */
  12480. this.stencilFail = KeepStencilOp;
  12481. /**
  12482. * Which stencil operation to perform when the comparison function returns
  12483. * `true` but the depth test fails.
  12484. *
  12485. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12486. * @default KeepStencilOp
  12487. */
  12488. this.stencilZFail = KeepStencilOp;
  12489. /**
  12490. * Which stencil operation to perform when the comparison function returns
  12491. * `true` and the depth test passes.
  12492. *
  12493. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12494. * @default KeepStencilOp
  12495. */
  12496. this.stencilZPass = KeepStencilOp;
  12497. /**
  12498. * Whether stencil operations are performed against the stencil buffer. In
  12499. * order to perform writes or comparisons against the stencil buffer this
  12500. * value must be `true`.
  12501. *
  12502. * @type {boolean}
  12503. * @default false
  12504. */
  12505. this.stencilWrite = false;
  12506. /**
  12507. * User-defined clipping planes specified as THREE.Plane objects in world
  12508. * space. These planes apply to the objects this material is attached to.
  12509. * Points in space whose signed distance to the plane is negative are clipped
  12510. * (not rendered). This requires {@link WebGLRenderer#localClippingEnabled} to
  12511. * be `true`.
  12512. *
  12513. * @type {?Array<Plane>}
  12514. * @default null
  12515. */
  12516. this.clippingPlanes = null;
  12517. /**
  12518. * Changes the behavior of clipping planes so that only their intersection is
  12519. * clipped, rather than their union.
  12520. *
  12521. * @type {boolean}
  12522. * @default false
  12523. */
  12524. this.clipIntersection = false;
  12525. /**
  12526. * Defines whether to clip shadows according to the clipping planes specified
  12527. * on this material.
  12528. *
  12529. * @type {boolean}
  12530. * @default false
  12531. */
  12532. this.clipShadows = false;
  12533. /**
  12534. * Defines which side of faces cast shadows. If `null`, the side casting shadows
  12535. * is determined as follows:
  12536. *
  12537. * - When {@link Material#side} is set to `FrontSide`, the back side cast shadows.
  12538. * - When {@link Material#side} is set to `BackSide`, the front side cast shadows.
  12539. * - When {@link Material#side} is set to `DoubleSide`, both sides cast shadows.
  12540. *
  12541. * @type {?(FrontSide|BackSide|DoubleSide)}
  12542. * @default null
  12543. */
  12544. this.shadowSide = null;
  12545. /**
  12546. * Whether to render the material's color.
  12547. *
  12548. * This can be used in conjunction with {@link Object3D#renderOder} to create invisible
  12549. * objects that occlude other objects.
  12550. *
  12551. * @type {boolean}
  12552. * @default true
  12553. */
  12554. this.colorWrite = true;
  12555. /**
  12556. * Override the renderer's default precision for this material.
  12557. *
  12558. * @type {?('highp'|'mediump'|'lowp')}
  12559. * @default null
  12560. */
  12561. this.precision = null;
  12562. /**
  12563. * Whether to use polygon offset or not. When enabled, each fragment's depth value will
  12564. * be offset after it is interpolated from the depth values of the appropriate vertices.
  12565. * The offset is added before the depth test is performed and before the value is written
  12566. * into the depth buffer.
  12567. *
  12568. * Can be useful for rendering hidden-line images, for applying decals to surfaces, and for
  12569. * rendering solids with highlighted edges.
  12570. *
  12571. * @type {boolean}
  12572. * @default false
  12573. */
  12574. this.polygonOffset = false;
  12575. /**
  12576. * Specifies a scale factor that is used to create a variable depth offset for each polygon.
  12577. *
  12578. * @type {number}
  12579. * @default 0
  12580. */
  12581. this.polygonOffsetFactor = 0;
  12582. /**
  12583. * Is multiplied by an implementation-specific value to create a constant depth offset.
  12584. *
  12585. * @type {number}
  12586. * @default 0
  12587. */
  12588. this.polygonOffsetUnits = 0;
  12589. /**
  12590. * Whether to apply dithering to the color to remove the appearance of banding.
  12591. *
  12592. * @type {boolean}
  12593. * @default false
  12594. */
  12595. this.dithering = false;
  12596. /**
  12597. * Whether alpha to coverage should be enabled or not. Can only be used with MSAA-enabled contexts
  12598. * (meaning when the renderer was created with *antialias* parameter set to `true`). Enabling this
  12599. * will smooth aliasing on clip plane edges and alphaTest-clipped edges.
  12600. *
  12601. * @type {boolean}
  12602. * @default false
  12603. */
  12604. this.alphaToCoverage = false;
  12605. /**
  12606. * Whether to premultiply the alpha (transparency) value.
  12607. *
  12608. * @type {boolean}
  12609. * @default false
  12610. */
  12611. this.premultipliedAlpha = false;
  12612. /**
  12613. * Whether double-sided, transparent objects should be rendered with a single pass or not.
  12614. *
  12615. * The engine renders double-sided, transparent objects with two draw calls (back faces first,
  12616. * then front faces) to mitigate transparency artifacts. There are scenarios however where this
  12617. * approach produces no quality gains but still doubles draw calls e.g. when rendering flat
  12618. * vegetation like grass sprites. In these cases, set the `forceSinglePass` flag to `true` to
  12619. * disable the two pass rendering to avoid performance issues.
  12620. *
  12621. * @type {boolean}
  12622. * @default false
  12623. */
  12624. this.forceSinglePass = false;
  12625. /**
  12626. * Whether it's possible to override the material with {@link Scene#overrideMaterial} or not.
  12627. *
  12628. * @type {boolean}
  12629. * @default true
  12630. */
  12631. this.allowOverride = true;
  12632. /**
  12633. * Defines whether 3D objects using this material are visible.
  12634. *
  12635. * @type {boolean}
  12636. * @default true
  12637. */
  12638. this.visible = true;
  12639. /**
  12640. * Defines whether this material is tone mapped according to the renderer's tone mapping setting.
  12641. *
  12642. * It is ignored when rendering to a render target or using post processing or when using
  12643. * `WebGPURenderer`. In all these cases, all materials are honored by tone mapping.
  12644. *
  12645. * @type {boolean}
  12646. * @default true
  12647. */
  12648. this.toneMapped = true;
  12649. /**
  12650. * An object that can be used to store custom data about the Material. It
  12651. * should not hold references to functions as these will not be cloned.
  12652. *
  12653. * @type {Object}
  12654. */
  12655. this.userData = {};
  12656. /**
  12657. * This starts at `0` and counts how many times {@link Material#needsUpdate} is set to `true`.
  12658. *
  12659. * @type {number}
  12660. * @readonly
  12661. * @default 0
  12662. */
  12663. this.version = 0;
  12664. this._alphaTest = 0;
  12665. }
  12666. /**
  12667. * Sets the alpha value to be used when running an alpha test. The material
  12668. * will not be rendered if the opacity is lower than this value.
  12669. *
  12670. * @type {number}
  12671. * @readonly
  12672. * @default 0
  12673. */
  12674. get alphaTest() {
  12675. return this._alphaTest;
  12676. }
  12677. set alphaTest( value ) {
  12678. if ( this._alphaTest > 0 !== value > 0 ) {
  12679. this.version ++;
  12680. }
  12681. this._alphaTest = value;
  12682. }
  12683. /**
  12684. * An optional callback that is executed immediately before the material is used to render a 3D object.
  12685. *
  12686. * This method can only be used when rendering with {@link WebGLRenderer}.
  12687. *
  12688. * @param {WebGLRenderer} renderer - The renderer.
  12689. * @param {Scene} scene - The scene.
  12690. * @param {Camera} camera - The camera that is used to render the scene.
  12691. * @param {BufferGeometry} geometry - The 3D object's geometry.
  12692. * @param {Object3D} object - The 3D object.
  12693. * @param {Object} group - The geometry group data.
  12694. */
  12695. onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}
  12696. /**
  12697. * An optional callback that is executed immediately before the shader
  12698. * program is compiled. This function is called with the shader source code
  12699. * as a parameter. Useful for the modification of built-in materials.
  12700. *
  12701. * This method can only be used when rendering with {@link WebGLRenderer}. The
  12702. * recommended approach when customizing materials is to use `WebGPURenderer` with the new
  12703. * Node Material system and [TSL]{@link https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language}.
  12704. *
  12705. * @param {{vertexShader:string,fragmentShader:string,uniforms:Object}} shaderobject - The object holds the uniforms and the vertex and fragment shader source.
  12706. * @param {WebGLRenderer} renderer - A reference to the renderer.
  12707. */
  12708. onBeforeCompile( /* shaderobject, renderer */ ) {}
  12709. /**
  12710. * In case {@link Material#onBeforeCompile} is used, this callback can be used to identify
  12711. * values of settings used in `onBeforeCompile()`, so three.js can reuse a cached
  12712. * shader or recompile the shader for this material as needed.
  12713. *
  12714. * This method can only be used when rendering with {@link WebGLRenderer}.
  12715. *
  12716. * @return {string} The custom program cache key.
  12717. */
  12718. customProgramCacheKey() {
  12719. return this.onBeforeCompile.toString();
  12720. }
  12721. /**
  12722. * This method can be used to set default values from parameter objects.
  12723. * It is a generic implementation so it can be used with different types
  12724. * of materials.
  12725. *
  12726. * @param {Object} [values] - The material values to set.
  12727. */
  12728. setValues( values ) {
  12729. if ( values === undefined ) return;
  12730. for ( const key in values ) {
  12731. const newValue = values[ key ];
  12732. if ( newValue === undefined ) {
  12733. console.warn( `THREE.Material: parameter '${ key }' has value of undefined.` );
  12734. continue;
  12735. }
  12736. const currentValue = this[ key ];
  12737. if ( currentValue === undefined ) {
  12738. console.warn( `THREE.Material: '${ key }' is not a property of THREE.${ this.type }.` );
  12739. continue;
  12740. }
  12741. if ( currentValue && currentValue.isColor ) {
  12742. currentValue.set( newValue );
  12743. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  12744. currentValue.copy( newValue );
  12745. } else {
  12746. this[ key ] = newValue;
  12747. }
  12748. }
  12749. }
  12750. /**
  12751. * Serializes the material into JSON.
  12752. *
  12753. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  12754. * @return {Object} A JSON object representing the serialized material.
  12755. * @see {@link ObjectLoader#parse}
  12756. */
  12757. toJSON( meta ) {
  12758. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  12759. if ( isRootObject ) {
  12760. meta = {
  12761. textures: {},
  12762. images: {}
  12763. };
  12764. }
  12765. const data = {
  12766. metadata: {
  12767. version: 4.7,
  12768. type: 'Material',
  12769. generator: 'Material.toJSON'
  12770. }
  12771. };
  12772. // standard Material serialization
  12773. data.uuid = this.uuid;
  12774. data.type = this.type;
  12775. if ( this.name !== '' ) data.name = this.name;
  12776. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  12777. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  12778. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  12779. if ( this.sheen !== undefined ) data.sheen = this.sheen;
  12780. if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();
  12781. if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;
  12782. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  12783. if ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  12784. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  12785. if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;
  12786. if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();
  12787. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  12788. if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
  12789. if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
  12790. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  12791. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  12792. }
  12793. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  12794. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  12795. }
  12796. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  12797. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  12798. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  12799. }
  12800. if ( this.dispersion !== undefined ) data.dispersion = this.dispersion;
  12801. if ( this.iridescence !== undefined ) data.iridescence = this.iridescence;
  12802. if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;
  12803. if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;
  12804. if ( this.iridescenceMap && this.iridescenceMap.isTexture ) {
  12805. data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;
  12806. }
  12807. if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {
  12808. data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;
  12809. }
  12810. if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;
  12811. if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;
  12812. if ( this.anisotropyMap && this.anisotropyMap.isTexture ) {
  12813. data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;
  12814. }
  12815. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  12816. if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
  12817. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  12818. if ( this.lightMap && this.lightMap.isTexture ) {
  12819. data.lightMap = this.lightMap.toJSON( meta ).uuid;
  12820. data.lightMapIntensity = this.lightMapIntensity;
  12821. }
  12822. if ( this.aoMap && this.aoMap.isTexture ) {
  12823. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  12824. data.aoMapIntensity = this.aoMapIntensity;
  12825. }
  12826. if ( this.bumpMap && this.bumpMap.isTexture ) {
  12827. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  12828. data.bumpScale = this.bumpScale;
  12829. }
  12830. if ( this.normalMap && this.normalMap.isTexture ) {
  12831. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  12832. data.normalMapType = this.normalMapType;
  12833. data.normalScale = this.normalScale.toArray();
  12834. }
  12835. if ( this.displacementMap && this.displacementMap.isTexture ) {
  12836. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  12837. data.displacementScale = this.displacementScale;
  12838. data.displacementBias = this.displacementBias;
  12839. }
  12840. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  12841. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  12842. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  12843. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  12844. if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;
  12845. if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;
  12846. if ( this.envMap && this.envMap.isTexture ) {
  12847. data.envMap = this.envMap.toJSON( meta ).uuid;
  12848. if ( this.combine !== undefined ) data.combine = this.combine;
  12849. }
  12850. if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();
  12851. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  12852. if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
  12853. if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;
  12854. if ( this.gradientMap && this.gradientMap.isTexture ) {
  12855. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  12856. }
  12857. if ( this.transmission !== undefined ) data.transmission = this.transmission;
  12858. if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
  12859. if ( this.thickness !== undefined ) data.thickness = this.thickness;
  12860. if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
  12861. if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;
  12862. if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();
  12863. if ( this.size !== undefined ) data.size = this.size;
  12864. if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
  12865. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  12866. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  12867. if ( this.side !== FrontSide ) data.side = this.side;
  12868. if ( this.vertexColors === true ) data.vertexColors = true;
  12869. if ( this.opacity < 1 ) data.opacity = this.opacity;
  12870. if ( this.transparent === true ) data.transparent = true;
  12871. if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;
  12872. if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;
  12873. if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;
  12874. if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;
  12875. if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;
  12876. if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;
  12877. if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();
  12878. if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;
  12879. if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;
  12880. if ( this.depthTest === false ) data.depthTest = this.depthTest;
  12881. if ( this.depthWrite === false ) data.depthWrite = this.depthWrite;
  12882. if ( this.colorWrite === false ) data.colorWrite = this.colorWrite;
  12883. if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;
  12884. if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;
  12885. if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;
  12886. if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;
  12887. if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;
  12888. if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;
  12889. if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;
  12890. if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;
  12891. // rotation (SpriteMaterial)
  12892. if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;
  12893. if ( this.polygonOffset === true ) data.polygonOffset = true;
  12894. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  12895. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  12896. if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;
  12897. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  12898. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  12899. if ( this.scale !== undefined ) data.scale = this.scale;
  12900. if ( this.dithering === true ) data.dithering = true;
  12901. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  12902. if ( this.alphaHash === true ) data.alphaHash = true;
  12903. if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
  12904. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
  12905. if ( this.forceSinglePass === true ) data.forceSinglePass = true;
  12906. if ( this.wireframe === true ) data.wireframe = true;
  12907. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  12908. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  12909. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  12910. if ( this.flatShading === true ) data.flatShading = true;
  12911. if ( this.visible === false ) data.visible = false;
  12912. if ( this.toneMapped === false ) data.toneMapped = false;
  12913. if ( this.fog === false ) data.fog = false;
  12914. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  12915. // TODO: Copied from Object3D.toJSON
  12916. function extractFromCache( cache ) {
  12917. const values = [];
  12918. for ( const key in cache ) {
  12919. const data = cache[ key ];
  12920. delete data.metadata;
  12921. values.push( data );
  12922. }
  12923. return values;
  12924. }
  12925. if ( isRootObject ) {
  12926. const textures = extractFromCache( meta.textures );
  12927. const images = extractFromCache( meta.images );
  12928. if ( textures.length > 0 ) data.textures = textures;
  12929. if ( images.length > 0 ) data.images = images;
  12930. }
  12931. return data;
  12932. }
  12933. /**
  12934. * Returns a new material with copied values from this instance.
  12935. *
  12936. * @return {Material} A clone of this instance.
  12937. */
  12938. clone() {
  12939. return new this.constructor().copy( this );
  12940. }
  12941. /**
  12942. * Copies the values of the given material to this instance.
  12943. *
  12944. * @param {Material} source - The material to copy.
  12945. * @return {Material} A reference to this instance.
  12946. */
  12947. copy( source ) {
  12948. this.name = source.name;
  12949. this.blending = source.blending;
  12950. this.side = source.side;
  12951. this.vertexColors = source.vertexColors;
  12952. this.opacity = source.opacity;
  12953. this.transparent = source.transparent;
  12954. this.blendSrc = source.blendSrc;
  12955. this.blendDst = source.blendDst;
  12956. this.blendEquation = source.blendEquation;
  12957. this.blendSrcAlpha = source.blendSrcAlpha;
  12958. this.blendDstAlpha = source.blendDstAlpha;
  12959. this.blendEquationAlpha = source.blendEquationAlpha;
  12960. this.blendColor.copy( source.blendColor );
  12961. this.blendAlpha = source.blendAlpha;
  12962. this.depthFunc = source.depthFunc;
  12963. this.depthTest = source.depthTest;
  12964. this.depthWrite = source.depthWrite;
  12965. this.stencilWriteMask = source.stencilWriteMask;
  12966. this.stencilFunc = source.stencilFunc;
  12967. this.stencilRef = source.stencilRef;
  12968. this.stencilFuncMask = source.stencilFuncMask;
  12969. this.stencilFail = source.stencilFail;
  12970. this.stencilZFail = source.stencilZFail;
  12971. this.stencilZPass = source.stencilZPass;
  12972. this.stencilWrite = source.stencilWrite;
  12973. const srcPlanes = source.clippingPlanes;
  12974. let dstPlanes = null;
  12975. if ( srcPlanes !== null ) {
  12976. const n = srcPlanes.length;
  12977. dstPlanes = new Array( n );
  12978. for ( let i = 0; i !== n; ++ i ) {
  12979. dstPlanes[ i ] = srcPlanes[ i ].clone();
  12980. }
  12981. }
  12982. this.clippingPlanes = dstPlanes;
  12983. this.clipIntersection = source.clipIntersection;
  12984. this.clipShadows = source.clipShadows;
  12985. this.shadowSide = source.shadowSide;
  12986. this.colorWrite = source.colorWrite;
  12987. this.precision = source.precision;
  12988. this.polygonOffset = source.polygonOffset;
  12989. this.polygonOffsetFactor = source.polygonOffsetFactor;
  12990. this.polygonOffsetUnits = source.polygonOffsetUnits;
  12991. this.dithering = source.dithering;
  12992. this.alphaTest = source.alphaTest;
  12993. this.alphaHash = source.alphaHash;
  12994. this.alphaToCoverage = source.alphaToCoverage;
  12995. this.premultipliedAlpha = source.premultipliedAlpha;
  12996. this.forceSinglePass = source.forceSinglePass;
  12997. this.visible = source.visible;
  12998. this.toneMapped = source.toneMapped;
  12999. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  13000. return this;
  13001. }
  13002. /**
  13003. * Frees the GPU-related resources allocated by this instance. Call this
  13004. * method whenever this instance is no longer used in your app.
  13005. *
  13006. * @fires Material#dispose
  13007. */
  13008. dispose() {
  13009. /**
  13010. * Fires when the material has been disposed of.
  13011. *
  13012. * @event Material#dispose
  13013. * @type {Object}
  13014. */
  13015. this.dispatchEvent( { type: 'dispose' } );
  13016. }
  13017. /**
  13018. * Setting this property to `true` indicates the engine the material
  13019. * needs to be recompiled.
  13020. *
  13021. * @type {boolean}
  13022. * @default false
  13023. * @param {boolean} value
  13024. */
  13025. set needsUpdate( value ) {
  13026. if ( value === true ) this.version ++;
  13027. }
  13028. }
  13029. /**
  13030. * A material for drawing geometries in a simple shaded (flat or wireframe) way.
  13031. *
  13032. * This material is not affected by lights.
  13033. *
  13034. * @augments Material
  13035. */
  13036. class MeshBasicMaterial extends Material {
  13037. /**
  13038. * Constructs a new mesh basic material.
  13039. *
  13040. * @param {Object} [parameters] - An object with one or more properties
  13041. * defining the material's appearance. Any property of the material
  13042. * (including any property from inherited materials) can be passed
  13043. * in here. Color values can be passed any type of value accepted
  13044. * by {@link Color#set}.
  13045. */
  13046. constructor( parameters ) {
  13047. super();
  13048. /**
  13049. * This flag can be used for type testing.
  13050. *
  13051. * @type {boolean}
  13052. * @readonly
  13053. * @default true
  13054. */
  13055. this.isMeshBasicMaterial = true;
  13056. this.type = 'MeshBasicMaterial';
  13057. /**
  13058. * Color of the material.
  13059. *
  13060. * @type {Color}
  13061. * @default (1,1,1)
  13062. */
  13063. this.color = new Color( 0xffffff ); // emissive
  13064. /**
  13065. * The color map. May optionally include an alpha channel, typically combined
  13066. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  13067. * color is modulated by the diffuse `color`.
  13068. *
  13069. * @type {?Texture}
  13070. * @default null
  13071. */
  13072. this.map = null;
  13073. /**
  13074. * The light map. Requires a second set of UVs.
  13075. *
  13076. * @type {?Texture}
  13077. * @default null
  13078. */
  13079. this.lightMap = null;
  13080. /**
  13081. * Intensity of the baked light.
  13082. *
  13083. * @type {number}
  13084. * @default 1
  13085. */
  13086. this.lightMapIntensity = 1.0;
  13087. /**
  13088. * The red channel of this texture is used as the ambient occlusion map.
  13089. * Requires a second set of UVs.
  13090. *
  13091. * @type {?Texture}
  13092. * @default null
  13093. */
  13094. this.aoMap = null;
  13095. /**
  13096. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  13097. * disables ambient occlusion. Where intensity is `1` and the AO map's
  13098. * red channel is also `1`, ambient light is fully occluded on a surface.
  13099. *
  13100. * @type {number}
  13101. * @default 1
  13102. */
  13103. this.aoMapIntensity = 1.0;
  13104. /**
  13105. * Specular map used by the material.
  13106. *
  13107. * @type {?Texture}
  13108. * @default null
  13109. */
  13110. this.specularMap = null;
  13111. /**
  13112. * The alpha map is a grayscale texture that controls the opacity across the
  13113. * surface (black: fully transparent; white: fully opaque).
  13114. *
  13115. * Only the color of the texture is used, ignoring the alpha channel if one
  13116. * exists. For RGB and RGBA textures, the renderer will use the green channel
  13117. * when sampling this texture due to the extra bit of precision provided for
  13118. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  13119. * luminance/alpha textures will also still work as expected.
  13120. *
  13121. * @type {?Texture}
  13122. * @default null
  13123. */
  13124. this.alphaMap = null;
  13125. /**
  13126. * The environment map.
  13127. *
  13128. * @type {?Texture}
  13129. * @default null
  13130. */
  13131. this.envMap = null;
  13132. /**
  13133. * The rotation of the environment map in radians.
  13134. *
  13135. * @type {Euler}
  13136. * @default (0,0,0)
  13137. */
  13138. this.envMapRotation = new Euler();
  13139. /**
  13140. * How to combine the result of the surface's color with the environment map, if any.
  13141. *
  13142. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  13143. * blend between the two colors.
  13144. *
  13145. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  13146. * @default MultiplyOperation
  13147. */
  13148. this.combine = MultiplyOperation;
  13149. /**
  13150. * How much the environment map affects the surface.
  13151. * The valid range is between `0` (no reflections) and `1` (full reflections).
  13152. *
  13153. * @type {number}
  13154. * @default 1
  13155. */
  13156. this.reflectivity = 1;
  13157. /**
  13158. * The index of refraction (IOR) of air (approximately 1) divided by the
  13159. * index of refraction of the material. It is used with environment mapping
  13160. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  13161. * The refraction ratio should not exceed `1`.
  13162. *
  13163. * @type {number}
  13164. * @default 0.98
  13165. */
  13166. this.refractionRatio = 0.98;
  13167. /**
  13168. * Renders the geometry as a wireframe.
  13169. *
  13170. * @type {boolean}
  13171. * @default false
  13172. */
  13173. this.wireframe = false;
  13174. /**
  13175. * Controls the thickness of the wireframe.
  13176. *
  13177. * Can only be used with {@link SVGRenderer}.
  13178. *
  13179. * @type {number}
  13180. * @default 1
  13181. */
  13182. this.wireframeLinewidth = 1;
  13183. /**
  13184. * Defines appearance of wireframe ends.
  13185. *
  13186. * Can only be used with {@link SVGRenderer}.
  13187. *
  13188. * @type {('round'|'bevel'|'miter')}
  13189. * @default 'round'
  13190. */
  13191. this.wireframeLinecap = 'round';
  13192. /**
  13193. * Defines appearance of wireframe joints.
  13194. *
  13195. * Can only be used with {@link SVGRenderer}.
  13196. *
  13197. * @type {('round'|'bevel'|'miter')}
  13198. * @default 'round'
  13199. */
  13200. this.wireframeLinejoin = 'round';
  13201. /**
  13202. * Whether the material is affected by fog or not.
  13203. *
  13204. * @type {boolean}
  13205. * @default true
  13206. */
  13207. this.fog = true;
  13208. this.setValues( parameters );
  13209. }
  13210. copy( source ) {
  13211. super.copy( source );
  13212. this.color.copy( source.color );
  13213. this.map = source.map;
  13214. this.lightMap = source.lightMap;
  13215. this.lightMapIntensity = source.lightMapIntensity;
  13216. this.aoMap = source.aoMap;
  13217. this.aoMapIntensity = source.aoMapIntensity;
  13218. this.specularMap = source.specularMap;
  13219. this.alphaMap = source.alphaMap;
  13220. this.envMap = source.envMap;
  13221. this.envMapRotation.copy( source.envMapRotation );
  13222. this.combine = source.combine;
  13223. this.reflectivity = source.reflectivity;
  13224. this.refractionRatio = source.refractionRatio;
  13225. this.wireframe = source.wireframe;
  13226. this.wireframeLinewidth = source.wireframeLinewidth;
  13227. this.wireframeLinecap = source.wireframeLinecap;
  13228. this.wireframeLinejoin = source.wireframeLinejoin;
  13229. this.fog = source.fog;
  13230. return this;
  13231. }
  13232. }
  13233. // Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
  13234. const _tables = /*@__PURE__*/ _generateTables();
  13235. function _generateTables() {
  13236. // float32 to float16 helpers
  13237. const buffer = new ArrayBuffer( 4 );
  13238. const floatView = new Float32Array( buffer );
  13239. const uint32View = new Uint32Array( buffer );
  13240. const baseTable = new Uint32Array( 512 );
  13241. const shiftTable = new Uint32Array( 512 );
  13242. for ( let i = 0; i < 256; ++ i ) {
  13243. const e = i - 127;
  13244. // very small number (0, -0)
  13245. if ( e < -27 ) {
  13246. baseTable[ i ] = 0x0000;
  13247. baseTable[ i | 0x100 ] = 0x8000;
  13248. shiftTable[ i ] = 24;
  13249. shiftTable[ i | 0x100 ] = 24;
  13250. // small number (denorm)
  13251. } else if ( e < -14 ) {
  13252. baseTable[ i ] = 0x0400 >> ( - e - 14 );
  13253. baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;
  13254. shiftTable[ i ] = - e - 1;
  13255. shiftTable[ i | 0x100 ] = - e - 1;
  13256. // normal number
  13257. } else if ( e <= 15 ) {
  13258. baseTable[ i ] = ( e + 15 ) << 10;
  13259. baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;
  13260. shiftTable[ i ] = 13;
  13261. shiftTable[ i | 0x100 ] = 13;
  13262. // large number (Infinity, -Infinity)
  13263. } else if ( e < 128 ) {
  13264. baseTable[ i ] = 0x7c00;
  13265. baseTable[ i | 0x100 ] = 0xfc00;
  13266. shiftTable[ i ] = 24;
  13267. shiftTable[ i | 0x100 ] = 24;
  13268. // stay (NaN, Infinity, -Infinity)
  13269. } else {
  13270. baseTable[ i ] = 0x7c00;
  13271. baseTable[ i | 0x100 ] = 0xfc00;
  13272. shiftTable[ i ] = 13;
  13273. shiftTable[ i | 0x100 ] = 13;
  13274. }
  13275. }
  13276. // float16 to float32 helpers
  13277. const mantissaTable = new Uint32Array( 2048 );
  13278. const exponentTable = new Uint32Array( 64 );
  13279. const offsetTable = new Uint32Array( 64 );
  13280. for ( let i = 1; i < 1024; ++ i ) {
  13281. let m = i << 13; // zero pad mantissa bits
  13282. let e = 0; // zero exponent
  13283. // normalized
  13284. while ( ( m & 0x00800000 ) === 0 ) {
  13285. m <<= 1;
  13286. e -= 0x00800000; // decrement exponent
  13287. }
  13288. m &= -8388609; // clear leading 1 bit
  13289. e += 0x38800000; // adjust bias
  13290. mantissaTable[ i ] = m | e;
  13291. }
  13292. for ( let i = 1024; i < 2048; ++ i ) {
  13293. mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );
  13294. }
  13295. for ( let i = 1; i < 31; ++ i ) {
  13296. exponentTable[ i ] = i << 23;
  13297. }
  13298. exponentTable[ 31 ] = 0x47800000;
  13299. exponentTable[ 32 ] = 0x80000000;
  13300. for ( let i = 33; i < 63; ++ i ) {
  13301. exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );
  13302. }
  13303. exponentTable[ 63 ] = 0xc7800000;
  13304. for ( let i = 1; i < 64; ++ i ) {
  13305. if ( i !== 32 ) {
  13306. offsetTable[ i ] = 1024;
  13307. }
  13308. }
  13309. return {
  13310. floatView: floatView,
  13311. uint32View: uint32View,
  13312. baseTable: baseTable,
  13313. shiftTable: shiftTable,
  13314. mantissaTable: mantissaTable,
  13315. exponentTable: exponentTable,
  13316. offsetTable: offsetTable
  13317. };
  13318. }
  13319. /**
  13320. * Returns a half precision floating point value (FP16) from the given single
  13321. * precision floating point value (FP32).
  13322. *
  13323. * @param {number} val - A single precision floating point value.
  13324. * @return {number} The FP16 value.
  13325. */
  13326. function toHalfFloat( val ) {
  13327. if ( Math.abs( val ) > 65504 ) console.warn( 'THREE.DataUtils.toHalfFloat(): Value out of range.' );
  13328. val = clamp( val, -65504, 65504 );
  13329. _tables.floatView[ 0 ] = val;
  13330. const f = _tables.uint32View[ 0 ];
  13331. const e = ( f >> 23 ) & 0x1ff;
  13332. return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );
  13333. }
  13334. /**
  13335. * Returns a single precision floating point value (FP32) from the given half
  13336. * precision floating point value (FP16).
  13337. *
  13338. * @param {number} val - A half precision floating point value.
  13339. * @return {number} The FP32 value.
  13340. */
  13341. function fromHalfFloat( val ) {
  13342. const m = val >> 10;
  13343. _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];
  13344. return _tables.floatView[ 0 ];
  13345. }
  13346. /**
  13347. * A class containing utility functions for data.
  13348. *
  13349. * @hideconstructor
  13350. */
  13351. class DataUtils {
  13352. /**
  13353. * Returns a half precision floating point value (FP16) from the given single
  13354. * precision floating point value (FP32).
  13355. *
  13356. * @param {number} val - A single precision floating point value.
  13357. * @return {number} The FP16 value.
  13358. */
  13359. static toHalfFloat( val ) {
  13360. return toHalfFloat( val );
  13361. }
  13362. /**
  13363. * Returns a single precision floating point value (FP32) from the given half
  13364. * precision floating point value (FP16).
  13365. *
  13366. * @param {number} val - A half precision floating point value.
  13367. * @return {number} The FP32 value.
  13368. */
  13369. static fromHalfFloat( val ) {
  13370. return fromHalfFloat( val );
  13371. }
  13372. }
  13373. const _vector$9 = /*@__PURE__*/ new Vector3();
  13374. const _vector2$1 = /*@__PURE__*/ new Vector2();
  13375. let _id$2 = 0;
  13376. /**
  13377. * This class stores data for an attribute (such as vertex positions, face
  13378. * indices, normals, colors, UVs, and any custom attributes ) associated with
  13379. * a geometry, which allows for more efficient passing of data to the GPU.
  13380. *
  13381. * When working with vector-like data, the `fromBufferAttribute( attribute, index )`
  13382. * helper methods on vector and color class might be helpful. E.g. {@link Vector3#fromBufferAttribute}.
  13383. */
  13384. class BufferAttribute {
  13385. /**
  13386. * Constructs a new buffer attribute.
  13387. *
  13388. * @param {TypedArray} array - The array holding the attribute data.
  13389. * @param {number} itemSize - The item size.
  13390. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13391. */
  13392. constructor( array, itemSize, normalized = false ) {
  13393. if ( Array.isArray( array ) ) {
  13394. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  13395. }
  13396. /**
  13397. * This flag can be used for type testing.
  13398. *
  13399. * @type {boolean}
  13400. * @readonly
  13401. * @default true
  13402. */
  13403. this.isBufferAttribute = true;
  13404. /**
  13405. * The ID of the buffer attribute.
  13406. *
  13407. * @name BufferAttribute#id
  13408. * @type {number}
  13409. * @readonly
  13410. */
  13411. Object.defineProperty( this, 'id', { value: _id$2 ++ } );
  13412. /**
  13413. * The name of the buffer attribute.
  13414. *
  13415. * @type {string}
  13416. */
  13417. this.name = '';
  13418. /**
  13419. * The array holding the attribute data. It should have `itemSize * numVertices`
  13420. * elements, where `numVertices` is the number of vertices in the associated geometry.
  13421. *
  13422. * @type {TypedArray}
  13423. */
  13424. this.array = array;
  13425. /**
  13426. * The number of values of the array that should be associated with a particular vertex.
  13427. * For instance, if this attribute is storing a 3-component vector (such as a position,
  13428. * normal, or color), then the value should be `3`.
  13429. *
  13430. * @type {number}
  13431. */
  13432. this.itemSize = itemSize;
  13433. /**
  13434. * Represents the number of items this buffer attribute stores. It is internally computed
  13435. * by dividing the `array` length by the `itemSize`.
  13436. *
  13437. * @type {number}
  13438. * @readonly
  13439. */
  13440. this.count = array !== undefined ? array.length / itemSize : 0;
  13441. /**
  13442. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  13443. * the values in the GLSL code. For instance, if `array` is an instance of `UInt16Array`,
  13444. * and `normalized` is `true`, the values `0 - +65535` in the array data will be mapped to
  13445. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  13446. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  13447. *
  13448. * @type {boolean}
  13449. */
  13450. this.normalized = normalized;
  13451. /**
  13452. * Defines the intended usage pattern of the data store for optimization purposes.
  13453. *
  13454. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  13455. * instantiate a new one and set the desired usage before the next render.
  13456. *
  13457. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  13458. * @default StaticDrawUsage
  13459. */
  13460. this.usage = StaticDrawUsage;
  13461. /**
  13462. * This can be used to only update some components of stored vectors (for example, just the
  13463. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  13464. *
  13465. * @type {Array<Object>}
  13466. */
  13467. this.updateRanges = [];
  13468. /**
  13469. * Configures the bound GPU type for use in shaders.
  13470. *
  13471. * Note: this only has an effect for integer arrays and is not configurable for float arrays.
  13472. * For lower precision float types, use `Float16BufferAttribute`.
  13473. *
  13474. * @type {(FloatType|IntType)}
  13475. * @default FloatType
  13476. */
  13477. this.gpuType = FloatType;
  13478. /**
  13479. * A version number, incremented every time the `needsUpdate` is set to `true`.
  13480. *
  13481. * @type {number}
  13482. */
  13483. this.version = 0;
  13484. }
  13485. /**
  13486. * A callback function that is executed after the renderer has transferred the attribute
  13487. * array data to the GPU.
  13488. */
  13489. onUploadCallback() {}
  13490. /**
  13491. * Flag to indicate that this attribute has changed and should be re-sent to
  13492. * the GPU. Set this to `true` when you modify the value of the array.
  13493. *
  13494. * @type {number}
  13495. * @default false
  13496. * @param {boolean} value
  13497. */
  13498. set needsUpdate( value ) {
  13499. if ( value === true ) this.version ++;
  13500. }
  13501. /**
  13502. * Sets the usage of this buffer attribute.
  13503. *
  13504. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  13505. * @return {BufferAttribute} A reference to this buffer attribute.
  13506. */
  13507. setUsage( value ) {
  13508. this.usage = value;
  13509. return this;
  13510. }
  13511. /**
  13512. * Adds a range of data in the data array to be updated on the GPU.
  13513. *
  13514. * @param {number} start - Position at which to start update.
  13515. * @param {number} count - The number of components to update.
  13516. */
  13517. addUpdateRange( start, count ) {
  13518. this.updateRanges.push( { start, count } );
  13519. }
  13520. /**
  13521. * Clears the update ranges.
  13522. */
  13523. clearUpdateRanges() {
  13524. this.updateRanges.length = 0;
  13525. }
  13526. /**
  13527. * Copies the values of the given buffer attribute to this instance.
  13528. *
  13529. * @param {BufferAttribute} source - The buffer attribute to copy.
  13530. * @return {BufferAttribute} A reference to this instance.
  13531. */
  13532. copy( source ) {
  13533. this.name = source.name;
  13534. this.array = new source.array.constructor( source.array );
  13535. this.itemSize = source.itemSize;
  13536. this.count = source.count;
  13537. this.normalized = source.normalized;
  13538. this.usage = source.usage;
  13539. this.gpuType = source.gpuType;
  13540. return this;
  13541. }
  13542. /**
  13543. * Copies a vector from the given buffer attribute to this one. The start
  13544. * and destination position in the attribute buffers are represented by the
  13545. * given indices.
  13546. *
  13547. * @param {number} index1 - The destination index into this buffer attribute.
  13548. * @param {BufferAttribute} attribute - The buffer attribute to copy from.
  13549. * @param {number} index2 - The source index into the given buffer attribute.
  13550. * @return {BufferAttribute} A reference to this instance.
  13551. */
  13552. copyAt( index1, attribute, index2 ) {
  13553. index1 *= this.itemSize;
  13554. index2 *= attribute.itemSize;
  13555. for ( let i = 0, l = this.itemSize; i < l; i ++ ) {
  13556. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  13557. }
  13558. return this;
  13559. }
  13560. /**
  13561. * Copies the given array data into this buffer attribute.
  13562. *
  13563. * @param {(TypedArray|Array)} array - The array to copy.
  13564. * @return {BufferAttribute} A reference to this instance.
  13565. */
  13566. copyArray( array ) {
  13567. this.array.set( array );
  13568. return this;
  13569. }
  13570. /**
  13571. * Applies the given 3x3 matrix to the given attribute. Works with
  13572. * item size `2` and `3`.
  13573. *
  13574. * @param {Matrix3} m - The matrix to apply.
  13575. * @return {BufferAttribute} A reference to this instance.
  13576. */
  13577. applyMatrix3( m ) {
  13578. if ( this.itemSize === 2 ) {
  13579. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13580. _vector2$1.fromBufferAttribute( this, i );
  13581. _vector2$1.applyMatrix3( m );
  13582. this.setXY( i, _vector2$1.x, _vector2$1.y );
  13583. }
  13584. } else if ( this.itemSize === 3 ) {
  13585. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13586. _vector$9.fromBufferAttribute( this, i );
  13587. _vector$9.applyMatrix3( m );
  13588. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13589. }
  13590. }
  13591. return this;
  13592. }
  13593. /**
  13594. * Applies the given 4x4 matrix to the given attribute. Only works with
  13595. * item size `3`.
  13596. *
  13597. * @param {Matrix4} m - The matrix to apply.
  13598. * @return {BufferAttribute} A reference to this instance.
  13599. */
  13600. applyMatrix4( m ) {
  13601. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13602. _vector$9.fromBufferAttribute( this, i );
  13603. _vector$9.applyMatrix4( m );
  13604. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13605. }
  13606. return this;
  13607. }
  13608. /**
  13609. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  13610. * item size `3`.
  13611. *
  13612. * @param {Matrix3} m - The normal matrix to apply.
  13613. * @return {BufferAttribute} A reference to this instance.
  13614. */
  13615. applyNormalMatrix( m ) {
  13616. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13617. _vector$9.fromBufferAttribute( this, i );
  13618. _vector$9.applyNormalMatrix( m );
  13619. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13620. }
  13621. return this;
  13622. }
  13623. /**
  13624. * Applies the given 4x4 matrix to the given attribute. Only works with
  13625. * item size `3` and with direction vectors.
  13626. *
  13627. * @param {Matrix4} m - The matrix to apply.
  13628. * @return {BufferAttribute} A reference to this instance.
  13629. */
  13630. transformDirection( m ) {
  13631. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13632. _vector$9.fromBufferAttribute( this, i );
  13633. _vector$9.transformDirection( m );
  13634. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13635. }
  13636. return this;
  13637. }
  13638. /**
  13639. * Sets the given array data in the buffer attribute.
  13640. *
  13641. * @param {(TypedArray|Array)} value - The array data to set.
  13642. * @param {number} [offset=0] - The offset in this buffer attribute's array.
  13643. * @return {BufferAttribute} A reference to this instance.
  13644. */
  13645. set( value, offset = 0 ) {
  13646. // Matching BufferAttribute constructor, do not normalize the array.
  13647. this.array.set( value, offset );
  13648. return this;
  13649. }
  13650. /**
  13651. * Returns the given component of the vector at the given index.
  13652. *
  13653. * @param {number} index - The index into the buffer attribute.
  13654. * @param {number} component - The component index.
  13655. * @return {number} The returned value.
  13656. */
  13657. getComponent( index, component ) {
  13658. let value = this.array[ index * this.itemSize + component ];
  13659. if ( this.normalized ) value = denormalize( value, this.array );
  13660. return value;
  13661. }
  13662. /**
  13663. * Sets the given value to the given component of the vector at the given index.
  13664. *
  13665. * @param {number} index - The index into the buffer attribute.
  13666. * @param {number} component - The component index.
  13667. * @param {number} value - The value to set.
  13668. * @return {BufferAttribute} A reference to this instance.
  13669. */
  13670. setComponent( index, component, value ) {
  13671. if ( this.normalized ) value = normalize( value, this.array );
  13672. this.array[ index * this.itemSize + component ] = value;
  13673. return this;
  13674. }
  13675. /**
  13676. * Returns the x component of the vector at the given index.
  13677. *
  13678. * @param {number} index - The index into the buffer attribute.
  13679. * @return {number} The x component.
  13680. */
  13681. getX( index ) {
  13682. let x = this.array[ index * this.itemSize ];
  13683. if ( this.normalized ) x = denormalize( x, this.array );
  13684. return x;
  13685. }
  13686. /**
  13687. * Sets the x component of the vector at the given index.
  13688. *
  13689. * @param {number} index - The index into the buffer attribute.
  13690. * @param {number} x - The value to set.
  13691. * @return {BufferAttribute} A reference to this instance.
  13692. */
  13693. setX( index, x ) {
  13694. if ( this.normalized ) x = normalize( x, this.array );
  13695. this.array[ index * this.itemSize ] = x;
  13696. return this;
  13697. }
  13698. /**
  13699. * Returns the y component of the vector at the given index.
  13700. *
  13701. * @param {number} index - The index into the buffer attribute.
  13702. * @return {number} The y component.
  13703. */
  13704. getY( index ) {
  13705. let y = this.array[ index * this.itemSize + 1 ];
  13706. if ( this.normalized ) y = denormalize( y, this.array );
  13707. return y;
  13708. }
  13709. /**
  13710. * Sets the y component of the vector at the given index.
  13711. *
  13712. * @param {number} index - The index into the buffer attribute.
  13713. * @param {number} y - The value to set.
  13714. * @return {BufferAttribute} A reference to this instance.
  13715. */
  13716. setY( index, y ) {
  13717. if ( this.normalized ) y = normalize( y, this.array );
  13718. this.array[ index * this.itemSize + 1 ] = y;
  13719. return this;
  13720. }
  13721. /**
  13722. * Returns the z component of the vector at the given index.
  13723. *
  13724. * @param {number} index - The index into the buffer attribute.
  13725. * @return {number} The z component.
  13726. */
  13727. getZ( index ) {
  13728. let z = this.array[ index * this.itemSize + 2 ];
  13729. if ( this.normalized ) z = denormalize( z, this.array );
  13730. return z;
  13731. }
  13732. /**
  13733. * Sets the z component of the vector at the given index.
  13734. *
  13735. * @param {number} index - The index into the buffer attribute.
  13736. * @param {number} z - The value to set.
  13737. * @return {BufferAttribute} A reference to this instance.
  13738. */
  13739. setZ( index, z ) {
  13740. if ( this.normalized ) z = normalize( z, this.array );
  13741. this.array[ index * this.itemSize + 2 ] = z;
  13742. return this;
  13743. }
  13744. /**
  13745. * Returns the w component of the vector at the given index.
  13746. *
  13747. * @param {number} index - The index into the buffer attribute.
  13748. * @return {number} The w component.
  13749. */
  13750. getW( index ) {
  13751. let w = this.array[ index * this.itemSize + 3 ];
  13752. if ( this.normalized ) w = denormalize( w, this.array );
  13753. return w;
  13754. }
  13755. /**
  13756. * Sets the w component of the vector at the given index.
  13757. *
  13758. * @param {number} index - The index into the buffer attribute.
  13759. * @param {number} w - The value to set.
  13760. * @return {BufferAttribute} A reference to this instance.
  13761. */
  13762. setW( index, w ) {
  13763. if ( this.normalized ) w = normalize( w, this.array );
  13764. this.array[ index * this.itemSize + 3 ] = w;
  13765. return this;
  13766. }
  13767. /**
  13768. * Sets the x and y component of the vector at the given index.
  13769. *
  13770. * @param {number} index - The index into the buffer attribute.
  13771. * @param {number} x - The value for the x component to set.
  13772. * @param {number} y - The value for the y component to set.
  13773. * @return {BufferAttribute} A reference to this instance.
  13774. */
  13775. setXY( index, x, y ) {
  13776. index *= this.itemSize;
  13777. if ( this.normalized ) {
  13778. x = normalize( x, this.array );
  13779. y = normalize( y, this.array );
  13780. }
  13781. this.array[ index + 0 ] = x;
  13782. this.array[ index + 1 ] = y;
  13783. return this;
  13784. }
  13785. /**
  13786. * Sets the x, y and z component of the vector at the given index.
  13787. *
  13788. * @param {number} index - The index into the buffer attribute.
  13789. * @param {number} x - The value for the x component to set.
  13790. * @param {number} y - The value for the y component to set.
  13791. * @param {number} z - The value for the z component to set.
  13792. * @return {BufferAttribute} A reference to this instance.
  13793. */
  13794. setXYZ( index, x, y, z ) {
  13795. index *= this.itemSize;
  13796. if ( this.normalized ) {
  13797. x = normalize( x, this.array );
  13798. y = normalize( y, this.array );
  13799. z = normalize( z, this.array );
  13800. }
  13801. this.array[ index + 0 ] = x;
  13802. this.array[ index + 1 ] = y;
  13803. this.array[ index + 2 ] = z;
  13804. return this;
  13805. }
  13806. /**
  13807. * Sets the x, y, z and w component of the vector at the given index.
  13808. *
  13809. * @param {number} index - The index into the buffer attribute.
  13810. * @param {number} x - The value for the x component to set.
  13811. * @param {number} y - The value for the y component to set.
  13812. * @param {number} z - The value for the z component to set.
  13813. * @param {number} w - The value for the w component to set.
  13814. * @return {BufferAttribute} A reference to this instance.
  13815. */
  13816. setXYZW( index, x, y, z, w ) {
  13817. index *= this.itemSize;
  13818. if ( this.normalized ) {
  13819. x = normalize( x, this.array );
  13820. y = normalize( y, this.array );
  13821. z = normalize( z, this.array );
  13822. w = normalize( w, this.array );
  13823. }
  13824. this.array[ index + 0 ] = x;
  13825. this.array[ index + 1 ] = y;
  13826. this.array[ index + 2 ] = z;
  13827. this.array[ index + 3 ] = w;
  13828. return this;
  13829. }
  13830. /**
  13831. * Sets the given callback function that is executed after the Renderer has transferred
  13832. * the attribute array data to the GPU. Can be used to perform clean-up operations after
  13833. * the upload when attribute data are not needed anymore on the CPU side.
  13834. *
  13835. * @param {Function} callback - The `onUpload()` callback.
  13836. * @return {BufferAttribute} A reference to this instance.
  13837. */
  13838. onUpload( callback ) {
  13839. this.onUploadCallback = callback;
  13840. return this;
  13841. }
  13842. /**
  13843. * Returns a new buffer attribute with copied values from this instance.
  13844. *
  13845. * @return {BufferAttribute} A clone of this instance.
  13846. */
  13847. clone() {
  13848. return new this.constructor( this.array, this.itemSize ).copy( this );
  13849. }
  13850. /**
  13851. * Serializes the buffer attribute into JSON.
  13852. *
  13853. * @return {Object} A JSON object representing the serialized buffer attribute.
  13854. */
  13855. toJSON() {
  13856. const data = {
  13857. itemSize: this.itemSize,
  13858. type: this.array.constructor.name,
  13859. array: Array.from( this.array ),
  13860. normalized: this.normalized
  13861. };
  13862. if ( this.name !== '' ) data.name = this.name;
  13863. if ( this.usage !== StaticDrawUsage ) data.usage = this.usage;
  13864. return data;
  13865. }
  13866. }
  13867. /**
  13868. * Convenient class that can be used when creating a `Int8` buffer attribute with
  13869. * a plain `Array` instance.
  13870. *
  13871. * @augments BufferAttribute
  13872. */
  13873. class Int8BufferAttribute extends BufferAttribute {
  13874. /**
  13875. * Constructs a new buffer attribute.
  13876. *
  13877. * @param {(Array<number>|Int8Array)} array - The array holding the attribute data.
  13878. * @param {number} itemSize - The item size.
  13879. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13880. */
  13881. constructor( array, itemSize, normalized ) {
  13882. super( new Int8Array( array ), itemSize, normalized );
  13883. }
  13884. }
  13885. /**
  13886. * Convenient class that can be used when creating a `UInt8` buffer attribute with
  13887. * a plain `Array` instance.
  13888. *
  13889. * @augments BufferAttribute
  13890. */
  13891. class Uint8BufferAttribute extends BufferAttribute {
  13892. /**
  13893. * Constructs a new buffer attribute.
  13894. *
  13895. * @param {(Array<number>|Uint8Array)} array - The array holding the attribute data.
  13896. * @param {number} itemSize - The item size.
  13897. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13898. */
  13899. constructor( array, itemSize, normalized ) {
  13900. super( new Uint8Array( array ), itemSize, normalized );
  13901. }
  13902. }
  13903. /**
  13904. * Convenient class that can be used when creating a `UInt8Clamped` buffer attribute with
  13905. * a plain `Array` instance.
  13906. *
  13907. * @augments BufferAttribute
  13908. */
  13909. class Uint8ClampedBufferAttribute extends BufferAttribute {
  13910. /**
  13911. * Constructs a new buffer attribute.
  13912. *
  13913. * @param {(Array<number>|Uint8ClampedArray)} array - The array holding the attribute data.
  13914. * @param {number} itemSize - The item size.
  13915. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13916. */
  13917. constructor( array, itemSize, normalized ) {
  13918. super( new Uint8ClampedArray( array ), itemSize, normalized );
  13919. }
  13920. }
  13921. /**
  13922. * Convenient class that can be used when creating a `Int16` buffer attribute with
  13923. * a plain `Array` instance.
  13924. *
  13925. * @augments BufferAttribute
  13926. */
  13927. class Int16BufferAttribute extends BufferAttribute {
  13928. /**
  13929. * Constructs a new buffer attribute.
  13930. *
  13931. * @param {(Array<number>|Int16Array)} array - The array holding the attribute data.
  13932. * @param {number} itemSize - The item size.
  13933. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13934. */
  13935. constructor( array, itemSize, normalized ) {
  13936. super( new Int16Array( array ), itemSize, normalized );
  13937. }
  13938. }
  13939. /**
  13940. * Convenient class that can be used when creating a `UInt16` buffer attribute with
  13941. * a plain `Array` instance.
  13942. *
  13943. * @augments BufferAttribute
  13944. */
  13945. class Uint16BufferAttribute extends BufferAttribute {
  13946. /**
  13947. * Constructs a new buffer attribute.
  13948. *
  13949. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  13950. * @param {number} itemSize - The item size.
  13951. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13952. */
  13953. constructor( array, itemSize, normalized ) {
  13954. super( new Uint16Array( array ), itemSize, normalized );
  13955. }
  13956. }
  13957. /**
  13958. * Convenient class that can be used when creating a `Int32` buffer attribute with
  13959. * a plain `Array` instance.
  13960. *
  13961. * @augments BufferAttribute
  13962. */
  13963. class Int32BufferAttribute extends BufferAttribute {
  13964. /**
  13965. * Constructs a new buffer attribute.
  13966. *
  13967. * @param {(Array<number>|Int32Array)} array - The array holding the attribute data.
  13968. * @param {number} itemSize - The item size.
  13969. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13970. */
  13971. constructor( array, itemSize, normalized ) {
  13972. super( new Int32Array( array ), itemSize, normalized );
  13973. }
  13974. }
  13975. /**
  13976. * Convenient class that can be used when creating a `UInt32` buffer attribute with
  13977. * a plain `Array` instance.
  13978. *
  13979. * @augments BufferAttribute
  13980. */
  13981. class Uint32BufferAttribute extends BufferAttribute {
  13982. /**
  13983. * Constructs a new buffer attribute.
  13984. *
  13985. * @param {(Array<number>|Uint32Array)} array - The array holding the attribute data.
  13986. * @param {number} itemSize - The item size.
  13987. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13988. */
  13989. constructor( array, itemSize, normalized ) {
  13990. super( new Uint32Array( array ), itemSize, normalized );
  13991. }
  13992. }
  13993. /**
  13994. * Convenient class that can be used when creating a `Float16` buffer attribute with
  13995. * a plain `Array` instance.
  13996. *
  13997. * This class automatically converts to and from FP16 since `Float16Array` is not
  13998. * natively supported in JavaScript.
  13999. *
  14000. * @augments BufferAttribute
  14001. */
  14002. class Float16BufferAttribute extends BufferAttribute {
  14003. /**
  14004. * Constructs a new buffer attribute.
  14005. *
  14006. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  14007. * @param {number} itemSize - The item size.
  14008. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14009. */
  14010. constructor( array, itemSize, normalized ) {
  14011. super( new Uint16Array( array ), itemSize, normalized );
  14012. this.isFloat16BufferAttribute = true;
  14013. }
  14014. getX( index ) {
  14015. let x = fromHalfFloat( this.array[ index * this.itemSize ] );
  14016. if ( this.normalized ) x = denormalize( x, this.array );
  14017. return x;
  14018. }
  14019. setX( index, x ) {
  14020. if ( this.normalized ) x = normalize( x, this.array );
  14021. this.array[ index * this.itemSize ] = toHalfFloat( x );
  14022. return this;
  14023. }
  14024. getY( index ) {
  14025. let y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );
  14026. if ( this.normalized ) y = denormalize( y, this.array );
  14027. return y;
  14028. }
  14029. setY( index, y ) {
  14030. if ( this.normalized ) y = normalize( y, this.array );
  14031. this.array[ index * this.itemSize + 1 ] = toHalfFloat( y );
  14032. return this;
  14033. }
  14034. getZ( index ) {
  14035. let z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );
  14036. if ( this.normalized ) z = denormalize( z, this.array );
  14037. return z;
  14038. }
  14039. setZ( index, z ) {
  14040. if ( this.normalized ) z = normalize( z, this.array );
  14041. this.array[ index * this.itemSize + 2 ] = toHalfFloat( z );
  14042. return this;
  14043. }
  14044. getW( index ) {
  14045. let w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );
  14046. if ( this.normalized ) w = denormalize( w, this.array );
  14047. return w;
  14048. }
  14049. setW( index, w ) {
  14050. if ( this.normalized ) w = normalize( w, this.array );
  14051. this.array[ index * this.itemSize + 3 ] = toHalfFloat( w );
  14052. return this;
  14053. }
  14054. setXY( index, x, y ) {
  14055. index *= this.itemSize;
  14056. if ( this.normalized ) {
  14057. x = normalize( x, this.array );
  14058. y = normalize( y, this.array );
  14059. }
  14060. this.array[ index + 0 ] = toHalfFloat( x );
  14061. this.array[ index + 1 ] = toHalfFloat( y );
  14062. return this;
  14063. }
  14064. setXYZ( index, x, y, z ) {
  14065. index *= this.itemSize;
  14066. if ( this.normalized ) {
  14067. x = normalize( x, this.array );
  14068. y = normalize( y, this.array );
  14069. z = normalize( z, this.array );
  14070. }
  14071. this.array[ index + 0 ] = toHalfFloat( x );
  14072. this.array[ index + 1 ] = toHalfFloat( y );
  14073. this.array[ index + 2 ] = toHalfFloat( z );
  14074. return this;
  14075. }
  14076. setXYZW( index, x, y, z, w ) {
  14077. index *= this.itemSize;
  14078. if ( this.normalized ) {
  14079. x = normalize( x, this.array );
  14080. y = normalize( y, this.array );
  14081. z = normalize( z, this.array );
  14082. w = normalize( w, this.array );
  14083. }
  14084. this.array[ index + 0 ] = toHalfFloat( x );
  14085. this.array[ index + 1 ] = toHalfFloat( y );
  14086. this.array[ index + 2 ] = toHalfFloat( z );
  14087. this.array[ index + 3 ] = toHalfFloat( w );
  14088. return this;
  14089. }
  14090. }
  14091. /**
  14092. * Convenient class that can be used when creating a `Float32` buffer attribute with
  14093. * a plain `Array` instance.
  14094. *
  14095. * @augments BufferAttribute
  14096. */
  14097. class Float32BufferAttribute extends BufferAttribute {
  14098. /**
  14099. * Constructs a new buffer attribute.
  14100. *
  14101. * @param {(Array<number>|Float32Array)} array - The array holding the attribute data.
  14102. * @param {number} itemSize - The item size.
  14103. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14104. */
  14105. constructor( array, itemSize, normalized ) {
  14106. super( new Float32Array( array ), itemSize, normalized );
  14107. }
  14108. }
  14109. let _id$1 = 0;
  14110. const _m1 = /*@__PURE__*/ new Matrix4();
  14111. const _obj = /*@__PURE__*/ new Object3D();
  14112. const _offset = /*@__PURE__*/ new Vector3();
  14113. const _box$2 = /*@__PURE__*/ new Box3();
  14114. const _boxMorphTargets = /*@__PURE__*/ new Box3();
  14115. const _vector$8 = /*@__PURE__*/ new Vector3();
  14116. /**
  14117. * A representation of mesh, line, or point geometry. Includes vertex
  14118. * positions, face indices, normals, colors, UVs, and custom attributes
  14119. * within buffers, reducing the cost of passing all this data to the GPU.
  14120. *
  14121. * ```js
  14122. * const geometry = new THREE.BufferGeometry();
  14123. * // create a simple square shape. We duplicate the top left and bottom right
  14124. * // vertices because each vertex needs to appear once per triangle.
  14125. * const vertices = new Float32Array( [
  14126. * -1.0, -1.0, 1.0, // v0
  14127. * 1.0, -1.0, 1.0, // v1
  14128. * 1.0, 1.0, 1.0, // v2
  14129. *
  14130. * 1.0, 1.0, 1.0, // v3
  14131. * -1.0, 1.0, 1.0, // v4
  14132. * -1.0, -1.0, 1.0 // v5
  14133. * ] );
  14134. * // itemSize = 3 because there are 3 values (components) per vertex
  14135. * geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  14136. * const material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
  14137. * const mesh = new THREE.Mesh( geometry, material );
  14138. * ```
  14139. *
  14140. * @augments EventDispatcher
  14141. */
  14142. class BufferGeometry extends EventDispatcher {
  14143. /**
  14144. * Constructs a new geometry.
  14145. */
  14146. constructor() {
  14147. super();
  14148. /**
  14149. * This flag can be used for type testing.
  14150. *
  14151. * @type {boolean}
  14152. * @readonly
  14153. * @default true
  14154. */
  14155. this.isBufferGeometry = true;
  14156. /**
  14157. * The ID of the geometry.
  14158. *
  14159. * @name BufferGeometry#id
  14160. * @type {number}
  14161. * @readonly
  14162. */
  14163. Object.defineProperty( this, 'id', { value: _id$1 ++ } );
  14164. /**
  14165. * The UUID of the geometry.
  14166. *
  14167. * @type {string}
  14168. * @readonly
  14169. */
  14170. this.uuid = generateUUID();
  14171. /**
  14172. * The name of the geometry.
  14173. *
  14174. * @type {string}
  14175. */
  14176. this.name = '';
  14177. this.type = 'BufferGeometry';
  14178. /**
  14179. * Allows for vertices to be re-used across multiple triangles; this is
  14180. * called using "indexed triangles". Each triangle is associated with the
  14181. * indices of three vertices. This attribute therefore stores the index of
  14182. * each vertex for each triangular face. If this attribute is not set, the
  14183. * renderer assumes that each three contiguous positions represent a single triangle.
  14184. *
  14185. * @type {?BufferAttribute}
  14186. * @default null
  14187. */
  14188. this.index = null;
  14189. /**
  14190. * A (storage) buffer attribute which was generated with a compute shader and
  14191. * now defines indirect draw calls.
  14192. *
  14193. * Can only be used with {@link WebGPURenderer} and a WebGPU backend.
  14194. *
  14195. * @type {?BufferAttribute}
  14196. * @default null
  14197. */
  14198. this.indirect = null;
  14199. /**
  14200. * This dictionary has as id the name of the attribute to be set and as value
  14201. * the buffer attribute to set it to. Rather than accessing this property directly,
  14202. * use `setAttribute()` and `getAttribute()` to access attributes of this geometry.
  14203. *
  14204. * @type {Object<string,(BufferAttribute|InterleavedBufferAttribute)>}
  14205. */
  14206. this.attributes = {};
  14207. /**
  14208. * This dictionary holds the morph targets of the geometry.
  14209. *
  14210. * Note: Once the geometry has been rendered, the morph attribute data cannot
  14211. * be changed. You will have to call `dispose()?, and create a new geometry instance.
  14212. *
  14213. * @type {Object}
  14214. */
  14215. this.morphAttributes = {};
  14216. /**
  14217. * Used to control the morph target behavior; when set to `true`, the morph
  14218. * target data is treated as relative offsets, rather than as absolute
  14219. * positions/normals.
  14220. *
  14221. * @type {boolean}
  14222. * @default false
  14223. */
  14224. this.morphTargetsRelative = false;
  14225. /**
  14226. * Split the geometry into groups, each of which will be rendered in a
  14227. * separate draw call. This allows an array of materials to be used with the geometry.
  14228. *
  14229. * Use `addGroup()` and `clearGroups()` to edit groups, rather than modifying this array directly.
  14230. *
  14231. * Every vertex and index must belong to exactly one group — groups must not share vertices or
  14232. * indices, and must not leave vertices or indices unused.
  14233. *
  14234. * @type {Array<Object>}
  14235. */
  14236. this.groups = [];
  14237. /**
  14238. * Bounding box for the geometry which can be calculated with `computeBoundingBox()`.
  14239. *
  14240. * @type {Box3}
  14241. * @default null
  14242. */
  14243. this.boundingBox = null;
  14244. /**
  14245. * Bounding sphere for the geometry which can be calculated with `computeBoundingSphere()`.
  14246. *
  14247. * @type {Sphere}
  14248. * @default null
  14249. */
  14250. this.boundingSphere = null;
  14251. /**
  14252. * Determines the part of the geometry to render. This should not be set directly,
  14253. * instead use `setDrawRange()`.
  14254. *
  14255. * @type {{start:number,count:number}}
  14256. */
  14257. this.drawRange = { start: 0, count: Infinity };
  14258. /**
  14259. * An object that can be used to store custom data about the geometry.
  14260. * It should not hold references to functions as these will not be cloned.
  14261. *
  14262. * @type {Object}
  14263. */
  14264. this.userData = {};
  14265. }
  14266. /**
  14267. * Returns the index of this geometry.
  14268. *
  14269. * @return {?BufferAttribute} The index. Returns `null` if no index is defined.
  14270. */
  14271. getIndex() {
  14272. return this.index;
  14273. }
  14274. /**
  14275. * Sets the given index to this geometry.
  14276. *
  14277. * @param {Array<number>|BufferAttribute} index - The index to set.
  14278. * @return {BufferGeometry} A reference to this instance.
  14279. */
  14280. setIndex( index ) {
  14281. if ( Array.isArray( index ) ) {
  14282. this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  14283. } else {
  14284. this.index = index;
  14285. }
  14286. return this;
  14287. }
  14288. /**
  14289. * Sets the given indirect attribute to this geometry.
  14290. *
  14291. * @param {BufferAttribute} indirect - The attribute holding indirect draw calls.
  14292. * @return {BufferGeometry} A reference to this instance.
  14293. */
  14294. setIndirect( indirect ) {
  14295. this.indirect = indirect;
  14296. return this;
  14297. }
  14298. /**
  14299. * Returns the indirect attribute of this geometry.
  14300. *
  14301. * @return {?BufferAttribute} The indirect attribute. Returns `null` if no indirect attribute is defined.
  14302. */
  14303. getIndirect() {
  14304. return this.indirect;
  14305. }
  14306. /**
  14307. * Returns the buffer attribute for the given name.
  14308. *
  14309. * @param {string} name - The attribute name.
  14310. * @return {BufferAttribute|InterleavedBufferAttribute|undefined} The buffer attribute.
  14311. * Returns `undefined` if not attribute has been found.
  14312. */
  14313. getAttribute( name ) {
  14314. return this.attributes[ name ];
  14315. }
  14316. /**
  14317. * Sets the given attribute for the given name.
  14318. *
  14319. * @param {string} name - The attribute name.
  14320. * @param {BufferAttribute|InterleavedBufferAttribute} attribute - The attribute to set.
  14321. * @return {BufferGeometry} A reference to this instance.
  14322. */
  14323. setAttribute( name, attribute ) {
  14324. this.attributes[ name ] = attribute;
  14325. return this;
  14326. }
  14327. /**
  14328. * Deletes the attribute for the given name.
  14329. *
  14330. * @param {string} name - The attribute name to delete.
  14331. * @return {BufferGeometry} A reference to this instance.
  14332. */
  14333. deleteAttribute( name ) {
  14334. delete this.attributes[ name ];
  14335. return this;
  14336. }
  14337. /**
  14338. * Returns `true` if this geometry has an attribute for the given name.
  14339. *
  14340. * @param {string} name - The attribute name.
  14341. * @return {boolean} Whether this geometry has an attribute for the given name or not.
  14342. */
  14343. hasAttribute( name ) {
  14344. return this.attributes[ name ] !== undefined;
  14345. }
  14346. /**
  14347. * Adds a group to this geometry.
  14348. *
  14349. * @param {number} start - The first element in this draw call. That is the first
  14350. * vertex for non-indexed geometry, otherwise the first triangle index.
  14351. * @param {number} count - Specifies how many vertices (or indices) are part of this group.
  14352. * @param {number} [materialIndex=0] - The material array index to use.
  14353. */
  14354. addGroup( start, count, materialIndex = 0 ) {
  14355. this.groups.push( {
  14356. start: start,
  14357. count: count,
  14358. materialIndex: materialIndex
  14359. } );
  14360. }
  14361. /**
  14362. * Clears all groups.
  14363. */
  14364. clearGroups() {
  14365. this.groups = [];
  14366. }
  14367. /**
  14368. * Sets the draw range for this geometry.
  14369. *
  14370. * @param {number} start - The first vertex for non-indexed geometry, otherwise the first triangle index.
  14371. * @param {number} count - For non-indexed BufferGeometry, `count` is the number of vertices to render.
  14372. * For indexed BufferGeometry, `count` is the number of indices to render.
  14373. */
  14374. setDrawRange( start, count ) {
  14375. this.drawRange.start = start;
  14376. this.drawRange.count = count;
  14377. }
  14378. /**
  14379. * Applies the given 4x4 transformation matrix to the geometry.
  14380. *
  14381. * @param {Matrix4} matrix - The matrix to apply.
  14382. * @return {BufferGeometry} A reference to this instance.
  14383. */
  14384. applyMatrix4( matrix ) {
  14385. const position = this.attributes.position;
  14386. if ( position !== undefined ) {
  14387. position.applyMatrix4( matrix );
  14388. position.needsUpdate = true;
  14389. }
  14390. const normal = this.attributes.normal;
  14391. if ( normal !== undefined ) {
  14392. const normalMatrix = new Matrix3().getNormalMatrix( matrix );
  14393. normal.applyNormalMatrix( normalMatrix );
  14394. normal.needsUpdate = true;
  14395. }
  14396. const tangent = this.attributes.tangent;
  14397. if ( tangent !== undefined ) {
  14398. tangent.transformDirection( matrix );
  14399. tangent.needsUpdate = true;
  14400. }
  14401. if ( this.boundingBox !== null ) {
  14402. this.computeBoundingBox();
  14403. }
  14404. if ( this.boundingSphere !== null ) {
  14405. this.computeBoundingSphere();
  14406. }
  14407. return this;
  14408. }
  14409. /**
  14410. * Applies the rotation represented by the Quaternion to the geometry.
  14411. *
  14412. * @param {Quaternion} q - The Quaternion to apply.
  14413. * @return {BufferGeometry} A reference to this instance.
  14414. */
  14415. applyQuaternion( q ) {
  14416. _m1.makeRotationFromQuaternion( q );
  14417. this.applyMatrix4( _m1 );
  14418. return this;
  14419. }
  14420. /**
  14421. * Rotates the geometry about the X axis. This is typically done as a one time
  14422. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14423. * real-time mesh rotation.
  14424. *
  14425. * @param {number} angle - The angle in radians.
  14426. * @return {BufferGeometry} A reference to this instance.
  14427. */
  14428. rotateX( angle ) {
  14429. // rotate geometry around world x-axis
  14430. _m1.makeRotationX( angle );
  14431. this.applyMatrix4( _m1 );
  14432. return this;
  14433. }
  14434. /**
  14435. * Rotates the geometry about the Y axis. This is typically done as a one time
  14436. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14437. * real-time mesh rotation.
  14438. *
  14439. * @param {number} angle - The angle in radians.
  14440. * @return {BufferGeometry} A reference to this instance.
  14441. */
  14442. rotateY( angle ) {
  14443. // rotate geometry around world y-axis
  14444. _m1.makeRotationY( angle );
  14445. this.applyMatrix4( _m1 );
  14446. return this;
  14447. }
  14448. /**
  14449. * Rotates the geometry about the Z axis. This is typically done as a one time
  14450. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14451. * real-time mesh rotation.
  14452. *
  14453. * @param {number} angle - The angle in radians.
  14454. * @return {BufferGeometry} A reference to this instance.
  14455. */
  14456. rotateZ( angle ) {
  14457. // rotate geometry around world z-axis
  14458. _m1.makeRotationZ( angle );
  14459. this.applyMatrix4( _m1 );
  14460. return this;
  14461. }
  14462. /**
  14463. * Translates the geometry. This is typically done as a one time
  14464. * operation, and not during a loop. Use {@link Object3D#position} for typical
  14465. * real-time mesh rotation.
  14466. *
  14467. * @param {number} x - The x offset.
  14468. * @param {number} y - The y offset.
  14469. * @param {number} z - The z offset.
  14470. * @return {BufferGeometry} A reference to this instance.
  14471. */
  14472. translate( x, y, z ) {
  14473. // translate geometry
  14474. _m1.makeTranslation( x, y, z );
  14475. this.applyMatrix4( _m1 );
  14476. return this;
  14477. }
  14478. /**
  14479. * Scales the geometry. This is typically done as a one time
  14480. * operation, and not during a loop. Use {@link Object3D#scale} for typical
  14481. * real-time mesh rotation.
  14482. *
  14483. * @param {number} x - The x scale.
  14484. * @param {number} y - The y scale.
  14485. * @param {number} z - The z scale.
  14486. * @return {BufferGeometry} A reference to this instance.
  14487. */
  14488. scale( x, y, z ) {
  14489. // scale geometry
  14490. _m1.makeScale( x, y, z );
  14491. this.applyMatrix4( _m1 );
  14492. return this;
  14493. }
  14494. /**
  14495. * Rotates the geometry to face a point in 3D space. This is typically done as a one time
  14496. * operation, and not during a loop. Use {@link Object3D#lookAt} for typical
  14497. * real-time mesh rotation.
  14498. *
  14499. * @param {Vector3} vector - The target point.
  14500. * @return {BufferGeometry} A reference to this instance.
  14501. */
  14502. lookAt( vector ) {
  14503. _obj.lookAt( vector );
  14504. _obj.updateMatrix();
  14505. this.applyMatrix4( _obj.matrix );
  14506. return this;
  14507. }
  14508. /**
  14509. * Center the geometry based on its bounding box.
  14510. *
  14511. * @return {BufferGeometry} A reference to this instance.
  14512. */
  14513. center() {
  14514. this.computeBoundingBox();
  14515. this.boundingBox.getCenter( _offset ).negate();
  14516. this.translate( _offset.x, _offset.y, _offset.z );
  14517. return this;
  14518. }
  14519. /**
  14520. * Defines a geometry by creating a `position` attribute based on the given array of points. The array
  14521. * can hold 2D or 3D vectors. When using two-dimensional data, the `z` coordinate for all vertices is
  14522. * set to `0`.
  14523. *
  14524. * If the method is used with an existing `position` attribute, the vertex data are overwritten with the
  14525. * data from the array. The length of the array must match the vertex count.
  14526. *
  14527. * @param {Array<Vector2>|Array<Vector3>} points - The points.
  14528. * @return {BufferGeometry} A reference to this instance.
  14529. */
  14530. setFromPoints( points ) {
  14531. const positionAttribute = this.getAttribute( 'position' );
  14532. if ( positionAttribute === undefined ) {
  14533. const position = [];
  14534. for ( let i = 0, l = points.length; i < l; i ++ ) {
  14535. const point = points[ i ];
  14536. position.push( point.x, point.y, point.z || 0 );
  14537. }
  14538. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  14539. } else {
  14540. const l = Math.min( points.length, positionAttribute.count ); // make sure data do not exceed buffer size
  14541. for ( let i = 0; i < l; i ++ ) {
  14542. const point = points[ i ];
  14543. positionAttribute.setXYZ( i, point.x, point.y, point.z || 0 );
  14544. }
  14545. if ( points.length > positionAttribute.count ) {
  14546. console.warn( 'THREE.BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry.' );
  14547. }
  14548. positionAttribute.needsUpdate = true;
  14549. }
  14550. return this;
  14551. }
  14552. /**
  14553. * Computes the bounding box of the geometry, and updates the `boundingBox` member.
  14554. * The bounding box is not computed by the engine; it must be computed by your app.
  14555. * You may need to recompute the bounding box if the geometry vertices are modified.
  14556. */
  14557. computeBoundingBox() {
  14558. if ( this.boundingBox === null ) {
  14559. this.boundingBox = new Box3();
  14560. }
  14561. const position = this.attributes.position;
  14562. const morphAttributesPosition = this.morphAttributes.position;
  14563. if ( position && position.isGLBufferAttribute ) {
  14564. console.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );
  14565. this.boundingBox.set(
  14566. new Vector3( - Infinity, - Infinity, - Infinity ),
  14567. new Vector3( + Infinity, + Infinity, + Infinity )
  14568. );
  14569. return;
  14570. }
  14571. if ( position !== undefined ) {
  14572. this.boundingBox.setFromBufferAttribute( position );
  14573. // process morph attributes if present
  14574. if ( morphAttributesPosition ) {
  14575. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14576. const morphAttribute = morphAttributesPosition[ i ];
  14577. _box$2.setFromBufferAttribute( morphAttribute );
  14578. if ( this.morphTargetsRelative ) {
  14579. _vector$8.addVectors( this.boundingBox.min, _box$2.min );
  14580. this.boundingBox.expandByPoint( _vector$8 );
  14581. _vector$8.addVectors( this.boundingBox.max, _box$2.max );
  14582. this.boundingBox.expandByPoint( _vector$8 );
  14583. } else {
  14584. this.boundingBox.expandByPoint( _box$2.min );
  14585. this.boundingBox.expandByPoint( _box$2.max );
  14586. }
  14587. }
  14588. }
  14589. } else {
  14590. this.boundingBox.makeEmpty();
  14591. }
  14592. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  14593. console.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  14594. }
  14595. }
  14596. /**
  14597. * Computes the bounding sphere of the geometry, and updates the `boundingSphere` member.
  14598. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  14599. * You may need to recompute the bounding sphere if the geometry vertices are modified.
  14600. */
  14601. computeBoundingSphere() {
  14602. if ( this.boundingSphere === null ) {
  14603. this.boundingSphere = new Sphere();
  14604. }
  14605. const position = this.attributes.position;
  14606. const morphAttributesPosition = this.morphAttributes.position;
  14607. if ( position && position.isGLBufferAttribute ) {
  14608. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );
  14609. this.boundingSphere.set( new Vector3(), Infinity );
  14610. return;
  14611. }
  14612. if ( position ) {
  14613. // first, find the center of the bounding sphere
  14614. const center = this.boundingSphere.center;
  14615. _box$2.setFromBufferAttribute( position );
  14616. // process morph attributes if present
  14617. if ( morphAttributesPosition ) {
  14618. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14619. const morphAttribute = morphAttributesPosition[ i ];
  14620. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  14621. if ( this.morphTargetsRelative ) {
  14622. _vector$8.addVectors( _box$2.min, _boxMorphTargets.min );
  14623. _box$2.expandByPoint( _vector$8 );
  14624. _vector$8.addVectors( _box$2.max, _boxMorphTargets.max );
  14625. _box$2.expandByPoint( _vector$8 );
  14626. } else {
  14627. _box$2.expandByPoint( _boxMorphTargets.min );
  14628. _box$2.expandByPoint( _boxMorphTargets.max );
  14629. }
  14630. }
  14631. }
  14632. _box$2.getCenter( center );
  14633. // second, try to find a boundingSphere with a radius smaller than the
  14634. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  14635. let maxRadiusSq = 0;
  14636. for ( let i = 0, il = position.count; i < il; i ++ ) {
  14637. _vector$8.fromBufferAttribute( position, i );
  14638. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  14639. }
  14640. // process morph attributes if present
  14641. if ( morphAttributesPosition ) {
  14642. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14643. const morphAttribute = morphAttributesPosition[ i ];
  14644. const morphTargetsRelative = this.morphTargetsRelative;
  14645. for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  14646. _vector$8.fromBufferAttribute( morphAttribute, j );
  14647. if ( morphTargetsRelative ) {
  14648. _offset.fromBufferAttribute( position, j );
  14649. _vector$8.add( _offset );
  14650. }
  14651. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  14652. }
  14653. }
  14654. }
  14655. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  14656. if ( isNaN( this.boundingSphere.radius ) ) {
  14657. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  14658. }
  14659. }
  14660. }
  14661. /**
  14662. * Calculates and adds a tangent attribute to this geometry.
  14663. *
  14664. * The computation is only supported for indexed geometries and if position, normal, and uv attributes
  14665. * are defined. When using a tangent space normal map, prefer the MikkTSpace algorithm provided by
  14666. * {@link BufferGeometryUtils#computeMikkTSpaceTangents} instead.
  14667. */
  14668. computeTangents() {
  14669. const index = this.index;
  14670. const attributes = this.attributes;
  14671. // based on http://www.terathon.com/code/tangent.html
  14672. // (per vertex tangents)
  14673. if ( index === null ||
  14674. attributes.position === undefined ||
  14675. attributes.normal === undefined ||
  14676. attributes.uv === undefined ) {
  14677. console.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );
  14678. return;
  14679. }
  14680. const positionAttribute = attributes.position;
  14681. const normalAttribute = attributes.normal;
  14682. const uvAttribute = attributes.uv;
  14683. if ( this.hasAttribute( 'tangent' ) === false ) {
  14684. this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) );
  14685. }
  14686. const tangentAttribute = this.getAttribute( 'tangent' );
  14687. const tan1 = [], tan2 = [];
  14688. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  14689. tan1[ i ] = new Vector3();
  14690. tan2[ i ] = new Vector3();
  14691. }
  14692. const vA = new Vector3(),
  14693. vB = new Vector3(),
  14694. vC = new Vector3(),
  14695. uvA = new Vector2(),
  14696. uvB = new Vector2(),
  14697. uvC = new Vector2(),
  14698. sdir = new Vector3(),
  14699. tdir = new Vector3();
  14700. function handleTriangle( a, b, c ) {
  14701. vA.fromBufferAttribute( positionAttribute, a );
  14702. vB.fromBufferAttribute( positionAttribute, b );
  14703. vC.fromBufferAttribute( positionAttribute, c );
  14704. uvA.fromBufferAttribute( uvAttribute, a );
  14705. uvB.fromBufferAttribute( uvAttribute, b );
  14706. uvC.fromBufferAttribute( uvAttribute, c );
  14707. vB.sub( vA );
  14708. vC.sub( vA );
  14709. uvB.sub( uvA );
  14710. uvC.sub( uvA );
  14711. const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );
  14712. // silently ignore degenerate uv triangles having coincident or colinear vertices
  14713. if ( ! isFinite( r ) ) return;
  14714. sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );
  14715. tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );
  14716. tan1[ a ].add( sdir );
  14717. tan1[ b ].add( sdir );
  14718. tan1[ c ].add( sdir );
  14719. tan2[ a ].add( tdir );
  14720. tan2[ b ].add( tdir );
  14721. tan2[ c ].add( tdir );
  14722. }
  14723. let groups = this.groups;
  14724. if ( groups.length === 0 ) {
  14725. groups = [ {
  14726. start: 0,
  14727. count: index.count
  14728. } ];
  14729. }
  14730. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14731. const group = groups[ i ];
  14732. const start = group.start;
  14733. const count = group.count;
  14734. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14735. handleTriangle(
  14736. index.getX( j + 0 ),
  14737. index.getX( j + 1 ),
  14738. index.getX( j + 2 )
  14739. );
  14740. }
  14741. }
  14742. const tmp = new Vector3(), tmp2 = new Vector3();
  14743. const n = new Vector3(), n2 = new Vector3();
  14744. function handleVertex( v ) {
  14745. n.fromBufferAttribute( normalAttribute, v );
  14746. n2.copy( n );
  14747. const t = tan1[ v ];
  14748. // Gram-Schmidt orthogonalize
  14749. tmp.copy( t );
  14750. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  14751. // Calculate handedness
  14752. tmp2.crossVectors( n2, t );
  14753. const test = tmp2.dot( tan2[ v ] );
  14754. const w = ( test < 0.0 ) ? -1 : 1.0;
  14755. tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );
  14756. }
  14757. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14758. const group = groups[ i ];
  14759. const start = group.start;
  14760. const count = group.count;
  14761. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14762. handleVertex( index.getX( j + 0 ) );
  14763. handleVertex( index.getX( j + 1 ) );
  14764. handleVertex( index.getX( j + 2 ) );
  14765. }
  14766. }
  14767. }
  14768. /**
  14769. * Computes vertex normals for the given vertex data. For indexed geometries, the method sets
  14770. * each vertex normal to be the average of the face normals of the faces that share that vertex.
  14771. * For non-indexed geometries, vertices are not shared, and the method sets each vertex normal
  14772. * to be the same as the face normal.
  14773. */
  14774. computeVertexNormals() {
  14775. const index = this.index;
  14776. const positionAttribute = this.getAttribute( 'position' );
  14777. if ( positionAttribute !== undefined ) {
  14778. let normalAttribute = this.getAttribute( 'normal' );
  14779. if ( normalAttribute === undefined ) {
  14780. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  14781. this.setAttribute( 'normal', normalAttribute );
  14782. } else {
  14783. // reset existing normals to zero
  14784. for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {
  14785. normalAttribute.setXYZ( i, 0, 0, 0 );
  14786. }
  14787. }
  14788. const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  14789. const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  14790. const cb = new Vector3(), ab = new Vector3();
  14791. // indexed elements
  14792. if ( index ) {
  14793. for ( let i = 0, il = index.count; i < il; i += 3 ) {
  14794. const vA = index.getX( i + 0 );
  14795. const vB = index.getX( i + 1 );
  14796. const vC = index.getX( i + 2 );
  14797. pA.fromBufferAttribute( positionAttribute, vA );
  14798. pB.fromBufferAttribute( positionAttribute, vB );
  14799. pC.fromBufferAttribute( positionAttribute, vC );
  14800. cb.subVectors( pC, pB );
  14801. ab.subVectors( pA, pB );
  14802. cb.cross( ab );
  14803. nA.fromBufferAttribute( normalAttribute, vA );
  14804. nB.fromBufferAttribute( normalAttribute, vB );
  14805. nC.fromBufferAttribute( normalAttribute, vC );
  14806. nA.add( cb );
  14807. nB.add( cb );
  14808. nC.add( cb );
  14809. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  14810. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  14811. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  14812. }
  14813. } else {
  14814. // non-indexed elements (unconnected triangle soup)
  14815. for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {
  14816. pA.fromBufferAttribute( positionAttribute, i + 0 );
  14817. pB.fromBufferAttribute( positionAttribute, i + 1 );
  14818. pC.fromBufferAttribute( positionAttribute, i + 2 );
  14819. cb.subVectors( pC, pB );
  14820. ab.subVectors( pA, pB );
  14821. cb.cross( ab );
  14822. normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );
  14823. normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );
  14824. normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );
  14825. }
  14826. }
  14827. this.normalizeNormals();
  14828. normalAttribute.needsUpdate = true;
  14829. }
  14830. }
  14831. /**
  14832. * Ensures every normal vector in a geometry will have a magnitude of `1`. This will
  14833. * correct lighting on the geometry surfaces.
  14834. */
  14835. normalizeNormals() {
  14836. const normals = this.attributes.normal;
  14837. for ( let i = 0, il = normals.count; i < il; i ++ ) {
  14838. _vector$8.fromBufferAttribute( normals, i );
  14839. _vector$8.normalize();
  14840. normals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
  14841. }
  14842. }
  14843. /**
  14844. * Return a new non-index version of this indexed geometry. If the geometry
  14845. * is already non-indexed, the method is a NOOP.
  14846. *
  14847. * @return {BufferGeometry} The non-indexed version of this indexed geometry.
  14848. */
  14849. toNonIndexed() {
  14850. function convertBufferAttribute( attribute, indices ) {
  14851. const array = attribute.array;
  14852. const itemSize = attribute.itemSize;
  14853. const normalized = attribute.normalized;
  14854. const array2 = new array.constructor( indices.length * itemSize );
  14855. let index = 0, index2 = 0;
  14856. for ( let i = 0, l = indices.length; i < l; i ++ ) {
  14857. if ( attribute.isInterleavedBufferAttribute ) {
  14858. index = indices[ i ] * attribute.data.stride + attribute.offset;
  14859. } else {
  14860. index = indices[ i ] * itemSize;
  14861. }
  14862. for ( let j = 0; j < itemSize; j ++ ) {
  14863. array2[ index2 ++ ] = array[ index ++ ];
  14864. }
  14865. }
  14866. return new BufferAttribute( array2, itemSize, normalized );
  14867. }
  14868. //
  14869. if ( this.index === null ) {
  14870. console.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );
  14871. return this;
  14872. }
  14873. const geometry2 = new BufferGeometry();
  14874. const indices = this.index.array;
  14875. const attributes = this.attributes;
  14876. // attributes
  14877. for ( const name in attributes ) {
  14878. const attribute = attributes[ name ];
  14879. const newAttribute = convertBufferAttribute( attribute, indices );
  14880. geometry2.setAttribute( name, newAttribute );
  14881. }
  14882. // morph attributes
  14883. const morphAttributes = this.morphAttributes;
  14884. for ( const name in morphAttributes ) {
  14885. const morphArray = [];
  14886. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  14887. for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {
  14888. const attribute = morphAttribute[ i ];
  14889. const newAttribute = convertBufferAttribute( attribute, indices );
  14890. morphArray.push( newAttribute );
  14891. }
  14892. geometry2.morphAttributes[ name ] = morphArray;
  14893. }
  14894. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  14895. // groups
  14896. const groups = this.groups;
  14897. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  14898. const group = groups[ i ];
  14899. geometry2.addGroup( group.start, group.count, group.materialIndex );
  14900. }
  14901. return geometry2;
  14902. }
  14903. /**
  14904. * Serializes the geometry into JSON.
  14905. *
  14906. * @return {Object} A JSON object representing the serialized geometry.
  14907. */
  14908. toJSON() {
  14909. const data = {
  14910. metadata: {
  14911. version: 4.7,
  14912. type: 'BufferGeometry',
  14913. generator: 'BufferGeometry.toJSON'
  14914. }
  14915. };
  14916. // standard BufferGeometry serialization
  14917. data.uuid = this.uuid;
  14918. data.type = this.type;
  14919. if ( this.name !== '' ) data.name = this.name;
  14920. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  14921. if ( this.parameters !== undefined ) {
  14922. const parameters = this.parameters;
  14923. for ( const key in parameters ) {
  14924. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  14925. }
  14926. return data;
  14927. }
  14928. // for simplicity the code assumes attributes are not shared across geometries, see #15811
  14929. data.data = { attributes: {} };
  14930. const index = this.index;
  14931. if ( index !== null ) {
  14932. data.data.index = {
  14933. type: index.array.constructor.name,
  14934. array: Array.prototype.slice.call( index.array )
  14935. };
  14936. }
  14937. const attributes = this.attributes;
  14938. for ( const key in attributes ) {
  14939. const attribute = attributes[ key ];
  14940. data.data.attributes[ key ] = attribute.toJSON( data.data );
  14941. }
  14942. const morphAttributes = {};
  14943. let hasMorphAttributes = false;
  14944. for ( const key in this.morphAttributes ) {
  14945. const attributeArray = this.morphAttributes[ key ];
  14946. const array = [];
  14947. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  14948. const attribute = attributeArray[ i ];
  14949. array.push( attribute.toJSON( data.data ) );
  14950. }
  14951. if ( array.length > 0 ) {
  14952. morphAttributes[ key ] = array;
  14953. hasMorphAttributes = true;
  14954. }
  14955. }
  14956. if ( hasMorphAttributes ) {
  14957. data.data.morphAttributes = morphAttributes;
  14958. data.data.morphTargetsRelative = this.morphTargetsRelative;
  14959. }
  14960. const groups = this.groups;
  14961. if ( groups.length > 0 ) {
  14962. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  14963. }
  14964. const boundingSphere = this.boundingSphere;
  14965. if ( boundingSphere !== null ) {
  14966. data.data.boundingSphere = boundingSphere.toJSON();
  14967. }
  14968. return data;
  14969. }
  14970. /**
  14971. * Returns a new geometry with copied values from this instance.
  14972. *
  14973. * @return {BufferGeometry} A clone of this instance.
  14974. */
  14975. clone() {
  14976. return new this.constructor().copy( this );
  14977. }
  14978. /**
  14979. * Copies the values of the given geometry to this instance.
  14980. *
  14981. * @param {BufferGeometry} source - The geometry to copy.
  14982. * @return {BufferGeometry} A reference to this instance.
  14983. */
  14984. copy( source ) {
  14985. // reset
  14986. this.index = null;
  14987. this.attributes = {};
  14988. this.morphAttributes = {};
  14989. this.groups = [];
  14990. this.boundingBox = null;
  14991. this.boundingSphere = null;
  14992. // used for storing cloned, shared data
  14993. const data = {};
  14994. // name
  14995. this.name = source.name;
  14996. // index
  14997. const index = source.index;
  14998. if ( index !== null ) {
  14999. this.setIndex( index.clone() );
  15000. }
  15001. // attributes
  15002. const attributes = source.attributes;
  15003. for ( const name in attributes ) {
  15004. const attribute = attributes[ name ];
  15005. this.setAttribute( name, attribute.clone( data ) );
  15006. }
  15007. // morph attributes
  15008. const morphAttributes = source.morphAttributes;
  15009. for ( const name in morphAttributes ) {
  15010. const array = [];
  15011. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  15012. for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {
  15013. array.push( morphAttribute[ i ].clone( data ) );
  15014. }
  15015. this.morphAttributes[ name ] = array;
  15016. }
  15017. this.morphTargetsRelative = source.morphTargetsRelative;
  15018. // groups
  15019. const groups = source.groups;
  15020. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  15021. const group = groups[ i ];
  15022. this.addGroup( group.start, group.count, group.materialIndex );
  15023. }
  15024. // bounding box
  15025. const boundingBox = source.boundingBox;
  15026. if ( boundingBox !== null ) {
  15027. this.boundingBox = boundingBox.clone();
  15028. }
  15029. // bounding sphere
  15030. const boundingSphere = source.boundingSphere;
  15031. if ( boundingSphere !== null ) {
  15032. this.boundingSphere = boundingSphere.clone();
  15033. }
  15034. // draw range
  15035. this.drawRange.start = source.drawRange.start;
  15036. this.drawRange.count = source.drawRange.count;
  15037. // user data
  15038. this.userData = source.userData;
  15039. return this;
  15040. }
  15041. /**
  15042. * Frees the GPU-related resources allocated by this instance. Call this
  15043. * method whenever this instance is no longer used in your app.
  15044. *
  15045. * @fires BufferGeometry#dispose
  15046. */
  15047. dispose() {
  15048. this.dispatchEvent( { type: 'dispose' } );
  15049. }
  15050. }
  15051. const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();
  15052. const _ray$3 = /*@__PURE__*/ new Ray();
  15053. const _sphere$6 = /*@__PURE__*/ new Sphere();
  15054. const _sphereHitAt = /*@__PURE__*/ new Vector3();
  15055. const _vA$1 = /*@__PURE__*/ new Vector3();
  15056. const _vB$1 = /*@__PURE__*/ new Vector3();
  15057. const _vC$1 = /*@__PURE__*/ new Vector3();
  15058. const _tempA = /*@__PURE__*/ new Vector3();
  15059. const _morphA = /*@__PURE__*/ new Vector3();
  15060. const _intersectionPoint = /*@__PURE__*/ new Vector3();
  15061. const _intersectionPointWorld = /*@__PURE__*/ new Vector3();
  15062. /**
  15063. * Class representing triangular polygon mesh based objects.
  15064. *
  15065. * ```js
  15066. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  15067. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  15068. * const mesh = new THREE.Mesh( geometry, material );
  15069. * scene.add( mesh );
  15070. * ```
  15071. *
  15072. * @augments Object3D
  15073. */
  15074. class Mesh extends Object3D {
  15075. /**
  15076. * Constructs a new mesh.
  15077. *
  15078. * @param {BufferGeometry} [geometry] - The mesh geometry.
  15079. * @param {Material|Array<Material>} [material] - The mesh material.
  15080. */
  15081. constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {
  15082. super();
  15083. /**
  15084. * This flag can be used for type testing.
  15085. *
  15086. * @type {boolean}
  15087. * @readonly
  15088. * @default true
  15089. */
  15090. this.isMesh = true;
  15091. this.type = 'Mesh';
  15092. /**
  15093. * The mesh geometry.
  15094. *
  15095. * @type {BufferGeometry}
  15096. */
  15097. this.geometry = geometry;
  15098. /**
  15099. * The mesh material.
  15100. *
  15101. * @type {Material|Array<Material>}
  15102. * @default MeshBasicMaterial
  15103. */
  15104. this.material = material;
  15105. /**
  15106. * A dictionary representing the morph targets in the geometry. The key is the
  15107. * morph targets name, the value its attribute index. This member is `undefined`
  15108. * by default and only set when morph targets are detected in the geometry.
  15109. *
  15110. * @type {Object<String,number>|undefined}
  15111. * @default undefined
  15112. */
  15113. this.morphTargetDictionary = undefined;
  15114. /**
  15115. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  15116. * is applied. This member is `undefined` by default and only set when morph targets are
  15117. * detected in the geometry.
  15118. *
  15119. * @type {Array<number>|undefined}
  15120. * @default undefined
  15121. */
  15122. this.morphTargetInfluences = undefined;
  15123. /**
  15124. * The number of instances of this mesh.
  15125. * Can only be used with {@link WebGPURenderer}.
  15126. *
  15127. * @type {number}
  15128. * @default 1
  15129. */
  15130. this.count = 1;
  15131. this.updateMorphTargets();
  15132. }
  15133. copy( source, recursive ) {
  15134. super.copy( source, recursive );
  15135. if ( source.morphTargetInfluences !== undefined ) {
  15136. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  15137. }
  15138. if ( source.morphTargetDictionary !== undefined ) {
  15139. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  15140. }
  15141. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  15142. this.geometry = source.geometry;
  15143. return this;
  15144. }
  15145. /**
  15146. * Sets the values of {@link Mesh#morphTargetDictionary} and {@link Mesh#morphTargetInfluences}
  15147. * to make sure existing morph targets can influence this 3D object.
  15148. */
  15149. updateMorphTargets() {
  15150. const geometry = this.geometry;
  15151. const morphAttributes = geometry.morphAttributes;
  15152. const keys = Object.keys( morphAttributes );
  15153. if ( keys.length > 0 ) {
  15154. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  15155. if ( morphAttribute !== undefined ) {
  15156. this.morphTargetInfluences = [];
  15157. this.morphTargetDictionary = {};
  15158. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  15159. const name = morphAttribute[ m ].name || String( m );
  15160. this.morphTargetInfluences.push( 0 );
  15161. this.morphTargetDictionary[ name ] = m;
  15162. }
  15163. }
  15164. }
  15165. }
  15166. /**
  15167. * Returns the local-space position of the vertex at the given index, taking into
  15168. * account the current animation state of both morph targets and skinning.
  15169. *
  15170. * @param {number} index - The vertex index.
  15171. * @param {Vector3} target - The target object that is used to store the method's result.
  15172. * @return {Vector3} The vertex position in local space.
  15173. */
  15174. getVertexPosition( index, target ) {
  15175. const geometry = this.geometry;
  15176. const position = geometry.attributes.position;
  15177. const morphPosition = geometry.morphAttributes.position;
  15178. const morphTargetsRelative = geometry.morphTargetsRelative;
  15179. target.fromBufferAttribute( position, index );
  15180. const morphInfluences = this.morphTargetInfluences;
  15181. if ( morphPosition && morphInfluences ) {
  15182. _morphA.set( 0, 0, 0 );
  15183. for ( let i = 0, il = morphPosition.length; i < il; i ++ ) {
  15184. const influence = morphInfluences[ i ];
  15185. const morphAttribute = morphPosition[ i ];
  15186. if ( influence === 0 ) continue;
  15187. _tempA.fromBufferAttribute( morphAttribute, index );
  15188. if ( morphTargetsRelative ) {
  15189. _morphA.addScaledVector( _tempA, influence );
  15190. } else {
  15191. _morphA.addScaledVector( _tempA.sub( target ), influence );
  15192. }
  15193. }
  15194. target.add( _morphA );
  15195. }
  15196. return target;
  15197. }
  15198. /**
  15199. * Computes intersection points between a casted ray and this line.
  15200. *
  15201. * @param {Raycaster} raycaster - The raycaster.
  15202. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  15203. */
  15204. raycast( raycaster, intersects ) {
  15205. const geometry = this.geometry;
  15206. const material = this.material;
  15207. const matrixWorld = this.matrixWorld;
  15208. if ( material === undefined ) return;
  15209. // test with bounding sphere in world space
  15210. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15211. _sphere$6.copy( geometry.boundingSphere );
  15212. _sphere$6.applyMatrix4( matrixWorld );
  15213. // check distance from ray origin to bounding sphere
  15214. _ray$3.copy( raycaster.ray ).recast( raycaster.near );
  15215. if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {
  15216. if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;
  15217. if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;
  15218. }
  15219. // convert ray to local space of mesh
  15220. _inverseMatrix$3.copy( matrixWorld ).invert();
  15221. _ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );
  15222. // test with bounding box in local space
  15223. if ( geometry.boundingBox !== null ) {
  15224. if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;
  15225. }
  15226. // test for intersections with geometry
  15227. this._computeIntersections( raycaster, intersects, _ray$3 );
  15228. }
  15229. _computeIntersections( raycaster, intersects, rayLocalSpace ) {
  15230. let intersection;
  15231. const geometry = this.geometry;
  15232. const material = this.material;
  15233. const index = geometry.index;
  15234. const position = geometry.attributes.position;
  15235. const uv = geometry.attributes.uv;
  15236. const uv1 = geometry.attributes.uv1;
  15237. const normal = geometry.attributes.normal;
  15238. const groups = geometry.groups;
  15239. const drawRange = geometry.drawRange;
  15240. if ( index !== null ) {
  15241. // indexed buffer geometry
  15242. if ( Array.isArray( material ) ) {
  15243. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  15244. const group = groups[ i ];
  15245. const groupMaterial = material[ group.materialIndex ];
  15246. const start = Math.max( group.start, drawRange.start );
  15247. const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  15248. for ( let j = start, jl = end; j < jl; j += 3 ) {
  15249. const a = index.getX( j );
  15250. const b = index.getX( j + 1 );
  15251. const c = index.getX( j + 2 );
  15252. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15253. if ( intersection ) {
  15254. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  15255. intersection.face.materialIndex = group.materialIndex;
  15256. intersects.push( intersection );
  15257. }
  15258. }
  15259. }
  15260. } else {
  15261. const start = Math.max( 0, drawRange.start );
  15262. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  15263. for ( let i = start, il = end; i < il; i += 3 ) {
  15264. const a = index.getX( i );
  15265. const b = index.getX( i + 1 );
  15266. const c = index.getX( i + 2 );
  15267. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15268. if ( intersection ) {
  15269. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  15270. intersects.push( intersection );
  15271. }
  15272. }
  15273. }
  15274. } else if ( position !== undefined ) {
  15275. // non-indexed buffer geometry
  15276. if ( Array.isArray( material ) ) {
  15277. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  15278. const group = groups[ i ];
  15279. const groupMaterial = material[ group.materialIndex ];
  15280. const start = Math.max( group.start, drawRange.start );
  15281. const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  15282. for ( let j = start, jl = end; j < jl; j += 3 ) {
  15283. const a = j;
  15284. const b = j + 1;
  15285. const c = j + 2;
  15286. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15287. if ( intersection ) {
  15288. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  15289. intersection.face.materialIndex = group.materialIndex;
  15290. intersects.push( intersection );
  15291. }
  15292. }
  15293. }
  15294. } else {
  15295. const start = Math.max( 0, drawRange.start );
  15296. const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  15297. for ( let i = start, il = end; i < il; i += 3 ) {
  15298. const a = i;
  15299. const b = i + 1;
  15300. const c = i + 2;
  15301. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15302. if ( intersection ) {
  15303. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  15304. intersects.push( intersection );
  15305. }
  15306. }
  15307. }
  15308. }
  15309. }
  15310. }
  15311. function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) {
  15312. let intersect;
  15313. if ( material.side === BackSide ) {
  15314. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  15315. } else {
  15316. intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );
  15317. }
  15318. if ( intersect === null ) return null;
  15319. _intersectionPointWorld.copy( point );
  15320. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  15321. const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  15322. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  15323. return {
  15324. distance: distance,
  15325. point: _intersectionPointWorld.clone(),
  15326. object: object
  15327. };
  15328. }
  15329. function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {
  15330. object.getVertexPosition( a, _vA$1 );
  15331. object.getVertexPosition( b, _vB$1 );
  15332. object.getVertexPosition( c, _vC$1 );
  15333. const intersection = checkIntersection$1( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );
  15334. if ( intersection ) {
  15335. const barycoord = new Vector3();
  15336. Triangle.getBarycoord( _intersectionPoint, _vA$1, _vB$1, _vC$1, barycoord );
  15337. if ( uv ) {
  15338. intersection.uv = Triangle.getInterpolatedAttribute( uv, a, b, c, barycoord, new Vector2() );
  15339. }
  15340. if ( uv1 ) {
  15341. intersection.uv1 = Triangle.getInterpolatedAttribute( uv1, a, b, c, barycoord, new Vector2() );
  15342. }
  15343. if ( normal ) {
  15344. intersection.normal = Triangle.getInterpolatedAttribute( normal, a, b, c, barycoord, new Vector3() );
  15345. if ( intersection.normal.dot( ray.direction ) > 0 ) {
  15346. intersection.normal.multiplyScalar( -1 );
  15347. }
  15348. }
  15349. const face = {
  15350. a: a,
  15351. b: b,
  15352. c: c,
  15353. normal: new Vector3(),
  15354. materialIndex: 0
  15355. };
  15356. Triangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );
  15357. intersection.face = face;
  15358. intersection.barycoord = barycoord;
  15359. }
  15360. return intersection;
  15361. }
  15362. /**
  15363. * A geometry class for a rectangular cuboid with a given width, height, and depth.
  15364. * On creation, the cuboid is centred on the origin, with each edge parallel to one
  15365. * of the axes.
  15366. *
  15367. * ```js
  15368. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  15369. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  15370. * const cube = new THREE.Mesh( geometry, material );
  15371. * scene.add( cube );
  15372. * ```
  15373. *
  15374. * @augments BufferGeometry
  15375. */
  15376. class BoxGeometry extends BufferGeometry {
  15377. /**
  15378. * Constructs a new box geometry.
  15379. *
  15380. * @param {number} [width=1] - The width. That is, the length of the edges parallel to the X axis.
  15381. * @param {number} [height=1] - The height. That is, the length of the edges parallel to the Y axis.
  15382. * @param {number} [depth=1] - The depth. That is, the length of the edges parallel to the Z axis.
  15383. * @param {number} [widthSegments=1] - Number of segmented rectangular faces along the width of the sides.
  15384. * @param {number} [heightSegments=1] - Number of segmented rectangular faces along the height of the sides.
  15385. * @param {number} [depthSegments=1] - Number of segmented rectangular faces along the depth of the sides.
  15386. */
  15387. constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {
  15388. super();
  15389. this.type = 'BoxGeometry';
  15390. /**
  15391. * Holds the constructor parameters that have been
  15392. * used to generate the geometry. Any modification
  15393. * after instantiation does not change the geometry.
  15394. *
  15395. * @type {Object}
  15396. */
  15397. this.parameters = {
  15398. width: width,
  15399. height: height,
  15400. depth: depth,
  15401. widthSegments: widthSegments,
  15402. heightSegments: heightSegments,
  15403. depthSegments: depthSegments
  15404. };
  15405. const scope = this;
  15406. // segments
  15407. widthSegments = Math.floor( widthSegments );
  15408. heightSegments = Math.floor( heightSegments );
  15409. depthSegments = Math.floor( depthSegments );
  15410. // buffers
  15411. const indices = [];
  15412. const vertices = [];
  15413. const normals = [];
  15414. const uvs = [];
  15415. // helper variables
  15416. let numberOfVertices = 0;
  15417. let groupStart = 0;
  15418. // build each side of the box geometry
  15419. buildPlane( 'z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  15420. buildPlane( 'z', 'y', 'x', 1, -1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  15421. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  15422. buildPlane( 'x', 'z', 'y', 1, -1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  15423. buildPlane( 'x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  15424. buildPlane( 'x', 'y', 'z', -1, -1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  15425. // build geometry
  15426. this.setIndex( indices );
  15427. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  15428. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  15429. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  15430. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  15431. const segmentWidth = width / gridX;
  15432. const segmentHeight = height / gridY;
  15433. const widthHalf = width / 2;
  15434. const heightHalf = height / 2;
  15435. const depthHalf = depth / 2;
  15436. const gridX1 = gridX + 1;
  15437. const gridY1 = gridY + 1;
  15438. let vertexCounter = 0;
  15439. let groupCount = 0;
  15440. const vector = new Vector3();
  15441. // generate vertices, normals and uvs
  15442. for ( let iy = 0; iy < gridY1; iy ++ ) {
  15443. const y = iy * segmentHeight - heightHalf;
  15444. for ( let ix = 0; ix < gridX1; ix ++ ) {
  15445. const x = ix * segmentWidth - widthHalf;
  15446. // set values to correct vector component
  15447. vector[ u ] = x * udir;
  15448. vector[ v ] = y * vdir;
  15449. vector[ w ] = depthHalf;
  15450. // now apply vector to vertex buffer
  15451. vertices.push( vector.x, vector.y, vector.z );
  15452. // set values to correct vector component
  15453. vector[ u ] = 0;
  15454. vector[ v ] = 0;
  15455. vector[ w ] = depth > 0 ? 1 : -1;
  15456. // now apply vector to normal buffer
  15457. normals.push( vector.x, vector.y, vector.z );
  15458. // uvs
  15459. uvs.push( ix / gridX );
  15460. uvs.push( 1 - ( iy / gridY ) );
  15461. // counters
  15462. vertexCounter += 1;
  15463. }
  15464. }
  15465. // indices
  15466. // 1. you need three indices to draw a single face
  15467. // 2. a single segment consists of two faces
  15468. // 3. so we need to generate six (2*3) indices per segment
  15469. for ( let iy = 0; iy < gridY; iy ++ ) {
  15470. for ( let ix = 0; ix < gridX; ix ++ ) {
  15471. const a = numberOfVertices + ix + gridX1 * iy;
  15472. const b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  15473. const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  15474. const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  15475. // faces
  15476. indices.push( a, b, d );
  15477. indices.push( b, c, d );
  15478. // increase counter
  15479. groupCount += 6;
  15480. }
  15481. }
  15482. // add a group to the geometry. this will ensure multi material support
  15483. scope.addGroup( groupStart, groupCount, materialIndex );
  15484. // calculate new start value for groups
  15485. groupStart += groupCount;
  15486. // update total number of vertices
  15487. numberOfVertices += vertexCounter;
  15488. }
  15489. }
  15490. copy( source ) {
  15491. super.copy( source );
  15492. this.parameters = Object.assign( {}, source.parameters );
  15493. return this;
  15494. }
  15495. /**
  15496. * Factory method for creating an instance of this class from the given
  15497. * JSON object.
  15498. *
  15499. * @param {Object} data - A JSON object representing the serialized geometry.
  15500. * @return {BoxGeometry} A new instance.
  15501. */
  15502. static fromJSON( data ) {
  15503. return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );
  15504. }
  15505. }
  15506. // Uniform Utilities
  15507. function cloneUniforms( src ) {
  15508. const dst = {};
  15509. for ( const u in src ) {
  15510. dst[ u ] = {};
  15511. for ( const p in src[ u ] ) {
  15512. const property = src[ u ][ p ];
  15513. if ( property && ( property.isColor ||
  15514. property.isMatrix3 || property.isMatrix4 ||
  15515. property.isVector2 || property.isVector3 || property.isVector4 ||
  15516. property.isTexture || property.isQuaternion ) ) {
  15517. if ( property.isRenderTargetTexture ) {
  15518. console.warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );
  15519. dst[ u ][ p ] = null;
  15520. } else {
  15521. dst[ u ][ p ] = property.clone();
  15522. }
  15523. } else if ( Array.isArray( property ) ) {
  15524. dst[ u ][ p ] = property.slice();
  15525. } else {
  15526. dst[ u ][ p ] = property;
  15527. }
  15528. }
  15529. }
  15530. return dst;
  15531. }
  15532. function mergeUniforms( uniforms ) {
  15533. const merged = {};
  15534. for ( let u = 0; u < uniforms.length; u ++ ) {
  15535. const tmp = cloneUniforms( uniforms[ u ] );
  15536. for ( const p in tmp ) {
  15537. merged[ p ] = tmp[ p ];
  15538. }
  15539. }
  15540. return merged;
  15541. }
  15542. function cloneUniformsGroups( src ) {
  15543. const dst = [];
  15544. for ( let u = 0; u < src.length; u ++ ) {
  15545. dst.push( src[ u ].clone() );
  15546. }
  15547. return dst;
  15548. }
  15549. function getUnlitUniformColorSpace( renderer ) {
  15550. const currentRenderTarget = renderer.getRenderTarget();
  15551. if ( currentRenderTarget === null ) {
  15552. // https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398
  15553. return renderer.outputColorSpace;
  15554. }
  15555. // https://github.com/mrdoob/three.js/issues/27868
  15556. if ( currentRenderTarget.isXRRenderTarget === true ) {
  15557. return currentRenderTarget.texture.colorSpace;
  15558. }
  15559. return ColorManagement.workingColorSpace;
  15560. }
  15561. // Legacy
  15562. const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  15563. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  15564. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  15565. /**
  15566. * A material rendered with custom shaders. A shader is a small program written in GLSL.
  15567. * that runs on the GPU. You may want to use a custom shader if you need to implement an
  15568. * effect not included with any of the built-in materials.
  15569. *
  15570. * There are the following notes to bear in mind when using a `ShaderMaterial`:
  15571. *
  15572. * - `ShaderMaterial` can only be used with {@link WebGLRenderer}.
  15573. * - Built in attributes and uniforms are passed to the shaders along with your code. If
  15574. * you don't want that, use {@link RawShaderMaterial} instead.
  15575. * - You can use the directive `#pragma unroll_loop_start` and `#pragma unroll_loop_end`
  15576. * in order to unroll a `for` loop in GLSL by the shader preprocessor. The directive has
  15577. * to be placed right above the loop. The loop formatting has to correspond to a defined standard.
  15578. * - The loop has to be [normalized]{@link https://en.wikipedia.org/wiki/Normalized_loop}.
  15579. * - The loop variable has to be *i*.
  15580. * - The value `UNROLLED_LOOP_INDEX` will be replaced with the explicitly
  15581. * value of *i* for the given iteration and can be used in preprocessor
  15582. * statements.
  15583. *
  15584. * ```js
  15585. * const material = new THREE.ShaderMaterial( {
  15586. * uniforms: {
  15587. * time: { value: 1.0 },
  15588. * resolution: { value: new THREE.Vector2() }
  15589. * },
  15590. * vertexShader: document.getElementById( 'vertexShader' ).textContent,
  15591. * fragmentShader: document.getElementById( 'fragmentShader' ).textContent
  15592. * } );
  15593. * ```
  15594. *
  15595. * @augments Material
  15596. */
  15597. class ShaderMaterial extends Material {
  15598. /**
  15599. * Constructs a new shader material.
  15600. *
  15601. * @param {Object} [parameters] - An object with one or more properties
  15602. * defining the material's appearance. Any property of the material
  15603. * (including any property from inherited materials) can be passed
  15604. * in here. Color values can be passed any type of value accepted
  15605. * by {@link Color#set}.
  15606. */
  15607. constructor( parameters ) {
  15608. super();
  15609. /**
  15610. * This flag can be used for type testing.
  15611. *
  15612. * @type {boolean}
  15613. * @readonly
  15614. * @default true
  15615. */
  15616. this.isShaderMaterial = true;
  15617. this.type = 'ShaderMaterial';
  15618. /**
  15619. * Defines custom constants using `#define` directives within the GLSL code
  15620. * for both the vertex shader and the fragment shader; each key/value pair
  15621. * yields another directive.
  15622. * ```js
  15623. * defines: {
  15624. * FOO: 15,
  15625. * BAR: true
  15626. * }
  15627. * ```
  15628. * Yields the lines:
  15629. * ```
  15630. * #define FOO 15
  15631. * #define BAR true
  15632. * ```
  15633. *
  15634. * @type {Object}
  15635. */
  15636. this.defines = {};
  15637. /**
  15638. * An object of the form:
  15639. * ```js
  15640. * {
  15641. * "uniform1": { value: 1.0 },
  15642. * "uniform2": { value: 2 }
  15643. * }
  15644. * ```
  15645. * specifying the uniforms to be passed to the shader code; keys are uniform
  15646. * names, values are definitions of the form
  15647. * ```
  15648. * {
  15649. * value: 1.0
  15650. * }
  15651. * ```
  15652. * where `value` is the value of the uniform. Names must match the name of
  15653. * the uniform, as defined in the GLSL code. Note that uniforms are refreshed
  15654. * on every frame, so updating the value of the uniform will immediately
  15655. * update the value available to the GLSL code.
  15656. *
  15657. * @type {Object}
  15658. */
  15659. this.uniforms = {};
  15660. /**
  15661. * An array holding uniforms groups for configuring UBOs.
  15662. *
  15663. * @type {Array<UniformsGroup>}
  15664. */
  15665. this.uniformsGroups = [];
  15666. /**
  15667. * Vertex shader GLSL code. This is the actual code for the shader.
  15668. *
  15669. * @type {string}
  15670. */
  15671. this.vertexShader = default_vertex;
  15672. /**
  15673. * Fragment shader GLSL code. This is the actual code for the shader.
  15674. *
  15675. * @type {string}
  15676. */
  15677. this.fragmentShader = default_fragment;
  15678. /**
  15679. * Controls line thickness or lines.
  15680. *
  15681. * WebGL and WebGPU ignore this setting and always render line primitives with a
  15682. * width of one pixel.
  15683. *
  15684. * @type {number}
  15685. * @default 1
  15686. */
  15687. this.linewidth = 1;
  15688. /**
  15689. * Renders the geometry as a wireframe.
  15690. *
  15691. * @type {boolean}
  15692. * @default false
  15693. */
  15694. this.wireframe = false;
  15695. /**
  15696. * Controls the thickness of the wireframe.
  15697. *
  15698. * WebGL and WebGPU ignore this property and always render
  15699. * 1 pixel wide lines.
  15700. *
  15701. * @type {number}
  15702. * @default 1
  15703. */
  15704. this.wireframeLinewidth = 1;
  15705. /**
  15706. * Define whether the material color is affected by global fog settings; `true`
  15707. * to pass fog uniforms to the shader.
  15708. *
  15709. * @type {boolean}
  15710. * @default false
  15711. */
  15712. this.fog = false;
  15713. /**
  15714. * Defines whether this material uses lighting; `true` to pass uniform data
  15715. * related to lighting to this shader.
  15716. *
  15717. * @type {boolean}
  15718. * @default false
  15719. */
  15720. this.lights = false;
  15721. /**
  15722. * Defines whether this material supports clipping; `true` to let the renderer
  15723. * pass the clippingPlanes uniform.
  15724. *
  15725. * @type {boolean}
  15726. * @default false
  15727. */
  15728. this.clipping = false;
  15729. /**
  15730. * Overwritten and set to `true` by default.
  15731. *
  15732. * @type {boolean}
  15733. * @default true
  15734. */
  15735. this.forceSinglePass = true;
  15736. /**
  15737. * This object allows to enable certain WebGL 2 extensions.
  15738. *
  15739. * - clipCullDistance: set to `true` to use vertex shader clipping
  15740. * - multiDraw: set to `true` to use vertex shader multi_draw / enable gl_DrawID
  15741. *
  15742. * @type {{clipCullDistance:false,multiDraw:false}}
  15743. */
  15744. this.extensions = {
  15745. clipCullDistance: false, // set to use vertex shader clipping
  15746. multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
  15747. };
  15748. /**
  15749. * When the rendered geometry doesn't include these attributes but the
  15750. * material does, these default values will be passed to the shaders. This
  15751. * avoids errors when buffer data is missing.
  15752. *
  15753. * - color: [ 1, 1, 1 ]
  15754. * - uv: [ 0, 0 ]
  15755. * - uv1: [ 0, 0 ]
  15756. *
  15757. * @type {Object}
  15758. */
  15759. this.defaultAttributeValues = {
  15760. 'color': [ 1, 1, 1 ],
  15761. 'uv': [ 0, 0 ],
  15762. 'uv1': [ 0, 0 ]
  15763. };
  15764. /**
  15765. * If set, this calls [gl.bindAttribLocation]{@link https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation}
  15766. * to bind a generic vertex index to an attribute variable.
  15767. *
  15768. * @type {string|undefined}
  15769. * @default undefined
  15770. */
  15771. this.index0AttributeName = undefined;
  15772. /**
  15773. * Can be used to force a uniform update while changing uniforms in
  15774. * {@link Object3D#onBeforeRender}.
  15775. *
  15776. * @type {boolean}
  15777. * @default false
  15778. */
  15779. this.uniformsNeedUpdate = false;
  15780. /**
  15781. * Defines the GLSL version of custom shader code.
  15782. *
  15783. * @type {?(GLSL1|GLSL3)}
  15784. * @default null
  15785. */
  15786. this.glslVersion = null;
  15787. if ( parameters !== undefined ) {
  15788. this.setValues( parameters );
  15789. }
  15790. }
  15791. copy( source ) {
  15792. super.copy( source );
  15793. this.fragmentShader = source.fragmentShader;
  15794. this.vertexShader = source.vertexShader;
  15795. this.uniforms = cloneUniforms( source.uniforms );
  15796. this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );
  15797. this.defines = Object.assign( {}, source.defines );
  15798. this.wireframe = source.wireframe;
  15799. this.wireframeLinewidth = source.wireframeLinewidth;
  15800. this.fog = source.fog;
  15801. this.lights = source.lights;
  15802. this.clipping = source.clipping;
  15803. this.extensions = Object.assign( {}, source.extensions );
  15804. this.glslVersion = source.glslVersion;
  15805. return this;
  15806. }
  15807. toJSON( meta ) {
  15808. const data = super.toJSON( meta );
  15809. data.glslVersion = this.glslVersion;
  15810. data.uniforms = {};
  15811. for ( const name in this.uniforms ) {
  15812. const uniform = this.uniforms[ name ];
  15813. const value = uniform.value;
  15814. if ( value && value.isTexture ) {
  15815. data.uniforms[ name ] = {
  15816. type: 't',
  15817. value: value.toJSON( meta ).uuid
  15818. };
  15819. } else if ( value && value.isColor ) {
  15820. data.uniforms[ name ] = {
  15821. type: 'c',
  15822. value: value.getHex()
  15823. };
  15824. } else if ( value && value.isVector2 ) {
  15825. data.uniforms[ name ] = {
  15826. type: 'v2',
  15827. value: value.toArray()
  15828. };
  15829. } else if ( value && value.isVector3 ) {
  15830. data.uniforms[ name ] = {
  15831. type: 'v3',
  15832. value: value.toArray()
  15833. };
  15834. } else if ( value && value.isVector4 ) {
  15835. data.uniforms[ name ] = {
  15836. type: 'v4',
  15837. value: value.toArray()
  15838. };
  15839. } else if ( value && value.isMatrix3 ) {
  15840. data.uniforms[ name ] = {
  15841. type: 'm3',
  15842. value: value.toArray()
  15843. };
  15844. } else if ( value && value.isMatrix4 ) {
  15845. data.uniforms[ name ] = {
  15846. type: 'm4',
  15847. value: value.toArray()
  15848. };
  15849. } else {
  15850. data.uniforms[ name ] = {
  15851. value: value
  15852. };
  15853. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  15854. }
  15855. }
  15856. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  15857. data.vertexShader = this.vertexShader;
  15858. data.fragmentShader = this.fragmentShader;
  15859. data.lights = this.lights;
  15860. data.clipping = this.clipping;
  15861. const extensions = {};
  15862. for ( const key in this.extensions ) {
  15863. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  15864. }
  15865. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  15866. return data;
  15867. }
  15868. }
  15869. /**
  15870. * Abstract base class for cameras. This class should always be inherited
  15871. * when you build a new camera.
  15872. *
  15873. * @abstract
  15874. * @augments Object3D
  15875. */
  15876. class Camera extends Object3D {
  15877. /**
  15878. * Constructs a new camera.
  15879. */
  15880. constructor() {
  15881. super();
  15882. /**
  15883. * This flag can be used for type testing.
  15884. *
  15885. * @type {boolean}
  15886. * @readonly
  15887. * @default true
  15888. */
  15889. this.isCamera = true;
  15890. this.type = 'Camera';
  15891. /**
  15892. * The inverse of the camera's world matrix.
  15893. *
  15894. * @type {Matrix4}
  15895. */
  15896. this.matrixWorldInverse = new Matrix4();
  15897. /**
  15898. * The camera's projection matrix.
  15899. *
  15900. * @type {Matrix4}
  15901. */
  15902. this.projectionMatrix = new Matrix4();
  15903. /**
  15904. * The inverse of the camera's projection matrix.
  15905. *
  15906. * @type {Matrix4}
  15907. */
  15908. this.projectionMatrixInverse = new Matrix4();
  15909. /**
  15910. * The coordinate system in which the camera is used.
  15911. *
  15912. * @type {(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  15913. */
  15914. this.coordinateSystem = WebGLCoordinateSystem;
  15915. }
  15916. copy( source, recursive ) {
  15917. super.copy( source, recursive );
  15918. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  15919. this.projectionMatrix.copy( source.projectionMatrix );
  15920. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  15921. this.coordinateSystem = source.coordinateSystem;
  15922. return this;
  15923. }
  15924. /**
  15925. * Returns a vector representing the ("look") direction of the 3D object in world space.
  15926. *
  15927. * This method is overwritten since cameras have a different forward vector compared to other
  15928. * 3D objects. A camera looks down its local, negative z-axis by default.
  15929. *
  15930. * @param {Vector3} target - The target vector the result is stored to.
  15931. * @return {Vector3} The 3D object's direction in world space.
  15932. */
  15933. getWorldDirection( target ) {
  15934. return super.getWorldDirection( target ).negate();
  15935. }
  15936. updateMatrixWorld( force ) {
  15937. super.updateMatrixWorld( force );
  15938. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  15939. }
  15940. updateWorldMatrix( updateParents, updateChildren ) {
  15941. super.updateWorldMatrix( updateParents, updateChildren );
  15942. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  15943. }
  15944. clone() {
  15945. return new this.constructor().copy( this );
  15946. }
  15947. }
  15948. const _v3$1 = /*@__PURE__*/ new Vector3();
  15949. const _minTarget = /*@__PURE__*/ new Vector2();
  15950. const _maxTarget = /*@__PURE__*/ new Vector2();
  15951. /**
  15952. * Camera that uses [perspective projection]{@link https://en.wikipedia.org/wiki/Perspective_(graphical)}.
  15953. *
  15954. * This projection mode is designed to mimic the way the human eye sees. It
  15955. * is the most common projection mode used for rendering a 3D scene.
  15956. *
  15957. * ```js
  15958. * const camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
  15959. * scene.add( camera );
  15960. * ```
  15961. *
  15962. * @augments Camera
  15963. */
  15964. class PerspectiveCamera extends Camera {
  15965. /**
  15966. * Constructs a new perspective camera.
  15967. *
  15968. * @param {number} [fov=50] - The vertical field of view.
  15969. * @param {number} [aspect=1] - The aspect ratio.
  15970. * @param {number} [near=0.1] - The camera's near plane.
  15971. * @param {number} [far=2000] - The camera's far plane.
  15972. */
  15973. constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {
  15974. super();
  15975. /**
  15976. * This flag can be used for type testing.
  15977. *
  15978. * @type {boolean}
  15979. * @readonly
  15980. * @default true
  15981. */
  15982. this.isPerspectiveCamera = true;
  15983. this.type = 'PerspectiveCamera';
  15984. /**
  15985. * The vertical field of view, from bottom to top of view,
  15986. * in degrees.
  15987. *
  15988. * @type {number}
  15989. * @default 50
  15990. */
  15991. this.fov = fov;
  15992. /**
  15993. * The zoom factor of the camera.
  15994. *
  15995. * @type {number}
  15996. * @default 1
  15997. */
  15998. this.zoom = 1;
  15999. /**
  16000. * The camera's near plane. The valid range is greater than `0`
  16001. * and less than the current value of {@link PerspectiveCamera#far}.
  16002. *
  16003. * Note that, unlike for the {@link OrthographicCamera}, `0` is <em>not</em> a
  16004. * valid value for a perspective camera's near plane.
  16005. *
  16006. * @type {number}
  16007. * @default 0.1
  16008. */
  16009. this.near = near;
  16010. /**
  16011. * The camera's far plane. Must be greater than the
  16012. * current value of {@link PerspectiveCamera#near}.
  16013. *
  16014. * @type {number}
  16015. * @default 2000
  16016. */
  16017. this.far = far;
  16018. /**
  16019. * Object distance used for stereoscopy and depth-of-field effects. This
  16020. * parameter does not influence the projection matrix unless a
  16021. * {@link StereoCamera} is being used.
  16022. *
  16023. * @type {number}
  16024. * @default 10
  16025. */
  16026. this.focus = 10;
  16027. /**
  16028. * The aspect ratio, usually the canvas width / canvas height.
  16029. *
  16030. * @type {number}
  16031. * @default 1
  16032. */
  16033. this.aspect = aspect;
  16034. /**
  16035. * Represents the frustum window specification. This property should not be edited
  16036. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  16037. *
  16038. * @type {?Object}
  16039. * @default null
  16040. */
  16041. this.view = null;
  16042. /**
  16043. * Film size used for the larger axis. Default is `35` (millimeters). This
  16044. * parameter does not influence the projection matrix unless {@link PerspectiveCamera#filmOffset}
  16045. * is set to a nonzero value.
  16046. *
  16047. * @type {number}
  16048. * @default 35
  16049. */
  16050. this.filmGauge = 35;
  16051. /**
  16052. * Horizontal off-center offset in the same unit as {@link PerspectiveCamera#filmGauge}.
  16053. *
  16054. * @type {number}
  16055. * @default 0
  16056. */
  16057. this.filmOffset = 0;
  16058. this.updateProjectionMatrix();
  16059. }
  16060. copy( source, recursive ) {
  16061. super.copy( source, recursive );
  16062. this.fov = source.fov;
  16063. this.zoom = source.zoom;
  16064. this.near = source.near;
  16065. this.far = source.far;
  16066. this.focus = source.focus;
  16067. this.aspect = source.aspect;
  16068. this.view = source.view === null ? null : Object.assign( {}, source.view );
  16069. this.filmGauge = source.filmGauge;
  16070. this.filmOffset = source.filmOffset;
  16071. return this;
  16072. }
  16073. /**
  16074. * Sets the FOV by focal length in respect to the current {@link PerspectiveCamera#filmGauge}.
  16075. *
  16076. * The default film gauge is 35, so that the focal length can be specified for
  16077. * a 35mm (full frame) camera.
  16078. *
  16079. * @param {number} focalLength - Values for focal length and film gauge must have the same unit.
  16080. */
  16081. setFocalLength( focalLength ) {
  16082. /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
  16083. const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  16084. this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );
  16085. this.updateProjectionMatrix();
  16086. }
  16087. /**
  16088. * Returns the focal length from the current {@link PerspectiveCamera#fov} and
  16089. * {@link PerspectiveCamera#filmGauge}.
  16090. *
  16091. * @return {number} The computed focal length.
  16092. */
  16093. getFocalLength() {
  16094. const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );
  16095. return 0.5 * this.getFilmHeight() / vExtentSlope;
  16096. }
  16097. /**
  16098. * Returns the current vertical field of view angle in degrees considering {@link PerspectiveCamera#zoom}.
  16099. *
  16100. * @return {number} The effective FOV.
  16101. */
  16102. getEffectiveFOV() {
  16103. return RAD2DEG * 2 * Math.atan(
  16104. Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );
  16105. }
  16106. /**
  16107. * Returns the width of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  16108. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  16109. *
  16110. * @return {number} The film width.
  16111. */
  16112. getFilmWidth() {
  16113. // film not completely covered in portrait format (aspect < 1)
  16114. return this.filmGauge * Math.min( this.aspect, 1 );
  16115. }
  16116. /**
  16117. * Returns the height of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  16118. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  16119. *
  16120. * @return {number} The film width.
  16121. */
  16122. getFilmHeight() {
  16123. // film not completely covered in landscape format (aspect > 1)
  16124. return this.filmGauge / Math.max( this.aspect, 1 );
  16125. }
  16126. /**
  16127. * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.
  16128. * Sets `minTarget` and `maxTarget` to the coordinates of the lower-left and upper-right corners of the view rectangle.
  16129. *
  16130. * @param {number} distance - The viewing distance.
  16131. * @param {Vector2} minTarget - The lower-left corner of the view rectangle is written into this vector.
  16132. * @param {Vector2} maxTarget - The upper-right corner of the view rectangle is written into this vector.
  16133. */
  16134. getViewBounds( distance, minTarget, maxTarget ) {
  16135. _v3$1.set( -1, -1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  16136. minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  16137. _v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  16138. maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  16139. }
  16140. /**
  16141. * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.
  16142. *
  16143. * @param {number} distance - The viewing distance.
  16144. * @param {Vector2} target - The target vector that is used to store result where x is width and y is height.
  16145. * @returns {Vector2} The view size.
  16146. */
  16147. getViewSize( distance, target ) {
  16148. this.getViewBounds( distance, _minTarget, _maxTarget );
  16149. return target.subVectors( _maxTarget, _minTarget );
  16150. }
  16151. /**
  16152. * Sets an offset in a larger frustum. This is useful for multi-window or
  16153. * multi-monitor/multi-machine setups.
  16154. *
  16155. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  16156. * the monitors are in grid like this
  16157. *```
  16158. * +---+---+---+
  16159. * | A | B | C |
  16160. * +---+---+---+
  16161. * | D | E | F |
  16162. * +---+---+---+
  16163. *```
  16164. * then for each monitor you would call it like this:
  16165. *```js
  16166. * const w = 1920;
  16167. * const h = 1080;
  16168. * const fullWidth = w * 3;
  16169. * const fullHeight = h * 2;
  16170. *
  16171. * // --A--
  16172. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  16173. * // --B--
  16174. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  16175. * // --C--
  16176. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  16177. * // --D--
  16178. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  16179. * // --E--
  16180. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  16181. * // --F--
  16182. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  16183. * ```
  16184. *
  16185. * Note there is no reason monitors have to be the same size or in a grid.
  16186. *
  16187. * @param {number} fullWidth - The full width of multiview setup.
  16188. * @param {number} fullHeight - The full height of multiview setup.
  16189. * @param {number} x - The horizontal offset of the subcamera.
  16190. * @param {number} y - The vertical offset of the subcamera.
  16191. * @param {number} width - The width of subcamera.
  16192. * @param {number} height - The height of subcamera.
  16193. */
  16194. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  16195. this.aspect = fullWidth / fullHeight;
  16196. if ( this.view === null ) {
  16197. this.view = {
  16198. enabled: true,
  16199. fullWidth: 1,
  16200. fullHeight: 1,
  16201. offsetX: 0,
  16202. offsetY: 0,
  16203. width: 1,
  16204. height: 1
  16205. };
  16206. }
  16207. this.view.enabled = true;
  16208. this.view.fullWidth = fullWidth;
  16209. this.view.fullHeight = fullHeight;
  16210. this.view.offsetX = x;
  16211. this.view.offsetY = y;
  16212. this.view.width = width;
  16213. this.view.height = height;
  16214. this.updateProjectionMatrix();
  16215. }
  16216. /**
  16217. * Removes the view offset from the projection matrix.
  16218. */
  16219. clearViewOffset() {
  16220. if ( this.view !== null ) {
  16221. this.view.enabled = false;
  16222. }
  16223. this.updateProjectionMatrix();
  16224. }
  16225. /**
  16226. * Updates the camera's projection matrix. Must be called after any change of
  16227. * camera properties.
  16228. */
  16229. updateProjectionMatrix() {
  16230. const near = this.near;
  16231. let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;
  16232. let height = 2 * top;
  16233. let width = this.aspect * height;
  16234. let left = -0.5 * width;
  16235. const view = this.view;
  16236. if ( this.view !== null && this.view.enabled ) {
  16237. const fullWidth = view.fullWidth,
  16238. fullHeight = view.fullHeight;
  16239. left += view.offsetX * width / fullWidth;
  16240. top -= view.offsetY * height / fullHeight;
  16241. width *= view.width / fullWidth;
  16242. height *= view.height / fullHeight;
  16243. }
  16244. const skew = this.filmOffset;
  16245. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  16246. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem );
  16247. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  16248. }
  16249. toJSON( meta ) {
  16250. const data = super.toJSON( meta );
  16251. data.object.fov = this.fov;
  16252. data.object.zoom = this.zoom;
  16253. data.object.near = this.near;
  16254. data.object.far = this.far;
  16255. data.object.focus = this.focus;
  16256. data.object.aspect = this.aspect;
  16257. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  16258. data.object.filmGauge = this.filmGauge;
  16259. data.object.filmOffset = this.filmOffset;
  16260. return data;
  16261. }
  16262. }
  16263. const fov = -90; // negative fov is not an error
  16264. const aspect = 1;
  16265. /**
  16266. * A special type of camera that is positioned in 3D space to render its surroundings into a
  16267. * cube render target. The render target can then be used as an environment map for rendering
  16268. * realtime reflections in your scene.
  16269. *
  16270. * ```js
  16271. * // Create cube render target
  16272. * const cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 256, { generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );
  16273. *
  16274. * // Create cube camera
  16275. * const cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget );
  16276. * scene.add( cubeCamera );
  16277. *
  16278. * // Create car
  16279. * const chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } );
  16280. * const car = new THREE.Mesh( carGeometry, chromeMaterial );
  16281. * scene.add( car );
  16282. *
  16283. * // Update the render target cube
  16284. * car.visible = false;
  16285. * cubeCamera.position.copy( car.position );
  16286. * cubeCamera.update( renderer, scene );
  16287. *
  16288. * // Render the scene
  16289. * car.visible = true;
  16290. * renderer.render( scene, camera );
  16291. * ```
  16292. *
  16293. * @augments Object3D
  16294. */
  16295. class CubeCamera extends Object3D {
  16296. /**
  16297. * Constructs a new cube camera.
  16298. *
  16299. * @param {number} near - The camera's near plane.
  16300. * @param {number} far - The camera's far plane.
  16301. * @param {WebGLCubeRenderTarget} renderTarget - The cube render target.
  16302. */
  16303. constructor( near, far, renderTarget ) {
  16304. super();
  16305. this.type = 'CubeCamera';
  16306. /**
  16307. * A reference to the cube render target.
  16308. *
  16309. * @type {WebGLCubeRenderTarget}
  16310. */
  16311. this.renderTarget = renderTarget;
  16312. /**
  16313. * The current active coordinate system.
  16314. *
  16315. * @type {?(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  16316. * @default null
  16317. */
  16318. this.coordinateSystem = null;
  16319. /**
  16320. * The current active mipmap level
  16321. *
  16322. * @type {number}
  16323. * @default 0
  16324. */
  16325. this.activeMipmapLevel = 0;
  16326. const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  16327. cameraPX.layers = this.layers;
  16328. this.add( cameraPX );
  16329. const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  16330. cameraNX.layers = this.layers;
  16331. this.add( cameraNX );
  16332. const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  16333. cameraPY.layers = this.layers;
  16334. this.add( cameraPY );
  16335. const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  16336. cameraNY.layers = this.layers;
  16337. this.add( cameraNY );
  16338. const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  16339. cameraPZ.layers = this.layers;
  16340. this.add( cameraPZ );
  16341. const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  16342. cameraNZ.layers = this.layers;
  16343. this.add( cameraNZ );
  16344. }
  16345. /**
  16346. * Must be called when the coordinate system of the cube camera is changed.
  16347. */
  16348. updateCoordinateSystem() {
  16349. const coordinateSystem = this.coordinateSystem;
  16350. const cameras = this.children.concat();
  16351. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;
  16352. for ( const camera of cameras ) this.remove( camera );
  16353. if ( coordinateSystem === WebGLCoordinateSystem ) {
  16354. cameraPX.up.set( 0, 1, 0 );
  16355. cameraPX.lookAt( 1, 0, 0 );
  16356. cameraNX.up.set( 0, 1, 0 );
  16357. cameraNX.lookAt( -1, 0, 0 );
  16358. cameraPY.up.set( 0, 0, -1 );
  16359. cameraPY.lookAt( 0, 1, 0 );
  16360. cameraNY.up.set( 0, 0, 1 );
  16361. cameraNY.lookAt( 0, -1, 0 );
  16362. cameraPZ.up.set( 0, 1, 0 );
  16363. cameraPZ.lookAt( 0, 0, 1 );
  16364. cameraNZ.up.set( 0, 1, 0 );
  16365. cameraNZ.lookAt( 0, 0, -1 );
  16366. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  16367. cameraPX.up.set( 0, -1, 0 );
  16368. cameraPX.lookAt( -1, 0, 0 );
  16369. cameraNX.up.set( 0, -1, 0 );
  16370. cameraNX.lookAt( 1, 0, 0 );
  16371. cameraPY.up.set( 0, 0, 1 );
  16372. cameraPY.lookAt( 0, 1, 0 );
  16373. cameraNY.up.set( 0, 0, -1 );
  16374. cameraNY.lookAt( 0, -1, 0 );
  16375. cameraPZ.up.set( 0, -1, 0 );
  16376. cameraPZ.lookAt( 0, 0, 1 );
  16377. cameraNZ.up.set( 0, -1, 0 );
  16378. cameraNZ.lookAt( 0, 0, -1 );
  16379. } else {
  16380. throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );
  16381. }
  16382. for ( const camera of cameras ) {
  16383. this.add( camera );
  16384. camera.updateMatrixWorld();
  16385. }
  16386. }
  16387. /**
  16388. * Calling this method will render the given scene with the given renderer
  16389. * into the cube render target of the camera.
  16390. *
  16391. * @param {(Renderer|WebGLRenderer)} renderer - The renderer.
  16392. * @param {Scene} scene - The scene to render.
  16393. */
  16394. update( renderer, scene ) {
  16395. if ( this.parent === null ) this.updateMatrixWorld();
  16396. const { renderTarget, activeMipmapLevel } = this;
  16397. if ( this.coordinateSystem !== renderer.coordinateSystem ) {
  16398. this.coordinateSystem = renderer.coordinateSystem;
  16399. this.updateCoordinateSystem();
  16400. }
  16401. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
  16402. const currentRenderTarget = renderer.getRenderTarget();
  16403. const currentActiveCubeFace = renderer.getActiveCubeFace();
  16404. const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
  16405. const currentXrEnabled = renderer.xr.enabled;
  16406. renderer.xr.enabled = false;
  16407. const generateMipmaps = renderTarget.texture.generateMipmaps;
  16408. renderTarget.texture.generateMipmaps = false;
  16409. renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
  16410. renderer.render( scene, cameraPX );
  16411. renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
  16412. renderer.render( scene, cameraNX );
  16413. renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
  16414. renderer.render( scene, cameraPY );
  16415. renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
  16416. renderer.render( scene, cameraNY );
  16417. renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
  16418. renderer.render( scene, cameraPZ );
  16419. // mipmaps are generated during the last call of render()
  16420. // at this point, all sides of the cube render target are defined
  16421. renderTarget.texture.generateMipmaps = generateMipmaps;
  16422. renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
  16423. renderer.render( scene, cameraNZ );
  16424. renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
  16425. renderer.xr.enabled = currentXrEnabled;
  16426. renderTarget.texture.needsPMREMUpdate = true;
  16427. }
  16428. }
  16429. /**
  16430. * Creates a cube texture made up of six images.
  16431. *
  16432. * ```js
  16433. * const loader = new THREE.CubeTextureLoader();
  16434. * loader.setPath( 'textures/cube/pisa/' );
  16435. *
  16436. * const textureCube = loader.load( [
  16437. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  16438. * ] );
  16439. *
  16440. * const material = new THREE.MeshBasicMaterial( { color: 0xffffff, envMap: textureCube } );
  16441. * ```
  16442. *
  16443. * @augments Texture
  16444. */
  16445. class CubeTexture extends Texture {
  16446. /**
  16447. * Constructs a new cube texture.
  16448. *
  16449. * @param {Array<Image>} [images=[]] - An array holding a image for each side of a cube.
  16450. * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
  16451. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  16452. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  16453. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  16454. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  16455. * @param {number} [format=RGBAFormat] - The texture format.
  16456. * @param {number} [type=UnsignedByteType] - The texture type.
  16457. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  16458. * @param {string} [colorSpace=NoColorSpace] - The color space value.
  16459. */
  16460. constructor( images = [], mapping = CubeReflectionMapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {
  16461. super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  16462. /**
  16463. * This flag can be used for type testing.
  16464. *
  16465. * @type {boolean}
  16466. * @readonly
  16467. * @default true
  16468. */
  16469. this.isCubeTexture = true;
  16470. /**
  16471. * If set to `true`, the texture is flipped along the vertical axis when
  16472. * uploaded to the GPU.
  16473. *
  16474. * Overwritten and set to `false` by default.
  16475. *
  16476. * @type {boolean}
  16477. * @default false
  16478. */
  16479. this.flipY = false;
  16480. }
  16481. /**
  16482. * Alias for {@link CubeTexture#image}.
  16483. *
  16484. * @type {Array<Image>}
  16485. */
  16486. get images() {
  16487. return this.image;
  16488. }
  16489. set images( value ) {
  16490. this.image = value;
  16491. }
  16492. }
  16493. /**
  16494. * A cube render target used in context of {@link WebGLRenderer}.
  16495. *
  16496. * @augments WebGLRenderTarget
  16497. */
  16498. class WebGLCubeRenderTarget extends WebGLRenderTarget {
  16499. /**
  16500. * Constructs a new cube render target.
  16501. *
  16502. * @param {number} [size=1] - The size of the render target.
  16503. * @param {RenderTarget~Options} [options] - The configuration object.
  16504. */
  16505. constructor( size = 1, options = {} ) {
  16506. super( size, size, options );
  16507. /**
  16508. * This flag can be used for type testing.
  16509. *
  16510. * @type {boolean}
  16511. * @readonly
  16512. * @default true
  16513. */
  16514. this.isWebGLCubeRenderTarget = true;
  16515. const image = { width: size, height: size, depth: 1 };
  16516. const images = [ image, image, image, image, image, image ];
  16517. /**
  16518. * Overwritten with a different texture type.
  16519. *
  16520. * @type {DataArrayTexture}
  16521. */
  16522. this.texture = new CubeTexture( images );
  16523. this._setTextureOptions( options );
  16524. // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
  16525. // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
  16526. // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.
  16527. // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
  16528. // and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture
  16529. // as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).
  16530. this.texture.isRenderTargetTexture = true;
  16531. }
  16532. /**
  16533. * Converts the given equirectangular texture to a cube map.
  16534. *
  16535. * @param {WebGLRenderer} renderer - The renderer.
  16536. * @param {Texture} texture - The equirectangular texture.
  16537. * @return {WebGLCubeRenderTarget} A reference to this cube render target.
  16538. */
  16539. fromEquirectangularTexture( renderer, texture ) {
  16540. this.texture.type = texture.type;
  16541. this.texture.colorSpace = texture.colorSpace;
  16542. this.texture.generateMipmaps = texture.generateMipmaps;
  16543. this.texture.minFilter = texture.minFilter;
  16544. this.texture.magFilter = texture.magFilter;
  16545. const shader = {
  16546. uniforms: {
  16547. tEquirect: { value: null },
  16548. },
  16549. vertexShader: /* glsl */`
  16550. varying vec3 vWorldDirection;
  16551. vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
  16552. return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
  16553. }
  16554. void main() {
  16555. vWorldDirection = transformDirection( position, modelMatrix );
  16556. #include <begin_vertex>
  16557. #include <project_vertex>
  16558. }
  16559. `,
  16560. fragmentShader: /* glsl */`
  16561. uniform sampler2D tEquirect;
  16562. varying vec3 vWorldDirection;
  16563. #include <common>
  16564. void main() {
  16565. vec3 direction = normalize( vWorldDirection );
  16566. vec2 sampleUV = equirectUv( direction );
  16567. gl_FragColor = texture2D( tEquirect, sampleUV );
  16568. }
  16569. `
  16570. };
  16571. const geometry = new BoxGeometry( 5, 5, 5 );
  16572. const material = new ShaderMaterial( {
  16573. name: 'CubemapFromEquirect',
  16574. uniforms: cloneUniforms( shader.uniforms ),
  16575. vertexShader: shader.vertexShader,
  16576. fragmentShader: shader.fragmentShader,
  16577. side: BackSide,
  16578. blending: NoBlending
  16579. } );
  16580. material.uniforms.tEquirect.value = texture;
  16581. const mesh = new Mesh( geometry, material );
  16582. const currentMinFilter = texture.minFilter;
  16583. // Avoid blurred poles
  16584. if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;
  16585. const camera = new CubeCamera( 1, 10, this );
  16586. camera.update( renderer, mesh );
  16587. texture.minFilter = currentMinFilter;
  16588. mesh.geometry.dispose();
  16589. mesh.material.dispose();
  16590. return this;
  16591. }
  16592. /**
  16593. * Clears this cube render target.
  16594. *
  16595. * @param {WebGLRenderer} renderer - The renderer.
  16596. * @param {boolean} [color=true] - Whether the color buffer should be cleared or not.
  16597. * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.
  16598. * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
  16599. */
  16600. clear( renderer, color = true, depth = true, stencil = true ) {
  16601. const currentRenderTarget = renderer.getRenderTarget();
  16602. for ( let i = 0; i < 6; i ++ ) {
  16603. renderer.setRenderTarget( this, i );
  16604. renderer.clear( color, depth, stencil );
  16605. }
  16606. renderer.setRenderTarget( currentRenderTarget );
  16607. }
  16608. }
  16609. /**
  16610. * This is almost identical to an {@link Object3D}. Its purpose is to
  16611. * make working with groups of objects syntactically clearer.
  16612. *
  16613. * ```js
  16614. * // Create a group and add the two cubes.
  16615. * // These cubes can now be rotated / scaled etc as a group.
  16616. * const group = new THREE.Group();
  16617. *
  16618. * group.add( meshA );
  16619. * group.add( meshB );
  16620. *
  16621. * scene.add( group );
  16622. * ```
  16623. *
  16624. * @augments Object3D
  16625. */
  16626. class Group extends Object3D {
  16627. constructor() {
  16628. super();
  16629. /**
  16630. * This flag can be used for type testing.
  16631. *
  16632. * @type {boolean}
  16633. * @readonly
  16634. * @default true
  16635. */
  16636. this.isGroup = true;
  16637. this.type = 'Group';
  16638. }
  16639. }
  16640. const _moveEvent = { type: 'move' };
  16641. /**
  16642. * Class for representing a XR controller with its
  16643. * different coordinate systems.
  16644. *
  16645. * @private
  16646. */
  16647. class WebXRController {
  16648. /**
  16649. * Constructs a new XR controller.
  16650. */
  16651. constructor() {
  16652. /**
  16653. * A group representing the target ray space
  16654. * of the XR controller.
  16655. *
  16656. * @private
  16657. * @type {?Group}
  16658. * @default null
  16659. */
  16660. this._targetRay = null;
  16661. /**
  16662. * A group representing the grip space
  16663. * of the XR controller.
  16664. *
  16665. * @private
  16666. * @type {?Group}
  16667. * @default null
  16668. */
  16669. this._grip = null;
  16670. /**
  16671. * A group representing the hand space
  16672. * of the XR controller.
  16673. *
  16674. * @private
  16675. * @type {?Group}
  16676. * @default null
  16677. */
  16678. this._hand = null;
  16679. }
  16680. /**
  16681. * Returns a group representing the hand space of the XR controller.
  16682. *
  16683. * @return {Group} A group representing the hand space of the XR controller.
  16684. */
  16685. getHandSpace() {
  16686. if ( this._hand === null ) {
  16687. this._hand = new Group();
  16688. this._hand.matrixAutoUpdate = false;
  16689. this._hand.visible = false;
  16690. this._hand.joints = {};
  16691. this._hand.inputState = { pinching: false };
  16692. }
  16693. return this._hand;
  16694. }
  16695. /**
  16696. * Returns a group representing the target ray space of the XR controller.
  16697. *
  16698. * @return {Group} A group representing the target ray space of the XR controller.
  16699. */
  16700. getTargetRaySpace() {
  16701. if ( this._targetRay === null ) {
  16702. this._targetRay = new Group();
  16703. this._targetRay.matrixAutoUpdate = false;
  16704. this._targetRay.visible = false;
  16705. this._targetRay.hasLinearVelocity = false;
  16706. this._targetRay.linearVelocity = new Vector3();
  16707. this._targetRay.hasAngularVelocity = false;
  16708. this._targetRay.angularVelocity = new Vector3();
  16709. }
  16710. return this._targetRay;
  16711. }
  16712. /**
  16713. * Returns a group representing the grip space of the XR controller.
  16714. *
  16715. * @return {Group} A group representing the grip space of the XR controller.
  16716. */
  16717. getGripSpace() {
  16718. if ( this._grip === null ) {
  16719. this._grip = new Group();
  16720. this._grip.matrixAutoUpdate = false;
  16721. this._grip.visible = false;
  16722. this._grip.hasLinearVelocity = false;
  16723. this._grip.linearVelocity = new Vector3();
  16724. this._grip.hasAngularVelocity = false;
  16725. this._grip.angularVelocity = new Vector3();
  16726. }
  16727. return this._grip;
  16728. }
  16729. /**
  16730. * Dispatches the given event to the groups representing
  16731. * the different coordinate spaces of the XR controller.
  16732. *
  16733. * @param {Object} event - The event to dispatch.
  16734. * @return {WebXRController} A reference to this instance.
  16735. */
  16736. dispatchEvent( event ) {
  16737. if ( this._targetRay !== null ) {
  16738. this._targetRay.dispatchEvent( event );
  16739. }
  16740. if ( this._grip !== null ) {
  16741. this._grip.dispatchEvent( event );
  16742. }
  16743. if ( this._hand !== null ) {
  16744. this._hand.dispatchEvent( event );
  16745. }
  16746. return this;
  16747. }
  16748. /**
  16749. * Connects the controller with the given XR input source.
  16750. *
  16751. * @param {XRInputSource} inputSource - The input source.
  16752. * @return {WebXRController} A reference to this instance.
  16753. */
  16754. connect( inputSource ) {
  16755. if ( inputSource && inputSource.hand ) {
  16756. const hand = this._hand;
  16757. if ( hand ) {
  16758. for ( const inputjoint of inputSource.hand.values() ) {
  16759. // Initialize hand with joints when connected
  16760. this._getHandJoint( hand, inputjoint );
  16761. }
  16762. }
  16763. }
  16764. this.dispatchEvent( { type: 'connected', data: inputSource } );
  16765. return this;
  16766. }
  16767. /**
  16768. * Disconnects the controller from the given XR input source.
  16769. *
  16770. * @param {XRInputSource} inputSource - The input source.
  16771. * @return {WebXRController} A reference to this instance.
  16772. */
  16773. disconnect( inputSource ) {
  16774. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  16775. if ( this._targetRay !== null ) {
  16776. this._targetRay.visible = false;
  16777. }
  16778. if ( this._grip !== null ) {
  16779. this._grip.visible = false;
  16780. }
  16781. if ( this._hand !== null ) {
  16782. this._hand.visible = false;
  16783. }
  16784. return this;
  16785. }
  16786. /**
  16787. * Updates the controller with the given input source, XR frame and reference space.
  16788. * This updates the transformations of the groups that represent the different
  16789. * coordinate systems of the controller.
  16790. *
  16791. * @param {XRInputSource} inputSource - The input source.
  16792. * @param {XRFrame} frame - The XR frame.
  16793. * @param {XRReferenceSpace} referenceSpace - The reference space.
  16794. * @return {WebXRController} A reference to this instance.
  16795. */
  16796. update( inputSource, frame, referenceSpace ) {
  16797. let inputPose = null;
  16798. let gripPose = null;
  16799. let handPose = null;
  16800. const targetRay = this._targetRay;
  16801. const grip = this._grip;
  16802. const hand = this._hand;
  16803. if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {
  16804. if ( hand && inputSource.hand ) {
  16805. handPose = true;
  16806. for ( const inputjoint of inputSource.hand.values() ) {
  16807. // Update the joints groups with the XRJoint poses
  16808. const jointPose = frame.getJointPose( inputjoint, referenceSpace );
  16809. // The transform of this joint will be updated with the joint pose on each frame
  16810. const joint = this._getHandJoint( hand, inputjoint );
  16811. if ( jointPose !== null ) {
  16812. joint.matrix.fromArray( jointPose.transform.matrix );
  16813. joint.matrix.decompose( joint.position, joint.rotation, joint.scale );
  16814. joint.matrixWorldNeedsUpdate = true;
  16815. joint.jointRadius = jointPose.radius;
  16816. }
  16817. joint.visible = jointPose !== null;
  16818. }
  16819. // Custom events
  16820. // Check pinchz
  16821. const indexTip = hand.joints[ 'index-finger-tip' ];
  16822. const thumbTip = hand.joints[ 'thumb-tip' ];
  16823. const distance = indexTip.position.distanceTo( thumbTip.position );
  16824. const distanceToPinch = 0.02;
  16825. const threshold = 0.005;
  16826. if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {
  16827. hand.inputState.pinching = false;
  16828. this.dispatchEvent( {
  16829. type: 'pinchend',
  16830. handedness: inputSource.handedness,
  16831. target: this
  16832. } );
  16833. } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {
  16834. hand.inputState.pinching = true;
  16835. this.dispatchEvent( {
  16836. type: 'pinchstart',
  16837. handedness: inputSource.handedness,
  16838. target: this
  16839. } );
  16840. }
  16841. } else {
  16842. if ( grip !== null && inputSource.gripSpace ) {
  16843. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  16844. if ( gripPose !== null ) {
  16845. grip.matrix.fromArray( gripPose.transform.matrix );
  16846. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  16847. grip.matrixWorldNeedsUpdate = true;
  16848. if ( gripPose.linearVelocity ) {
  16849. grip.hasLinearVelocity = true;
  16850. grip.linearVelocity.copy( gripPose.linearVelocity );
  16851. } else {
  16852. grip.hasLinearVelocity = false;
  16853. }
  16854. if ( gripPose.angularVelocity ) {
  16855. grip.hasAngularVelocity = true;
  16856. grip.angularVelocity.copy( gripPose.angularVelocity );
  16857. } else {
  16858. grip.hasAngularVelocity = false;
  16859. }
  16860. }
  16861. }
  16862. }
  16863. if ( targetRay !== null ) {
  16864. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  16865. // Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it
  16866. if ( inputPose === null && gripPose !== null ) {
  16867. inputPose = gripPose;
  16868. }
  16869. if ( inputPose !== null ) {
  16870. targetRay.matrix.fromArray( inputPose.transform.matrix );
  16871. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  16872. targetRay.matrixWorldNeedsUpdate = true;
  16873. if ( inputPose.linearVelocity ) {
  16874. targetRay.hasLinearVelocity = true;
  16875. targetRay.linearVelocity.copy( inputPose.linearVelocity );
  16876. } else {
  16877. targetRay.hasLinearVelocity = false;
  16878. }
  16879. if ( inputPose.angularVelocity ) {
  16880. targetRay.hasAngularVelocity = true;
  16881. targetRay.angularVelocity.copy( inputPose.angularVelocity );
  16882. } else {
  16883. targetRay.hasAngularVelocity = false;
  16884. }
  16885. this.dispatchEvent( _moveEvent );
  16886. }
  16887. }
  16888. }
  16889. if ( targetRay !== null ) {
  16890. targetRay.visible = ( inputPose !== null );
  16891. }
  16892. if ( grip !== null ) {
  16893. grip.visible = ( gripPose !== null );
  16894. }
  16895. if ( hand !== null ) {
  16896. hand.visible = ( handPose !== null );
  16897. }
  16898. return this;
  16899. }
  16900. /**
  16901. * Returns a group representing the hand joint for the given input joint.
  16902. *
  16903. * @private
  16904. * @param {Group} hand - The group representing the hand space.
  16905. * @param {XRJointSpace} inputjoint - The hand joint data.
  16906. * @return {Group} A group representing the hand joint for the given input joint.
  16907. */
  16908. _getHandJoint( hand, inputjoint ) {
  16909. if ( hand.joints[ inputjoint.jointName ] === undefined ) {
  16910. const joint = new Group();
  16911. joint.matrixAutoUpdate = false;
  16912. joint.visible = false;
  16913. hand.joints[ inputjoint.jointName ] = joint;
  16914. hand.add( joint );
  16915. }
  16916. return hand.joints[ inputjoint.jointName ];
  16917. }
  16918. }
  16919. /**
  16920. * This class can be used to define an exponential squared fog,
  16921. * which gives a clear view near the camera and a faster than exponentially
  16922. * densening fog farther from the camera.
  16923. *
  16924. * ```js
  16925. * const scene = new THREE.Scene();
  16926. * scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
  16927. * ```
  16928. */
  16929. class FogExp2 {
  16930. /**
  16931. * Constructs a new fog.
  16932. *
  16933. * @param {number|Color} color - The fog's color.
  16934. * @param {number} [density=0.00025] - Defines how fast the fog will grow dense.
  16935. */
  16936. constructor( color, density = 0.00025 ) {
  16937. /**
  16938. * This flag can be used for type testing.
  16939. *
  16940. * @type {boolean}
  16941. * @readonly
  16942. * @default true
  16943. */
  16944. this.isFogExp2 = true;
  16945. /**
  16946. * The name of the fog.
  16947. *
  16948. * @type {string}
  16949. */
  16950. this.name = '';
  16951. /**
  16952. * The fog's color.
  16953. *
  16954. * @type {Color}
  16955. */
  16956. this.color = new Color( color );
  16957. /**
  16958. * Defines how fast the fog will grow dense.
  16959. *
  16960. * @type {number}
  16961. * @default 0.00025
  16962. */
  16963. this.density = density;
  16964. }
  16965. /**
  16966. * Returns a new fog with copied values from this instance.
  16967. *
  16968. * @return {FogExp2} A clone of this instance.
  16969. */
  16970. clone() {
  16971. return new FogExp2( this.color, this.density );
  16972. }
  16973. /**
  16974. * Serializes the fog into JSON.
  16975. *
  16976. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  16977. * @return {Object} A JSON object representing the serialized fog
  16978. */
  16979. toJSON( /* meta */ ) {
  16980. return {
  16981. type: 'FogExp2',
  16982. name: this.name,
  16983. color: this.color.getHex(),
  16984. density: this.density
  16985. };
  16986. }
  16987. }
  16988. /**
  16989. * This class can be used to define a linear fog that grows linearly denser
  16990. * with the distance.
  16991. *
  16992. * ```js
  16993. * const scene = new THREE.Scene();
  16994. * scene.fog = new THREE.Fog( 0xcccccc, 10, 15 );
  16995. * ```
  16996. */
  16997. class Fog {
  16998. /**
  16999. * Constructs a new fog.
  17000. *
  17001. * @param {number|Color} color - The fog's color.
  17002. * @param {number} [near=1] - The minimum distance to start applying fog.
  17003. * @param {number} [far=1000] - The maximum distance at which fog stops being calculated and applied.
  17004. */
  17005. constructor( color, near = 1, far = 1000 ) {
  17006. /**
  17007. * This flag can be used for type testing.
  17008. *
  17009. * @type {boolean}
  17010. * @readonly
  17011. * @default true
  17012. */
  17013. this.isFog = true;
  17014. /**
  17015. * The name of the fog.
  17016. *
  17017. * @type {string}
  17018. */
  17019. this.name = '';
  17020. /**
  17021. * The fog's color.
  17022. *
  17023. * @type {Color}
  17024. */
  17025. this.color = new Color( color );
  17026. /**
  17027. * The minimum distance to start applying fog. Objects that are less than
  17028. * `near` units from the active camera won't be affected by fog.
  17029. *
  17030. * @type {number}
  17031. * @default 1
  17032. */
  17033. this.near = near;
  17034. /**
  17035. * The maximum distance at which fog stops being calculated and applied.
  17036. * Objects that are more than `far` units away from the active camera won't
  17037. * be affected by fog.
  17038. *
  17039. * @type {number}
  17040. * @default 1000
  17041. */
  17042. this.far = far;
  17043. }
  17044. /**
  17045. * Returns a new fog with copied values from this instance.
  17046. *
  17047. * @return {Fog} A clone of this instance.
  17048. */
  17049. clone() {
  17050. return new Fog( this.color, this.near, this.far );
  17051. }
  17052. /**
  17053. * Serializes the fog into JSON.
  17054. *
  17055. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  17056. * @return {Object} A JSON object representing the serialized fog
  17057. */
  17058. toJSON( /* meta */ ) {
  17059. return {
  17060. type: 'Fog',
  17061. name: this.name,
  17062. color: this.color.getHex(),
  17063. near: this.near,
  17064. far: this.far
  17065. };
  17066. }
  17067. }
  17068. /**
  17069. * Scenes allow you to set up what is to be rendered and where by three.js.
  17070. * This is where you place 3D objects like meshes, lines or lights.
  17071. *
  17072. * @augments Object3D
  17073. */
  17074. class Scene extends Object3D {
  17075. /**
  17076. * Constructs a new scene.
  17077. */
  17078. constructor() {
  17079. super();
  17080. /**
  17081. * This flag can be used for type testing.
  17082. *
  17083. * @type {boolean}
  17084. * @readonly
  17085. * @default true
  17086. */
  17087. this.isScene = true;
  17088. this.type = 'Scene';
  17089. /**
  17090. * Defines the background of the scene. Valid inputs are:
  17091. *
  17092. * - A color for defining a uniform colored background.
  17093. * - A texture for defining a (flat) textured background.
  17094. * - Cube textures or equirectangular textures for defining a skybox.
  17095. *
  17096. * @type {?(Color|Texture)}
  17097. * @default null
  17098. */
  17099. this.background = null;
  17100. /**
  17101. * Sets the environment map for all physical materials in the scene. However,
  17102. * it's not possible to overwrite an existing texture assigned to the `envMap`
  17103. * material property.
  17104. *
  17105. * @type {?Texture}
  17106. * @default null
  17107. */
  17108. this.environment = null;
  17109. /**
  17110. * A fog instance defining the type of fog that affects everything
  17111. * rendered in the scene.
  17112. *
  17113. * @type {?(Fog|FogExp2)}
  17114. * @default null
  17115. */
  17116. this.fog = null;
  17117. /**
  17118. * Sets the blurriness of the background. Only influences environment maps
  17119. * assigned to {@link Scene#background}. Valid input is a float between `0`
  17120. * and `1`.
  17121. *
  17122. * @type {number}
  17123. * @default 0
  17124. */
  17125. this.backgroundBlurriness = 0;
  17126. /**
  17127. * Attenuates the color of the background. Only applies to background textures.
  17128. *
  17129. * @type {number}
  17130. * @default 1
  17131. */
  17132. this.backgroundIntensity = 1;
  17133. /**
  17134. * The rotation of the background in radians. Only influences environment maps
  17135. * assigned to {@link Scene#background}.
  17136. *
  17137. * @type {Euler}
  17138. * @default (0,0,0)
  17139. */
  17140. this.backgroundRotation = new Euler();
  17141. /**
  17142. * Attenuates the color of the environment. Only influences environment maps
  17143. * assigned to {@link Scene#environment}.
  17144. *
  17145. * @type {number}
  17146. * @default 1
  17147. */
  17148. this.environmentIntensity = 1;
  17149. /**
  17150. * The rotation of the environment map in radians. Only influences physical materials
  17151. * in the scene when {@link Scene#environment} is used.
  17152. *
  17153. * @type {Euler}
  17154. * @default (0,0,0)
  17155. */
  17156. this.environmentRotation = new Euler();
  17157. /**
  17158. * Forces everything in the scene to be rendered with the defined material. It is possible
  17159. * to exclude materials from override by setting {@link Material#allowOverride} to `false`.
  17160. *
  17161. * @type {?Material}
  17162. * @default null
  17163. */
  17164. this.overrideMaterial = null;
  17165. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  17166. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  17167. }
  17168. }
  17169. copy( source, recursive ) {
  17170. super.copy( source, recursive );
  17171. if ( source.background !== null ) this.background = source.background.clone();
  17172. if ( source.environment !== null ) this.environment = source.environment.clone();
  17173. if ( source.fog !== null ) this.fog = source.fog.clone();
  17174. this.backgroundBlurriness = source.backgroundBlurriness;
  17175. this.backgroundIntensity = source.backgroundIntensity;
  17176. this.backgroundRotation.copy( source.backgroundRotation );
  17177. this.environmentIntensity = source.environmentIntensity;
  17178. this.environmentRotation.copy( source.environmentRotation );
  17179. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  17180. this.matrixAutoUpdate = source.matrixAutoUpdate;
  17181. return this;
  17182. }
  17183. toJSON( meta ) {
  17184. const data = super.toJSON( meta );
  17185. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  17186. if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;
  17187. if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;
  17188. data.object.backgroundRotation = this.backgroundRotation.toArray();
  17189. if ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity;
  17190. data.object.environmentRotation = this.environmentRotation.toArray();
  17191. return data;
  17192. }
  17193. }
  17194. /**
  17195. * "Interleaved" means that multiple attributes, possibly of different types,
  17196. * (e.g., position, normal, uv, color) are packed into a single array buffer.
  17197. *
  17198. * An introduction into interleaved arrays can be found here: [Interleaved array basics]{@link https://blog.tojicode.com/2011/05/interleaved-array-basics.html}
  17199. */
  17200. class InterleavedBuffer {
  17201. /**
  17202. * Constructs a new interleaved buffer.
  17203. *
  17204. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  17205. * @param {number} stride - The number of typed-array elements per vertex.
  17206. */
  17207. constructor( array, stride ) {
  17208. /**
  17209. * This flag can be used for type testing.
  17210. *
  17211. * @type {boolean}
  17212. * @readonly
  17213. * @default true
  17214. */
  17215. this.isInterleavedBuffer = true;
  17216. /**
  17217. * A typed array with a shared buffer storing attribute data.
  17218. *
  17219. * @type {TypedArray}
  17220. */
  17221. this.array = array;
  17222. /**
  17223. * The number of typed-array elements per vertex.
  17224. *
  17225. * @type {number}
  17226. */
  17227. this.stride = stride;
  17228. /**
  17229. * The total number of elements in the array
  17230. *
  17231. * @type {number}
  17232. * @readonly
  17233. */
  17234. this.count = array !== undefined ? array.length / stride : 0;
  17235. /**
  17236. * Defines the intended usage pattern of the data store for optimization purposes.
  17237. *
  17238. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  17239. * instantiate a new one and set the desired usage before the next render.
  17240. *
  17241. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  17242. * @default StaticDrawUsage
  17243. */
  17244. this.usage = StaticDrawUsage;
  17245. /**
  17246. * This can be used to only update some components of stored vectors (for example, just the
  17247. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  17248. *
  17249. * @type {Array<Object>}
  17250. */
  17251. this.updateRanges = [];
  17252. /**
  17253. * A version number, incremented every time the `needsUpdate` is set to `true`.
  17254. *
  17255. * @type {number}
  17256. */
  17257. this.version = 0;
  17258. /**
  17259. * The UUID of the interleaved buffer.
  17260. *
  17261. * @type {string}
  17262. * @readonly
  17263. */
  17264. this.uuid = generateUUID();
  17265. }
  17266. /**
  17267. * A callback function that is executed after the renderer has transferred the attribute array
  17268. * data to the GPU.
  17269. */
  17270. onUploadCallback() {}
  17271. /**
  17272. * Flag to indicate that this attribute has changed and should be re-sent to
  17273. * the GPU. Set this to `true` when you modify the value of the array.
  17274. *
  17275. * @type {number}
  17276. * @default false
  17277. * @param {boolean} value
  17278. */
  17279. set needsUpdate( value ) {
  17280. if ( value === true ) this.version ++;
  17281. }
  17282. /**
  17283. * Sets the usage of this interleaved buffer.
  17284. *
  17285. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  17286. * @return {InterleavedBuffer} A reference to this interleaved buffer.
  17287. */
  17288. setUsage( value ) {
  17289. this.usage = value;
  17290. return this;
  17291. }
  17292. /**
  17293. * Adds a range of data in the data array to be updated on the GPU.
  17294. *
  17295. * @param {number} start - Position at which to start update.
  17296. * @param {number} count - The number of components to update.
  17297. */
  17298. addUpdateRange( start, count ) {
  17299. this.updateRanges.push( { start, count } );
  17300. }
  17301. /**
  17302. * Clears the update ranges.
  17303. */
  17304. clearUpdateRanges() {
  17305. this.updateRanges.length = 0;
  17306. }
  17307. /**
  17308. * Copies the values of the given interleaved buffer to this instance.
  17309. *
  17310. * @param {InterleavedBuffer} source - The interleaved buffer to copy.
  17311. * @return {InterleavedBuffer} A reference to this instance.
  17312. */
  17313. copy( source ) {
  17314. this.array = new source.array.constructor( source.array );
  17315. this.count = source.count;
  17316. this.stride = source.stride;
  17317. this.usage = source.usage;
  17318. return this;
  17319. }
  17320. /**
  17321. * Copies a vector from the given interleaved buffer to this one. The start
  17322. * and destination position in the attribute buffers are represented by the
  17323. * given indices.
  17324. *
  17325. * @param {number} index1 - The destination index into this interleaved buffer.
  17326. * @param {InterleavedBuffer} interleavedBuffer - The interleaved buffer to copy from.
  17327. * @param {number} index2 - The source index into the given interleaved buffer.
  17328. * @return {InterleavedBuffer} A reference to this instance.
  17329. */
  17330. copyAt( index1, interleavedBuffer, index2 ) {
  17331. index1 *= this.stride;
  17332. index2 *= interleavedBuffer.stride;
  17333. for ( let i = 0, l = this.stride; i < l; i ++ ) {
  17334. this.array[ index1 + i ] = interleavedBuffer.array[ index2 + i ];
  17335. }
  17336. return this;
  17337. }
  17338. /**
  17339. * Sets the given array data in the interleaved buffer.
  17340. *
  17341. * @param {(TypedArray|Array)} value - The array data to set.
  17342. * @param {number} [offset=0] - The offset in this interleaved buffer's array.
  17343. * @return {InterleavedBuffer} A reference to this instance.
  17344. */
  17345. set( value, offset = 0 ) {
  17346. this.array.set( value, offset );
  17347. return this;
  17348. }
  17349. /**
  17350. * Returns a new interleaved buffer with copied values from this instance.
  17351. *
  17352. * @param {Object} [data] - An object with shared array buffers that allows to retain shared structures.
  17353. * @return {InterleavedBuffer} A clone of this instance.
  17354. */
  17355. clone( data ) {
  17356. if ( data.arrayBuffers === undefined ) {
  17357. data.arrayBuffers = {};
  17358. }
  17359. if ( this.array.buffer._uuid === undefined ) {
  17360. this.array.buffer._uuid = generateUUID();
  17361. }
  17362. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  17363. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  17364. }
  17365. const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  17366. const ib = new this.constructor( array, this.stride );
  17367. ib.setUsage( this.usage );
  17368. return ib;
  17369. }
  17370. /**
  17371. * Sets the given callback function that is executed after the Renderer has transferred
  17372. * the array data to the GPU. Can be used to perform clean-up operations after
  17373. * the upload when data are not needed anymore on the CPU side.
  17374. *
  17375. * @param {Function} callback - The `onUpload()` callback.
  17376. * @return {InterleavedBuffer} A reference to this instance.
  17377. */
  17378. onUpload( callback ) {
  17379. this.onUploadCallback = callback;
  17380. return this;
  17381. }
  17382. /**
  17383. * Serializes the interleaved buffer into JSON.
  17384. *
  17385. * @param {Object} [data] - An optional value holding meta information about the serialization.
  17386. * @return {Object} A JSON object representing the serialized interleaved buffer.
  17387. */
  17388. toJSON( data ) {
  17389. if ( data.arrayBuffers === undefined ) {
  17390. data.arrayBuffers = {};
  17391. }
  17392. // generate UUID for array buffer if necessary
  17393. if ( this.array.buffer._uuid === undefined ) {
  17394. this.array.buffer._uuid = generateUUID();
  17395. }
  17396. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  17397. data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) );
  17398. }
  17399. //
  17400. return {
  17401. uuid: this.uuid,
  17402. buffer: this.array.buffer._uuid,
  17403. type: this.array.constructor.name,
  17404. stride: this.stride
  17405. };
  17406. }
  17407. }
  17408. const _vector$7 = /*@__PURE__*/ new Vector3();
  17409. /**
  17410. * An alternative version of a buffer attribute with interleaved data. Interleaved
  17411. * attributes share a common interleaved data storage ({@link InterleavedBuffer}) and refer with
  17412. * different offsets into the buffer.
  17413. */
  17414. class InterleavedBufferAttribute {
  17415. /**
  17416. * Constructs a new interleaved buffer attribute.
  17417. *
  17418. * @param {InterleavedBuffer} interleavedBuffer - The buffer holding the interleaved data.
  17419. * @param {number} itemSize - The item size.
  17420. * @param {number} offset - The attribute offset into the buffer.
  17421. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  17422. */
  17423. constructor( interleavedBuffer, itemSize, offset, normalized = false ) {
  17424. /**
  17425. * This flag can be used for type testing.
  17426. *
  17427. * @type {boolean}
  17428. * @readonly
  17429. * @default true
  17430. */
  17431. this.isInterleavedBufferAttribute = true;
  17432. /**
  17433. * The name of the buffer attribute.
  17434. *
  17435. * @type {string}
  17436. */
  17437. this.name = '';
  17438. /**
  17439. * The buffer holding the interleaved data.
  17440. *
  17441. * @type {InterleavedBuffer}
  17442. */
  17443. this.data = interleavedBuffer;
  17444. /**
  17445. * The item size, see {@link BufferAttribute#itemSize}.
  17446. *
  17447. * @type {number}
  17448. */
  17449. this.itemSize = itemSize;
  17450. /**
  17451. * The attribute offset into the buffer.
  17452. *
  17453. * @type {number}
  17454. */
  17455. this.offset = offset;
  17456. /**
  17457. * Whether the data are normalized or not, see {@link BufferAttribute#normalized}
  17458. *
  17459. * @type {InterleavedBuffer}
  17460. */
  17461. this.normalized = normalized;
  17462. }
  17463. /**
  17464. * The item count of this buffer attribute.
  17465. *
  17466. * @type {number}
  17467. * @readonly
  17468. */
  17469. get count() {
  17470. return this.data.count;
  17471. }
  17472. /**
  17473. * The array holding the interleaved buffer attribute data.
  17474. *
  17475. * @type {TypedArray}
  17476. */
  17477. get array() {
  17478. return this.data.array;
  17479. }
  17480. /**
  17481. * Flag to indicate that this attribute has changed and should be re-sent to
  17482. * the GPU. Set this to `true` when you modify the value of the array.
  17483. *
  17484. * @type {number}
  17485. * @default false
  17486. * @param {boolean} value
  17487. */
  17488. set needsUpdate( value ) {
  17489. this.data.needsUpdate = value;
  17490. }
  17491. /**
  17492. * Applies the given 4x4 matrix to the given attribute. Only works with
  17493. * item size `3`.
  17494. *
  17495. * @param {Matrix4} m - The matrix to apply.
  17496. * @return {InterleavedBufferAttribute} A reference to this instance.
  17497. */
  17498. applyMatrix4( m ) {
  17499. for ( let i = 0, l = this.data.count; i < l; i ++ ) {
  17500. _vector$7.fromBufferAttribute( this, i );
  17501. _vector$7.applyMatrix4( m );
  17502. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17503. }
  17504. return this;
  17505. }
  17506. /**
  17507. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  17508. * item size `3`.
  17509. *
  17510. * @param {Matrix3} m - The normal matrix to apply.
  17511. * @return {InterleavedBufferAttribute} A reference to this instance.
  17512. */
  17513. applyNormalMatrix( m ) {
  17514. for ( let i = 0, l = this.count; i < l; i ++ ) {
  17515. _vector$7.fromBufferAttribute( this, i );
  17516. _vector$7.applyNormalMatrix( m );
  17517. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17518. }
  17519. return this;
  17520. }
  17521. /**
  17522. * Applies the given 4x4 matrix to the given attribute. Only works with
  17523. * item size `3` and with direction vectors.
  17524. *
  17525. * @param {Matrix4} m - The matrix to apply.
  17526. * @return {InterleavedBufferAttribute} A reference to this instance.
  17527. */
  17528. transformDirection( m ) {
  17529. for ( let i = 0, l = this.count; i < l; i ++ ) {
  17530. _vector$7.fromBufferAttribute( this, i );
  17531. _vector$7.transformDirection( m );
  17532. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17533. }
  17534. return this;
  17535. }
  17536. /**
  17537. * Returns the given component of the vector at the given index.
  17538. *
  17539. * @param {number} index - The index into the buffer attribute.
  17540. * @param {number} component - The component index.
  17541. * @return {number} The returned value.
  17542. */
  17543. getComponent( index, component ) {
  17544. let value = this.array[ index * this.data.stride + this.offset + component ];
  17545. if ( this.normalized ) value = denormalize( value, this.array );
  17546. return value;
  17547. }
  17548. /**
  17549. * Sets the given value to the given component of the vector at the given index.
  17550. *
  17551. * @param {number} index - The index into the buffer attribute.
  17552. * @param {number} component - The component index.
  17553. * @param {number} value - The value to set.
  17554. * @return {InterleavedBufferAttribute} A reference to this instance.
  17555. */
  17556. setComponent( index, component, value ) {
  17557. if ( this.normalized ) value = normalize( value, this.array );
  17558. this.data.array[ index * this.data.stride + this.offset + component ] = value;
  17559. return this;
  17560. }
  17561. /**
  17562. * Sets the x component of the vector at the given index.
  17563. *
  17564. * @param {number} index - The index into the buffer attribute.
  17565. * @param {number} x - The value to set.
  17566. * @return {InterleavedBufferAttribute} A reference to this instance.
  17567. */
  17568. setX( index, x ) {
  17569. if ( this.normalized ) x = normalize( x, this.array );
  17570. this.data.array[ index * this.data.stride + this.offset ] = x;
  17571. return this;
  17572. }
  17573. /**
  17574. * Sets the y component of the vector at the given index.
  17575. *
  17576. * @param {number} index - The index into the buffer attribute.
  17577. * @param {number} y - The value to set.
  17578. * @return {InterleavedBufferAttribute} A reference to this instance.
  17579. */
  17580. setY( index, y ) {
  17581. if ( this.normalized ) y = normalize( y, this.array );
  17582. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  17583. return this;
  17584. }
  17585. /**
  17586. * Sets the z component of the vector at the given index.
  17587. *
  17588. * @param {number} index - The index into the buffer attribute.
  17589. * @param {number} z - The value to set.
  17590. * @return {InterleavedBufferAttribute} A reference to this instance.
  17591. */
  17592. setZ( index, z ) {
  17593. if ( this.normalized ) z = normalize( z, this.array );
  17594. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  17595. return this;
  17596. }
  17597. /**
  17598. * Sets the w component of the vector at the given index.
  17599. *
  17600. * @param {number} index - The index into the buffer attribute.
  17601. * @param {number} w - The value to set.
  17602. * @return {InterleavedBufferAttribute} A reference to this instance.
  17603. */
  17604. setW( index, w ) {
  17605. if ( this.normalized ) w = normalize( w, this.array );
  17606. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  17607. return this;
  17608. }
  17609. /**
  17610. * Returns the x component of the vector at the given index.
  17611. *
  17612. * @param {number} index - The index into the buffer attribute.
  17613. * @return {number} The x component.
  17614. */
  17615. getX( index ) {
  17616. let x = this.data.array[ index * this.data.stride + this.offset ];
  17617. if ( this.normalized ) x = denormalize( x, this.array );
  17618. return x;
  17619. }
  17620. /**
  17621. * Returns the y component of the vector at the given index.
  17622. *
  17623. * @param {number} index - The index into the buffer attribute.
  17624. * @return {number} The y component.
  17625. */
  17626. getY( index ) {
  17627. let y = this.data.array[ index * this.data.stride + this.offset + 1 ];
  17628. if ( this.normalized ) y = denormalize( y, this.array );
  17629. return y;
  17630. }
  17631. /**
  17632. * Returns the z component of the vector at the given index.
  17633. *
  17634. * @param {number} index - The index into the buffer attribute.
  17635. * @return {number} The z component.
  17636. */
  17637. getZ( index ) {
  17638. let z = this.data.array[ index * this.data.stride + this.offset + 2 ];
  17639. if ( this.normalized ) z = denormalize( z, this.array );
  17640. return z;
  17641. }
  17642. /**
  17643. * Returns the w component of the vector at the given index.
  17644. *
  17645. * @param {number} index - The index into the buffer attribute.
  17646. * @return {number} The w component.
  17647. */
  17648. getW( index ) {
  17649. let w = this.data.array[ index * this.data.stride + this.offset + 3 ];
  17650. if ( this.normalized ) w = denormalize( w, this.array );
  17651. return w;
  17652. }
  17653. /**
  17654. * Sets the x and y component of the vector at the given index.
  17655. *
  17656. * @param {number} index - The index into the buffer attribute.
  17657. * @param {number} x - The value for the x component to set.
  17658. * @param {number} y - The value for the y component to set.
  17659. * @return {InterleavedBufferAttribute} A reference to this instance.
  17660. */
  17661. setXY( index, x, y ) {
  17662. index = index * this.data.stride + this.offset;
  17663. if ( this.normalized ) {
  17664. x = normalize( x, this.array );
  17665. y = normalize( y, this.array );
  17666. }
  17667. this.data.array[ index + 0 ] = x;
  17668. this.data.array[ index + 1 ] = y;
  17669. return this;
  17670. }
  17671. /**
  17672. * Sets the x, y and z component of the vector at the given index.
  17673. *
  17674. * @param {number} index - The index into the buffer attribute.
  17675. * @param {number} x - The value for the x component to set.
  17676. * @param {number} y - The value for the y component to set.
  17677. * @param {number} z - The value for the z component to set.
  17678. * @return {InterleavedBufferAttribute} A reference to this instance.
  17679. */
  17680. setXYZ( index, x, y, z ) {
  17681. index = index * this.data.stride + this.offset;
  17682. if ( this.normalized ) {
  17683. x = normalize( x, this.array );
  17684. y = normalize( y, this.array );
  17685. z = normalize( z, this.array );
  17686. }
  17687. this.data.array[ index + 0 ] = x;
  17688. this.data.array[ index + 1 ] = y;
  17689. this.data.array[ index + 2 ] = z;
  17690. return this;
  17691. }
  17692. /**
  17693. * Sets the x, y, z and w component of the vector at the given index.
  17694. *
  17695. * @param {number} index - The index into the buffer attribute.
  17696. * @param {number} x - The value for the x component to set.
  17697. * @param {number} y - The value for the y component to set.
  17698. * @param {number} z - The value for the z component to set.
  17699. * @param {number} w - The value for the w component to set.
  17700. * @return {InterleavedBufferAttribute} A reference to this instance.
  17701. */
  17702. setXYZW( index, x, y, z, w ) {
  17703. index = index * this.data.stride + this.offset;
  17704. if ( this.normalized ) {
  17705. x = normalize( x, this.array );
  17706. y = normalize( y, this.array );
  17707. z = normalize( z, this.array );
  17708. w = normalize( w, this.array );
  17709. }
  17710. this.data.array[ index + 0 ] = x;
  17711. this.data.array[ index + 1 ] = y;
  17712. this.data.array[ index + 2 ] = z;
  17713. this.data.array[ index + 3 ] = w;
  17714. return this;
  17715. }
  17716. /**
  17717. * Returns a new buffer attribute with copied values from this instance.
  17718. *
  17719. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  17720. *
  17721. * @param {Object} [data] - An object with interleaved buffers that allows to retain the interleaved property.
  17722. * @return {BufferAttribute|InterleavedBufferAttribute} A clone of this instance.
  17723. */
  17724. clone( data ) {
  17725. if ( data === undefined ) {
  17726. console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );
  17727. const array = [];
  17728. for ( let i = 0; i < this.count; i ++ ) {
  17729. const index = i * this.data.stride + this.offset;
  17730. for ( let j = 0; j < this.itemSize; j ++ ) {
  17731. array.push( this.data.array[ index + j ] );
  17732. }
  17733. }
  17734. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  17735. } else {
  17736. if ( data.interleavedBuffers === undefined ) {
  17737. data.interleavedBuffers = {};
  17738. }
  17739. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  17740. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  17741. }
  17742. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  17743. }
  17744. }
  17745. /**
  17746. * Serializes the buffer attribute into JSON.
  17747. *
  17748. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  17749. *
  17750. * @param {Object} [data] - An optional value holding meta information about the serialization.
  17751. * @return {Object} A JSON object representing the serialized buffer attribute.
  17752. */
  17753. toJSON( data ) {
  17754. if ( data === undefined ) {
  17755. console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );
  17756. const array = [];
  17757. for ( let i = 0; i < this.count; i ++ ) {
  17758. const index = i * this.data.stride + this.offset;
  17759. for ( let j = 0; j < this.itemSize; j ++ ) {
  17760. array.push( this.data.array[ index + j ] );
  17761. }
  17762. }
  17763. // de-interleave data and save it as an ordinary buffer attribute for now
  17764. return {
  17765. itemSize: this.itemSize,
  17766. type: this.array.constructor.name,
  17767. array: array,
  17768. normalized: this.normalized
  17769. };
  17770. } else {
  17771. // save as true interleaved attribute
  17772. if ( data.interleavedBuffers === undefined ) {
  17773. data.interleavedBuffers = {};
  17774. }
  17775. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  17776. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  17777. }
  17778. return {
  17779. isInterleavedBufferAttribute: true,
  17780. itemSize: this.itemSize,
  17781. data: this.data.uuid,
  17782. offset: this.offset,
  17783. normalized: this.normalized
  17784. };
  17785. }
  17786. }
  17787. }
  17788. /**
  17789. * A material for rendering instances of {@link Sprite}.
  17790. *
  17791. * ```js
  17792. * const map = new THREE.TextureLoader().load( 'textures/sprite.png' );
  17793. * const material = new THREE.SpriteMaterial( { map: map, color: 0xffffff } );
  17794. *
  17795. * const sprite = new THREE.Sprite( material );
  17796. * sprite.scale.set(200, 200, 1)
  17797. * scene.add( sprite );
  17798. * ```
  17799. *
  17800. * @augments Material
  17801. */
  17802. class SpriteMaterial extends Material {
  17803. /**
  17804. * Constructs a new sprite material.
  17805. *
  17806. * @param {Object} [parameters] - An object with one or more properties
  17807. * defining the material's appearance. Any property of the material
  17808. * (including any property from inherited materials) can be passed
  17809. * in here. Color values can be passed any type of value accepted
  17810. * by {@link Color#set}.
  17811. */
  17812. constructor( parameters ) {
  17813. super();
  17814. /**
  17815. * This flag can be used for type testing.
  17816. *
  17817. * @type {boolean}
  17818. * @readonly
  17819. * @default true
  17820. */
  17821. this.isSpriteMaterial = true;
  17822. this.type = 'SpriteMaterial';
  17823. /**
  17824. * Color of the material.
  17825. *
  17826. * @type {Color}
  17827. * @default (1,1,1)
  17828. */
  17829. this.color = new Color( 0xffffff );
  17830. /**
  17831. * The color map. May optionally include an alpha channel, typically combined
  17832. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  17833. * color is modulated by the diffuse `color`.
  17834. *
  17835. * @type {?Texture}
  17836. * @default null
  17837. */
  17838. this.map = null;
  17839. /**
  17840. * The alpha map is a grayscale texture that controls the opacity across the
  17841. * surface (black: fully transparent; white: fully opaque).
  17842. *
  17843. * Only the color of the texture is used, ignoring the alpha channel if one
  17844. * exists. For RGB and RGBA textures, the renderer will use the green channel
  17845. * when sampling this texture due to the extra bit of precision provided for
  17846. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  17847. * luminance/alpha textures will also still work as expected.
  17848. *
  17849. * @type {?Texture}
  17850. * @default null
  17851. */
  17852. this.alphaMap = null;
  17853. /**
  17854. * The rotation of the sprite in radians.
  17855. *
  17856. * @type {number}
  17857. * @default 0
  17858. */
  17859. this.rotation = 0;
  17860. /**
  17861. * Specifies whether size of the sprite is attenuated by the camera depth (perspective camera only).
  17862. *
  17863. * @type {boolean}
  17864. * @default true
  17865. */
  17866. this.sizeAttenuation = true;
  17867. /**
  17868. * Overwritten since sprite materials are transparent
  17869. * by default.
  17870. *
  17871. * @type {boolean}
  17872. * @default true
  17873. */
  17874. this.transparent = true;
  17875. /**
  17876. * Whether the material is affected by fog or not.
  17877. *
  17878. * @type {boolean}
  17879. * @default true
  17880. */
  17881. this.fog = true;
  17882. this.setValues( parameters );
  17883. }
  17884. copy( source ) {
  17885. super.copy( source );
  17886. this.color.copy( source.color );
  17887. this.map = source.map;
  17888. this.alphaMap = source.alphaMap;
  17889. this.rotation = source.rotation;
  17890. this.sizeAttenuation = source.sizeAttenuation;
  17891. this.fog = source.fog;
  17892. return this;
  17893. }
  17894. }
  17895. let _geometry;
  17896. const _intersectPoint = /*@__PURE__*/ new Vector3();
  17897. const _worldScale = /*@__PURE__*/ new Vector3();
  17898. const _mvPosition = /*@__PURE__*/ new Vector3();
  17899. const _alignedPosition = /*@__PURE__*/ new Vector2();
  17900. const _rotatedPosition = /*@__PURE__*/ new Vector2();
  17901. const _viewWorldMatrix = /*@__PURE__*/ new Matrix4();
  17902. const _vA = /*@__PURE__*/ new Vector3();
  17903. const _vB = /*@__PURE__*/ new Vector3();
  17904. const _vC = /*@__PURE__*/ new Vector3();
  17905. const _uvA = /*@__PURE__*/ new Vector2();
  17906. const _uvB = /*@__PURE__*/ new Vector2();
  17907. const _uvC = /*@__PURE__*/ new Vector2();
  17908. /**
  17909. * A sprite is a plane that always faces towards the camera, generally with a
  17910. * partially transparent texture applied.
  17911. *
  17912. * Sprites do not cast shadows, setting {@link Object3D#castShadow} to `true` will
  17913. * have no effect.
  17914. *
  17915. * ```js
  17916. * const map = new THREE.TextureLoader().load( 'sprite.png' );
  17917. * const material = new THREE.SpriteMaterial( { map: map } );
  17918. *
  17919. * const sprite = new THREE.Sprite( material );
  17920. * scene.add( sprite );
  17921. * ```
  17922. *
  17923. * @augments Object3D
  17924. */
  17925. class Sprite extends Object3D {
  17926. /**
  17927. * Constructs a new sprite.
  17928. *
  17929. * @param {SpriteMaterial} [material] - The sprite material.
  17930. */
  17931. constructor( material = new SpriteMaterial() ) {
  17932. super();
  17933. /**
  17934. * This flag can be used for type testing.
  17935. *
  17936. * @type {boolean}
  17937. * @readonly
  17938. * @default true
  17939. */
  17940. this.isSprite = true;
  17941. this.type = 'Sprite';
  17942. if ( _geometry === undefined ) {
  17943. _geometry = new BufferGeometry();
  17944. const float32Array = new Float32Array( [
  17945. -0.5, -0.5, 0, 0, 0,
  17946. 0.5, -0.5, 0, 1, 0,
  17947. 0.5, 0.5, 0, 1, 1,
  17948. -0.5, 0.5, 0, 0, 1
  17949. ] );
  17950. const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  17951. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  17952. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  17953. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  17954. }
  17955. /**
  17956. * The sprite geometry.
  17957. *
  17958. * @type {BufferGeometry}
  17959. */
  17960. this.geometry = _geometry;
  17961. /**
  17962. * The sprite material.
  17963. *
  17964. * @type {SpriteMaterial}
  17965. */
  17966. this.material = material;
  17967. /**
  17968. * The sprite's anchor point, and the point around which the sprite rotates.
  17969. * A value of `(0.5, 0.5)` corresponds to the midpoint of the sprite. A value
  17970. * of `(0, 0)` corresponds to the lower left corner of the sprite.
  17971. *
  17972. * @type {Vector2}
  17973. * @default (0.5,0.5)
  17974. */
  17975. this.center = new Vector2( 0.5, 0.5 );
  17976. /**
  17977. * The number of instances of this sprite.
  17978. * Can only be used with {@link WebGPURenderer}.
  17979. *
  17980. * @type {number}
  17981. * @default 1
  17982. */
  17983. this.count = 1;
  17984. }
  17985. /**
  17986. * Computes intersection points between a casted ray and this sprite.
  17987. *
  17988. * @param {Raycaster} raycaster - The raycaster.
  17989. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  17990. */
  17991. raycast( raycaster, intersects ) {
  17992. if ( raycaster.camera === null ) {
  17993. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  17994. }
  17995. _worldScale.setFromMatrixScale( this.matrixWorld );
  17996. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  17997. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  17998. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  17999. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  18000. _worldScale.multiplyScalar( - _mvPosition.z );
  18001. }
  18002. const rotation = this.material.rotation;
  18003. let sin, cos;
  18004. if ( rotation !== 0 ) {
  18005. cos = Math.cos( rotation );
  18006. sin = Math.sin( rotation );
  18007. }
  18008. const center = this.center;
  18009. transformVertex( _vA.set( -0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18010. transformVertex( _vB.set( 0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18011. transformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18012. _uvA.set( 0, 0 );
  18013. _uvB.set( 1, 0 );
  18014. _uvC.set( 1, 1 );
  18015. // check first triangle
  18016. let intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );
  18017. if ( intersect === null ) {
  18018. // check second triangle
  18019. transformVertex( _vB.set( -0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18020. _uvB.set( 0, 1 );
  18021. intersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );
  18022. if ( intersect === null ) {
  18023. return;
  18024. }
  18025. }
  18026. const distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  18027. if ( distance < raycaster.near || distance > raycaster.far ) return;
  18028. intersects.push( {
  18029. distance: distance,
  18030. point: _intersectPoint.clone(),
  18031. uv: Triangle.getInterpolation( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),
  18032. face: null,
  18033. object: this
  18034. } );
  18035. }
  18036. copy( source, recursive ) {
  18037. super.copy( source, recursive );
  18038. if ( source.center !== undefined ) this.center.copy( source.center );
  18039. this.material = source.material;
  18040. return this;
  18041. }
  18042. }
  18043. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  18044. // compute position in camera space
  18045. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  18046. // to check if rotation is not zero
  18047. if ( sin !== undefined ) {
  18048. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  18049. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  18050. } else {
  18051. _rotatedPosition.copy( _alignedPosition );
  18052. }
  18053. vertexPosition.copy( mvPosition );
  18054. vertexPosition.x += _rotatedPosition.x;
  18055. vertexPosition.y += _rotatedPosition.y;
  18056. // transform to world space
  18057. vertexPosition.applyMatrix4( _viewWorldMatrix );
  18058. }
  18059. const _v1$2 = /*@__PURE__*/ new Vector3();
  18060. const _v2$1 = /*@__PURE__*/ new Vector3();
  18061. /**
  18062. * A component for providing a basic Level of Detail (LOD) mechanism.
  18063. *
  18064. * Every LOD level is associated with an object, and rendering can be switched
  18065. * between them at the distances specified. Typically you would create, say,
  18066. * three meshes, one for far away (low detail), one for mid range (medium
  18067. * detail) and one for close up (high detail).
  18068. *
  18069. * ```js
  18070. * const lod = new THREE.LOD();
  18071. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  18072. *
  18073. * //Create spheres with 3 levels of detail and create new LOD levels for them
  18074. * for( let i = 0; i < 3; i++ ) {
  18075. *
  18076. * const geometry = new THREE.IcosahedronGeometry( 10, 3 - i );
  18077. * const mesh = new THREE.Mesh( geometry, material );
  18078. * lod.addLevel( mesh, i * 75 );
  18079. *
  18080. * }
  18081. *
  18082. * scene.add( lod );
  18083. * ```
  18084. *
  18085. * @augments Object3D
  18086. */
  18087. class LOD extends Object3D {
  18088. /**
  18089. * Constructs a new LOD.
  18090. */
  18091. constructor() {
  18092. super();
  18093. /**
  18094. * This flag can be used for type testing.
  18095. *
  18096. * @type {boolean}
  18097. * @readonly
  18098. * @default true
  18099. */
  18100. this.isLOD = true;
  18101. /**
  18102. * The current LOD index.
  18103. *
  18104. * @private
  18105. * @type {number}
  18106. * @default 0
  18107. */
  18108. this._currentLevel = 0;
  18109. this.type = 'LOD';
  18110. Object.defineProperties( this, {
  18111. /**
  18112. * This array holds the LOD levels.
  18113. *
  18114. * @name LOD#levels
  18115. * @type {Array<{object:Object3D,distance:number,hysteresis:number}>}
  18116. */
  18117. levels: {
  18118. enumerable: true,
  18119. value: []
  18120. }
  18121. } );
  18122. /**
  18123. * Whether the LOD object is updated automatically by the renderer per frame
  18124. * or not. If set to `false`, you have to call {@link LOD#update} in the
  18125. * render loop by yourself.
  18126. *
  18127. * @type {boolean}
  18128. * @default true
  18129. */
  18130. this.autoUpdate = true;
  18131. }
  18132. copy( source ) {
  18133. super.copy( source, false );
  18134. const levels = source.levels;
  18135. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  18136. const level = levels[ i ];
  18137. this.addLevel( level.object.clone(), level.distance, level.hysteresis );
  18138. }
  18139. this.autoUpdate = source.autoUpdate;
  18140. return this;
  18141. }
  18142. /**
  18143. * Adds a mesh that will display at a certain distance and greater. Typically
  18144. * the further away the distance, the lower the detail on the mesh.
  18145. *
  18146. * @param {Object3D} object - The 3D object to display at this level.
  18147. * @param {number} [distance=0] - The distance at which to display this level of detail.
  18148. * @param {number} [hysteresis=0] - Threshold used to avoid flickering at LOD boundaries, as a fraction of distance.
  18149. * @return {LOD} A reference to this instance.
  18150. */
  18151. addLevel( object, distance = 0, hysteresis = 0 ) {
  18152. distance = Math.abs( distance );
  18153. const levels = this.levels;
  18154. let l;
  18155. for ( l = 0; l < levels.length; l ++ ) {
  18156. if ( distance < levels[ l ].distance ) {
  18157. break;
  18158. }
  18159. }
  18160. levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } );
  18161. this.add( object );
  18162. return this;
  18163. }
  18164. /**
  18165. * Removes an existing level, based on the distance from the camera.
  18166. * Returns `true` when the level has been removed. Otherwise `false`.
  18167. *
  18168. * @param {number} distance - Distance of the level to remove.
  18169. * @return {boolean} Whether the level has been removed or not.
  18170. */
  18171. removeLevel( distance ) {
  18172. const levels = this.levels;
  18173. for ( let i = 0; i < levels.length; i ++ ) {
  18174. if ( levels[ i ].distance === distance ) {
  18175. const removedElements = levels.splice( i, 1 );
  18176. this.remove( removedElements[ 0 ].object );
  18177. return true;
  18178. }
  18179. }
  18180. return false;
  18181. }
  18182. /**
  18183. * Returns the currently active LOD level index.
  18184. *
  18185. * @return {number} The current active LOD level index.
  18186. */
  18187. getCurrentLevel() {
  18188. return this._currentLevel;
  18189. }
  18190. /**
  18191. * Returns a reference to the first 3D object that is greater than
  18192. * the given distance.
  18193. *
  18194. * @param {number} distance - The LOD distance.
  18195. * @return {Object3D|null} The found 3D object. `null` if no 3D object has been found.
  18196. */
  18197. getObjectForDistance( distance ) {
  18198. const levels = this.levels;
  18199. if ( levels.length > 0 ) {
  18200. let i, l;
  18201. for ( i = 1, l = levels.length; i < l; i ++ ) {
  18202. let levelDistance = levels[ i ].distance;
  18203. if ( levels[ i ].object.visible ) {
  18204. levelDistance -= levelDistance * levels[ i ].hysteresis;
  18205. }
  18206. if ( distance < levelDistance ) {
  18207. break;
  18208. }
  18209. }
  18210. return levels[ i - 1 ].object;
  18211. }
  18212. return null;
  18213. }
  18214. /**
  18215. * Computes intersection points between a casted ray and this LOD.
  18216. *
  18217. * @param {Raycaster} raycaster - The raycaster.
  18218. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  18219. */
  18220. raycast( raycaster, intersects ) {
  18221. const levels = this.levels;
  18222. if ( levels.length > 0 ) {
  18223. _v1$2.setFromMatrixPosition( this.matrixWorld );
  18224. const distance = raycaster.ray.origin.distanceTo( _v1$2 );
  18225. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  18226. }
  18227. }
  18228. /**
  18229. * Updates the LOD by computing which LOD level should be visible according
  18230. * to the current distance of the given camera.
  18231. *
  18232. * @param {Camera} camera - The camera the scene is rendered with.
  18233. */
  18234. update( camera ) {
  18235. const levels = this.levels;
  18236. if ( levels.length > 1 ) {
  18237. _v1$2.setFromMatrixPosition( camera.matrixWorld );
  18238. _v2$1.setFromMatrixPosition( this.matrixWorld );
  18239. const distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;
  18240. levels[ 0 ].object.visible = true;
  18241. let i, l;
  18242. for ( i = 1, l = levels.length; i < l; i ++ ) {
  18243. let levelDistance = levels[ i ].distance;
  18244. if ( levels[ i ].object.visible ) {
  18245. levelDistance -= levelDistance * levels[ i ].hysteresis;
  18246. }
  18247. if ( distance >= levelDistance ) {
  18248. levels[ i - 1 ].object.visible = false;
  18249. levels[ i ].object.visible = true;
  18250. } else {
  18251. break;
  18252. }
  18253. }
  18254. this._currentLevel = i - 1;
  18255. for ( ; i < l; i ++ ) {
  18256. levels[ i ].object.visible = false;
  18257. }
  18258. }
  18259. }
  18260. toJSON( meta ) {
  18261. const data = super.toJSON( meta );
  18262. if ( this.autoUpdate === false ) data.object.autoUpdate = false;
  18263. data.object.levels = [];
  18264. const levels = this.levels;
  18265. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  18266. const level = levels[ i ];
  18267. data.object.levels.push( {
  18268. object: level.object.uuid,
  18269. distance: level.distance,
  18270. hysteresis: level.hysteresis
  18271. } );
  18272. }
  18273. return data;
  18274. }
  18275. }
  18276. const _basePosition = /*@__PURE__*/ new Vector3();
  18277. const _skinIndex = /*@__PURE__*/ new Vector4();
  18278. const _skinWeight = /*@__PURE__*/ new Vector4();
  18279. const _vector3 = /*@__PURE__*/ new Vector3();
  18280. const _matrix4 = /*@__PURE__*/ new Matrix4();
  18281. const _vertex = /*@__PURE__*/ new Vector3();
  18282. const _sphere$5 = /*@__PURE__*/ new Sphere();
  18283. const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();
  18284. const _ray$2 = /*@__PURE__*/ new Ray();
  18285. /**
  18286. * A mesh that has a {@link Skeleton} that can then be used to animate the
  18287. * vertices of the geometry with skinning/skeleton animation.
  18288. *
  18289. * Next to a valid skeleton, the skinned mesh requires skin indices and weights
  18290. * as buffer attributes in its geometry. These attribute define which bones affect a single
  18291. * vertex to a certain extend.
  18292. *
  18293. * Typically skinned meshes are not created manually but loaders like {@link GLTFLoader}
  18294. * or {@link FBXLoader } import respective models.
  18295. *
  18296. * @augments Mesh
  18297. */
  18298. class SkinnedMesh extends Mesh {
  18299. /**
  18300. * Constructs a new skinned mesh.
  18301. *
  18302. * @param {BufferGeometry} [geometry] - The mesh geometry.
  18303. * @param {Material|Array<Material>} [material] - The mesh material.
  18304. */
  18305. constructor( geometry, material ) {
  18306. super( geometry, material );
  18307. /**
  18308. * This flag can be used for type testing.
  18309. *
  18310. * @type {boolean}
  18311. * @readonly
  18312. * @default true
  18313. */
  18314. this.isSkinnedMesh = true;
  18315. this.type = 'SkinnedMesh';
  18316. /**
  18317. * `AttachedBindMode` means the skinned mesh shares the same world space as the skeleton.
  18318. * This is not true when using `DetachedBindMode` which is useful when sharing a skeleton
  18319. * across multiple skinned meshes.
  18320. *
  18321. * @type {(AttachedBindMode|DetachedBindMode)}
  18322. * @default AttachedBindMode
  18323. */
  18324. this.bindMode = AttachedBindMode;
  18325. /**
  18326. * The base matrix that is used for the bound bone transforms.
  18327. *
  18328. * @type {Matrix4}
  18329. */
  18330. this.bindMatrix = new Matrix4();
  18331. /**
  18332. * The base matrix that is used for resetting the bound bone transforms.
  18333. *
  18334. * @type {Matrix4}
  18335. */
  18336. this.bindMatrixInverse = new Matrix4();
  18337. /**
  18338. * The bounding box of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingBox}.
  18339. *
  18340. * @type {?Box3}
  18341. * @default null
  18342. */
  18343. this.boundingBox = null;
  18344. /**
  18345. * The bounding sphere of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingSphere}.
  18346. *
  18347. * @type {?Sphere}
  18348. * @default null
  18349. */
  18350. this.boundingSphere = null;
  18351. }
  18352. /**
  18353. * Computes the bounding box of the skinned mesh, and updates {@link SkinnedMesh#boundingBox}.
  18354. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  18355. * If the skinned mesh is animated, the bounding box should be recomputed per frame in order to reflect
  18356. * the current animation state.
  18357. */
  18358. computeBoundingBox() {
  18359. const geometry = this.geometry;
  18360. if ( this.boundingBox === null ) {
  18361. this.boundingBox = new Box3();
  18362. }
  18363. this.boundingBox.makeEmpty();
  18364. const positionAttribute = geometry.getAttribute( 'position' );
  18365. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  18366. this.getVertexPosition( i, _vertex );
  18367. this.boundingBox.expandByPoint( _vertex );
  18368. }
  18369. }
  18370. /**
  18371. * Computes the bounding sphere of the skinned mesh, and updates {@link SkinnedMesh#boundingSphere}.
  18372. * The bounding sphere is automatically computed by the engine once when it is needed, e.g., for ray casting
  18373. * and view frustum culling. If the skinned mesh is animated, the bounding sphere should be recomputed
  18374. * per frame in order to reflect the current animation state.
  18375. */
  18376. computeBoundingSphere() {
  18377. const geometry = this.geometry;
  18378. if ( this.boundingSphere === null ) {
  18379. this.boundingSphere = new Sphere();
  18380. }
  18381. this.boundingSphere.makeEmpty();
  18382. const positionAttribute = geometry.getAttribute( 'position' );
  18383. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  18384. this.getVertexPosition( i, _vertex );
  18385. this.boundingSphere.expandByPoint( _vertex );
  18386. }
  18387. }
  18388. copy( source, recursive ) {
  18389. super.copy( source, recursive );
  18390. this.bindMode = source.bindMode;
  18391. this.bindMatrix.copy( source.bindMatrix );
  18392. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  18393. this.skeleton = source.skeleton;
  18394. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  18395. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  18396. return this;
  18397. }
  18398. raycast( raycaster, intersects ) {
  18399. const material = this.material;
  18400. const matrixWorld = this.matrixWorld;
  18401. if ( material === undefined ) return;
  18402. // test with bounding sphere in world space
  18403. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  18404. _sphere$5.copy( this.boundingSphere );
  18405. _sphere$5.applyMatrix4( matrixWorld );
  18406. if ( raycaster.ray.intersectsSphere( _sphere$5 ) === false ) return;
  18407. // convert ray to local space of skinned mesh
  18408. _inverseMatrix$2.copy( matrixWorld ).invert();
  18409. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  18410. // test with bounding box in local space
  18411. if ( this.boundingBox !== null ) {
  18412. if ( _ray$2.intersectsBox( this.boundingBox ) === false ) return;
  18413. }
  18414. // test for intersections with geometry
  18415. this._computeIntersections( raycaster, intersects, _ray$2 );
  18416. }
  18417. getVertexPosition( index, target ) {
  18418. super.getVertexPosition( index, target );
  18419. this.applyBoneTransform( index, target );
  18420. return target;
  18421. }
  18422. /**
  18423. * Binds the given skeleton to the skinned mesh.
  18424. *
  18425. * @param {Skeleton} skeleton - The skeleton to bind.
  18426. * @param {Matrix4} [bindMatrix] - The bind matrix. If no bind matrix is provided,
  18427. * the skinned mesh's world matrix will be used instead.
  18428. */
  18429. bind( skeleton, bindMatrix ) {
  18430. this.skeleton = skeleton;
  18431. if ( bindMatrix === undefined ) {
  18432. this.updateMatrixWorld( true );
  18433. this.skeleton.calculateInverses();
  18434. bindMatrix = this.matrixWorld;
  18435. }
  18436. this.bindMatrix.copy( bindMatrix );
  18437. this.bindMatrixInverse.copy( bindMatrix ).invert();
  18438. }
  18439. /**
  18440. * This method sets the skinned mesh in the rest pose).
  18441. */
  18442. pose() {
  18443. this.skeleton.pose();
  18444. }
  18445. /**
  18446. * Normalizes the skin weights which are defined as a buffer attribute
  18447. * in the skinned mesh's geometry.
  18448. */
  18449. normalizeSkinWeights() {
  18450. const vector = new Vector4();
  18451. const skinWeight = this.geometry.attributes.skinWeight;
  18452. for ( let i = 0, l = skinWeight.count; i < l; i ++ ) {
  18453. vector.fromBufferAttribute( skinWeight, i );
  18454. const scale = 1.0 / vector.manhattanLength();
  18455. if ( scale !== Infinity ) {
  18456. vector.multiplyScalar( scale );
  18457. } else {
  18458. vector.set( 1, 0, 0, 0 ); // do something reasonable
  18459. }
  18460. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  18461. }
  18462. }
  18463. updateMatrixWorld( force ) {
  18464. super.updateMatrixWorld( force );
  18465. if ( this.bindMode === AttachedBindMode ) {
  18466. this.bindMatrixInverse.copy( this.matrixWorld ).invert();
  18467. } else if ( this.bindMode === DetachedBindMode ) {
  18468. this.bindMatrixInverse.copy( this.bindMatrix ).invert();
  18469. } else {
  18470. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  18471. }
  18472. }
  18473. /**
  18474. * Applies the bone transform associated with the given index to the given
  18475. * vertex position. Returns the updated vector.
  18476. *
  18477. * @param {number} index - The vertex index.
  18478. * @param {Vector3} target - The target object that is used to store the method's result.
  18479. * the skinned mesh's world matrix will be used instead.
  18480. * @return {Vector3} The updated vertex position.
  18481. */
  18482. applyBoneTransform( index, target ) {
  18483. const skeleton = this.skeleton;
  18484. const geometry = this.geometry;
  18485. _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  18486. _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  18487. _basePosition.copy( target ).applyMatrix4( this.bindMatrix );
  18488. target.set( 0, 0, 0 );
  18489. for ( let i = 0; i < 4; i ++ ) {
  18490. const weight = _skinWeight.getComponent( i );
  18491. if ( weight !== 0 ) {
  18492. const boneIndex = _skinIndex.getComponent( i );
  18493. _matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  18494. target.addScaledVector( _vector3.copy( _basePosition ).applyMatrix4( _matrix4 ), weight );
  18495. }
  18496. }
  18497. return target.applyMatrix4( this.bindMatrixInverse );
  18498. }
  18499. }
  18500. /**
  18501. * A bone which is part of a {@link Skeleton}. The skeleton in turn is used by
  18502. * the {@link SkinnedMesh}.
  18503. *
  18504. * ```js
  18505. * const root = new THREE.Bone();
  18506. * const child = new THREE.Bone();
  18507. *
  18508. * root.add( child );
  18509. * child.position.y = 5;
  18510. * ```
  18511. *
  18512. * @augments Object3D
  18513. */
  18514. class Bone extends Object3D {
  18515. /**
  18516. * Constructs a new bone.
  18517. */
  18518. constructor() {
  18519. super();
  18520. /**
  18521. * This flag can be used for type testing.
  18522. *
  18523. * @type {boolean}
  18524. * @readonly
  18525. * @default true
  18526. */
  18527. this.isBone = true;
  18528. this.type = 'Bone';
  18529. }
  18530. }
  18531. /**
  18532. * Creates a texture directly from raw buffer data.
  18533. *
  18534. * The interpretation of the data depends on type and format: If the type is
  18535. * `UnsignedByteType`, a `Uint8Array` will be useful for addressing the
  18536. * texel data. If the format is `RGBAFormat`, data needs four values for
  18537. * one texel; Red, Green, Blue and Alpha (typically the opacity).
  18538. *
  18539. * @augments Texture
  18540. */
  18541. class DataTexture extends Texture {
  18542. /**
  18543. * Constructs a new data texture.
  18544. *
  18545. * @param {?TypedArray} [data=null] - The buffer data.
  18546. * @param {number} [width=1] - The width of the texture.
  18547. * @param {number} [height=1] - The height of the texture.
  18548. * @param {number} [format=RGBAFormat] - The texture format.
  18549. * @param {number} [type=UnsignedByteType] - The texture type.
  18550. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  18551. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  18552. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  18553. * @param {number} [magFilter=NearestFilter] - The mag filter value.
  18554. * @param {number} [minFilter=NearestFilter] - The min filter value.
  18555. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  18556. * @param {string} [colorSpace=NoColorSpace] - The color space.
  18557. */
  18558. constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) {
  18559. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  18560. /**
  18561. * This flag can be used for type testing.
  18562. *
  18563. * @type {boolean}
  18564. * @readonly
  18565. * @default true
  18566. */
  18567. this.isDataTexture = true;
  18568. /**
  18569. * The image definition of a data texture.
  18570. *
  18571. * @type {{data:TypedArray,width:number,height:number}}
  18572. */
  18573. this.image = { data: data, width: width, height: height };
  18574. /**
  18575. * Whether to generate mipmaps (if possible) for a texture.
  18576. *
  18577. * Overwritten and set to `false` by default.
  18578. *
  18579. * @type {boolean}
  18580. * @default false
  18581. */
  18582. this.generateMipmaps = false;
  18583. /**
  18584. * If set to `true`, the texture is flipped along the vertical axis when
  18585. * uploaded to the GPU.
  18586. *
  18587. * Overwritten and set to `false` by default.
  18588. *
  18589. * @type {boolean}
  18590. * @default false
  18591. */
  18592. this.flipY = false;
  18593. /**
  18594. * Specifies the alignment requirements for the start of each pixel row in memory.
  18595. *
  18596. * Overwritten and set to `1` by default.
  18597. *
  18598. * @type {boolean}
  18599. * @default 1
  18600. */
  18601. this.unpackAlignment = 1;
  18602. }
  18603. }
  18604. const _offsetMatrix = /*@__PURE__*/ new Matrix4();
  18605. const _identityMatrix = /*@__PURE__*/ new Matrix4();
  18606. /**
  18607. * Class for representing the armatures in `three.js`. The skeleton
  18608. * is defined by a hierarchy of bones.
  18609. *
  18610. * ```js
  18611. * const bones = [];
  18612. *
  18613. * const shoulder = new THREE.Bone();
  18614. * const elbow = new THREE.Bone();
  18615. * const hand = new THREE.Bone();
  18616. *
  18617. * shoulder.add( elbow );
  18618. * elbow.add( hand );
  18619. *
  18620. * bones.push( shoulder , elbow, hand);
  18621. *
  18622. * shoulder.position.y = -5;
  18623. * elbow.position.y = 0;
  18624. * hand.position.y = 5;
  18625. *
  18626. * const armSkeleton = new THREE.Skeleton( bones );
  18627. * ```
  18628. */
  18629. class Skeleton {
  18630. /**
  18631. * Constructs a new skeleton.
  18632. *
  18633. * @param {Array<Bone>} [bones] - An array of bones.
  18634. * @param {Array<Matrix4>} [boneInverses] - An array of bone inverse matrices.
  18635. * If not provided, these matrices will be computed automatically via {@link Skeleton#calculateInverses}.
  18636. */
  18637. constructor( bones = [], boneInverses = [] ) {
  18638. this.uuid = generateUUID();
  18639. /**
  18640. * An array of bones defining the skeleton.
  18641. *
  18642. * @type {Array<Bone>}
  18643. */
  18644. this.bones = bones.slice( 0 );
  18645. /**
  18646. * An array of bone inverse matrices.
  18647. *
  18648. * @type {Array<Matrix4>}
  18649. */
  18650. this.boneInverses = boneInverses;
  18651. /**
  18652. * An array buffer holding the bone data.
  18653. * Input data for {@link Skeleton#boneTexture}.
  18654. *
  18655. * @type {?Float32Array}
  18656. * @default null
  18657. */
  18658. this.boneMatrices = null;
  18659. /**
  18660. * A texture holding the bone data for use
  18661. * in the vertex shader.
  18662. *
  18663. * @type {?DataTexture}
  18664. * @default null
  18665. */
  18666. this.boneTexture = null;
  18667. this.init();
  18668. }
  18669. /**
  18670. * Initializes the skeleton. This method gets automatically called by the constructor
  18671. * but depending on how the skeleton is created it might be necessary to call this method
  18672. * manually.
  18673. */
  18674. init() {
  18675. const bones = this.bones;
  18676. const boneInverses = this.boneInverses;
  18677. this.boneMatrices = new Float32Array( bones.length * 16 );
  18678. // calculate inverse bone matrices if necessary
  18679. if ( boneInverses.length === 0 ) {
  18680. this.calculateInverses();
  18681. } else {
  18682. // handle special case
  18683. if ( bones.length !== boneInverses.length ) {
  18684. console.warn( 'THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.' );
  18685. this.boneInverses = [];
  18686. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18687. this.boneInverses.push( new Matrix4() );
  18688. }
  18689. }
  18690. }
  18691. }
  18692. /**
  18693. * Computes the bone inverse matrices. This method resets {@link Skeleton#boneInverses}
  18694. * and fills it with new matrices.
  18695. */
  18696. calculateInverses() {
  18697. this.boneInverses.length = 0;
  18698. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18699. const inverse = new Matrix4();
  18700. if ( this.bones[ i ] ) {
  18701. inverse.copy( this.bones[ i ].matrixWorld ).invert();
  18702. }
  18703. this.boneInverses.push( inverse );
  18704. }
  18705. }
  18706. /**
  18707. * Resets the skeleton to the base pose.
  18708. */
  18709. pose() {
  18710. // recover the bind-time world matrices
  18711. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18712. const bone = this.bones[ i ];
  18713. if ( bone ) {
  18714. bone.matrixWorld.copy( this.boneInverses[ i ] ).invert();
  18715. }
  18716. }
  18717. // compute the local matrices, positions, rotations and scales
  18718. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18719. const bone = this.bones[ i ];
  18720. if ( bone ) {
  18721. if ( bone.parent && bone.parent.isBone ) {
  18722. bone.matrix.copy( bone.parent.matrixWorld ).invert();
  18723. bone.matrix.multiply( bone.matrixWorld );
  18724. } else {
  18725. bone.matrix.copy( bone.matrixWorld );
  18726. }
  18727. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  18728. }
  18729. }
  18730. }
  18731. /**
  18732. * Resets the skeleton to the base pose.
  18733. */
  18734. update() {
  18735. const bones = this.bones;
  18736. const boneInverses = this.boneInverses;
  18737. const boneMatrices = this.boneMatrices;
  18738. const boneTexture = this.boneTexture;
  18739. // flatten bone matrices to array
  18740. for ( let i = 0, il = bones.length; i < il; i ++ ) {
  18741. // compute the offset between the current and the original transform
  18742. const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  18743. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  18744. _offsetMatrix.toArray( boneMatrices, i * 16 );
  18745. }
  18746. if ( boneTexture !== null ) {
  18747. boneTexture.needsUpdate = true;
  18748. }
  18749. }
  18750. /**
  18751. * Returns a new skeleton with copied values from this instance.
  18752. *
  18753. * @return {Skeleton} A clone of this instance.
  18754. */
  18755. clone() {
  18756. return new Skeleton( this.bones, this.boneInverses );
  18757. }
  18758. /**
  18759. * Computes a data texture for passing bone data to the vertex shader.
  18760. *
  18761. * @return {Skeleton} A reference of this instance.
  18762. */
  18763. computeBoneTexture() {
  18764. // layout (1 matrix = 4 pixels)
  18765. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  18766. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  18767. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  18768. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  18769. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  18770. let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
  18771. size = Math.ceil( size / 4 ) * 4;
  18772. size = Math.max( size, 4 );
  18773. const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  18774. boneMatrices.set( this.boneMatrices ); // copy current values
  18775. const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  18776. boneTexture.needsUpdate = true;
  18777. this.boneMatrices = boneMatrices;
  18778. this.boneTexture = boneTexture;
  18779. return this;
  18780. }
  18781. /**
  18782. * Searches through the skeleton's bone array and returns the first with a
  18783. * matching name.
  18784. *
  18785. * @param {string} name - The name of the bone.
  18786. * @return {Bone|undefined} The found bone. `undefined` if no bone has been found.
  18787. */
  18788. getBoneByName( name ) {
  18789. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18790. const bone = this.bones[ i ];
  18791. if ( bone.name === name ) {
  18792. return bone;
  18793. }
  18794. }
  18795. return undefined;
  18796. }
  18797. /**
  18798. * Frees the GPU-related resources allocated by this instance. Call this
  18799. * method whenever this instance is no longer used in your app.
  18800. */
  18801. dispose( ) {
  18802. if ( this.boneTexture !== null ) {
  18803. this.boneTexture.dispose();
  18804. this.boneTexture = null;
  18805. }
  18806. }
  18807. /**
  18808. * Setups the skeleton by the given JSON and bones.
  18809. *
  18810. * @param {Object} json - The skeleton as serialized JSON.
  18811. * @param {Object<string, Bone>} bones - An array of bones.
  18812. * @return {Skeleton} A reference of this instance.
  18813. */
  18814. fromJSON( json, bones ) {
  18815. this.uuid = json.uuid;
  18816. for ( let i = 0, l = json.bones.length; i < l; i ++ ) {
  18817. const uuid = json.bones[ i ];
  18818. let bone = bones[ uuid ];
  18819. if ( bone === undefined ) {
  18820. console.warn( 'THREE.Skeleton: No bone found with UUID:', uuid );
  18821. bone = new Bone();
  18822. }
  18823. this.bones.push( bone );
  18824. this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );
  18825. }
  18826. this.init();
  18827. return this;
  18828. }
  18829. /**
  18830. * Serializes the skeleton into JSON.
  18831. *
  18832. * @return {Object} A JSON object representing the serialized skeleton.
  18833. * @see {@link ObjectLoader#parse}
  18834. */
  18835. toJSON() {
  18836. const data = {
  18837. metadata: {
  18838. version: 4.7,
  18839. type: 'Skeleton',
  18840. generator: 'Skeleton.toJSON'
  18841. },
  18842. bones: [],
  18843. boneInverses: []
  18844. };
  18845. data.uuid = this.uuid;
  18846. const bones = this.bones;
  18847. const boneInverses = this.boneInverses;
  18848. for ( let i = 0, l = bones.length; i < l; i ++ ) {
  18849. const bone = bones[ i ];
  18850. data.bones.push( bone.uuid );
  18851. const boneInverse = boneInverses[ i ];
  18852. data.boneInverses.push( boneInverse.toArray() );
  18853. }
  18854. return data;
  18855. }
  18856. }
  18857. /**
  18858. * An instanced version of a buffer attribute.
  18859. *
  18860. * @augments BufferAttribute
  18861. */
  18862. class InstancedBufferAttribute extends BufferAttribute {
  18863. /**
  18864. * Constructs a new instanced buffer attribute.
  18865. *
  18866. * @param {TypedArray} array - The array holding the attribute data.
  18867. * @param {number} itemSize - The item size.
  18868. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  18869. * @param {number} [meshPerAttribute=1] - How often a value of this buffer attribute should be repeated.
  18870. */
  18871. constructor( array, itemSize, normalized, meshPerAttribute = 1 ) {
  18872. super( array, itemSize, normalized );
  18873. /**
  18874. * This flag can be used for type testing.
  18875. *
  18876. * @type {boolean}
  18877. * @readonly
  18878. * @default true
  18879. */
  18880. this.isInstancedBufferAttribute = true;
  18881. /**
  18882. * Defines how often a value of this buffer attribute should be repeated. A
  18883. * value of one means that each value of the instanced attribute is used for
  18884. * a single instance. A value of two means that each value is used for two
  18885. * consecutive instances (and so on).
  18886. *
  18887. * @type {number}
  18888. * @default 1
  18889. */
  18890. this.meshPerAttribute = meshPerAttribute;
  18891. }
  18892. copy( source ) {
  18893. super.copy( source );
  18894. this.meshPerAttribute = source.meshPerAttribute;
  18895. return this;
  18896. }
  18897. toJSON() {
  18898. const data = super.toJSON();
  18899. data.meshPerAttribute = this.meshPerAttribute;
  18900. data.isInstancedBufferAttribute = true;
  18901. return data;
  18902. }
  18903. }
  18904. const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();
  18905. const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();
  18906. const _instanceIntersects = [];
  18907. const _box3 = /*@__PURE__*/ new Box3();
  18908. const _identity = /*@__PURE__*/ new Matrix4();
  18909. const _mesh$1 = /*@__PURE__*/ new Mesh();
  18910. const _sphere$4 = /*@__PURE__*/ new Sphere();
  18911. /**
  18912. * A special version of a mesh with instanced rendering support. Use
  18913. * this class if you have to render a large number of objects with the same
  18914. * geometry and material(s) but with different world transformations. The usage
  18915. * of 'InstancedMesh' will help you to reduce the number of draw calls and thus
  18916. * improve the overall rendering performance in your application.
  18917. *
  18918. * @augments Mesh
  18919. */
  18920. class InstancedMesh extends Mesh {
  18921. /**
  18922. * Constructs a new instanced mesh.
  18923. *
  18924. * @param {BufferGeometry} [geometry] - The mesh geometry.
  18925. * @param {Material|Array<Material>} [material] - The mesh material.
  18926. * @param {number} count - The number of instances.
  18927. */
  18928. constructor( geometry, material, count ) {
  18929. super( geometry, material );
  18930. /**
  18931. * This flag can be used for type testing.
  18932. *
  18933. * @type {boolean}
  18934. * @readonly
  18935. * @default true
  18936. */
  18937. this.isInstancedMesh = true;
  18938. /**
  18939. * Represents the local transformation of all instances. You have to set its
  18940. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  18941. * via {@link InstancedMesh#setMatrixAt}.
  18942. *
  18943. * @type {InstancedBufferAttribute}
  18944. */
  18945. this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );
  18946. /**
  18947. * Represents the color of all instances. You have to set its
  18948. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  18949. * via {@link InstancedMesh#setColorAt}.
  18950. *
  18951. * @type {?InstancedBufferAttribute}
  18952. * @default null
  18953. */
  18954. this.instanceColor = null;
  18955. /**
  18956. * Represents the morph target weights of all instances. You have to set its
  18957. * {@link Texture#needsUpdate} flag to true if you modify instanced data
  18958. * via {@link InstancedMesh#setMorphAt}.
  18959. *
  18960. * @type {?DataTexture}
  18961. * @default null
  18962. */
  18963. this.morphTexture = null;
  18964. /**
  18965. * The number of instances.
  18966. *
  18967. * @type {number}
  18968. */
  18969. this.count = count;
  18970. /**
  18971. * The bounding box of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingBox}.
  18972. *
  18973. * @type {?Box3}
  18974. * @default null
  18975. */
  18976. this.boundingBox = null;
  18977. /**
  18978. * The bounding sphere of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingSphere}.
  18979. *
  18980. * @type {?Sphere}
  18981. * @default null
  18982. */
  18983. this.boundingSphere = null;
  18984. for ( let i = 0; i < count; i ++ ) {
  18985. this.setMatrixAt( i, _identity );
  18986. }
  18987. }
  18988. /**
  18989. * Computes the bounding box of the instanced mesh, and updates {@link InstancedMesh#boundingBox}.
  18990. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  18991. * You may need to recompute the bounding box if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  18992. */
  18993. computeBoundingBox() {
  18994. const geometry = this.geometry;
  18995. const count = this.count;
  18996. if ( this.boundingBox === null ) {
  18997. this.boundingBox = new Box3();
  18998. }
  18999. if ( geometry.boundingBox === null ) {
  19000. geometry.computeBoundingBox();
  19001. }
  19002. this.boundingBox.makeEmpty();
  19003. for ( let i = 0; i < count; i ++ ) {
  19004. this.getMatrixAt( i, _instanceLocalMatrix );
  19005. _box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix );
  19006. this.boundingBox.union( _box3 );
  19007. }
  19008. }
  19009. /**
  19010. * Computes the bounding sphere of the instanced mesh, and updates {@link InstancedMesh#boundingSphere}
  19011. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  19012. * You may need to recompute the bounding sphere if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  19013. */
  19014. computeBoundingSphere() {
  19015. const geometry = this.geometry;
  19016. const count = this.count;
  19017. if ( this.boundingSphere === null ) {
  19018. this.boundingSphere = new Sphere();
  19019. }
  19020. if ( geometry.boundingSphere === null ) {
  19021. geometry.computeBoundingSphere();
  19022. }
  19023. this.boundingSphere.makeEmpty();
  19024. for ( let i = 0; i < count; i ++ ) {
  19025. this.getMatrixAt( i, _instanceLocalMatrix );
  19026. _sphere$4.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix );
  19027. this.boundingSphere.union( _sphere$4 );
  19028. }
  19029. }
  19030. copy( source, recursive ) {
  19031. super.copy( source, recursive );
  19032. this.instanceMatrix.copy( source.instanceMatrix );
  19033. if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone();
  19034. if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();
  19035. this.count = source.count;
  19036. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  19037. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  19038. return this;
  19039. }
  19040. /**
  19041. * Gets the color of the defined instance.
  19042. *
  19043. * @param {number} index - The instance index.
  19044. * @param {Color} color - The target object that is used to store the method's result.
  19045. */
  19046. getColorAt( index, color ) {
  19047. color.fromArray( this.instanceColor.array, index * 3 );
  19048. }
  19049. /**
  19050. * Gets the local transformation matrix of the defined instance.
  19051. *
  19052. * @param {number} index - The instance index.
  19053. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  19054. */
  19055. getMatrixAt( index, matrix ) {
  19056. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  19057. }
  19058. /**
  19059. * Gets the morph target weights of the defined instance.
  19060. *
  19061. * @param {number} index - The instance index.
  19062. * @param {Mesh} object - The target object that is used to store the method's result.
  19063. */
  19064. getMorphAt( index, object ) {
  19065. const objectInfluences = object.morphTargetInfluences;
  19066. const array = this.morphTexture.source.data.data;
  19067. const len = objectInfluences.length + 1; // All influences + the baseInfluenceSum
  19068. const dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning
  19069. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  19070. objectInfluences[ i ] = array[ dataIndex + i ];
  19071. }
  19072. }
  19073. raycast( raycaster, intersects ) {
  19074. const matrixWorld = this.matrixWorld;
  19075. const raycastTimes = this.count;
  19076. _mesh$1.geometry = this.geometry;
  19077. _mesh$1.material = this.material;
  19078. if ( _mesh$1.material === undefined ) return;
  19079. // test with bounding sphere first
  19080. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  19081. _sphere$4.copy( this.boundingSphere );
  19082. _sphere$4.applyMatrix4( matrixWorld );
  19083. if ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return;
  19084. // now test each instance
  19085. for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  19086. // calculate the world matrix for each instance
  19087. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  19088. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  19089. // the mesh represents this single instance
  19090. _mesh$1.matrixWorld = _instanceWorldMatrix;
  19091. _mesh$1.raycast( raycaster, _instanceIntersects );
  19092. // process the result of raycast
  19093. for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  19094. const intersect = _instanceIntersects[ i ];
  19095. intersect.instanceId = instanceId;
  19096. intersect.object = this;
  19097. intersects.push( intersect );
  19098. }
  19099. _instanceIntersects.length = 0;
  19100. }
  19101. }
  19102. /**
  19103. * Sets the given color to the defined instance. Make sure you set the `needsUpdate` flag of
  19104. * {@link InstancedMesh#instanceColor} to `true` after updating all the colors.
  19105. *
  19106. * @param {number} index - The instance index.
  19107. * @param {Color} color - The instance color.
  19108. */
  19109. setColorAt( index, color ) {
  19110. if ( this.instanceColor === null ) {
  19111. this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 );
  19112. }
  19113. color.toArray( this.instanceColor.array, index * 3 );
  19114. }
  19115. /**
  19116. * Sets the given local transformation matrix to the defined instance. Make sure you set the `needsUpdate` flag of
  19117. * {@link InstancedMesh#instanceMatrix} to `true` after updating all the colors.
  19118. *
  19119. * @param {number} index - The instance index.
  19120. * @param {Matrix4} matrix - The local transformation.
  19121. */
  19122. setMatrixAt( index, matrix ) {
  19123. matrix.toArray( this.instanceMatrix.array, index * 16 );
  19124. }
  19125. /**
  19126. * Sets the morph target weights to the defined instance. Make sure you set the `needsUpdate` flag of
  19127. * {@link InstancedMesh#morphTexture} to `true` after updating all the influences.
  19128. *
  19129. * @param {number} index - The instance index.
  19130. * @param {Mesh} object - A mesh which `morphTargetInfluences` property containing the morph target weights
  19131. * of a single instance.
  19132. */
  19133. setMorphAt( index, object ) {
  19134. const objectInfluences = object.morphTargetInfluences;
  19135. const len = objectInfluences.length + 1; // morphBaseInfluence + all influences
  19136. if ( this.morphTexture === null ) {
  19137. this.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType );
  19138. }
  19139. const array = this.morphTexture.source.data.data;
  19140. let morphInfluencesSum = 0;
  19141. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  19142. morphInfluencesSum += objectInfluences[ i ];
  19143. }
  19144. const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  19145. const dataIndex = len * index;
  19146. array[ dataIndex ] = morphBaseInfluence;
  19147. array.set( objectInfluences, dataIndex + 1 );
  19148. }
  19149. updateMorphTargets() {
  19150. }
  19151. /**
  19152. * Frees the GPU-related resources allocated by this instance. Call this
  19153. * method whenever this instance is no longer used in your app.
  19154. */
  19155. dispose() {
  19156. this.dispatchEvent( { type: 'dispose' } );
  19157. if ( this.morphTexture !== null ) {
  19158. this.morphTexture.dispose();
  19159. this.morphTexture = null;
  19160. }
  19161. }
  19162. }
  19163. const _vector1 = /*@__PURE__*/ new Vector3();
  19164. const _vector2 = /*@__PURE__*/ new Vector3();
  19165. const _normalMatrix = /*@__PURE__*/ new Matrix3();
  19166. /**
  19167. * A two dimensional surface that extends infinitely in 3D space, represented
  19168. * in [Hessian normal form]{@link http://mathworld.wolfram.com/HessianNormalForm.html}
  19169. * by a unit length normal vector and a constant.
  19170. */
  19171. class Plane {
  19172. /**
  19173. * Constructs a new plane.
  19174. *
  19175. * @param {Vector3} [normal=(1,0,0)] - A unit length vector defining the normal of the plane.
  19176. * @param {number} [constant=0] - The signed distance from the origin to the plane.
  19177. */
  19178. constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {
  19179. /**
  19180. * This flag can be used for type testing.
  19181. *
  19182. * @type {boolean}
  19183. * @readonly
  19184. * @default true
  19185. */
  19186. this.isPlane = true;
  19187. /**
  19188. * A unit length vector defining the normal of the plane.
  19189. *
  19190. * @type {Vector3}
  19191. */
  19192. this.normal = normal;
  19193. /**
  19194. * The signed distance from the origin to the plane.
  19195. *
  19196. * @type {number}
  19197. * @default 0
  19198. */
  19199. this.constant = constant;
  19200. }
  19201. /**
  19202. * Sets the plane components by copying the given values.
  19203. *
  19204. * @param {Vector3} normal - The normal.
  19205. * @param {number} constant - The constant.
  19206. * @return {Plane} A reference to this plane.
  19207. */
  19208. set( normal, constant ) {
  19209. this.normal.copy( normal );
  19210. this.constant = constant;
  19211. return this;
  19212. }
  19213. /**
  19214. * Sets the plane components by defining `x`, `y`, `z` as the
  19215. * plane normal and `w` as the constant.
  19216. *
  19217. * @param {number} x - The value for the normal's x component.
  19218. * @param {number} y - The value for the normal's y component.
  19219. * @param {number} z - The value for the normal's z component.
  19220. * @param {number} w - The constant value.
  19221. * @return {Plane} A reference to this plane.
  19222. */
  19223. setComponents( x, y, z, w ) {
  19224. this.normal.set( x, y, z );
  19225. this.constant = w;
  19226. return this;
  19227. }
  19228. /**
  19229. * Sets the plane from the given normal and coplanar point (that is a point
  19230. * that lies onto the plane).
  19231. *
  19232. * @param {Vector3} normal - The normal.
  19233. * @param {Vector3} point - A coplanar point.
  19234. * @return {Plane} A reference to this plane.
  19235. */
  19236. setFromNormalAndCoplanarPoint( normal, point ) {
  19237. this.normal.copy( normal );
  19238. this.constant = - point.dot( this.normal );
  19239. return this;
  19240. }
  19241. /**
  19242. * Sets the plane from three coplanar points. The winding order is
  19243. * assumed to be counter-clockwise, and determines the direction of
  19244. * the plane normal.
  19245. *
  19246. * @param {Vector3} a - The first coplanar point.
  19247. * @param {Vector3} b - The second coplanar point.
  19248. * @param {Vector3} c - The third coplanar point.
  19249. * @return {Plane} A reference to this plane.
  19250. */
  19251. setFromCoplanarPoints( a, b, c ) {
  19252. const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  19253. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  19254. this.setFromNormalAndCoplanarPoint( normal, a );
  19255. return this;
  19256. }
  19257. /**
  19258. * Copies the values of the given plane to this instance.
  19259. *
  19260. * @param {Plane} plane - The plane to copy.
  19261. * @return {Plane} A reference to this plane.
  19262. */
  19263. copy( plane ) {
  19264. this.normal.copy( plane.normal );
  19265. this.constant = plane.constant;
  19266. return this;
  19267. }
  19268. /**
  19269. * Normalizes the plane normal and adjusts the constant accordingly.
  19270. *
  19271. * @return {Plane} A reference to this plane.
  19272. */
  19273. normalize() {
  19274. // Note: will lead to a divide by zero if the plane is invalid.
  19275. const inverseNormalLength = 1.0 / this.normal.length();
  19276. this.normal.multiplyScalar( inverseNormalLength );
  19277. this.constant *= inverseNormalLength;
  19278. return this;
  19279. }
  19280. /**
  19281. * Negates both the plane normal and the constant.
  19282. *
  19283. * @return {Plane} A reference to this plane.
  19284. */
  19285. negate() {
  19286. this.constant *= -1;
  19287. this.normal.negate();
  19288. return this;
  19289. }
  19290. /**
  19291. * Returns the signed distance from the given point to this plane.
  19292. *
  19293. * @param {Vector3} point - The point to compute the distance for.
  19294. * @return {number} The signed distance.
  19295. */
  19296. distanceToPoint( point ) {
  19297. return this.normal.dot( point ) + this.constant;
  19298. }
  19299. /**
  19300. * Returns the signed distance from the given sphere to this plane.
  19301. *
  19302. * @param {Sphere} sphere - The sphere to compute the distance for.
  19303. * @return {number} The signed distance.
  19304. */
  19305. distanceToSphere( sphere ) {
  19306. return this.distanceToPoint( sphere.center ) - sphere.radius;
  19307. }
  19308. /**
  19309. * Projects a the given point onto the plane.
  19310. *
  19311. * @param {Vector3} point - The point to project.
  19312. * @param {Vector3} target - The target vector that is used to store the method's result.
  19313. * @return {Vector3} The projected point on the plane.
  19314. */
  19315. projectPoint( point, target ) {
  19316. return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );
  19317. }
  19318. /**
  19319. * Returns the intersection point of the passed line and the plane. Returns
  19320. * `null` if the line does not intersect. Returns the line's starting point if
  19321. * the line is coplanar with the plane.
  19322. *
  19323. * @param {Line3} line - The line to compute the intersection for.
  19324. * @param {Vector3} target - The target vector that is used to store the method's result.
  19325. * @return {?Vector3} The intersection point.
  19326. */
  19327. intersectLine( line, target ) {
  19328. const direction = line.delta( _vector1 );
  19329. const denominator = this.normal.dot( direction );
  19330. if ( denominator === 0 ) {
  19331. // line is coplanar, return origin
  19332. if ( this.distanceToPoint( line.start ) === 0 ) {
  19333. return target.copy( line.start );
  19334. }
  19335. // Unsure if this is the correct method to handle this case.
  19336. return null;
  19337. }
  19338. const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  19339. if ( t < 0 || t > 1 ) {
  19340. return null;
  19341. }
  19342. return target.copy( line.start ).addScaledVector( direction, t );
  19343. }
  19344. /**
  19345. * Returns `true` if the given line segment intersects with (passes through) the plane.
  19346. *
  19347. * @param {Line3} line - The line to test.
  19348. * @return {boolean} Whether the given line segment intersects with the plane or not.
  19349. */
  19350. intersectsLine( line ) {
  19351. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  19352. const startSign = this.distanceToPoint( line.start );
  19353. const endSign = this.distanceToPoint( line.end );
  19354. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  19355. }
  19356. /**
  19357. * Returns `true` if the given bounding box intersects with the plane.
  19358. *
  19359. * @param {Box3} box - The bounding box to test.
  19360. * @return {boolean} Whether the given bounding box intersects with the plane or not.
  19361. */
  19362. intersectsBox( box ) {
  19363. return box.intersectsPlane( this );
  19364. }
  19365. /**
  19366. * Returns `true` if the given bounding sphere intersects with the plane.
  19367. *
  19368. * @param {Sphere} sphere - The bounding sphere to test.
  19369. * @return {boolean} Whether the given bounding sphere intersects with the plane or not.
  19370. */
  19371. intersectsSphere( sphere ) {
  19372. return sphere.intersectsPlane( this );
  19373. }
  19374. /**
  19375. * Returns a coplanar vector to the plane, by calculating the
  19376. * projection of the normal at the origin onto the plane.
  19377. *
  19378. * @param {Vector3} target - The target vector that is used to store the method's result.
  19379. * @return {Vector3} The coplanar point.
  19380. */
  19381. coplanarPoint( target ) {
  19382. return target.copy( this.normal ).multiplyScalar( - this.constant );
  19383. }
  19384. /**
  19385. * Apply a 4x4 matrix to the plane. The matrix must be an affine, homogeneous transform.
  19386. *
  19387. * The optional normal matrix can be pre-computed like so:
  19388. * ```js
  19389. * const optionalNormalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  19390. * ```
  19391. *
  19392. * @param {Matrix4} matrix - The transformation matrix.
  19393. * @param {Matrix4} [optionalNormalMatrix] - A pre-computed normal matrix.
  19394. * @return {Plane} A reference to this plane.
  19395. */
  19396. applyMatrix4( matrix, optionalNormalMatrix ) {
  19397. const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  19398. const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  19399. const normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  19400. this.constant = - referencePoint.dot( normal );
  19401. return this;
  19402. }
  19403. /**
  19404. * Translates the plane by the distance defined by the given offset vector.
  19405. * Note that this only affects the plane constant and will not affect the normal vector.
  19406. *
  19407. * @param {Vector3} offset - The offset vector.
  19408. * @return {Plane} A reference to this plane.
  19409. */
  19410. translate( offset ) {
  19411. this.constant -= offset.dot( this.normal );
  19412. return this;
  19413. }
  19414. /**
  19415. * Returns `true` if this plane is equal with the given one.
  19416. *
  19417. * @param {Plane} plane - The plane to test for equality.
  19418. * @return {boolean} Whether this plane is equal with the given one.
  19419. */
  19420. equals( plane ) {
  19421. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  19422. }
  19423. /**
  19424. * Returns a new plane with copied values from this instance.
  19425. *
  19426. * @return {Plane} A clone of this instance.
  19427. */
  19428. clone() {
  19429. return new this.constructor().copy( this );
  19430. }
  19431. }
  19432. const _sphere$3 = /*@__PURE__*/ new Sphere();
  19433. const _vector$6 = /*@__PURE__*/ new Vector3();
  19434. /**
  19435. * Frustums are used to determine what is inside the camera's field of view.
  19436. * They help speed up the rendering process - objects which lie outside a camera's
  19437. * frustum can safely be excluded from rendering.
  19438. *
  19439. * This class is mainly intended for use internally by a renderer.
  19440. */
  19441. class Frustum {
  19442. /**
  19443. * Constructs a new frustum.
  19444. *
  19445. * @param {Plane} [p0] - The first plane that encloses the frustum.
  19446. * @param {Plane} [p1] - The second plane that encloses the frustum.
  19447. * @param {Plane} [p2] - The third plane that encloses the frustum.
  19448. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  19449. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  19450. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  19451. */
  19452. constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {
  19453. /**
  19454. * This array holds the planes that enclose the frustum.
  19455. *
  19456. * @type {Array<Plane>}
  19457. */
  19458. this.planes = [ p0, p1, p2, p3, p4, p5 ];
  19459. }
  19460. /**
  19461. * Sets the frustum planes by copying the given planes.
  19462. *
  19463. * @param {Plane} [p0] - The first plane that encloses the frustum.
  19464. * @param {Plane} [p1] - The second plane that encloses the frustum.
  19465. * @param {Plane} [p2] - The third plane that encloses the frustum.
  19466. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  19467. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  19468. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  19469. * @return {Frustum} A reference to this frustum.
  19470. */
  19471. set( p0, p1, p2, p3, p4, p5 ) {
  19472. const planes = this.planes;
  19473. planes[ 0 ].copy( p0 );
  19474. planes[ 1 ].copy( p1 );
  19475. planes[ 2 ].copy( p2 );
  19476. planes[ 3 ].copy( p3 );
  19477. planes[ 4 ].copy( p4 );
  19478. planes[ 5 ].copy( p5 );
  19479. return this;
  19480. }
  19481. /**
  19482. * Copies the values of the given frustum to this instance.
  19483. *
  19484. * @param {Frustum} frustum - The frustum to copy.
  19485. * @return {Frustum} A reference to this frustum.
  19486. */
  19487. copy( frustum ) {
  19488. const planes = this.planes;
  19489. for ( let i = 0; i < 6; i ++ ) {
  19490. planes[ i ].copy( frustum.planes[ i ] );
  19491. }
  19492. return this;
  19493. }
  19494. /**
  19495. * Sets the frustum planes from the given projection matrix.
  19496. *
  19497. * @param {Matrix4} m - The projection matrix.
  19498. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} coordinateSystem - The coordinate system.
  19499. * @return {Frustum} A reference to this frustum.
  19500. */
  19501. setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem ) {
  19502. const planes = this.planes;
  19503. const me = m.elements;
  19504. const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  19505. const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  19506. const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  19507. const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  19508. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  19509. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  19510. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  19511. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  19512. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  19513. if ( coordinateSystem === WebGLCoordinateSystem ) {
  19514. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  19515. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  19516. planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize();
  19517. } else {
  19518. throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );
  19519. }
  19520. return this;
  19521. }
  19522. /**
  19523. * Returns `true` if the 3D object's bounding sphere is intersecting this frustum.
  19524. *
  19525. * Note that the 3D object must have a geometry so that the bounding sphere can be calculated.
  19526. *
  19527. * @param {Object3D} object - The 3D object to test.
  19528. * @return {boolean} Whether the 3D object's bounding sphere is intersecting this frustum or not.
  19529. */
  19530. intersectsObject( object ) {
  19531. if ( object.boundingSphere !== undefined ) {
  19532. if ( object.boundingSphere === null ) object.computeBoundingSphere();
  19533. _sphere$3.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );
  19534. } else {
  19535. const geometry = object.geometry;
  19536. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  19537. _sphere$3.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  19538. }
  19539. return this.intersectsSphere( _sphere$3 );
  19540. }
  19541. /**
  19542. * Returns `true` if the given sprite is intersecting this frustum.
  19543. *
  19544. * @param {Sprite} sprite - The sprite to test.
  19545. * @return {boolean} Whether the sprite is intersecting this frustum or not.
  19546. */
  19547. intersectsSprite( sprite ) {
  19548. _sphere$3.center.set( 0, 0, 0 );
  19549. _sphere$3.radius = 0.7071067811865476;
  19550. _sphere$3.applyMatrix4( sprite.matrixWorld );
  19551. return this.intersectsSphere( _sphere$3 );
  19552. }
  19553. /**
  19554. * Returns `true` if the given bounding sphere is intersecting this frustum.
  19555. *
  19556. * @param {Sphere} sphere - The bounding sphere to test.
  19557. * @return {boolean} Whether the bounding sphere is intersecting this frustum or not.
  19558. */
  19559. intersectsSphere( sphere ) {
  19560. const planes = this.planes;
  19561. const center = sphere.center;
  19562. const negRadius = - sphere.radius;
  19563. for ( let i = 0; i < 6; i ++ ) {
  19564. const distance = planes[ i ].distanceToPoint( center );
  19565. if ( distance < negRadius ) {
  19566. return false;
  19567. }
  19568. }
  19569. return true;
  19570. }
  19571. /**
  19572. * Returns `true` if the given bounding box is intersecting this frustum.
  19573. *
  19574. * @param {Box3} box - The bounding box to test.
  19575. * @return {boolean} Whether the bounding box is intersecting this frustum or not.
  19576. */
  19577. intersectsBox( box ) {
  19578. const planes = this.planes;
  19579. for ( let i = 0; i < 6; i ++ ) {
  19580. const plane = planes[ i ];
  19581. // corner at max distance
  19582. _vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  19583. _vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  19584. _vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  19585. if ( plane.distanceToPoint( _vector$6 ) < 0 ) {
  19586. return false;
  19587. }
  19588. }
  19589. return true;
  19590. }
  19591. /**
  19592. * Returns `true` if the given point lies within the frustum.
  19593. *
  19594. * @param {Vector3} point - The point to test.
  19595. * @return {boolean} Whether the point lies within this frustum or not.
  19596. */
  19597. containsPoint( point ) {
  19598. const planes = this.planes;
  19599. for ( let i = 0; i < 6; i ++ ) {
  19600. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  19601. return false;
  19602. }
  19603. }
  19604. return true;
  19605. }
  19606. /**
  19607. * Returns a new frustum with copied values from this instance.
  19608. *
  19609. * @return {Frustum} A clone of this instance.
  19610. */
  19611. clone() {
  19612. return new this.constructor().copy( this );
  19613. }
  19614. }
  19615. const _projScreenMatrix$2 = /*@__PURE__*/ new Matrix4();
  19616. const _frustum$1 = /*@__PURE__*/ new Frustum();
  19617. /**
  19618. * FrustumArray is used to determine if an object is visible in at least one camera
  19619. * from an array of cameras. This is particularly useful for multi-view renderers.
  19620. */
  19621. class FrustumArray {
  19622. /**
  19623. * Constructs a new frustum array.
  19624. *
  19625. */
  19626. constructor() {
  19627. /**
  19628. * The coordinate system to use.
  19629. *
  19630. * @type {WebGLCoordinateSystem|WebGPUCoordinateSystem}
  19631. * @default WebGLCoordinateSystem
  19632. */
  19633. this.coordinateSystem = WebGLCoordinateSystem;
  19634. }
  19635. /**
  19636. * Returns `true` if the 3D object's bounding sphere is intersecting any frustum
  19637. * from the camera array.
  19638. *
  19639. * @param {Object3D} object - The 3D object to test.
  19640. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19641. * @return {boolean} Whether the 3D object is visible in any camera.
  19642. */
  19643. intersectsObject( object, cameraArray ) {
  19644. if ( ! cameraArray.isArrayCamera || cameraArray.cameras.length === 0 ) {
  19645. return false;
  19646. }
  19647. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19648. const camera = cameraArray.cameras[ i ];
  19649. _projScreenMatrix$2.multiplyMatrices(
  19650. camera.projectionMatrix,
  19651. camera.matrixWorldInverse
  19652. );
  19653. _frustum$1.setFromProjectionMatrix(
  19654. _projScreenMatrix$2,
  19655. this.coordinateSystem
  19656. );
  19657. if ( _frustum$1.intersectsObject( object ) ) {
  19658. return true; // Object is visible in at least one camera
  19659. }
  19660. }
  19661. return false; // Not visible in any camera
  19662. }
  19663. /**
  19664. * Returns `true` if the given sprite is intersecting any frustum
  19665. * from the camera array.
  19666. *
  19667. * @param {Sprite} sprite - The sprite to test.
  19668. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19669. * @return {boolean} Whether the sprite is visible in any camera.
  19670. */
  19671. intersectsSprite( sprite, cameraArray ) {
  19672. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19673. return false;
  19674. }
  19675. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19676. const camera = cameraArray.cameras[ i ];
  19677. _projScreenMatrix$2.multiplyMatrices(
  19678. camera.projectionMatrix,
  19679. camera.matrixWorldInverse
  19680. );
  19681. _frustum$1.setFromProjectionMatrix(
  19682. _projScreenMatrix$2,
  19683. this.coordinateSystem
  19684. );
  19685. if ( _frustum$1.intersectsSprite( sprite ) ) {
  19686. return true; // Sprite is visible in at least one camera
  19687. }
  19688. }
  19689. return false; // Not visible in any camera
  19690. }
  19691. /**
  19692. * Returns `true` if the given bounding sphere is intersecting any frustum
  19693. * from the camera array.
  19694. *
  19695. * @param {Sphere} sphere - The bounding sphere to test.
  19696. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19697. * @return {boolean} Whether the sphere is visible in any camera.
  19698. */
  19699. intersectsSphere( sphere, cameraArray ) {
  19700. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19701. return false;
  19702. }
  19703. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19704. const camera = cameraArray.cameras[ i ];
  19705. _projScreenMatrix$2.multiplyMatrices(
  19706. camera.projectionMatrix,
  19707. camera.matrixWorldInverse
  19708. );
  19709. _frustum$1.setFromProjectionMatrix(
  19710. _projScreenMatrix$2,
  19711. this.coordinateSystem
  19712. );
  19713. if ( _frustum$1.intersectsSphere( sphere ) ) {
  19714. return true; // Sphere is visible in at least one camera
  19715. }
  19716. }
  19717. return false; // Not visible in any camera
  19718. }
  19719. /**
  19720. * Returns `true` if the given bounding box is intersecting any frustum
  19721. * from the camera array.
  19722. *
  19723. * @param {Box3} box - The bounding box to test.
  19724. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19725. * @return {boolean} Whether the box is visible in any camera.
  19726. */
  19727. intersectsBox( box, cameraArray ) {
  19728. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19729. return false;
  19730. }
  19731. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19732. const camera = cameraArray.cameras[ i ];
  19733. _projScreenMatrix$2.multiplyMatrices(
  19734. camera.projectionMatrix,
  19735. camera.matrixWorldInverse
  19736. );
  19737. _frustum$1.setFromProjectionMatrix(
  19738. _projScreenMatrix$2,
  19739. this.coordinateSystem
  19740. );
  19741. if ( _frustum$1.intersectsBox( box ) ) {
  19742. return true; // Box is visible in at least one camera
  19743. }
  19744. }
  19745. return false; // Not visible in any camera
  19746. }
  19747. /**
  19748. * Returns `true` if the given point lies within any frustum
  19749. * from the camera array.
  19750. *
  19751. * @param {Vector3} point - The point to test.
  19752. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19753. * @return {boolean} Whether the point is visible in any camera.
  19754. */
  19755. containsPoint( point, cameraArray ) {
  19756. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19757. return false;
  19758. }
  19759. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19760. const camera = cameraArray.cameras[ i ];
  19761. _projScreenMatrix$2.multiplyMatrices(
  19762. camera.projectionMatrix,
  19763. camera.matrixWorldInverse
  19764. );
  19765. _frustum$1.setFromProjectionMatrix(
  19766. _projScreenMatrix$2,
  19767. this.coordinateSystem
  19768. );
  19769. if ( _frustum$1.containsPoint( point ) ) {
  19770. return true; // Point is visible in at least one camera
  19771. }
  19772. }
  19773. return false; // Not visible in any camera
  19774. }
  19775. /**
  19776. * Returns a new frustum array with copied values from this instance.
  19777. *
  19778. * @return {FrustumArray} A clone of this instance.
  19779. */
  19780. clone() {
  19781. return new FrustumArray();
  19782. }
  19783. }
  19784. function ascIdSort( a, b ) {
  19785. return a - b;
  19786. }
  19787. function sortOpaque( a, b ) {
  19788. return a.z - b.z;
  19789. }
  19790. function sortTransparent( a, b ) {
  19791. return b.z - a.z;
  19792. }
  19793. class MultiDrawRenderList {
  19794. constructor() {
  19795. this.index = 0;
  19796. this.pool = [];
  19797. this.list = [];
  19798. }
  19799. push( start, count, z, index ) {
  19800. const pool = this.pool;
  19801. const list = this.list;
  19802. if ( this.index >= pool.length ) {
  19803. pool.push( {
  19804. start: -1,
  19805. count: -1,
  19806. z: -1,
  19807. index: -1,
  19808. } );
  19809. }
  19810. const item = pool[ this.index ];
  19811. list.push( item );
  19812. this.index ++;
  19813. item.start = start;
  19814. item.count = count;
  19815. item.z = z;
  19816. item.index = index;
  19817. }
  19818. reset() {
  19819. this.list.length = 0;
  19820. this.index = 0;
  19821. }
  19822. }
  19823. const _matrix$1 = /*@__PURE__*/ new Matrix4();
  19824. const _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 );
  19825. const _frustum = /*@__PURE__*/ new Frustum();
  19826. const _frustumArray = /*@__PURE__*/ new FrustumArray();
  19827. const _box$1 = /*@__PURE__*/ new Box3();
  19828. const _sphere$2 = /*@__PURE__*/ new Sphere();
  19829. const _vector$5 = /*@__PURE__*/ new Vector3();
  19830. const _forward$1 = /*@__PURE__*/ new Vector3();
  19831. const _temp = /*@__PURE__*/ new Vector3();
  19832. const _renderList = /*@__PURE__*/ new MultiDrawRenderList();
  19833. const _mesh = /*@__PURE__*/ new Mesh();
  19834. const _batchIntersects = [];
  19835. // copies data from attribute "src" into "target" starting at "targetOffset"
  19836. function copyAttributeData( src, target, targetOffset = 0 ) {
  19837. const itemSize = target.itemSize;
  19838. if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {
  19839. // use the component getters and setters if the array data cannot
  19840. // be copied directly
  19841. const vertexCount = src.count;
  19842. for ( let i = 0; i < vertexCount; i ++ ) {
  19843. for ( let c = 0; c < itemSize; c ++ ) {
  19844. target.setComponent( i + targetOffset, c, src.getComponent( i, c ) );
  19845. }
  19846. }
  19847. } else {
  19848. // faster copy approach using typed array set function
  19849. target.array.set( src.array, targetOffset * itemSize );
  19850. }
  19851. target.needsUpdate = true;
  19852. }
  19853. // safely copies array contents to a potentially smaller array
  19854. function copyArrayContents( src, target ) {
  19855. if ( src.constructor !== target.constructor ) {
  19856. // if arrays are of a different type (eg due to index size increasing) then data must be per-element copied
  19857. const len = Math.min( src.length, target.length );
  19858. for ( let i = 0; i < len; i ++ ) {
  19859. target[ i ] = src[ i ];
  19860. }
  19861. } else {
  19862. // if the arrays use the same data layout we can use a fast block copy
  19863. const len = Math.min( src.length, target.length );
  19864. target.set( new src.constructor( src.buffer, 0, len ) );
  19865. }
  19866. }
  19867. /**
  19868. * A special version of a mesh with multi draw batch rendering support. Use
  19869. * this class if you have to render a large number of objects with the same
  19870. * material but with different geometries or world transformations. The usage of
  19871. * `BatchedMesh` will help you to reduce the number of draw calls and thus improve the overall
  19872. * rendering performance in your application.
  19873. *
  19874. * ```js
  19875. * const box = new THREE.BoxGeometry( 1, 1, 1 );
  19876. * const sphere = new THREE.SphereGeometry( 1, 12, 12 );
  19877. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  19878. *
  19879. * // initialize and add geometries into the batched mesh
  19880. * const batchedMesh = new BatchedMesh( 10, 5000, 10000, material );
  19881. * const boxGeometryId = batchedMesh.addGeometry( box );
  19882. * const sphereGeometryId = batchedMesh.addGeometry( sphere );
  19883. *
  19884. * // create instances of those geometries
  19885. * const boxInstancedId1 = batchedMesh.addInstance( boxGeometryId );
  19886. * const boxInstancedId2 = batchedMesh.addInstance( boxGeometryId );
  19887. *
  19888. * const sphereInstancedId1 = batchedMesh.addInstance( sphereGeometryId );
  19889. * const sphereInstancedId2 = batchedMesh.addInstance( sphereGeometryId );
  19890. *
  19891. * // position the geometries
  19892. * batchedMesh.setMatrixAt( boxInstancedId1, boxMatrix1 );
  19893. * batchedMesh.setMatrixAt( boxInstancedId2, boxMatrix2 );
  19894. *
  19895. * batchedMesh.setMatrixAt( sphereInstancedId1, sphereMatrix1 );
  19896. * batchedMesh.setMatrixAt( sphereInstancedId2, sphereMatrix2 );
  19897. *
  19898. * scene.add( batchedMesh );
  19899. * ```
  19900. *
  19901. * @augments Mesh
  19902. */
  19903. class BatchedMesh extends Mesh {
  19904. /**
  19905. * Constructs a new batched mesh.
  19906. *
  19907. * @param {number} maxInstanceCount - The maximum number of individual instances planned to be added and rendered.
  19908. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries.
  19909. * @param {number} [maxIndexCount=maxVertexCount*2] - The maximum number of indices to be used by all unique geometries
  19910. * @param {Material|Array<Material>} [material] - The mesh material.
  19911. */
  19912. constructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {
  19913. super( new BufferGeometry(), material );
  19914. /**
  19915. * This flag can be used for type testing.
  19916. *
  19917. * @type {boolean}
  19918. * @readonly
  19919. * @default true
  19920. */
  19921. this.isBatchedMesh = true;
  19922. /**
  19923. * When set ot `true`, the individual objects of a batch are frustum culled.
  19924. *
  19925. * @type {boolean}
  19926. * @default true
  19927. */
  19928. this.perObjectFrustumCulled = true;
  19929. /**
  19930. * When set to `true`, the individual objects of a batch are sorted to improve overdraw-related artifacts.
  19931. * If the material is marked as "transparent" objects are rendered back to front and if not then they are
  19932. * rendered front to back.
  19933. *
  19934. * @type {boolean}
  19935. * @default true
  19936. */
  19937. this.sortObjects = true;
  19938. /**
  19939. * The bounding box of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingBox}.
  19940. *
  19941. * @type {?Box3}
  19942. * @default null
  19943. */
  19944. this.boundingBox = null;
  19945. /**
  19946. * The bounding sphere of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingSphere}.
  19947. *
  19948. * @type {?Sphere}
  19949. * @default null
  19950. */
  19951. this.boundingSphere = null;
  19952. /**
  19953. * Takes a sort a function that is run before render. The function takes a list of instances to
  19954. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered
  19955. * sort with.
  19956. *
  19957. * @type {?Function}
  19958. * @default null
  19959. */
  19960. this.customSort = null;
  19961. // stores visible, active, and geometry id per instance and reserved buffer ranges for geometries
  19962. this._instanceInfo = [];
  19963. this._geometryInfo = [];
  19964. // instance, geometry ids that have been set as inactive, and are available to be overwritten
  19965. this._availableInstanceIds = [];
  19966. this._availableGeometryIds = [];
  19967. // used to track where the next point is that geometry should be inserted
  19968. this._nextIndexStart = 0;
  19969. this._nextVertexStart = 0;
  19970. this._geometryCount = 0;
  19971. // flags
  19972. this._visibilityChanged = true;
  19973. this._geometryInitialized = false;
  19974. // cached user options
  19975. this._maxInstanceCount = maxInstanceCount;
  19976. this._maxVertexCount = maxVertexCount;
  19977. this._maxIndexCount = maxIndexCount;
  19978. // buffers for multi draw
  19979. this._multiDrawCounts = new Int32Array( maxInstanceCount );
  19980. this._multiDrawStarts = new Int32Array( maxInstanceCount );
  19981. this._multiDrawCount = 0;
  19982. this._multiDrawInstances = null;
  19983. // Local matrix per geometry by using data texture
  19984. this._matricesTexture = null;
  19985. this._indirectTexture = null;
  19986. this._colorsTexture = null;
  19987. this._initMatricesTexture();
  19988. this._initIndirectTexture();
  19989. }
  19990. /**
  19991. * The maximum number of individual instances that can be stored in the batch.
  19992. *
  19993. * @type {number}
  19994. * @readonly
  19995. */
  19996. get maxInstanceCount() {
  19997. return this._maxInstanceCount;
  19998. }
  19999. /**
  20000. * The instance count.
  20001. *
  20002. * @type {number}
  20003. * @readonly
  20004. */
  20005. get instanceCount() {
  20006. return this._instanceInfo.length - this._availableInstanceIds.length;
  20007. }
  20008. /**
  20009. * The number of unused vertices.
  20010. *
  20011. * @type {number}
  20012. * @readonly
  20013. */
  20014. get unusedVertexCount() {
  20015. return this._maxVertexCount - this._nextVertexStart;
  20016. }
  20017. /**
  20018. * The number of unused indices.
  20019. *
  20020. * @type {number}
  20021. * @readonly
  20022. */
  20023. get unusedIndexCount() {
  20024. return this._maxIndexCount - this._nextIndexStart;
  20025. }
  20026. _initMatricesTexture() {
  20027. // layout (1 matrix = 4 pixels)
  20028. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  20029. // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)
  20030. // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)
  20031. // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)
  20032. // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)
  20033. let size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix
  20034. size = Math.ceil( size / 4 ) * 4;
  20035. size = Math.max( size, 4 );
  20036. const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  20037. const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );
  20038. this._matricesTexture = matricesTexture;
  20039. }
  20040. _initIndirectTexture() {
  20041. let size = Math.sqrt( this._maxInstanceCount );
  20042. size = Math.ceil( size );
  20043. const indirectArray = new Uint32Array( size * size );
  20044. const indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType );
  20045. this._indirectTexture = indirectTexture;
  20046. }
  20047. _initColorsTexture() {
  20048. let size = Math.sqrt( this._maxInstanceCount );
  20049. size = Math.ceil( size );
  20050. // 4 floats per RGBA pixel initialized to white
  20051. const colorsArray = new Float32Array( size * size * 4 ).fill( 1 );
  20052. const colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType );
  20053. colorsTexture.colorSpace = ColorManagement.workingColorSpace;
  20054. this._colorsTexture = colorsTexture;
  20055. }
  20056. _initializeGeometry( reference ) {
  20057. const geometry = this.geometry;
  20058. const maxVertexCount = this._maxVertexCount;
  20059. const maxIndexCount = this._maxIndexCount;
  20060. if ( this._geometryInitialized === false ) {
  20061. for ( const attributeName in reference.attributes ) {
  20062. const srcAttribute = reference.getAttribute( attributeName );
  20063. const { array, itemSize, normalized } = srcAttribute;
  20064. const dstArray = new array.constructor( maxVertexCount * itemSize );
  20065. const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized );
  20066. geometry.setAttribute( attributeName, dstAttribute );
  20067. }
  20068. if ( reference.getIndex() !== null ) {
  20069. // Reserve last u16 index for primitive restart.
  20070. const indexArray = maxVertexCount > 65535
  20071. ? new Uint32Array( maxIndexCount )
  20072. : new Uint16Array( maxIndexCount );
  20073. geometry.setIndex( new BufferAttribute( indexArray, 1 ) );
  20074. }
  20075. this._geometryInitialized = true;
  20076. }
  20077. }
  20078. // Make sure the geometry is compatible with the existing combined geometry attributes
  20079. _validateGeometry( geometry ) {
  20080. // check to ensure the geometries are using consistent attributes and indices
  20081. const batchGeometry = this.geometry;
  20082. if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {
  20083. throw new Error( 'THREE.BatchedMesh: All geometries must consistently have "index".' );
  20084. }
  20085. for ( const attributeName in batchGeometry.attributes ) {
  20086. if ( ! geometry.hasAttribute( attributeName ) ) {
  20087. throw new Error( `THREE.BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` );
  20088. }
  20089. const srcAttribute = geometry.getAttribute( attributeName );
  20090. const dstAttribute = batchGeometry.getAttribute( attributeName );
  20091. if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {
  20092. throw new Error( 'THREE.BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );
  20093. }
  20094. }
  20095. }
  20096. /**
  20097. * Validates the instance defined by the given ID.
  20098. *
  20099. * @param {number} instanceId - The instance to validate.
  20100. */
  20101. validateInstanceId( instanceId ) {
  20102. const instanceInfo = this._instanceInfo;
  20103. if ( instanceId < 0 || instanceId >= instanceInfo.length || instanceInfo[ instanceId ].active === false ) {
  20104. throw new Error( `THREE.BatchedMesh: Invalid instanceId ${instanceId}. Instance is either out of range or has been deleted.` );
  20105. }
  20106. }
  20107. /**
  20108. * Validates the geometry defined by the given ID.
  20109. *
  20110. * @param {number} geometryId - The geometry to validate.
  20111. */
  20112. validateGeometryId( geometryId ) {
  20113. const geometryInfoList = this._geometryInfo;
  20114. if ( geometryId < 0 || geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  20115. throw new Error( `THREE.BatchedMesh: Invalid geometryId ${geometryId}. Geometry is either out of range or has been deleted.` );
  20116. }
  20117. }
  20118. /**
  20119. * Takes a sort a function that is run before render. The function takes a list of instances to
  20120. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered sort with.
  20121. *
  20122. * @param {Function} func - The custom sort function.
  20123. * @return {BatchedMesh} A reference to this batched mesh.
  20124. */
  20125. setCustomSort( func ) {
  20126. this.customSort = func;
  20127. return this;
  20128. }
  20129. /**
  20130. * Computes the bounding box, updating {@link BatchedMesh#boundingBox}.
  20131. * Bounding boxes aren't computed by default. They need to be explicitly computed,
  20132. * otherwise they are `null`.
  20133. */
  20134. computeBoundingBox() {
  20135. if ( this.boundingBox === null ) {
  20136. this.boundingBox = new Box3();
  20137. }
  20138. const boundingBox = this.boundingBox;
  20139. const instanceInfo = this._instanceInfo;
  20140. boundingBox.makeEmpty();
  20141. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20142. if ( instanceInfo[ i ].active === false ) continue;
  20143. const geometryId = instanceInfo[ i ].geometryIndex;
  20144. this.getMatrixAt( i, _matrix$1 );
  20145. this.getBoundingBoxAt( geometryId, _box$1 ).applyMatrix4( _matrix$1 );
  20146. boundingBox.union( _box$1 );
  20147. }
  20148. }
  20149. /**
  20150. * Computes the bounding sphere, updating {@link BatchedMesh#boundingSphere}.
  20151. * Bounding spheres aren't computed by default. They need to be explicitly computed,
  20152. * otherwise they are `null`.
  20153. */
  20154. computeBoundingSphere() {
  20155. if ( this.boundingSphere === null ) {
  20156. this.boundingSphere = new Sphere();
  20157. }
  20158. const boundingSphere = this.boundingSphere;
  20159. const instanceInfo = this._instanceInfo;
  20160. boundingSphere.makeEmpty();
  20161. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20162. if ( instanceInfo[ i ].active === false ) continue;
  20163. const geometryId = instanceInfo[ i ].geometryIndex;
  20164. this.getMatrixAt( i, _matrix$1 );
  20165. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20166. boundingSphere.union( _sphere$2 );
  20167. }
  20168. }
  20169. /**
  20170. * Adds a new instance to the batch using the geometry of the given ID and returns
  20171. * a new id referring to the new instance to be used by other functions.
  20172. *
  20173. * @param {number} geometryId - The ID of a previously added geometry via {@link BatchedMesh#addGeometry}.
  20174. * @return {number} The instance ID.
  20175. */
  20176. addInstance( geometryId ) {
  20177. const atCapacity = this._instanceInfo.length >= this.maxInstanceCount;
  20178. // ensure we're not over geometry
  20179. if ( atCapacity && this._availableInstanceIds.length === 0 ) {
  20180. throw new Error( 'THREE.BatchedMesh: Maximum item count reached.' );
  20181. }
  20182. const instanceInfo = {
  20183. visible: true,
  20184. active: true,
  20185. geometryIndex: geometryId,
  20186. };
  20187. let drawId = null;
  20188. // Prioritize using previously freed instance ids
  20189. if ( this._availableInstanceIds.length > 0 ) {
  20190. this._availableInstanceIds.sort( ascIdSort );
  20191. drawId = this._availableInstanceIds.shift();
  20192. this._instanceInfo[ drawId ] = instanceInfo;
  20193. } else {
  20194. drawId = this._instanceInfo.length;
  20195. this._instanceInfo.push( instanceInfo );
  20196. }
  20197. const matricesTexture = this._matricesTexture;
  20198. _matrix$1.identity().toArray( matricesTexture.image.data, drawId * 16 );
  20199. matricesTexture.needsUpdate = true;
  20200. const colorsTexture = this._colorsTexture;
  20201. if ( colorsTexture ) {
  20202. _whiteColor.toArray( colorsTexture.image.data, drawId * 4 );
  20203. colorsTexture.needsUpdate = true;
  20204. }
  20205. this._visibilityChanged = true;
  20206. return drawId;
  20207. }
  20208. /**
  20209. * Adds the given geometry to the batch and returns the associated
  20210. * geometry id referring to it to be used in other functions.
  20211. *
  20212. * @param {BufferGeometry} geometry - The geometry to add.
  20213. * @param {number} [reservedVertexCount=-1] - Optional parameter specifying the amount of
  20214. * vertex buffer space to reserve for the added geometry. This is necessary if it is planned
  20215. * to set a new geometry at this index at a later time that is larger than the original geometry.
  20216. * Defaults to the length of the given geometry vertex buffer.
  20217. * @param {number} [reservedIndexCount=-1] - Optional parameter specifying the amount of index
  20218. * buffer space to reserve for the added geometry. This is necessary if it is planned to set a
  20219. * new geometry at this index at a later time that is larger than the original geometry. Defaults to
  20220. * the length of the given geometry index buffer.
  20221. * @return {number} The geometry ID.
  20222. */
  20223. addGeometry( geometry, reservedVertexCount = -1, reservedIndexCount = -1 ) {
  20224. this._initializeGeometry( geometry );
  20225. this._validateGeometry( geometry );
  20226. const geometryInfo = {
  20227. // geometry information
  20228. vertexStart: -1,
  20229. vertexCount: -1,
  20230. reservedVertexCount: -1,
  20231. indexStart: -1,
  20232. indexCount: -1,
  20233. reservedIndexCount: -1,
  20234. // draw range information
  20235. start: -1,
  20236. count: -1,
  20237. // state
  20238. boundingBox: null,
  20239. boundingSphere: null,
  20240. active: true,
  20241. };
  20242. const geometryInfoList = this._geometryInfo;
  20243. geometryInfo.vertexStart = this._nextVertexStart;
  20244. geometryInfo.reservedVertexCount = reservedVertexCount === -1 ? geometry.getAttribute( 'position' ).count : reservedVertexCount;
  20245. const index = geometry.getIndex();
  20246. const hasIndex = index !== null;
  20247. if ( hasIndex ) {
  20248. geometryInfo.indexStart = this._nextIndexStart;
  20249. geometryInfo.reservedIndexCount = reservedIndexCount === -1 ? index.count : reservedIndexCount;
  20250. }
  20251. if (
  20252. geometryInfo.indexStart !== -1 &&
  20253. geometryInfo.indexStart + geometryInfo.reservedIndexCount > this._maxIndexCount ||
  20254. geometryInfo.vertexStart + geometryInfo.reservedVertexCount > this._maxVertexCount
  20255. ) {
  20256. throw new Error( 'THREE.BatchedMesh: Reserved space request exceeds the maximum buffer size.' );
  20257. }
  20258. // update id
  20259. let geometryId;
  20260. if ( this._availableGeometryIds.length > 0 ) {
  20261. this._availableGeometryIds.sort( ascIdSort );
  20262. geometryId = this._availableGeometryIds.shift();
  20263. geometryInfoList[ geometryId ] = geometryInfo;
  20264. } else {
  20265. geometryId = this._geometryCount;
  20266. this._geometryCount ++;
  20267. geometryInfoList.push( geometryInfo );
  20268. }
  20269. // update the geometry
  20270. this.setGeometryAt( geometryId, geometry );
  20271. // increment the next geometry position
  20272. this._nextIndexStart = geometryInfo.indexStart + geometryInfo.reservedIndexCount;
  20273. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  20274. return geometryId;
  20275. }
  20276. /**
  20277. * Replaces the geometry at the given ID with the provided geometry. Throws an error if there
  20278. * is not enough space reserved for geometry. Calling this will change all instances that are
  20279. * rendering that geometry.
  20280. *
  20281. * @param {number} geometryId - The ID of the geometry that should be replaced with the given geometry.
  20282. * @param {BufferGeometry} geometry - The new geometry.
  20283. * @return {number} The geometry ID.
  20284. */
  20285. setGeometryAt( geometryId, geometry ) {
  20286. if ( geometryId >= this._geometryCount ) {
  20287. throw new Error( 'THREE.BatchedMesh: Maximum geometry count reached.' );
  20288. }
  20289. this._validateGeometry( geometry );
  20290. const batchGeometry = this.geometry;
  20291. const hasIndex = batchGeometry.getIndex() !== null;
  20292. const dstIndex = batchGeometry.getIndex();
  20293. const srcIndex = geometry.getIndex();
  20294. const geometryInfo = this._geometryInfo[ geometryId ];
  20295. if (
  20296. hasIndex &&
  20297. srcIndex.count > geometryInfo.reservedIndexCount ||
  20298. geometry.attributes.position.count > geometryInfo.reservedVertexCount
  20299. ) {
  20300. throw new Error( 'THREE.BatchedMesh: Reserved space not large enough for provided geometry.' );
  20301. }
  20302. // copy geometry buffer data over
  20303. const vertexStart = geometryInfo.vertexStart;
  20304. const reservedVertexCount = geometryInfo.reservedVertexCount;
  20305. geometryInfo.vertexCount = geometry.getAttribute( 'position' ).count;
  20306. for ( const attributeName in batchGeometry.attributes ) {
  20307. // copy attribute data
  20308. const srcAttribute = geometry.getAttribute( attributeName );
  20309. const dstAttribute = batchGeometry.getAttribute( attributeName );
  20310. copyAttributeData( srcAttribute, dstAttribute, vertexStart );
  20311. // fill the rest in with zeroes
  20312. const itemSize = srcAttribute.itemSize;
  20313. for ( let i = srcAttribute.count, l = reservedVertexCount; i < l; i ++ ) {
  20314. const index = vertexStart + i;
  20315. for ( let c = 0; c < itemSize; c ++ ) {
  20316. dstAttribute.setComponent( index, c, 0 );
  20317. }
  20318. }
  20319. dstAttribute.needsUpdate = true;
  20320. dstAttribute.addUpdateRange( vertexStart * itemSize, reservedVertexCount * itemSize );
  20321. }
  20322. // copy index
  20323. if ( hasIndex ) {
  20324. const indexStart = geometryInfo.indexStart;
  20325. const reservedIndexCount = geometryInfo.reservedIndexCount;
  20326. geometryInfo.indexCount = geometry.getIndex().count;
  20327. // copy index data over
  20328. for ( let i = 0; i < srcIndex.count; i ++ ) {
  20329. dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );
  20330. }
  20331. // fill the rest in with zeroes
  20332. for ( let i = srcIndex.count, l = reservedIndexCount; i < l; i ++ ) {
  20333. dstIndex.setX( indexStart + i, vertexStart );
  20334. }
  20335. dstIndex.needsUpdate = true;
  20336. dstIndex.addUpdateRange( indexStart, geometryInfo.reservedIndexCount );
  20337. }
  20338. // update the draw range
  20339. geometryInfo.start = hasIndex ? geometryInfo.indexStart : geometryInfo.vertexStart;
  20340. geometryInfo.count = hasIndex ? geometryInfo.indexCount : geometryInfo.vertexCount;
  20341. // store the bounding boxes
  20342. geometryInfo.boundingBox = null;
  20343. if ( geometry.boundingBox !== null ) {
  20344. geometryInfo.boundingBox = geometry.boundingBox.clone();
  20345. }
  20346. geometryInfo.boundingSphere = null;
  20347. if ( geometry.boundingSphere !== null ) {
  20348. geometryInfo.boundingSphere = geometry.boundingSphere.clone();
  20349. }
  20350. this._visibilityChanged = true;
  20351. return geometryId;
  20352. }
  20353. /**
  20354. * Deletes the geometry defined by the given ID from this batch. Any instances referencing
  20355. * this geometry will also be removed as a side effect.
  20356. *
  20357. * @param {number} geometryId - The ID of the geometry to remove from the batch.
  20358. * @return {BatchedMesh} A reference to this batched mesh.
  20359. */
  20360. deleteGeometry( geometryId ) {
  20361. const geometryInfoList = this._geometryInfo;
  20362. if ( geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  20363. return this;
  20364. }
  20365. // delete any instances associated with this geometry
  20366. const instanceInfo = this._instanceInfo;
  20367. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20368. if ( instanceInfo[ i ].active && instanceInfo[ i ].geometryIndex === geometryId ) {
  20369. this.deleteInstance( i );
  20370. }
  20371. }
  20372. geometryInfoList[ geometryId ].active = false;
  20373. this._availableGeometryIds.push( geometryId );
  20374. this._visibilityChanged = true;
  20375. return this;
  20376. }
  20377. /**
  20378. * Deletes an existing instance from the batch using the given ID.
  20379. *
  20380. * @param {number} instanceId - The ID of the instance to remove from the batch.
  20381. * @return {BatchedMesh} A reference to this batched mesh.
  20382. */
  20383. deleteInstance( instanceId ) {
  20384. this.validateInstanceId( instanceId );
  20385. this._instanceInfo[ instanceId ].active = false;
  20386. this._availableInstanceIds.push( instanceId );
  20387. this._visibilityChanged = true;
  20388. return this;
  20389. }
  20390. /**
  20391. * Repacks the sub geometries in [name] to remove any unused space remaining from
  20392. * previously deleted geometry, freeing up space to add new geometry.
  20393. *
  20394. * @param {number} instanceId - The ID of the instance to remove from the batch.
  20395. * @return {BatchedMesh} A reference to this batched mesh.
  20396. */
  20397. optimize() {
  20398. // track the next indices to copy data to
  20399. let nextVertexStart = 0;
  20400. let nextIndexStart = 0;
  20401. // Iterate over all geometry ranges in order sorted from earliest in the geometry buffer to latest
  20402. // in the geometry buffer. Because draw range objects can be reused there is no guarantee of their order.
  20403. const geometryInfoList = this._geometryInfo;
  20404. const indices = geometryInfoList
  20405. .map( ( e, i ) => i )
  20406. .sort( ( a, b ) => {
  20407. return geometryInfoList[ a ].vertexStart - geometryInfoList[ b ].vertexStart;
  20408. } );
  20409. const geometry = this.geometry;
  20410. for ( let i = 0, l = geometryInfoList.length; i < l; i ++ ) {
  20411. // if a geometry range is inactive then don't copy anything
  20412. const index = indices[ i ];
  20413. const geometryInfo = geometryInfoList[ index ];
  20414. if ( geometryInfo.active === false ) {
  20415. continue;
  20416. }
  20417. // if a geometry contains an index buffer then shift it, as well
  20418. if ( geometry.index !== null ) {
  20419. if ( geometryInfo.indexStart !== nextIndexStart ) {
  20420. const { indexStart, vertexStart, reservedIndexCount } = geometryInfo;
  20421. const index = geometry.index;
  20422. const array = index.array;
  20423. // shift the index pointers based on how the vertex data will shift
  20424. // adjusting the index must happen first so the original vertex start value is available
  20425. const elementDelta = nextVertexStart - vertexStart;
  20426. for ( let j = indexStart; j < indexStart + reservedIndexCount; j ++ ) {
  20427. array[ j ] = array[ j ] + elementDelta;
  20428. }
  20429. index.array.copyWithin( nextIndexStart, indexStart, indexStart + reservedIndexCount );
  20430. index.addUpdateRange( nextIndexStart, reservedIndexCount );
  20431. geometryInfo.indexStart = nextIndexStart;
  20432. }
  20433. nextIndexStart += geometryInfo.reservedIndexCount;
  20434. }
  20435. // if a geometry needs to be moved then copy attribute data to overwrite unused space
  20436. if ( geometryInfo.vertexStart !== nextVertexStart ) {
  20437. const { vertexStart, reservedVertexCount } = geometryInfo;
  20438. const attributes = geometry.attributes;
  20439. for ( const key in attributes ) {
  20440. const attribute = attributes[ key ];
  20441. const { array, itemSize } = attribute;
  20442. array.copyWithin( nextVertexStart * itemSize, vertexStart * itemSize, ( vertexStart + reservedVertexCount ) * itemSize );
  20443. attribute.addUpdateRange( nextVertexStart * itemSize, reservedVertexCount * itemSize );
  20444. }
  20445. geometryInfo.vertexStart = nextVertexStart;
  20446. }
  20447. nextVertexStart += geometryInfo.reservedVertexCount;
  20448. geometryInfo.start = geometry.index ? geometryInfo.indexStart : geometryInfo.vertexStart;
  20449. // step the next geometry points to the shifted position
  20450. this._nextIndexStart = geometry.index ? geometryInfo.indexStart + geometryInfo.reservedIndexCount : 0;
  20451. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  20452. }
  20453. return this;
  20454. }
  20455. /**
  20456. * Returns the bounding box for the given geometry.
  20457. *
  20458. * @param {number} geometryId - The ID of the geometry to return the bounding box for.
  20459. * @param {Box3} target - The target object that is used to store the method's result.
  20460. * @return {Box3|null} The geometry's bounding box. Returns `null` if no geometry has been found for the given ID.
  20461. */
  20462. getBoundingBoxAt( geometryId, target ) {
  20463. if ( geometryId >= this._geometryCount ) {
  20464. return null;
  20465. }
  20466. // compute bounding box
  20467. const geometry = this.geometry;
  20468. const geometryInfo = this._geometryInfo[ geometryId ];
  20469. if ( geometryInfo.boundingBox === null ) {
  20470. const box = new Box3();
  20471. const index = geometry.index;
  20472. const position = geometry.attributes.position;
  20473. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  20474. let iv = i;
  20475. if ( index ) {
  20476. iv = index.getX( iv );
  20477. }
  20478. box.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) );
  20479. }
  20480. geometryInfo.boundingBox = box;
  20481. }
  20482. target.copy( geometryInfo.boundingBox );
  20483. return target;
  20484. }
  20485. /**
  20486. * Returns the bounding sphere for the given geometry.
  20487. *
  20488. * @param {number} geometryId - The ID of the geometry to return the bounding sphere for.
  20489. * @param {Sphere} target - The target object that is used to store the method's result.
  20490. * @return {Sphere|null} The geometry's bounding sphere. Returns `null` if no geometry has been found for the given ID.
  20491. */
  20492. getBoundingSphereAt( geometryId, target ) {
  20493. if ( geometryId >= this._geometryCount ) {
  20494. return null;
  20495. }
  20496. // compute bounding sphere
  20497. const geometry = this.geometry;
  20498. const geometryInfo = this._geometryInfo[ geometryId ];
  20499. if ( geometryInfo.boundingSphere === null ) {
  20500. const sphere = new Sphere();
  20501. this.getBoundingBoxAt( geometryId, _box$1 );
  20502. _box$1.getCenter( sphere.center );
  20503. const index = geometry.index;
  20504. const position = geometry.attributes.position;
  20505. let maxRadiusSq = 0;
  20506. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  20507. let iv = i;
  20508. if ( index ) {
  20509. iv = index.getX( iv );
  20510. }
  20511. _vector$5.fromBufferAttribute( position, iv );
  20512. maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) );
  20513. }
  20514. sphere.radius = Math.sqrt( maxRadiusSq );
  20515. geometryInfo.boundingSphere = sphere;
  20516. }
  20517. target.copy( geometryInfo.boundingSphere );
  20518. return target;
  20519. }
  20520. /**
  20521. * Sets the given local transformation matrix to the defined instance.
  20522. * Negatively scaled matrices are not supported.
  20523. *
  20524. * @param {number} instanceId - The ID of an instance to set the matrix of.
  20525. * @param {Matrix4} matrix - A 4x4 matrix representing the local transformation of a single instance.
  20526. * @return {BatchedMesh} A reference to this batched mesh.
  20527. */
  20528. setMatrixAt( instanceId, matrix ) {
  20529. this.validateInstanceId( instanceId );
  20530. const matricesTexture = this._matricesTexture;
  20531. const matricesArray = this._matricesTexture.image.data;
  20532. matrix.toArray( matricesArray, instanceId * 16 );
  20533. matricesTexture.needsUpdate = true;
  20534. return this;
  20535. }
  20536. /**
  20537. * Returns the local transformation matrix of the defined instance.
  20538. *
  20539. * @param {number} instanceId - The ID of an instance to get the matrix of.
  20540. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  20541. * @return {Matrix4} The instance's local transformation matrix.
  20542. */
  20543. getMatrixAt( instanceId, matrix ) {
  20544. this.validateInstanceId( instanceId );
  20545. return matrix.fromArray( this._matricesTexture.image.data, instanceId * 16 );
  20546. }
  20547. /**
  20548. * Sets the given color to the defined instance.
  20549. *
  20550. * @param {number} instanceId - The ID of an instance to set the color of.
  20551. * @param {Color} color - The color to set the instance to.
  20552. * @return {BatchedMesh} A reference to this batched mesh.
  20553. */
  20554. setColorAt( instanceId, color ) {
  20555. this.validateInstanceId( instanceId );
  20556. if ( this._colorsTexture === null ) {
  20557. this._initColorsTexture();
  20558. }
  20559. color.toArray( this._colorsTexture.image.data, instanceId * 4 );
  20560. this._colorsTexture.needsUpdate = true;
  20561. return this;
  20562. }
  20563. /**
  20564. * Returns the color of the defined instance.
  20565. *
  20566. * @param {number} instanceId - The ID of an instance to get the color of.
  20567. * @param {Color} color - The target object that is used to store the method's result.
  20568. * @return {Color} The instance's color.
  20569. */
  20570. getColorAt( instanceId, color ) {
  20571. this.validateInstanceId( instanceId );
  20572. return color.fromArray( this._colorsTexture.image.data, instanceId * 4 );
  20573. }
  20574. /**
  20575. * Sets the visibility of the instance.
  20576. *
  20577. * @param {number} instanceId - The id of the instance to set the visibility of.
  20578. * @param {boolean} visible - Whether the instance is visible or not.
  20579. * @return {BatchedMesh} A reference to this batched mesh.
  20580. */
  20581. setVisibleAt( instanceId, visible ) {
  20582. this.validateInstanceId( instanceId );
  20583. if ( this._instanceInfo[ instanceId ].visible === visible ) {
  20584. return this;
  20585. }
  20586. this._instanceInfo[ instanceId ].visible = visible;
  20587. this._visibilityChanged = true;
  20588. return this;
  20589. }
  20590. /**
  20591. * Returns the visibility state of the defined instance.
  20592. *
  20593. * @param {number} instanceId - The ID of an instance to get the visibility state of.
  20594. * @return {boolean} Whether the instance is visible or not.
  20595. */
  20596. getVisibleAt( instanceId ) {
  20597. this.validateInstanceId( instanceId );
  20598. return this._instanceInfo[ instanceId ].visible;
  20599. }
  20600. /**
  20601. * Sets the geometry ID of the instance at the given index.
  20602. *
  20603. * @param {number} instanceId - The ID of the instance to set the geometry ID of.
  20604. * @param {number} geometryId - The geometry ID to be use by the instance.
  20605. * @return {BatchedMesh} A reference to this batched mesh.
  20606. */
  20607. setGeometryIdAt( instanceId, geometryId ) {
  20608. this.validateInstanceId( instanceId );
  20609. this.validateGeometryId( geometryId );
  20610. this._instanceInfo[ instanceId ].geometryIndex = geometryId;
  20611. return this;
  20612. }
  20613. /**
  20614. * Returns the geometry ID of the defined instance.
  20615. *
  20616. * @param {number} instanceId - The ID of an instance to get the geometry ID of.
  20617. * @return {number} The instance's geometry ID.
  20618. */
  20619. getGeometryIdAt( instanceId ) {
  20620. this.validateInstanceId( instanceId );
  20621. return this._instanceInfo[ instanceId ].geometryIndex;
  20622. }
  20623. /**
  20624. * Get the range representing the subset of triangles related to the attached geometry,
  20625. * indicating the starting offset and count, or `null` if invalid.
  20626. *
  20627. * @param {number} geometryId - The id of the geometry to get the range of.
  20628. * @param {Object} [target] - The target object that is used to store the method's result.
  20629. * @return {{
  20630. * vertexStart:number,vertexCount:number,reservedVertexCount:number,
  20631. * indexStart:number,indexCount:number,reservedIndexCount:number,
  20632. * start:number,count:number
  20633. * }} The result object with range data.
  20634. */
  20635. getGeometryRangeAt( geometryId, target = {} ) {
  20636. this.validateGeometryId( geometryId );
  20637. const geometryInfo = this._geometryInfo[ geometryId ];
  20638. target.vertexStart = geometryInfo.vertexStart;
  20639. target.vertexCount = geometryInfo.vertexCount;
  20640. target.reservedVertexCount = geometryInfo.reservedVertexCount;
  20641. target.indexStart = geometryInfo.indexStart;
  20642. target.indexCount = geometryInfo.indexCount;
  20643. target.reservedIndexCount = geometryInfo.reservedIndexCount;
  20644. target.start = geometryInfo.start;
  20645. target.count = geometryInfo.count;
  20646. return target;
  20647. }
  20648. /**
  20649. * Resizes the necessary buffers to support the provided number of instances.
  20650. * If the provided arguments shrink the number of instances but there are not enough
  20651. * unused Ids at the end of the list then an error is thrown.
  20652. *
  20653. * @param {number} maxInstanceCount - The max number of individual instances that can be added and rendered by the batch.
  20654. */
  20655. setInstanceCount( maxInstanceCount ) {
  20656. // shrink the available instances as much as possible
  20657. const availableInstanceIds = this._availableInstanceIds;
  20658. const instanceInfo = this._instanceInfo;
  20659. availableInstanceIds.sort( ascIdSort );
  20660. while ( availableInstanceIds[ availableInstanceIds.length - 1 ] === instanceInfo.length ) {
  20661. instanceInfo.pop();
  20662. availableInstanceIds.pop();
  20663. }
  20664. // throw an error if it can't be shrunk to the desired size
  20665. if ( maxInstanceCount < instanceInfo.length ) {
  20666. throw new Error( `BatchedMesh: Instance ids outside the range ${ maxInstanceCount } are being used. Cannot shrink instance count.` );
  20667. }
  20668. // copy the multi draw counts
  20669. const multiDrawCounts = new Int32Array( maxInstanceCount );
  20670. const multiDrawStarts = new Int32Array( maxInstanceCount );
  20671. copyArrayContents( this._multiDrawCounts, multiDrawCounts );
  20672. copyArrayContents( this._multiDrawStarts, multiDrawStarts );
  20673. this._multiDrawCounts = multiDrawCounts;
  20674. this._multiDrawStarts = multiDrawStarts;
  20675. this._maxInstanceCount = maxInstanceCount;
  20676. // update texture data for instance sampling
  20677. const indirectTexture = this._indirectTexture;
  20678. const matricesTexture = this._matricesTexture;
  20679. const colorsTexture = this._colorsTexture;
  20680. indirectTexture.dispose();
  20681. this._initIndirectTexture();
  20682. copyArrayContents( indirectTexture.image.data, this._indirectTexture.image.data );
  20683. matricesTexture.dispose();
  20684. this._initMatricesTexture();
  20685. copyArrayContents( matricesTexture.image.data, this._matricesTexture.image.data );
  20686. if ( colorsTexture ) {
  20687. colorsTexture.dispose();
  20688. this._initColorsTexture();
  20689. copyArrayContents( colorsTexture.image.data, this._colorsTexture.image.data );
  20690. }
  20691. }
  20692. /**
  20693. * Resizes the available space in the batch's vertex and index buffer attributes to the provided sizes.
  20694. * If the provided arguments shrink the geometry buffers but there is not enough unused space at the
  20695. * end of the geometry attributes then an error is thrown.
  20696. *
  20697. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries to resize to.
  20698. * @param {number} maxIndexCount - The maximum number of indices to be used by all unique geometries to resize to.
  20699. */
  20700. setGeometrySize( maxVertexCount, maxIndexCount ) {
  20701. // Check if we can shrink to the requested vertex attribute size
  20702. const validRanges = [ ...this._geometryInfo ].filter( info => info.active );
  20703. const requiredVertexLength = Math.max( ...validRanges.map( range => range.vertexStart + range.reservedVertexCount ) );
  20704. if ( requiredVertexLength > maxVertexCount ) {
  20705. throw new Error( `BatchedMesh: Geometry vertex values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  20706. }
  20707. // Check if we can shrink to the requested index attribute size
  20708. if ( this.geometry.index ) {
  20709. const requiredIndexLength = Math.max( ...validRanges.map( range => range.indexStart + range.reservedIndexCount ) );
  20710. if ( requiredIndexLength > maxIndexCount ) {
  20711. throw new Error( `BatchedMesh: Geometry index values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  20712. }
  20713. }
  20714. //
  20715. // dispose of the previous geometry
  20716. const oldGeometry = this.geometry;
  20717. oldGeometry.dispose();
  20718. // recreate the geometry needed based on the previous variant
  20719. this._maxVertexCount = maxVertexCount;
  20720. this._maxIndexCount = maxIndexCount;
  20721. if ( this._geometryInitialized ) {
  20722. this._geometryInitialized = false;
  20723. this.geometry = new BufferGeometry();
  20724. this._initializeGeometry( oldGeometry );
  20725. }
  20726. // copy data from the previous geometry
  20727. const geometry = this.geometry;
  20728. if ( oldGeometry.index ) {
  20729. copyArrayContents( oldGeometry.index.array, geometry.index.array );
  20730. }
  20731. for ( const key in oldGeometry.attributes ) {
  20732. copyArrayContents( oldGeometry.attributes[ key ].array, geometry.attributes[ key ].array );
  20733. }
  20734. }
  20735. raycast( raycaster, intersects ) {
  20736. const instanceInfo = this._instanceInfo;
  20737. const geometryInfoList = this._geometryInfo;
  20738. const matrixWorld = this.matrixWorld;
  20739. const batchGeometry = this.geometry;
  20740. // iterate over each geometry
  20741. _mesh.material = this.material;
  20742. _mesh.geometry.index = batchGeometry.index;
  20743. _mesh.geometry.attributes = batchGeometry.attributes;
  20744. if ( _mesh.geometry.boundingBox === null ) {
  20745. _mesh.geometry.boundingBox = new Box3();
  20746. }
  20747. if ( _mesh.geometry.boundingSphere === null ) {
  20748. _mesh.geometry.boundingSphere = new Sphere();
  20749. }
  20750. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20751. if ( ! instanceInfo[ i ].visible || ! instanceInfo[ i ].active ) {
  20752. continue;
  20753. }
  20754. const geometryId = instanceInfo[ i ].geometryIndex;
  20755. const geometryInfo = geometryInfoList[ geometryId ];
  20756. _mesh.geometry.setDrawRange( geometryInfo.start, geometryInfo.count );
  20757. // get the intersects
  20758. this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );
  20759. this.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox );
  20760. this.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere );
  20761. _mesh.raycast( raycaster, _batchIntersects );
  20762. // add batch id to the intersects
  20763. for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {
  20764. const intersect = _batchIntersects[ j ];
  20765. intersect.object = this;
  20766. intersect.batchId = i;
  20767. intersects.push( intersect );
  20768. }
  20769. _batchIntersects.length = 0;
  20770. }
  20771. _mesh.material = null;
  20772. _mesh.geometry.index = null;
  20773. _mesh.geometry.attributes = {};
  20774. _mesh.geometry.setDrawRange( 0, Infinity );
  20775. }
  20776. copy( source ) {
  20777. super.copy( source );
  20778. this.geometry = source.geometry.clone();
  20779. this.perObjectFrustumCulled = source.perObjectFrustumCulled;
  20780. this.sortObjects = source.sortObjects;
  20781. this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;
  20782. this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;
  20783. this._geometryInfo = source._geometryInfo.map( info => ( {
  20784. ...info,
  20785. boundingBox: info.boundingBox !== null ? info.boundingBox.clone() : null,
  20786. boundingSphere: info.boundingSphere !== null ? info.boundingSphere.clone() : null,
  20787. } ) );
  20788. this._instanceInfo = source._instanceInfo.map( info => ( { ...info } ) );
  20789. this._availableInstanceIds = source._availableInstanceIds.slice();
  20790. this._availableGeometryIds = source._availableGeometryIds.slice();
  20791. this._nextIndexStart = source._nextIndexStart;
  20792. this._nextVertexStart = source._nextVertexStart;
  20793. this._geometryCount = source._geometryCount;
  20794. this._maxInstanceCount = source._maxInstanceCount;
  20795. this._maxVertexCount = source._maxVertexCount;
  20796. this._maxIndexCount = source._maxIndexCount;
  20797. this._geometryInitialized = source._geometryInitialized;
  20798. this._multiDrawCounts = source._multiDrawCounts.slice();
  20799. this._multiDrawStarts = source._multiDrawStarts.slice();
  20800. this._indirectTexture = source._indirectTexture.clone();
  20801. this._indirectTexture.image.data = this._indirectTexture.image.data.slice();
  20802. this._matricesTexture = source._matricesTexture.clone();
  20803. this._matricesTexture.image.data = this._matricesTexture.image.data.slice();
  20804. if ( this._colorsTexture !== null ) {
  20805. this._colorsTexture = source._colorsTexture.clone();
  20806. this._colorsTexture.image.data = this._colorsTexture.image.data.slice();
  20807. }
  20808. return this;
  20809. }
  20810. /**
  20811. * Frees the GPU-related resources allocated by this instance. Call this
  20812. * method whenever this instance is no longer used in your app.
  20813. */
  20814. dispose() {
  20815. // Assuming the geometry is not shared with other meshes
  20816. this.geometry.dispose();
  20817. this._matricesTexture.dispose();
  20818. this._matricesTexture = null;
  20819. this._indirectTexture.dispose();
  20820. this._indirectTexture = null;
  20821. if ( this._colorsTexture !== null ) {
  20822. this._colorsTexture.dispose();
  20823. this._colorsTexture = null;
  20824. }
  20825. }
  20826. onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {
  20827. // if visibility has not changed and frustum culling and object sorting is not required
  20828. // then skip iterating over all items
  20829. if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {
  20830. return;
  20831. }
  20832. // the indexed version of the multi draw function requires specifying the start
  20833. // offset in bytes.
  20834. const index = geometry.getIndex();
  20835. const bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;
  20836. const instanceInfo = this._instanceInfo;
  20837. const multiDrawStarts = this._multiDrawStarts;
  20838. const multiDrawCounts = this._multiDrawCounts;
  20839. const geometryInfoList = this._geometryInfo;
  20840. const perObjectFrustumCulled = this.perObjectFrustumCulled;
  20841. const indirectTexture = this._indirectTexture;
  20842. const indirectArray = indirectTexture.image.data;
  20843. const frustum = camera.isArrayCamera ? _frustumArray : _frustum;
  20844. // prepare the frustum in the local frame
  20845. if ( perObjectFrustumCulled && ! camera.isArrayCamera ) {
  20846. _matrix$1
  20847. .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )
  20848. .multiply( this.matrixWorld );
  20849. _frustum.setFromProjectionMatrix(
  20850. _matrix$1,
  20851. renderer.coordinateSystem
  20852. );
  20853. }
  20854. let multiDrawCount = 0;
  20855. if ( this.sortObjects ) {
  20856. // get the camera position in the local frame
  20857. _matrix$1.copy( this.matrixWorld ).invert();
  20858. _vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _matrix$1 );
  20859. _forward$1.set( 0, 0, -1 ).transformDirection( camera.matrixWorld ).transformDirection( _matrix$1 );
  20860. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20861. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  20862. const geometryId = instanceInfo[ i ].geometryIndex;
  20863. // get the bounds in world space
  20864. this.getMatrixAt( i, _matrix$1 );
  20865. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20866. // determine whether the batched geometry is within the frustum
  20867. let culled = false;
  20868. if ( perObjectFrustumCulled ) {
  20869. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  20870. }
  20871. if ( ! culled ) {
  20872. // get the distance from camera used for sorting
  20873. const geometryInfo = geometryInfoList[ geometryId ];
  20874. const z = _temp.subVectors( _sphere$2.center, _vector$5 ).dot( _forward$1 );
  20875. _renderList.push( geometryInfo.start, geometryInfo.count, z, i );
  20876. }
  20877. }
  20878. }
  20879. // Sort the draw ranges and prep for rendering
  20880. const list = _renderList.list;
  20881. const customSort = this.customSort;
  20882. if ( customSort === null ) {
  20883. list.sort( material.transparent ? sortTransparent : sortOpaque );
  20884. } else {
  20885. customSort.call( this, list, camera );
  20886. }
  20887. for ( let i = 0, l = list.length; i < l; i ++ ) {
  20888. const item = list[ i ];
  20889. multiDrawStarts[ multiDrawCount ] = item.start * bytesPerElement;
  20890. multiDrawCounts[ multiDrawCount ] = item.count;
  20891. indirectArray[ multiDrawCount ] = item.index;
  20892. multiDrawCount ++;
  20893. }
  20894. _renderList.reset();
  20895. } else {
  20896. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20897. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  20898. const geometryId = instanceInfo[ i ].geometryIndex;
  20899. // determine whether the batched geometry is within the frustum
  20900. let culled = false;
  20901. if ( perObjectFrustumCulled ) {
  20902. // get the bounds in world space
  20903. this.getMatrixAt( i, _matrix$1 );
  20904. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20905. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  20906. }
  20907. if ( ! culled ) {
  20908. const geometryInfo = geometryInfoList[ geometryId ];
  20909. multiDrawStarts[ multiDrawCount ] = geometryInfo.start * bytesPerElement;
  20910. multiDrawCounts[ multiDrawCount ] = geometryInfo.count;
  20911. indirectArray[ multiDrawCount ] = i;
  20912. multiDrawCount ++;
  20913. }
  20914. }
  20915. }
  20916. }
  20917. indirectTexture.needsUpdate = true;
  20918. this._multiDrawCount = multiDrawCount;
  20919. this._visibilityChanged = false;
  20920. }
  20921. onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {
  20922. this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );
  20923. }
  20924. }
  20925. /**
  20926. * A material for rendering line primitives.
  20927. *
  20928. * Materials define the appearance of renderable 3D objects.
  20929. *
  20930. * ```js
  20931. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  20932. * ```
  20933. *
  20934. * @augments Material
  20935. */
  20936. class LineBasicMaterial extends Material {
  20937. /**
  20938. * Constructs a new line basic material.
  20939. *
  20940. * @param {Object} [parameters] - An object with one or more properties
  20941. * defining the material's appearance. Any property of the material
  20942. * (including any property from inherited materials) can be passed
  20943. * in here. Color values can be passed any type of value accepted
  20944. * by {@link Color#set}.
  20945. */
  20946. constructor( parameters ) {
  20947. super();
  20948. /**
  20949. * This flag can be used for type testing.
  20950. *
  20951. * @type {boolean}
  20952. * @readonly
  20953. * @default true
  20954. */
  20955. this.isLineBasicMaterial = true;
  20956. this.type = 'LineBasicMaterial';
  20957. /**
  20958. * Color of the material.
  20959. *
  20960. * @type {Color}
  20961. * @default (1,1,1)
  20962. */
  20963. this.color = new Color( 0xffffff );
  20964. /**
  20965. * Sets the color of the lines using data from a texture. The texture map
  20966. * color is modulated by the diffuse `color`.
  20967. *
  20968. * @type {?Texture}
  20969. * @default null
  20970. */
  20971. this.map = null;
  20972. /**
  20973. * Controls line thickness or lines.
  20974. *
  20975. * Can only be used with {@link SVGRenderer}. WebGL and WebGPU
  20976. * ignore this setting and always render line primitives with a
  20977. * width of one pixel.
  20978. *
  20979. * @type {number}
  20980. * @default 1
  20981. */
  20982. this.linewidth = 1;
  20983. /**
  20984. * Defines appearance of line ends.
  20985. *
  20986. * Can only be used with {@link SVGRenderer}.
  20987. *
  20988. * @type {('butt'|'round'|'square')}
  20989. * @default 'round'
  20990. */
  20991. this.linecap = 'round';
  20992. /**
  20993. * Defines appearance of line joints.
  20994. *
  20995. * Can only be used with {@link SVGRenderer}.
  20996. *
  20997. * @type {('round'|'bevel'|'miter')}
  20998. * @default 'round'
  20999. */
  21000. this.linejoin = 'round';
  21001. /**
  21002. * Whether the material is affected by fog or not.
  21003. *
  21004. * @type {boolean}
  21005. * @default true
  21006. */
  21007. this.fog = true;
  21008. this.setValues( parameters );
  21009. }
  21010. copy( source ) {
  21011. super.copy( source );
  21012. this.color.copy( source.color );
  21013. this.map = source.map;
  21014. this.linewidth = source.linewidth;
  21015. this.linecap = source.linecap;
  21016. this.linejoin = source.linejoin;
  21017. this.fog = source.fog;
  21018. return this;
  21019. }
  21020. }
  21021. const _vStart = /*@__PURE__*/ new Vector3();
  21022. const _vEnd = /*@__PURE__*/ new Vector3();
  21023. const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();
  21024. const _ray$1 = /*@__PURE__*/ new Ray();
  21025. const _sphere$1 = /*@__PURE__*/ new Sphere();
  21026. const _intersectPointOnRay = /*@__PURE__*/ new Vector3();
  21027. const _intersectPointOnSegment = /*@__PURE__*/ new Vector3();
  21028. /**
  21029. * A continuous line. The line are rendered by connecting consecutive
  21030. * vertices with straight lines.
  21031. *
  21032. * ```js
  21033. * const material = new THREE.LineBasicMaterial( { color: 0x0000ff } );
  21034. *
  21035. * const points = [];
  21036. * points.push( new THREE.Vector3( - 10, 0, 0 ) );
  21037. * points.push( new THREE.Vector3( 0, 10, 0 ) );
  21038. * points.push( new THREE.Vector3( 10, 0, 0 ) );
  21039. *
  21040. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  21041. *
  21042. * const line = new THREE.Line( geometry, material );
  21043. * scene.add( line );
  21044. * ```
  21045. *
  21046. * @augments Object3D
  21047. */
  21048. class Line extends Object3D {
  21049. /**
  21050. * Constructs a new line.
  21051. *
  21052. * @param {BufferGeometry} [geometry] - The line geometry.
  21053. * @param {Material|Array<Material>} [material] - The line material.
  21054. */
  21055. constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {
  21056. super();
  21057. /**
  21058. * This flag can be used for type testing.
  21059. *
  21060. * @type {boolean}
  21061. * @readonly
  21062. * @default true
  21063. */
  21064. this.isLine = true;
  21065. this.type = 'Line';
  21066. /**
  21067. * The line geometry.
  21068. *
  21069. * @type {BufferGeometry}
  21070. */
  21071. this.geometry = geometry;
  21072. /**
  21073. * The line material.
  21074. *
  21075. * @type {Material|Array<Material>}
  21076. * @default LineBasicMaterial
  21077. */
  21078. this.material = material;
  21079. /**
  21080. * A dictionary representing the morph targets in the geometry. The key is the
  21081. * morph targets name, the value its attribute index. This member is `undefined`
  21082. * by default and only set when morph targets are detected in the geometry.
  21083. *
  21084. * @type {Object<String,number>|undefined}
  21085. * @default undefined
  21086. */
  21087. this.morphTargetDictionary = undefined;
  21088. /**
  21089. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  21090. * is applied. This member is `undefined` by default and only set when morph targets are
  21091. * detected in the geometry.
  21092. *
  21093. * @type {Array<number>|undefined}
  21094. * @default undefined
  21095. */
  21096. this.morphTargetInfluences = undefined;
  21097. this.updateMorphTargets();
  21098. }
  21099. copy( source, recursive ) {
  21100. super.copy( source, recursive );
  21101. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  21102. this.geometry = source.geometry;
  21103. return this;
  21104. }
  21105. /**
  21106. * Computes an array of distance values which are necessary for rendering dashed lines.
  21107. * For each vertex in the geometry, the method calculates the cumulative length from the
  21108. * current point to the very beginning of the line.
  21109. *
  21110. * @return {Line} A reference to this line.
  21111. */
  21112. computeLineDistances() {
  21113. const geometry = this.geometry;
  21114. // we assume non-indexed geometry
  21115. if ( geometry.index === null ) {
  21116. const positionAttribute = geometry.attributes.position;
  21117. const lineDistances = [ 0 ];
  21118. for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {
  21119. _vStart.fromBufferAttribute( positionAttribute, i - 1 );
  21120. _vEnd.fromBufferAttribute( positionAttribute, i );
  21121. lineDistances[ i ] = lineDistances[ i - 1 ];
  21122. lineDistances[ i ] += _vStart.distanceTo( _vEnd );
  21123. }
  21124. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  21125. } else {
  21126. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  21127. }
  21128. return this;
  21129. }
  21130. /**
  21131. * Computes intersection points between a casted ray and this line.
  21132. *
  21133. * @param {Raycaster} raycaster - The raycaster.
  21134. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  21135. */
  21136. raycast( raycaster, intersects ) {
  21137. const geometry = this.geometry;
  21138. const matrixWorld = this.matrixWorld;
  21139. const threshold = raycaster.params.Line.threshold;
  21140. const drawRange = geometry.drawRange;
  21141. // Checking boundingSphere distance to ray
  21142. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  21143. _sphere$1.copy( geometry.boundingSphere );
  21144. _sphere$1.applyMatrix4( matrixWorld );
  21145. _sphere$1.radius += threshold;
  21146. if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;
  21147. //
  21148. _inverseMatrix$1.copy( matrixWorld ).invert();
  21149. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  21150. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  21151. const localThresholdSq = localThreshold * localThreshold;
  21152. const step = this.isLineSegments ? 2 : 1;
  21153. const index = geometry.index;
  21154. const attributes = geometry.attributes;
  21155. const positionAttribute = attributes.position;
  21156. if ( index !== null ) {
  21157. const start = Math.max( 0, drawRange.start );
  21158. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  21159. for ( let i = start, l = end - 1; i < l; i += step ) {
  21160. const a = index.getX( i );
  21161. const b = index.getX( i + 1 );
  21162. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, i );
  21163. if ( intersect ) {
  21164. intersects.push( intersect );
  21165. }
  21166. }
  21167. if ( this.isLineLoop ) {
  21168. const a = index.getX( end - 1 );
  21169. const b = index.getX( start );
  21170. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, end - 1 );
  21171. if ( intersect ) {
  21172. intersects.push( intersect );
  21173. }
  21174. }
  21175. } else {
  21176. const start = Math.max( 0, drawRange.start );
  21177. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  21178. for ( let i = start, l = end - 1; i < l; i += step ) {
  21179. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1, i );
  21180. if ( intersect ) {
  21181. intersects.push( intersect );
  21182. }
  21183. }
  21184. if ( this.isLineLoop ) {
  21185. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start, end - 1 );
  21186. if ( intersect ) {
  21187. intersects.push( intersect );
  21188. }
  21189. }
  21190. }
  21191. }
  21192. /**
  21193. * Sets the values of {@link Line#morphTargetDictionary} and {@link Line#morphTargetInfluences}
  21194. * to make sure existing morph targets can influence this 3D object.
  21195. */
  21196. updateMorphTargets() {
  21197. const geometry = this.geometry;
  21198. const morphAttributes = geometry.morphAttributes;
  21199. const keys = Object.keys( morphAttributes );
  21200. if ( keys.length > 0 ) {
  21201. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  21202. if ( morphAttribute !== undefined ) {
  21203. this.morphTargetInfluences = [];
  21204. this.morphTargetDictionary = {};
  21205. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  21206. const name = morphAttribute[ m ].name || String( m );
  21207. this.morphTargetInfluences.push( 0 );
  21208. this.morphTargetDictionary[ name ] = m;
  21209. }
  21210. }
  21211. }
  21212. }
  21213. }
  21214. function checkIntersection( object, raycaster, ray, thresholdSq, a, b, i ) {
  21215. const positionAttribute = object.geometry.attributes.position;
  21216. _vStart.fromBufferAttribute( positionAttribute, a );
  21217. _vEnd.fromBufferAttribute( positionAttribute, b );
  21218. const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment );
  21219. if ( distSq > thresholdSq ) return;
  21220. _intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation
  21221. const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay );
  21222. if ( distance < raycaster.near || distance > raycaster.far ) return;
  21223. return {
  21224. distance: distance,
  21225. // What do we want? intersection point on the ray or on the segment??
  21226. // point: raycaster.ray.at( distance ),
  21227. point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ),
  21228. index: i,
  21229. face: null,
  21230. faceIndex: null,
  21231. barycoord: null,
  21232. object: object
  21233. };
  21234. }
  21235. const _start = /*@__PURE__*/ new Vector3();
  21236. const _end = /*@__PURE__*/ new Vector3();
  21237. /**
  21238. * A series of lines drawn between pairs of vertices.
  21239. *
  21240. * @augments Line
  21241. */
  21242. class LineSegments extends Line {
  21243. /**
  21244. * Constructs a new line segments.
  21245. *
  21246. * @param {BufferGeometry} [geometry] - The line geometry.
  21247. * @param {Material|Array<Material>} [material] - The line material.
  21248. */
  21249. constructor( geometry, material ) {
  21250. super( geometry, material );
  21251. /**
  21252. * This flag can be used for type testing.
  21253. *
  21254. * @type {boolean}
  21255. * @readonly
  21256. * @default true
  21257. */
  21258. this.isLineSegments = true;
  21259. this.type = 'LineSegments';
  21260. }
  21261. computeLineDistances() {
  21262. const geometry = this.geometry;
  21263. // we assume non-indexed geometry
  21264. if ( geometry.index === null ) {
  21265. const positionAttribute = geometry.attributes.position;
  21266. const lineDistances = [];
  21267. for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  21268. _start.fromBufferAttribute( positionAttribute, i );
  21269. _end.fromBufferAttribute( positionAttribute, i + 1 );
  21270. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  21271. lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );
  21272. }
  21273. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  21274. } else {
  21275. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  21276. }
  21277. return this;
  21278. }
  21279. }
  21280. /**
  21281. * A continuous line. This is nearly the same as {@link Line} the only difference
  21282. * is that the last vertex is connected with the first vertex in order to close
  21283. * the line to form a loop.
  21284. *
  21285. * @augments Line
  21286. */
  21287. class LineLoop extends Line {
  21288. /**
  21289. * Constructs a new line loop.
  21290. *
  21291. * @param {BufferGeometry} [geometry] - The line geometry.
  21292. * @param {Material|Array<Material>} [material] - The line material.
  21293. */
  21294. constructor( geometry, material ) {
  21295. super( geometry, material );
  21296. /**
  21297. * This flag can be used for type testing.
  21298. *
  21299. * @type {boolean}
  21300. * @readonly
  21301. * @default true
  21302. */
  21303. this.isLineLoop = true;
  21304. this.type = 'LineLoop';
  21305. }
  21306. }
  21307. /**
  21308. * A material for rendering point primitives.
  21309. *
  21310. * Materials define the appearance of renderable 3D objects.
  21311. *
  21312. * ```js
  21313. * const vertices = [];
  21314. *
  21315. * for ( let i = 0; i < 10000; i ++ ) {
  21316. * const x = THREE.MathUtils.randFloatSpread( 2000 );
  21317. * const y = THREE.MathUtils.randFloatSpread( 2000 );
  21318. * const z = THREE.MathUtils.randFloatSpread( 2000 );
  21319. *
  21320. * vertices.push( x, y, z );
  21321. * }
  21322. *
  21323. * const geometry = new THREE.BufferGeometry();
  21324. * geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  21325. * const material = new THREE.PointsMaterial( { color: 0x888888 } );
  21326. * const points = new THREE.Points( geometry, material );
  21327. * scene.add( points );
  21328. * ```
  21329. *
  21330. * @augments Material
  21331. */
  21332. class PointsMaterial extends Material {
  21333. /**
  21334. * Constructs a new points material.
  21335. *
  21336. * @param {Object} [parameters] - An object with one or more properties
  21337. * defining the material's appearance. Any property of the material
  21338. * (including any property from inherited materials) can be passed
  21339. * in here. Color values can be passed any type of value accepted
  21340. * by {@link Color#set}.
  21341. */
  21342. constructor( parameters ) {
  21343. super();
  21344. /**
  21345. * This flag can be used for type testing.
  21346. *
  21347. * @type {boolean}
  21348. * @readonly
  21349. * @default true
  21350. */
  21351. this.isPointsMaterial = true;
  21352. this.type = 'PointsMaterial';
  21353. /**
  21354. * Color of the material.
  21355. *
  21356. * @type {Color}
  21357. * @default (1,1,1)
  21358. */
  21359. this.color = new Color( 0xffffff );
  21360. /**
  21361. * The color map. May optionally include an alpha channel, typically combined
  21362. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  21363. * color is modulated by the diffuse `color`.
  21364. *
  21365. * @type {?Texture}
  21366. * @default null
  21367. */
  21368. this.map = null;
  21369. /**
  21370. * The alpha map is a grayscale texture that controls the opacity across the
  21371. * surface (black: fully transparent; white: fully opaque).
  21372. *
  21373. * Only the color of the texture is used, ignoring the alpha channel if one
  21374. * exists. For RGB and RGBA textures, the renderer will use the green channel
  21375. * when sampling this texture due to the extra bit of precision provided for
  21376. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  21377. * luminance/alpha textures will also still work as expected.
  21378. *
  21379. * @type {?Texture}
  21380. * @default null
  21381. */
  21382. this.alphaMap = null;
  21383. /**
  21384. * Defines the size of the points in pixels.
  21385. *
  21386. * Might be capped if the value exceeds hardware dependent parameters like [gl.ALIASED_POINT_SIZE_RANGE]{@link https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getParamete}.
  21387. *
  21388. * @type {number}
  21389. * @default 1
  21390. */
  21391. this.size = 1;
  21392. /**
  21393. * Specifies whether size of individual points is attenuated by the camera depth (perspective camera only).
  21394. *
  21395. * @type {boolean}
  21396. * @default true
  21397. */
  21398. this.sizeAttenuation = true;
  21399. /**
  21400. * Whether the material is affected by fog or not.
  21401. *
  21402. * @type {boolean}
  21403. * @default true
  21404. */
  21405. this.fog = true;
  21406. this.setValues( parameters );
  21407. }
  21408. copy( source ) {
  21409. super.copy( source );
  21410. this.color.copy( source.color );
  21411. this.map = source.map;
  21412. this.alphaMap = source.alphaMap;
  21413. this.size = source.size;
  21414. this.sizeAttenuation = source.sizeAttenuation;
  21415. this.fog = source.fog;
  21416. return this;
  21417. }
  21418. }
  21419. const _inverseMatrix = /*@__PURE__*/ new Matrix4();
  21420. const _ray = /*@__PURE__*/ new Ray();
  21421. const _sphere = /*@__PURE__*/ new Sphere();
  21422. const _position$2 = /*@__PURE__*/ new Vector3();
  21423. /**
  21424. * A class for displaying points or point clouds.
  21425. *
  21426. * @augments Object3D
  21427. */
  21428. class Points extends Object3D {
  21429. /**
  21430. * Constructs a new point cloud.
  21431. *
  21432. * @param {BufferGeometry} [geometry] - The points geometry.
  21433. * @param {Material|Array<Material>} [material] - The points material.
  21434. */
  21435. constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {
  21436. super();
  21437. /**
  21438. * This flag can be used for type testing.
  21439. *
  21440. * @type {boolean}
  21441. * @readonly
  21442. * @default true
  21443. */
  21444. this.isPoints = true;
  21445. this.type = 'Points';
  21446. /**
  21447. * The points geometry.
  21448. *
  21449. * @type {BufferGeometry}
  21450. */
  21451. this.geometry = geometry;
  21452. /**
  21453. * The line material.
  21454. *
  21455. * @type {Material|Array<Material>}
  21456. * @default PointsMaterial
  21457. */
  21458. this.material = material;
  21459. /**
  21460. * A dictionary representing the morph targets in the geometry. The key is the
  21461. * morph targets name, the value its attribute index. This member is `undefined`
  21462. * by default and only set when morph targets are detected in the geometry.
  21463. *
  21464. * @type {Object<String,number>|undefined}
  21465. * @default undefined
  21466. */
  21467. this.morphTargetDictionary = undefined;
  21468. /**
  21469. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  21470. * is applied. This member is `undefined` by default and only set when morph targets are
  21471. * detected in the geometry.
  21472. *
  21473. * @type {Array<number>|undefined}
  21474. * @default undefined
  21475. */
  21476. this.morphTargetInfluences = undefined;
  21477. this.updateMorphTargets();
  21478. }
  21479. copy( source, recursive ) {
  21480. super.copy( source, recursive );
  21481. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  21482. this.geometry = source.geometry;
  21483. return this;
  21484. }
  21485. /**
  21486. * Computes intersection points between a casted ray and this point cloud.
  21487. *
  21488. * @param {Raycaster} raycaster - The raycaster.
  21489. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  21490. */
  21491. raycast( raycaster, intersects ) {
  21492. const geometry = this.geometry;
  21493. const matrixWorld = this.matrixWorld;
  21494. const threshold = raycaster.params.Points.threshold;
  21495. const drawRange = geometry.drawRange;
  21496. // Checking boundingSphere distance to ray
  21497. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  21498. _sphere.copy( geometry.boundingSphere );
  21499. _sphere.applyMatrix4( matrixWorld );
  21500. _sphere.radius += threshold;
  21501. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
  21502. //
  21503. _inverseMatrix.copy( matrixWorld ).invert();
  21504. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  21505. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  21506. const localThresholdSq = localThreshold * localThreshold;
  21507. const index = geometry.index;
  21508. const attributes = geometry.attributes;
  21509. const positionAttribute = attributes.position;
  21510. if ( index !== null ) {
  21511. const start = Math.max( 0, drawRange.start );
  21512. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  21513. for ( let i = start, il = end; i < il; i ++ ) {
  21514. const a = index.getX( i );
  21515. _position$2.fromBufferAttribute( positionAttribute, a );
  21516. testPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  21517. }
  21518. } else {
  21519. const start = Math.max( 0, drawRange.start );
  21520. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  21521. for ( let i = start, l = end; i < l; i ++ ) {
  21522. _position$2.fromBufferAttribute( positionAttribute, i );
  21523. testPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  21524. }
  21525. }
  21526. }
  21527. /**
  21528. * Sets the values of {@link Points#morphTargetDictionary} and {@link Points#morphTargetInfluences}
  21529. * to make sure existing morph targets can influence this 3D object.
  21530. */
  21531. updateMorphTargets() {
  21532. const geometry = this.geometry;
  21533. const morphAttributes = geometry.morphAttributes;
  21534. const keys = Object.keys( morphAttributes );
  21535. if ( keys.length > 0 ) {
  21536. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  21537. if ( morphAttribute !== undefined ) {
  21538. this.morphTargetInfluences = [];
  21539. this.morphTargetDictionary = {};
  21540. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  21541. const name = morphAttribute[ m ].name || String( m );
  21542. this.morphTargetInfluences.push( 0 );
  21543. this.morphTargetDictionary[ name ] = m;
  21544. }
  21545. }
  21546. }
  21547. }
  21548. }
  21549. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  21550. const rayPointDistanceSq = _ray.distanceSqToPoint( point );
  21551. if ( rayPointDistanceSq < localThresholdSq ) {
  21552. const intersectPoint = new Vector3();
  21553. _ray.closestPointToPoint( point, intersectPoint );
  21554. intersectPoint.applyMatrix4( matrixWorld );
  21555. const distance = raycaster.ray.origin.distanceTo( intersectPoint );
  21556. if ( distance < raycaster.near || distance > raycaster.far ) return;
  21557. intersects.push( {
  21558. distance: distance,
  21559. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  21560. point: intersectPoint,
  21561. index: index,
  21562. face: null,
  21563. faceIndex: null,
  21564. barycoord: null,
  21565. object: object
  21566. } );
  21567. }
  21568. }
  21569. /**
  21570. * A texture for use with a video.
  21571. *
  21572. * ```js
  21573. * // assuming you have created a HTML video element with id="video"
  21574. * const video = document.getElementById( 'video' );
  21575. * const texture = new THREE.VideoTexture( video );
  21576. * ```
  21577. *
  21578. * Note: After the initial use of a texture, its dimensions, format, and type
  21579. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  21580. *
  21581. * @augments Texture
  21582. */
  21583. class VideoTexture extends Texture {
  21584. /**
  21585. * Constructs a new video texture.
  21586. *
  21587. * @param {HTMLVideoElement} video - The video element to use as a data source for the texture.
  21588. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21589. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21590. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21591. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21592. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21593. * @param {number} [format=RGBAFormat] - The texture format.
  21594. * @param {number} [type=UnsignedByteType] - The texture type.
  21595. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21596. */
  21597. constructor( video, mapping, wrapS, wrapT, magFilter = LinearFilter, minFilter = LinearFilter, format, type, anisotropy ) {
  21598. super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21599. /**
  21600. * This flag can be used for type testing.
  21601. *
  21602. * @type {boolean}
  21603. * @readonly
  21604. * @default true
  21605. */
  21606. this.isVideoTexture = true;
  21607. /**
  21608. * Whether to generate mipmaps (if possible) for a texture.
  21609. *
  21610. * Overwritten and set to `false` by default.
  21611. *
  21612. * @type {boolean}
  21613. * @default false
  21614. */
  21615. this.generateMipmaps = false;
  21616. const scope = this;
  21617. function updateVideo() {
  21618. scope.needsUpdate = true;
  21619. video.requestVideoFrameCallback( updateVideo );
  21620. }
  21621. if ( 'requestVideoFrameCallback' in video ) {
  21622. video.requestVideoFrameCallback( updateVideo );
  21623. }
  21624. }
  21625. clone() {
  21626. return new this.constructor( this.image ).copy( this );
  21627. }
  21628. /**
  21629. * This method is called automatically by the renderer and sets {@link Texture#needsUpdate}
  21630. * to `true` every time a new frame is available.
  21631. *
  21632. * Only relevant if `requestVideoFrameCallback` is not supported in the browser.
  21633. */
  21634. update() {
  21635. const video = this.image;
  21636. const hasVideoFrameCallback = 'requestVideoFrameCallback' in video;
  21637. if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {
  21638. this.needsUpdate = true;
  21639. }
  21640. }
  21641. }
  21642. /**
  21643. * This class can be used as an alternative way to define video data. Instead of using
  21644. * an instance of `HTMLVideoElement` like with `VideoTexture`, `VideoFrameTexture` expects each frame is
  21645. * defined manually via {@link VideoFrameTexture#setFrame}. A typical use case for this module is when
  21646. * video frames are decoded with the WebCodecs API.
  21647. *
  21648. * ```js
  21649. * const texture = new THREE.VideoFrameTexture();
  21650. * texture.setFrame( frame );
  21651. * ```
  21652. *
  21653. * @augments VideoTexture
  21654. */
  21655. class VideoFrameTexture extends VideoTexture {
  21656. /**
  21657. * Constructs a new video frame texture.
  21658. *
  21659. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21660. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21661. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21662. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21663. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21664. * @param {number} [format=RGBAFormat] - The texture format.
  21665. * @param {number} [type=UnsignedByteType] - The texture type.
  21666. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21667. */
  21668. constructor( mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  21669. super( {}, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21670. /**
  21671. * This flag can be used for type testing.
  21672. *
  21673. * @type {boolean}
  21674. * @readonly
  21675. * @default true
  21676. */
  21677. this.isVideoFrameTexture = true;
  21678. }
  21679. /**
  21680. * This method overwritten with an empty implementation since
  21681. * this type of texture is updated via `setFrame()`.
  21682. */
  21683. update() {}
  21684. clone() {
  21685. return new this.constructor().copy( this ); // restoring Texture.clone()
  21686. }
  21687. /**
  21688. * Sets the current frame of the video. This will automatically update the texture
  21689. * so the data can be used for rendering.
  21690. *
  21691. * @param {VideoFrame} frame - The video frame.
  21692. */
  21693. setFrame( frame ) {
  21694. this.image = frame;
  21695. this.needsUpdate = true;
  21696. }
  21697. }
  21698. /**
  21699. * This class can only be used in combination with `copyFramebufferToTexture()` methods
  21700. * of renderers. It extracts the contents of the current bound framebuffer and provides it
  21701. * as a texture for further usage.
  21702. *
  21703. * ```js
  21704. * const pixelRatio = window.devicePixelRatio;
  21705. * const textureSize = 128 * pixelRatio;
  21706. *
  21707. * const frameTexture = new FramebufferTexture( textureSize, textureSize );
  21708. *
  21709. * // calculate start position for copying part of the frame data
  21710. * const vector = new Vector2();
  21711. * vector.x = ( window.innerWidth * pixelRatio / 2 ) - ( textureSize / 2 );
  21712. * vector.y = ( window.innerHeight * pixelRatio / 2 ) - ( textureSize / 2 );
  21713. *
  21714. * renderer.render( scene, camera );
  21715. *
  21716. * // copy part of the rendered frame into the framebuffer texture
  21717. * renderer.copyFramebufferToTexture( frameTexture, vector );
  21718. * ```
  21719. *
  21720. * @augments Texture
  21721. */
  21722. class FramebufferTexture extends Texture {
  21723. /**
  21724. * Constructs a new framebuffer texture.
  21725. *
  21726. * @param {number} width - The width of the texture.
  21727. * @param {number} height - The height of the texture.
  21728. */
  21729. constructor( width, height ) {
  21730. super( { width, height } );
  21731. /**
  21732. * This flag can be used for type testing.
  21733. *
  21734. * @type {boolean}
  21735. * @readonly
  21736. * @default true
  21737. */
  21738. this.isFramebufferTexture = true;
  21739. /**
  21740. * How the texture is sampled when a texel covers more than one pixel.
  21741. *
  21742. * Overwritten and set to `NearestFilter` by default to disable filtering.
  21743. *
  21744. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  21745. * @default NearestFilter
  21746. */
  21747. this.magFilter = NearestFilter;
  21748. /**
  21749. * How the texture is sampled when a texel covers less than one pixel.
  21750. *
  21751. * Overwritten and set to `NearestFilter` by default to disable filtering.
  21752. *
  21753. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  21754. * @default NearestFilter
  21755. */
  21756. this.minFilter = NearestFilter;
  21757. /**
  21758. * Whether to generate mipmaps (if possible) for a texture.
  21759. *
  21760. * Overwritten and set to `false` by default.
  21761. *
  21762. * @type {boolean}
  21763. * @default false
  21764. */
  21765. this.generateMipmaps = false;
  21766. this.needsUpdate = true;
  21767. }
  21768. }
  21769. /**
  21770. * Creates a texture based on data in compressed form.
  21771. *
  21772. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21773. *
  21774. * @augments Texture
  21775. */
  21776. class CompressedTexture extends Texture {
  21777. /**
  21778. * Constructs a new compressed texture.
  21779. *
  21780. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  21781. * the data and dimensions.
  21782. * @param {number} width - The width of the texture.
  21783. * @param {number} height - The height of the texture.
  21784. * @param {number} [format=RGBAFormat] - The texture format.
  21785. * @param {number} [type=UnsignedByteType] - The texture type.
  21786. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21787. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21788. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21789. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21790. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21791. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21792. * @param {string} [colorSpace=NoColorSpace] - The color space.
  21793. */
  21794. constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) {
  21795. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  21796. /**
  21797. * This flag can be used for type testing.
  21798. *
  21799. * @type {boolean}
  21800. * @readonly
  21801. * @default true
  21802. */
  21803. this.isCompressedTexture = true;
  21804. /**
  21805. * The image property of a compressed texture just defines its dimensions.
  21806. *
  21807. * @type {{width:number,height:number}}
  21808. */
  21809. this.image = { width: width, height: height };
  21810. /**
  21811. * This array holds for all mipmaps (including the bases mip) the data and dimensions.
  21812. *
  21813. * @type {Array<Object>}
  21814. */
  21815. this.mipmaps = mipmaps;
  21816. /**
  21817. * If set to `true`, the texture is flipped along the vertical axis when
  21818. * uploaded to the GPU.
  21819. *
  21820. * Overwritten and set to `false` by default since it is not possible to
  21821. * flip compressed textures.
  21822. *
  21823. * @type {boolean}
  21824. * @default false
  21825. * @readonly
  21826. */
  21827. this.flipY = false;
  21828. /**
  21829. * Whether to generate mipmaps (if possible) for a texture.
  21830. *
  21831. * Overwritten and set to `false` by default since it is not
  21832. * possible to generate mipmaps for compressed data. Mipmaps
  21833. * must be embedded in the compressed texture file.
  21834. *
  21835. * @type {boolean}
  21836. * @default false
  21837. * @readonly
  21838. */
  21839. this.generateMipmaps = false;
  21840. }
  21841. }
  21842. /**
  21843. * Creates a texture 2D array based on data in compressed form.
  21844. *
  21845. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21846. *
  21847. * @augments CompressedTexture
  21848. */
  21849. class CompressedArrayTexture extends CompressedTexture {
  21850. /**
  21851. * Constructs a new compressed array texture.
  21852. *
  21853. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  21854. * the data and dimensions.
  21855. * @param {number} width - The width of the texture.
  21856. * @param {number} height - The height of the texture.
  21857. * @param {number} depth - The depth of the texture.
  21858. * @param {number} [format=RGBAFormat] - The min filter value.
  21859. * @param {number} [type=UnsignedByteType] - The min filter value.
  21860. */
  21861. constructor( mipmaps, width, height, depth, format, type ) {
  21862. super( mipmaps, width, height, format, type );
  21863. /**
  21864. * This flag can be used for type testing.
  21865. *
  21866. * @type {boolean}
  21867. * @readonly
  21868. * @default true
  21869. */
  21870. this.isCompressedArrayTexture = true;
  21871. /**
  21872. * The image property of a compressed texture just defines its dimensions.
  21873. *
  21874. * @name CompressedArrayTexture#image
  21875. * @type {{width:number,height:number,depth:number}}
  21876. */
  21877. this.image.depth = depth;
  21878. /**
  21879. * This defines how the texture is wrapped in the depth and corresponds to
  21880. * *W* in UVW mapping.
  21881. *
  21882. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  21883. * @default ClampToEdgeWrapping
  21884. */
  21885. this.wrapR = ClampToEdgeWrapping;
  21886. /**
  21887. * A set of all layers which need to be updated in the texture.
  21888. *
  21889. * @type {Set<number>}
  21890. */
  21891. this.layerUpdates = new Set();
  21892. }
  21893. /**
  21894. * Describes that a specific layer of the texture needs to be updated.
  21895. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  21896. * entire compressed texture array is sent to the GPU. Marking specific
  21897. * layers will only transmit subsets of all mipmaps associated with a
  21898. * specific depth in the array which is often much more performant.
  21899. *
  21900. * @param {number} layerIndex - The layer index that should be updated.
  21901. */
  21902. addLayerUpdate( layerIndex ) {
  21903. this.layerUpdates.add( layerIndex );
  21904. }
  21905. /**
  21906. * Resets the layer updates registry.
  21907. */
  21908. clearLayerUpdates() {
  21909. this.layerUpdates.clear();
  21910. }
  21911. }
  21912. /**
  21913. * Creates a cube texture based on data in compressed form.
  21914. *
  21915. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21916. *
  21917. * @augments CompressedTexture
  21918. */
  21919. class CompressedCubeTexture extends CompressedTexture {
  21920. /**
  21921. * Constructs a new compressed texture.
  21922. *
  21923. * @param {Array<CompressedTexture>} images - An array of compressed textures.
  21924. * @param {number} [format=RGBAFormat] - The texture format.
  21925. * @param {number} [type=UnsignedByteType] - The texture type.
  21926. */
  21927. constructor( images, format, type ) {
  21928. super( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping );
  21929. /**
  21930. * This flag can be used for type testing.
  21931. *
  21932. * @type {boolean}
  21933. * @readonly
  21934. * @default true
  21935. */
  21936. this.isCompressedCubeTexture = true;
  21937. /**
  21938. * This flag can be used for type testing.
  21939. *
  21940. * @type {boolean}
  21941. * @readonly
  21942. * @default true
  21943. */
  21944. this.isCubeTexture = true;
  21945. this.image = images;
  21946. }
  21947. }
  21948. /**
  21949. * Creates a texture from a canvas element.
  21950. *
  21951. * This is almost the same as the base texture class, except that it sets {@link Texture#needsUpdate}
  21952. * to `true` immediately since a canvas can directly be used for rendering.
  21953. *
  21954. * @augments Texture
  21955. */
  21956. class CanvasTexture extends Texture {
  21957. /**
  21958. * Constructs a new texture.
  21959. *
  21960. * @param {HTMLCanvasElement} [canvas] - The HTML canvas element.
  21961. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21962. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21963. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21964. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21965. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21966. * @param {number} [format=RGBAFormat] - The texture format.
  21967. * @param {number} [type=UnsignedByteType] - The texture type.
  21968. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21969. */
  21970. constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  21971. super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21972. /**
  21973. * This flag can be used for type testing.
  21974. *
  21975. * @type {boolean}
  21976. * @readonly
  21977. * @default true
  21978. */
  21979. this.isCanvasTexture = true;
  21980. this.needsUpdate = true;
  21981. }
  21982. }
  21983. /**
  21984. * This class can be used to automatically save the depth information of a
  21985. * rendering into a texture.
  21986. *
  21987. * @augments Texture
  21988. */
  21989. class DepthTexture extends Texture {
  21990. /**
  21991. * Constructs a new depth texture.
  21992. *
  21993. * @param {number} width - The width of the texture.
  21994. * @param {number} height - The height of the texture.
  21995. * @param {number} [type=UnsignedIntType] - The texture type.
  21996. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21997. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21998. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21999. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  22000. * @param {number} [minFilter=LinearFilter] - The min filter value.
  22001. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  22002. * @param {number} [format=DepthFormat] - The texture format.
  22003. * @param {number} [depth=1] - The depth of the texture.
  22004. */
  22005. constructor( width, height, type = UnsignedIntType, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat, depth = 1 ) {
  22006. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  22007. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  22008. }
  22009. const image = { width: width, height: height, depth: depth };
  22010. super( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  22011. /**
  22012. * This flag can be used for type testing.
  22013. *
  22014. * @type {boolean}
  22015. * @readonly
  22016. * @default true
  22017. */
  22018. this.isDepthTexture = true;
  22019. /**
  22020. * If set to `true`, the texture is flipped along the vertical axis when
  22021. * uploaded to the GPU.
  22022. *
  22023. * Overwritten and set to `false` by default.
  22024. *
  22025. * @type {boolean}
  22026. * @default false
  22027. */
  22028. this.flipY = false;
  22029. /**
  22030. * Whether to generate mipmaps (if possible) for a texture.
  22031. *
  22032. * Overwritten and set to `false` by default.
  22033. *
  22034. * @type {boolean}
  22035. * @default false
  22036. */
  22037. this.generateMipmaps = false;
  22038. /**
  22039. * Code corresponding to the depth compare function.
  22040. *
  22041. * @type {?(NeverCompare|LessCompare|EqualCompare|LessEqualCompare|GreaterCompare|NotEqualCompare|GreaterEqualCompare|AlwaysCompare)}
  22042. * @default null
  22043. */
  22044. this.compareFunction = null;
  22045. }
  22046. copy( source ) {
  22047. super.copy( source );
  22048. this.source = new Source( Object.assign( {}, source.image ) ); // see #30540
  22049. this.compareFunction = source.compareFunction;
  22050. return this;
  22051. }
  22052. toJSON( meta ) {
  22053. const data = super.toJSON( meta );
  22054. if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;
  22055. return data;
  22056. }
  22057. }
  22058. /**
  22059. * A geometry class for representing a capsule.
  22060. *
  22061. * ```js
  22062. * const geometry = new THREE.CapsuleGeometry( 1, 1, 4, 8, 1 );
  22063. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  22064. * const capsule = new THREE.Mesh( geometry, material );
  22065. * scene.add( capsule );
  22066. * ```
  22067. *
  22068. * @augments BufferGeometry
  22069. */
  22070. class CapsuleGeometry extends BufferGeometry {
  22071. /**
  22072. * Constructs a new capsule geometry.
  22073. *
  22074. * @param {number} [radius=1] - Radius of the capsule.
  22075. * @param {number} [height=1] - Height of the middle section.
  22076. * @param {number} [capSegments=4] - Number of curve segments used to build each cap.
  22077. * @param {number} [radialSegments=8] - Number of segmented faces around the circumference of the capsule. Must be an integer >= 3.
  22078. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the middle section. Must be an integer >= 1.
  22079. */
  22080. constructor( radius = 1, height = 1, capSegments = 4, radialSegments = 8, heightSegments = 1 ) {
  22081. super();
  22082. this.type = 'CapsuleGeometry';
  22083. /**
  22084. * Holds the constructor parameters that have been
  22085. * used to generate the geometry. Any modification
  22086. * after instantiation does not change the geometry.
  22087. *
  22088. * @type {Object}
  22089. */
  22090. this.parameters = {
  22091. radius: radius,
  22092. height: height,
  22093. capSegments: capSegments,
  22094. radialSegments: radialSegments,
  22095. heightSegments: heightSegments,
  22096. };
  22097. height = Math.max( 0, height );
  22098. capSegments = Math.max( 1, Math.floor( capSegments ) );
  22099. radialSegments = Math.max( 3, Math.floor( radialSegments ) );
  22100. heightSegments = Math.max( 1, Math.floor( heightSegments ) );
  22101. // buffers
  22102. const indices = [];
  22103. const vertices = [];
  22104. const normals = [];
  22105. const uvs = [];
  22106. // helper variables
  22107. const halfHeight = height / 2;
  22108. const capArcLength = ( Math.PI / 2 ) * radius;
  22109. const cylinderPartLength = height;
  22110. const totalArcLength = 2 * capArcLength + cylinderPartLength;
  22111. const numVerticalSegments = capSegments * 2 + heightSegments;
  22112. const verticesPerRow = radialSegments + 1;
  22113. const normal = new Vector3();
  22114. const vertex = new Vector3();
  22115. // generate vertices, normals, and uvs
  22116. for ( let iy = 0; iy <= numVerticalSegments; iy ++ ) {
  22117. let currentArcLength = 0;
  22118. let profileY = 0;
  22119. let profileRadius = 0;
  22120. let normalYComponent = 0;
  22121. if ( iy <= capSegments ) {
  22122. // bottom cap
  22123. const segmentProgress = iy / capSegments;
  22124. const angle = ( segmentProgress * Math.PI ) / 2;
  22125. profileY = - halfHeight - radius * Math.cos( angle );
  22126. profileRadius = radius * Math.sin( angle );
  22127. normalYComponent = - radius * Math.cos( angle );
  22128. currentArcLength = segmentProgress * capArcLength;
  22129. } else if ( iy <= capSegments + heightSegments ) {
  22130. // middle section
  22131. const segmentProgress = ( iy - capSegments ) / heightSegments;
  22132. profileY = - halfHeight + segmentProgress * height;
  22133. profileRadius = radius;
  22134. normalYComponent = 0;
  22135. currentArcLength = capArcLength + segmentProgress * cylinderPartLength;
  22136. } else {
  22137. // top cap
  22138. const segmentProgress =
  22139. ( iy - capSegments - heightSegments ) / capSegments;
  22140. const angle = ( segmentProgress * Math.PI ) / 2;
  22141. profileY = halfHeight + radius * Math.sin( angle );
  22142. profileRadius = radius * Math.cos( angle );
  22143. normalYComponent = radius * Math.sin( angle );
  22144. currentArcLength =
  22145. capArcLength + cylinderPartLength + segmentProgress * capArcLength;
  22146. }
  22147. const v = Math.max( 0, Math.min( 1, currentArcLength / totalArcLength ) );
  22148. // special case for the poles
  22149. let uOffset = 0;
  22150. if ( iy === 0 ) {
  22151. uOffset = 0.5 / radialSegments;
  22152. } else if ( iy === numVerticalSegments ) {
  22153. uOffset = -0.5 / radialSegments;
  22154. }
  22155. for ( let ix = 0; ix <= radialSegments; ix ++ ) {
  22156. const u = ix / radialSegments;
  22157. const theta = u * Math.PI * 2;
  22158. const sinTheta = Math.sin( theta );
  22159. const cosTheta = Math.cos( theta );
  22160. // vertex
  22161. vertex.x = - profileRadius * cosTheta;
  22162. vertex.y = profileY;
  22163. vertex.z = profileRadius * sinTheta;
  22164. vertices.push( vertex.x, vertex.y, vertex.z );
  22165. // normal
  22166. normal.set(
  22167. - profileRadius * cosTheta,
  22168. normalYComponent,
  22169. profileRadius * sinTheta
  22170. );
  22171. normal.normalize();
  22172. normals.push( normal.x, normal.y, normal.z );
  22173. // uv
  22174. uvs.push( u + uOffset, v );
  22175. }
  22176. if ( iy > 0 ) {
  22177. const prevIndexRow = ( iy - 1 ) * verticesPerRow;
  22178. for ( let ix = 0; ix < radialSegments; ix ++ ) {
  22179. const i1 = prevIndexRow + ix;
  22180. const i2 = prevIndexRow + ix + 1;
  22181. const i3 = iy * verticesPerRow + ix;
  22182. const i4 = iy * verticesPerRow + ix + 1;
  22183. indices.push( i1, i2, i3 );
  22184. indices.push( i2, i4, i3 );
  22185. }
  22186. }
  22187. }
  22188. // build geometry
  22189. this.setIndex( indices );
  22190. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22191. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22192. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22193. }
  22194. copy( source ) {
  22195. super.copy( source );
  22196. this.parameters = Object.assign( {}, source.parameters );
  22197. return this;
  22198. }
  22199. /**
  22200. * Factory method for creating an instance of this class from the given
  22201. * JSON object.
  22202. *
  22203. * @param {Object} data - A JSON object representing the serialized geometry.
  22204. * @return {CapsuleGeometry} A new instance.
  22205. */
  22206. static fromJSON( data ) {
  22207. return new CapsuleGeometry( data.radius, data.height, data.capSegments, data.radialSegments, data.heightSegments );
  22208. }
  22209. }
  22210. /**
  22211. * A simple shape of Euclidean geometry. It is constructed from a
  22212. * number of triangular segments that are oriented around a central point and
  22213. * extend as far out as a given radius. It is built counter-clockwise from a
  22214. * start angle and a given central angle. It can also be used to create
  22215. * regular polygons, where the number of segments determines the number of
  22216. * sides.
  22217. *
  22218. * ```js
  22219. * const geometry = new THREE.CircleGeometry( 5, 32 );
  22220. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22221. * const circle = new THREE.Mesh( geometry, material );
  22222. * scene.add( circle )
  22223. * ```
  22224. *
  22225. * @augments BufferGeometry
  22226. */
  22227. class CircleGeometry extends BufferGeometry {
  22228. /**
  22229. * Constructs a new circle geometry.
  22230. *
  22231. * @param {number} [radius=1] - Radius of the circle.
  22232. * @param {number} [segments=32] - Number of segments (triangles), minimum = `3`.
  22233. * @param {number} [thetaStart=0] - Start angle for first segment in radians.
  22234. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta,
  22235. * of the circular sector in radians. The default value results in a complete circle.
  22236. */
  22237. constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22238. super();
  22239. this.type = 'CircleGeometry';
  22240. /**
  22241. * Holds the constructor parameters that have been
  22242. * used to generate the geometry. Any modification
  22243. * after instantiation does not change the geometry.
  22244. *
  22245. * @type {Object}
  22246. */
  22247. this.parameters = {
  22248. radius: radius,
  22249. segments: segments,
  22250. thetaStart: thetaStart,
  22251. thetaLength: thetaLength
  22252. };
  22253. segments = Math.max( 3, segments );
  22254. // buffers
  22255. const indices = [];
  22256. const vertices = [];
  22257. const normals = [];
  22258. const uvs = [];
  22259. // helper variables
  22260. const vertex = new Vector3();
  22261. const uv = new Vector2();
  22262. // center point
  22263. vertices.push( 0, 0, 0 );
  22264. normals.push( 0, 0, 1 );
  22265. uvs.push( 0.5, 0.5 );
  22266. for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  22267. const segment = thetaStart + s / segments * thetaLength;
  22268. // vertex
  22269. vertex.x = radius * Math.cos( segment );
  22270. vertex.y = radius * Math.sin( segment );
  22271. vertices.push( vertex.x, vertex.y, vertex.z );
  22272. // normal
  22273. normals.push( 0, 0, 1 );
  22274. // uvs
  22275. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  22276. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  22277. uvs.push( uv.x, uv.y );
  22278. }
  22279. // indices
  22280. for ( let i = 1; i <= segments; i ++ ) {
  22281. indices.push( i, i + 1, 0 );
  22282. }
  22283. // build geometry
  22284. this.setIndex( indices );
  22285. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22286. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22287. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22288. }
  22289. copy( source ) {
  22290. super.copy( source );
  22291. this.parameters = Object.assign( {}, source.parameters );
  22292. return this;
  22293. }
  22294. /**
  22295. * Factory method for creating an instance of this class from the given
  22296. * JSON object.
  22297. *
  22298. * @param {Object} data - A JSON object representing the serialized geometry.
  22299. * @return {CircleGeometry} A new instance.
  22300. */
  22301. static fromJSON( data ) {
  22302. return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );
  22303. }
  22304. }
  22305. /**
  22306. * A geometry class for representing a cylinder.
  22307. *
  22308. * ```js
  22309. * const geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
  22310. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22311. * const cylinder = new THREE.Mesh( geometry, material );
  22312. * scene.add( cylinder );
  22313. * ```
  22314. *
  22315. * @augments BufferGeometry
  22316. */
  22317. class CylinderGeometry extends BufferGeometry {
  22318. /**
  22319. * Constructs a new cylinder geometry.
  22320. *
  22321. * @param {number} [radiusTop=1] - Radius of the cylinder at the top.
  22322. * @param {number} [radiusBottom=1] - Radius of the cylinder at the bottom.
  22323. * @param {number} [height=1] - Height of the cylinder.
  22324. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cylinder.
  22325. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cylinder.
  22326. * @param {boolean} [openEnded=false] - Whether the base of the cylinder is open or capped.
  22327. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  22328. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  22329. * The default value results in a complete cylinder.
  22330. */
  22331. constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22332. super();
  22333. this.type = 'CylinderGeometry';
  22334. /**
  22335. * Holds the constructor parameters that have been
  22336. * used to generate the geometry. Any modification
  22337. * after instantiation does not change the geometry.
  22338. *
  22339. * @type {Object}
  22340. */
  22341. this.parameters = {
  22342. radiusTop: radiusTop,
  22343. radiusBottom: radiusBottom,
  22344. height: height,
  22345. radialSegments: radialSegments,
  22346. heightSegments: heightSegments,
  22347. openEnded: openEnded,
  22348. thetaStart: thetaStart,
  22349. thetaLength: thetaLength
  22350. };
  22351. const scope = this;
  22352. radialSegments = Math.floor( radialSegments );
  22353. heightSegments = Math.floor( heightSegments );
  22354. // buffers
  22355. const indices = [];
  22356. const vertices = [];
  22357. const normals = [];
  22358. const uvs = [];
  22359. // helper variables
  22360. let index = 0;
  22361. const indexArray = [];
  22362. const halfHeight = height / 2;
  22363. let groupStart = 0;
  22364. // generate geometry
  22365. generateTorso();
  22366. if ( openEnded === false ) {
  22367. if ( radiusTop > 0 ) generateCap( true );
  22368. if ( radiusBottom > 0 ) generateCap( false );
  22369. }
  22370. // build geometry
  22371. this.setIndex( indices );
  22372. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22373. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22374. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22375. function generateTorso() {
  22376. const normal = new Vector3();
  22377. const vertex = new Vector3();
  22378. let groupCount = 0;
  22379. // this will be used to calculate the normal
  22380. const slope = ( radiusBottom - radiusTop ) / height;
  22381. // generate vertices, normals and uvs
  22382. for ( let y = 0; y <= heightSegments; y ++ ) {
  22383. const indexRow = [];
  22384. const v = y / heightSegments;
  22385. // calculate the radius of the current row
  22386. const radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  22387. for ( let x = 0; x <= radialSegments; x ++ ) {
  22388. const u = x / radialSegments;
  22389. const theta = u * thetaLength + thetaStart;
  22390. const sinTheta = Math.sin( theta );
  22391. const cosTheta = Math.cos( theta );
  22392. // vertex
  22393. vertex.x = radius * sinTheta;
  22394. vertex.y = - v * height + halfHeight;
  22395. vertex.z = radius * cosTheta;
  22396. vertices.push( vertex.x, vertex.y, vertex.z );
  22397. // normal
  22398. normal.set( sinTheta, slope, cosTheta ).normalize();
  22399. normals.push( normal.x, normal.y, normal.z );
  22400. // uv
  22401. uvs.push( u, 1 - v );
  22402. // save index of vertex in respective row
  22403. indexRow.push( index ++ );
  22404. }
  22405. // now save vertices of the row in our index array
  22406. indexArray.push( indexRow );
  22407. }
  22408. // generate indices
  22409. for ( let x = 0; x < radialSegments; x ++ ) {
  22410. for ( let y = 0; y < heightSegments; y ++ ) {
  22411. // we use the index array to access the correct indices
  22412. const a = indexArray[ y ][ x ];
  22413. const b = indexArray[ y + 1 ][ x ];
  22414. const c = indexArray[ y + 1 ][ x + 1 ];
  22415. const d = indexArray[ y ][ x + 1 ];
  22416. // faces
  22417. if ( radiusTop > 0 || y !== 0 ) {
  22418. indices.push( a, b, d );
  22419. groupCount += 3;
  22420. }
  22421. if ( radiusBottom > 0 || y !== heightSegments - 1 ) {
  22422. indices.push( b, c, d );
  22423. groupCount += 3;
  22424. }
  22425. }
  22426. }
  22427. // add a group to the geometry. this will ensure multi material support
  22428. scope.addGroup( groupStart, groupCount, 0 );
  22429. // calculate new start value for groups
  22430. groupStart += groupCount;
  22431. }
  22432. function generateCap( top ) {
  22433. // save the index of the first center vertex
  22434. const centerIndexStart = index;
  22435. const uv = new Vector2();
  22436. const vertex = new Vector3();
  22437. let groupCount = 0;
  22438. const radius = ( top === true ) ? radiusTop : radiusBottom;
  22439. const sign = ( top === true ) ? 1 : -1;
  22440. // first we generate the center vertex data of the cap.
  22441. // because the geometry needs one set of uvs per face,
  22442. // we must generate a center vertex per face/segment
  22443. for ( let x = 1; x <= radialSegments; x ++ ) {
  22444. // vertex
  22445. vertices.push( 0, halfHeight * sign, 0 );
  22446. // normal
  22447. normals.push( 0, sign, 0 );
  22448. // uv
  22449. uvs.push( 0.5, 0.5 );
  22450. // increase index
  22451. index ++;
  22452. }
  22453. // save the index of the last center vertex
  22454. const centerIndexEnd = index;
  22455. // now we generate the surrounding vertices, normals and uvs
  22456. for ( let x = 0; x <= radialSegments; x ++ ) {
  22457. const u = x / radialSegments;
  22458. const theta = u * thetaLength + thetaStart;
  22459. const cosTheta = Math.cos( theta );
  22460. const sinTheta = Math.sin( theta );
  22461. // vertex
  22462. vertex.x = radius * sinTheta;
  22463. vertex.y = halfHeight * sign;
  22464. vertex.z = radius * cosTheta;
  22465. vertices.push( vertex.x, vertex.y, vertex.z );
  22466. // normal
  22467. normals.push( 0, sign, 0 );
  22468. // uv
  22469. uv.x = ( cosTheta * 0.5 ) + 0.5;
  22470. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  22471. uvs.push( uv.x, uv.y );
  22472. // increase index
  22473. index ++;
  22474. }
  22475. // generate indices
  22476. for ( let x = 0; x < radialSegments; x ++ ) {
  22477. const c = centerIndexStart + x;
  22478. const i = centerIndexEnd + x;
  22479. if ( top === true ) {
  22480. // face top
  22481. indices.push( i, i + 1, c );
  22482. } else {
  22483. // face bottom
  22484. indices.push( i + 1, i, c );
  22485. }
  22486. groupCount += 3;
  22487. }
  22488. // add a group to the geometry. this will ensure multi material support
  22489. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  22490. // calculate new start value for groups
  22491. groupStart += groupCount;
  22492. }
  22493. }
  22494. copy( source ) {
  22495. super.copy( source );
  22496. this.parameters = Object.assign( {}, source.parameters );
  22497. return this;
  22498. }
  22499. /**
  22500. * Factory method for creating an instance of this class from the given
  22501. * JSON object.
  22502. *
  22503. * @param {Object} data - A JSON object representing the serialized geometry.
  22504. * @return {CylinderGeometry} A new instance.
  22505. */
  22506. static fromJSON( data ) {
  22507. return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22508. }
  22509. }
  22510. /**
  22511. * A geometry class for representing a cone.
  22512. *
  22513. * ```js
  22514. * const geometry = new THREE.ConeGeometry( 5, 20, 32 );
  22515. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22516. * const cone = new THREE.Mesh(geometry, material );
  22517. * scene.add( cone );
  22518. * ```
  22519. *
  22520. * @augments CylinderGeometry
  22521. */
  22522. class ConeGeometry extends CylinderGeometry {
  22523. /**
  22524. * Constructs a new cone geometry.
  22525. *
  22526. * @param {number} [radius=1] - Radius of the cone base.
  22527. * @param {number} [height=1] - Height of the cone.
  22528. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cone.
  22529. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cone.
  22530. * @param {boolean} [openEnded=false] - Whether the base of the cone is open or capped.
  22531. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  22532. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  22533. * The default value results in a complete cone.
  22534. */
  22535. constructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22536. super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  22537. this.type = 'ConeGeometry';
  22538. /**
  22539. * Holds the constructor parameters that have been
  22540. * used to generate the geometry. Any modification
  22541. * after instantiation does not change the geometry.
  22542. *
  22543. * @type {Object}
  22544. */
  22545. this.parameters = {
  22546. radius: radius,
  22547. height: height,
  22548. radialSegments: radialSegments,
  22549. heightSegments: heightSegments,
  22550. openEnded: openEnded,
  22551. thetaStart: thetaStart,
  22552. thetaLength: thetaLength
  22553. };
  22554. }
  22555. /**
  22556. * Factory method for creating an instance of this class from the given
  22557. * JSON object.
  22558. *
  22559. * @param {Object} data - A JSON object representing the serialized geometry.
  22560. * @return {ConeGeometry} A new instance.
  22561. */
  22562. static fromJSON( data ) {
  22563. return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22564. }
  22565. }
  22566. /**
  22567. * A polyhedron is a solid in three dimensions with flat faces. This class
  22568. * will take an array of vertices, project them onto a sphere, and then
  22569. * divide them up to the desired level of detail.
  22570. *
  22571. * @augments BufferGeometry
  22572. */
  22573. class PolyhedronGeometry extends BufferGeometry {
  22574. /**
  22575. * Constructs a new polyhedron geometry.
  22576. *
  22577. * @param {Array<number>} [vertices] - A flat array of vertices describing the base shape.
  22578. * @param {Array<number>} [indices] - A flat array of indices describing the base shape.
  22579. * @param {number} [radius=1] - The radius of the shape.
  22580. * @param {number} [detail=0] - How many levels to subdivide the geometry. The more detail, the smoother the shape.
  22581. */
  22582. constructor( vertices = [], indices = [], radius = 1, detail = 0 ) {
  22583. super();
  22584. this.type = 'PolyhedronGeometry';
  22585. /**
  22586. * Holds the constructor parameters that have been
  22587. * used to generate the geometry. Any modification
  22588. * after instantiation does not change the geometry.
  22589. *
  22590. * @type {Object}
  22591. */
  22592. this.parameters = {
  22593. vertices: vertices,
  22594. indices: indices,
  22595. radius: radius,
  22596. detail: detail
  22597. };
  22598. // default buffer data
  22599. const vertexBuffer = [];
  22600. const uvBuffer = [];
  22601. // the subdivision creates the vertex buffer data
  22602. subdivide( detail );
  22603. // all vertices should lie on a conceptual sphere with a given radius
  22604. applyRadius( radius );
  22605. // finally, create the uv data
  22606. generateUVs();
  22607. // build non-indexed geometry
  22608. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  22609. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  22610. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  22611. if ( detail === 0 ) {
  22612. this.computeVertexNormals(); // flat normals
  22613. } else {
  22614. this.normalizeNormals(); // smooth normals
  22615. }
  22616. // helper functions
  22617. function subdivide( detail ) {
  22618. const a = new Vector3();
  22619. const b = new Vector3();
  22620. const c = new Vector3();
  22621. // iterate over all faces and apply a subdivision with the given detail value
  22622. for ( let i = 0; i < indices.length; i += 3 ) {
  22623. // get the vertices of the face
  22624. getVertexByIndex( indices[ i + 0 ], a );
  22625. getVertexByIndex( indices[ i + 1 ], b );
  22626. getVertexByIndex( indices[ i + 2 ], c );
  22627. // perform subdivision
  22628. subdivideFace( a, b, c, detail );
  22629. }
  22630. }
  22631. function subdivideFace( a, b, c, detail ) {
  22632. const cols = detail + 1;
  22633. // we use this multidimensional array as a data structure for creating the subdivision
  22634. const v = [];
  22635. // construct all of the vertices for this subdivision
  22636. for ( let i = 0; i <= cols; i ++ ) {
  22637. v[ i ] = [];
  22638. const aj = a.clone().lerp( c, i / cols );
  22639. const bj = b.clone().lerp( c, i / cols );
  22640. const rows = cols - i;
  22641. for ( let j = 0; j <= rows; j ++ ) {
  22642. if ( j === 0 && i === cols ) {
  22643. v[ i ][ j ] = aj;
  22644. } else {
  22645. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  22646. }
  22647. }
  22648. }
  22649. // construct all of the faces
  22650. for ( let i = 0; i < cols; i ++ ) {
  22651. for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  22652. const k = Math.floor( j / 2 );
  22653. if ( j % 2 === 0 ) {
  22654. pushVertex( v[ i ][ k + 1 ] );
  22655. pushVertex( v[ i + 1 ][ k ] );
  22656. pushVertex( v[ i ][ k ] );
  22657. } else {
  22658. pushVertex( v[ i ][ k + 1 ] );
  22659. pushVertex( v[ i + 1 ][ k + 1 ] );
  22660. pushVertex( v[ i + 1 ][ k ] );
  22661. }
  22662. }
  22663. }
  22664. }
  22665. function applyRadius( radius ) {
  22666. const vertex = new Vector3();
  22667. // iterate over the entire buffer and apply the radius to each vertex
  22668. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22669. vertex.x = vertexBuffer[ i + 0 ];
  22670. vertex.y = vertexBuffer[ i + 1 ];
  22671. vertex.z = vertexBuffer[ i + 2 ];
  22672. vertex.normalize().multiplyScalar( radius );
  22673. vertexBuffer[ i + 0 ] = vertex.x;
  22674. vertexBuffer[ i + 1 ] = vertex.y;
  22675. vertexBuffer[ i + 2 ] = vertex.z;
  22676. }
  22677. }
  22678. function generateUVs() {
  22679. const vertex = new Vector3();
  22680. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22681. vertex.x = vertexBuffer[ i + 0 ];
  22682. vertex.y = vertexBuffer[ i + 1 ];
  22683. vertex.z = vertexBuffer[ i + 2 ];
  22684. const u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  22685. const v = inclination( vertex ) / Math.PI + 0.5;
  22686. uvBuffer.push( u, 1 - v );
  22687. }
  22688. correctUVs();
  22689. correctSeam();
  22690. }
  22691. function correctSeam() {
  22692. // handle case when face straddles the seam, see #3269
  22693. for ( let i = 0; i < uvBuffer.length; i += 6 ) {
  22694. // uv data of a single face
  22695. const x0 = uvBuffer[ i + 0 ];
  22696. const x1 = uvBuffer[ i + 2 ];
  22697. const x2 = uvBuffer[ i + 4 ];
  22698. const max = Math.max( x0, x1, x2 );
  22699. const min = Math.min( x0, x1, x2 );
  22700. // 0.9 is somewhat arbitrary
  22701. if ( max > 0.9 && min < 0.1 ) {
  22702. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  22703. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  22704. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  22705. }
  22706. }
  22707. }
  22708. function pushVertex( vertex ) {
  22709. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  22710. }
  22711. function getVertexByIndex( index, vertex ) {
  22712. const stride = index * 3;
  22713. vertex.x = vertices[ stride + 0 ];
  22714. vertex.y = vertices[ stride + 1 ];
  22715. vertex.z = vertices[ stride + 2 ];
  22716. }
  22717. function correctUVs() {
  22718. const a = new Vector3();
  22719. const b = new Vector3();
  22720. const c = new Vector3();
  22721. const centroid = new Vector3();
  22722. const uvA = new Vector2();
  22723. const uvB = new Vector2();
  22724. const uvC = new Vector2();
  22725. for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  22726. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  22727. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  22728. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  22729. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  22730. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  22731. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  22732. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  22733. const azi = azimuth( centroid );
  22734. correctUV( uvA, j + 0, a, azi );
  22735. correctUV( uvB, j + 2, b, azi );
  22736. correctUV( uvC, j + 4, c, azi );
  22737. }
  22738. }
  22739. function correctUV( uv, stride, vector, azimuth ) {
  22740. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  22741. uvBuffer[ stride ] = uv.x - 1;
  22742. }
  22743. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  22744. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  22745. }
  22746. }
  22747. // Angle around the Y axis, counter-clockwise when looking from above.
  22748. function azimuth( vector ) {
  22749. return Math.atan2( vector.z, - vector.x );
  22750. }
  22751. // Angle above the XZ plane.
  22752. function inclination( vector ) {
  22753. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  22754. }
  22755. }
  22756. copy( source ) {
  22757. super.copy( source );
  22758. this.parameters = Object.assign( {}, source.parameters );
  22759. return this;
  22760. }
  22761. /**
  22762. * Factory method for creating an instance of this class from the given
  22763. * JSON object.
  22764. *
  22765. * @param {Object} data - A JSON object representing the serialized geometry.
  22766. * @return {PolyhedronGeometry} A new instance.
  22767. */
  22768. static fromJSON( data ) {
  22769. return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.details );
  22770. }
  22771. }
  22772. /**
  22773. * A geometry class for representing a dodecahedron.
  22774. *
  22775. * ```js
  22776. * const geometry = new THREE.DodecahedronGeometry();
  22777. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22778. * const dodecahedron = new THREE.Mesh( geometry, material );
  22779. * scene.add( dodecahedron );
  22780. * ```
  22781. *
  22782. * @augments PolyhedronGeometry
  22783. */
  22784. class DodecahedronGeometry extends PolyhedronGeometry {
  22785. /**
  22786. * Constructs a new dodecahedron geometry.
  22787. *
  22788. * @param {number} [radius=1] - Radius of the dodecahedron.
  22789. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a dodecahedron.
  22790. */
  22791. constructor( radius = 1, detail = 0 ) {
  22792. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  22793. const r = 1 / t;
  22794. const vertices = [
  22795. // (±1, ±1, ±1)
  22796. -1, -1, -1, -1, -1, 1,
  22797. -1, 1, -1, -1, 1, 1,
  22798. 1, -1, -1, 1, -1, 1,
  22799. 1, 1, -1, 1, 1, 1,
  22800. // (0, ±1/φ, ±φ)
  22801. 0, - r, - t, 0, - r, t,
  22802. 0, r, - t, 0, r, t,
  22803. // (±1/φ, ±φ, 0)
  22804. - r, - t, 0, - r, t, 0,
  22805. r, - t, 0, r, t, 0,
  22806. // (±φ, 0, ±1/φ)
  22807. - t, 0, - r, t, 0, - r,
  22808. - t, 0, r, t, 0, r
  22809. ];
  22810. const indices = [
  22811. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  22812. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  22813. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  22814. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  22815. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  22816. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  22817. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  22818. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  22819. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  22820. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  22821. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  22822. 1, 12, 14, 1, 14, 5, 1, 5, 9
  22823. ];
  22824. super( vertices, indices, radius, detail );
  22825. this.type = 'DodecahedronGeometry';
  22826. /**
  22827. * Holds the constructor parameters that have been
  22828. * used to generate the geometry. Any modification
  22829. * after instantiation does not change the geometry.
  22830. *
  22831. * @type {Object}
  22832. */
  22833. this.parameters = {
  22834. radius: radius,
  22835. detail: detail
  22836. };
  22837. }
  22838. /**
  22839. * Factory method for creating an instance of this class from the given
  22840. * JSON object.
  22841. *
  22842. * @param {Object} data - A JSON object representing the serialized geometry.
  22843. * @return {DodecahedronGeometry} A new instance.
  22844. */
  22845. static fromJSON( data ) {
  22846. return new DodecahedronGeometry( data.radius, data.detail );
  22847. }
  22848. }
  22849. const _v0 = /*@__PURE__*/ new Vector3();
  22850. const _v1$1 = /*@__PURE__*/ new Vector3();
  22851. const _normal = /*@__PURE__*/ new Vector3();
  22852. const _triangle = /*@__PURE__*/ new Triangle();
  22853. /**
  22854. * Can be used as a helper object to view the edges of a geometry.
  22855. *
  22856. * ```js
  22857. * const geometry = new THREE.BoxGeometry();
  22858. * const edges = new THREE.EdgesGeometry( geometry );
  22859. * const line = new THREE.LineSegments( edges );
  22860. * scene.add( line );
  22861. * ```
  22862. *
  22863. * Note: It is not yet possible to serialize/deserialize instances of this class.
  22864. *
  22865. * @augments BufferGeometry
  22866. */
  22867. class EdgesGeometry extends BufferGeometry {
  22868. /**
  22869. * Constructs a new edges geometry.
  22870. *
  22871. * @param {?BufferGeometry} [geometry=null] - The geometry.
  22872. * @param {number} [thresholdAngle=1] - An edge is only rendered if the angle (in degrees)
  22873. * between the face normals of the adjoining faces exceeds this value.
  22874. */
  22875. constructor( geometry = null, thresholdAngle = 1 ) {
  22876. super();
  22877. this.type = 'EdgesGeometry';
  22878. /**
  22879. * Holds the constructor parameters that have been
  22880. * used to generate the geometry. Any modification
  22881. * after instantiation does not change the geometry.
  22882. *
  22883. * @type {Object}
  22884. */
  22885. this.parameters = {
  22886. geometry: geometry,
  22887. thresholdAngle: thresholdAngle
  22888. };
  22889. if ( geometry !== null ) {
  22890. const precisionPoints = 4;
  22891. const precision = Math.pow( 10, precisionPoints );
  22892. const thresholdDot = Math.cos( DEG2RAD * thresholdAngle );
  22893. const indexAttr = geometry.getIndex();
  22894. const positionAttr = geometry.getAttribute( 'position' );
  22895. const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
  22896. const indexArr = [ 0, 0, 0 ];
  22897. const vertKeys = [ 'a', 'b', 'c' ];
  22898. const hashes = new Array( 3 );
  22899. const edgeData = {};
  22900. const vertices = [];
  22901. for ( let i = 0; i < indexCount; i += 3 ) {
  22902. if ( indexAttr ) {
  22903. indexArr[ 0 ] = indexAttr.getX( i );
  22904. indexArr[ 1 ] = indexAttr.getX( i + 1 );
  22905. indexArr[ 2 ] = indexAttr.getX( i + 2 );
  22906. } else {
  22907. indexArr[ 0 ] = i;
  22908. indexArr[ 1 ] = i + 1;
  22909. indexArr[ 2 ] = i + 2;
  22910. }
  22911. const { a, b, c } = _triangle;
  22912. a.fromBufferAttribute( positionAttr, indexArr[ 0 ] );
  22913. b.fromBufferAttribute( positionAttr, indexArr[ 1 ] );
  22914. c.fromBufferAttribute( positionAttr, indexArr[ 2 ] );
  22915. _triangle.getNormal( _normal );
  22916. // create hashes for the edge from the vertices
  22917. hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;
  22918. hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;
  22919. hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;
  22920. // skip degenerate triangles
  22921. if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {
  22922. continue;
  22923. }
  22924. // iterate over every edge
  22925. for ( let j = 0; j < 3; j ++ ) {
  22926. // get the first and next vertex making up the edge
  22927. const jNext = ( j + 1 ) % 3;
  22928. const vecHash0 = hashes[ j ];
  22929. const vecHash1 = hashes[ jNext ];
  22930. const v0 = _triangle[ vertKeys[ j ] ];
  22931. const v1 = _triangle[ vertKeys[ jNext ] ];
  22932. const hash = `${ vecHash0 }_${ vecHash1 }`;
  22933. const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
  22934. if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
  22935. // if we found a sibling edge add it into the vertex array if
  22936. // it meets the angle threshold and delete the edge from the map.
  22937. if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {
  22938. vertices.push( v0.x, v0.y, v0.z );
  22939. vertices.push( v1.x, v1.y, v1.z );
  22940. }
  22941. edgeData[ reverseHash ] = null;
  22942. } else if ( ! ( hash in edgeData ) ) {
  22943. // if we've already got an edge here then skip adding a new one
  22944. edgeData[ hash ] = {
  22945. index0: indexArr[ j ],
  22946. index1: indexArr[ jNext ],
  22947. normal: _normal.clone(),
  22948. };
  22949. }
  22950. }
  22951. }
  22952. // iterate over all remaining, unmatched edges and add them to the vertex array
  22953. for ( const key in edgeData ) {
  22954. if ( edgeData[ key ] ) {
  22955. const { index0, index1 } = edgeData[ key ];
  22956. _v0.fromBufferAttribute( positionAttr, index0 );
  22957. _v1$1.fromBufferAttribute( positionAttr, index1 );
  22958. vertices.push( _v0.x, _v0.y, _v0.z );
  22959. vertices.push( _v1$1.x, _v1$1.y, _v1$1.z );
  22960. }
  22961. }
  22962. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22963. }
  22964. }
  22965. copy( source ) {
  22966. super.copy( source );
  22967. this.parameters = Object.assign( {}, source.parameters );
  22968. return this;
  22969. }
  22970. }
  22971. /**
  22972. * An abstract base class for creating an analytic curve object that contains methods
  22973. * for interpolation.
  22974. *
  22975. * @abstract
  22976. */
  22977. class Curve {
  22978. /**
  22979. * Constructs a new curve.
  22980. */
  22981. constructor() {
  22982. /**
  22983. * The type property is used for detecting the object type
  22984. * in context of serialization/deserialization.
  22985. *
  22986. * @type {string}
  22987. * @readonly
  22988. */
  22989. this.type = 'Curve';
  22990. /**
  22991. * This value determines the amount of divisions when calculating the
  22992. * cumulative segment lengths of a curve via {@link Curve#getLengths}. To ensure
  22993. * precision when using methods like {@link Curve#getSpacedPoints}, it is
  22994. * recommended to increase the value of this property if the curve is very large.
  22995. *
  22996. * @type {number}
  22997. * @default 200
  22998. */
  22999. this.arcLengthDivisions = 200;
  23000. /**
  23001. * Must be set to `true` if the curve parameters have changed.
  23002. *
  23003. * @type {boolean}
  23004. * @default false
  23005. */
  23006. this.needsUpdate = false;
  23007. /**
  23008. * An internal cache that holds precomputed curve length values.
  23009. *
  23010. * @private
  23011. * @type {?Array<number>}
  23012. * @default null
  23013. */
  23014. this.cacheArcLengths = null;
  23015. }
  23016. /**
  23017. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  23018. * for the given interpolation factor.
  23019. *
  23020. * @abstract
  23021. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23022. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23023. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  23024. */
  23025. getPoint( /* t, optionalTarget */ ) {
  23026. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  23027. }
  23028. /**
  23029. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  23030. * for the given interpolation factor. Unlike {@link Curve#getPoint}, this method honors the length
  23031. * of the curve which equidistant samples.
  23032. *
  23033. * @param {number} u - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23034. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23035. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  23036. */
  23037. getPointAt( u, optionalTarget ) {
  23038. const t = this.getUtoTmapping( u );
  23039. return this.getPoint( t, optionalTarget );
  23040. }
  23041. /**
  23042. * This method samples the curve via {@link Curve#getPoint} and returns an array of points representing
  23043. * the curve shape.
  23044. *
  23045. * @param {number} [divisions=5] - The number of divisions.
  23046. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  23047. */
  23048. getPoints( divisions = 5 ) {
  23049. const points = [];
  23050. for ( let d = 0; d <= divisions; d ++ ) {
  23051. points.push( this.getPoint( d / divisions ) );
  23052. }
  23053. return points;
  23054. }
  23055. // Get sequence of points using getPointAt( u )
  23056. /**
  23057. * This method samples the curve via {@link Curve#getPointAt} and returns an array of points representing
  23058. * the curve shape. Unlike {@link Curve#getPoints}, this method returns equi-spaced points across the entire
  23059. * curve.
  23060. *
  23061. * @param {number} [divisions=5] - The number of divisions.
  23062. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  23063. */
  23064. getSpacedPoints( divisions = 5 ) {
  23065. const points = [];
  23066. for ( let d = 0; d <= divisions; d ++ ) {
  23067. points.push( this.getPointAt( d / divisions ) );
  23068. }
  23069. return points;
  23070. }
  23071. /**
  23072. * Returns the total arc length of the curve.
  23073. *
  23074. * @return {number} The length of the curve.
  23075. */
  23076. getLength() {
  23077. const lengths = this.getLengths();
  23078. return lengths[ lengths.length - 1 ];
  23079. }
  23080. /**
  23081. * Returns an array of cumulative segment lengths of the curve.
  23082. *
  23083. * @param {number} [divisions=this.arcLengthDivisions] - The number of divisions.
  23084. * @return {Array<number>} An array holding the cumulative segment lengths.
  23085. */
  23086. getLengths( divisions = this.arcLengthDivisions ) {
  23087. if ( this.cacheArcLengths &&
  23088. ( this.cacheArcLengths.length === divisions + 1 ) &&
  23089. ! this.needsUpdate ) {
  23090. return this.cacheArcLengths;
  23091. }
  23092. this.needsUpdate = false;
  23093. const cache = [];
  23094. let current, last = this.getPoint( 0 );
  23095. let sum = 0;
  23096. cache.push( 0 );
  23097. for ( let p = 1; p <= divisions; p ++ ) {
  23098. current = this.getPoint( p / divisions );
  23099. sum += current.distanceTo( last );
  23100. cache.push( sum );
  23101. last = current;
  23102. }
  23103. this.cacheArcLengths = cache;
  23104. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  23105. }
  23106. /**
  23107. * Update the cumulative segment distance cache. The method must be called
  23108. * every time curve parameters are changed. If an updated curve is part of a
  23109. * composed curve like {@link CurvePath}, this method must be called on the
  23110. * composed curve, too.
  23111. */
  23112. updateArcLengths() {
  23113. this.needsUpdate = true;
  23114. this.getLengths();
  23115. }
  23116. /**
  23117. * Given an interpolation factor in the range `[0,1]`, this method returns an updated
  23118. * interpolation factor in the same range that can be ued to sample equidistant points
  23119. * from a curve.
  23120. *
  23121. * @param {number} u - The interpolation factor.
  23122. * @param {?number} distance - An optional distance on the curve.
  23123. * @return {number} The updated interpolation factor.
  23124. */
  23125. getUtoTmapping( u, distance = null ) {
  23126. const arcLengths = this.getLengths();
  23127. let i = 0;
  23128. const il = arcLengths.length;
  23129. let targetArcLength; // The targeted u distance value to get
  23130. if ( distance ) {
  23131. targetArcLength = distance;
  23132. } else {
  23133. targetArcLength = u * arcLengths[ il - 1 ];
  23134. }
  23135. // binary search for the index with largest value smaller than target u distance
  23136. let low = 0, high = il - 1, comparison;
  23137. while ( low <= high ) {
  23138. i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats
  23139. comparison = arcLengths[ i ] - targetArcLength;
  23140. if ( comparison < 0 ) {
  23141. low = i + 1;
  23142. } else if ( comparison > 0 ) {
  23143. high = i - 1;
  23144. } else {
  23145. high = i;
  23146. break;
  23147. // DONE
  23148. }
  23149. }
  23150. i = high;
  23151. if ( arcLengths[ i ] === targetArcLength ) {
  23152. return i / ( il - 1 );
  23153. }
  23154. // we could get finer grain at lengths, or use simple interpolation between two points
  23155. const lengthBefore = arcLengths[ i ];
  23156. const lengthAfter = arcLengths[ i + 1 ];
  23157. const segmentLength = lengthAfter - lengthBefore;
  23158. // determine where we are between the 'before' and 'after' points
  23159. const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  23160. // add that fractional amount to t
  23161. const t = ( i + segmentFraction ) / ( il - 1 );
  23162. return t;
  23163. }
  23164. /**
  23165. * Returns a unit vector tangent for the given interpolation factor.
  23166. * If the derived curve does not implement its tangent derivation,
  23167. * two points a small delta apart will be used to find its gradient
  23168. * which seems to give a reasonable approximation.
  23169. *
  23170. * @param {number} t - The interpolation factor.
  23171. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23172. * @return {(Vector2|Vector3)} The tangent vector.
  23173. */
  23174. getTangent( t, optionalTarget ) {
  23175. const delta = 0.0001;
  23176. let t1 = t - delta;
  23177. let t2 = t + delta;
  23178. // Capping in case of danger
  23179. if ( t1 < 0 ) t1 = 0;
  23180. if ( t2 > 1 ) t2 = 1;
  23181. const pt1 = this.getPoint( t1 );
  23182. const pt2 = this.getPoint( t2 );
  23183. const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  23184. tangent.copy( pt2 ).sub( pt1 ).normalize();
  23185. return tangent;
  23186. }
  23187. /**
  23188. * Same as {@link Curve#getTangent} but with equidistant samples.
  23189. *
  23190. * @param {number} u - The interpolation factor.
  23191. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23192. * @return {(Vector2|Vector3)} The tangent vector.
  23193. * @see {@link Curve#getPointAt}
  23194. */
  23195. getTangentAt( u, optionalTarget ) {
  23196. const t = this.getUtoTmapping( u );
  23197. return this.getTangent( t, optionalTarget );
  23198. }
  23199. /**
  23200. * Generates the Frenet Frames. Requires a curve definition in 3D space. Used
  23201. * in geometries like {@link TubeGeometry} or {@link ExtrudeGeometry}.
  23202. *
  23203. * @param {number} segments - The number of segments.
  23204. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23205. * @return {{tangents: Array<Vector3>, normals: Array<Vector3>, binormals: Array<Vector3>}} The Frenet Frames.
  23206. */
  23207. computeFrenetFrames( segments, closed = false ) {
  23208. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  23209. const normal = new Vector3();
  23210. const tangents = [];
  23211. const normals = [];
  23212. const binormals = [];
  23213. const vec = new Vector3();
  23214. const mat = new Matrix4();
  23215. // compute the tangent vectors for each segment on the curve
  23216. for ( let i = 0; i <= segments; i ++ ) {
  23217. const u = i / segments;
  23218. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  23219. }
  23220. // select an initial normal vector perpendicular to the first tangent vector,
  23221. // and in the direction of the minimum tangent xyz component
  23222. normals[ 0 ] = new Vector3();
  23223. binormals[ 0 ] = new Vector3();
  23224. let min = Number.MAX_VALUE;
  23225. const tx = Math.abs( tangents[ 0 ].x );
  23226. const ty = Math.abs( tangents[ 0 ].y );
  23227. const tz = Math.abs( tangents[ 0 ].z );
  23228. if ( tx <= min ) {
  23229. min = tx;
  23230. normal.set( 1, 0, 0 );
  23231. }
  23232. if ( ty <= min ) {
  23233. min = ty;
  23234. normal.set( 0, 1, 0 );
  23235. }
  23236. if ( tz <= min ) {
  23237. normal.set( 0, 0, 1 );
  23238. }
  23239. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  23240. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  23241. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  23242. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  23243. for ( let i = 1; i <= segments; i ++ ) {
  23244. normals[ i ] = normals[ i - 1 ].clone();
  23245. binormals[ i ] = binormals[ i - 1 ].clone();
  23246. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  23247. if ( vec.length() > Number.EPSILON ) {
  23248. vec.normalize();
  23249. const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), -1, 1 ) ); // clamp for floating pt errors
  23250. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  23251. }
  23252. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  23253. }
  23254. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  23255. if ( closed === true ) {
  23256. let theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), -1, 1 ) );
  23257. theta /= segments;
  23258. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  23259. theta = - theta;
  23260. }
  23261. for ( let i = 1; i <= segments; i ++ ) {
  23262. // twist a little...
  23263. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  23264. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  23265. }
  23266. }
  23267. return {
  23268. tangents: tangents,
  23269. normals: normals,
  23270. binormals: binormals
  23271. };
  23272. }
  23273. /**
  23274. * Returns a new curve with copied values from this instance.
  23275. *
  23276. * @return {Curve} A clone of this instance.
  23277. */
  23278. clone() {
  23279. return new this.constructor().copy( this );
  23280. }
  23281. /**
  23282. * Copies the values of the given curve to this instance.
  23283. *
  23284. * @param {Curve} source - The curve to copy.
  23285. * @return {Curve} A reference to this curve.
  23286. */
  23287. copy( source ) {
  23288. this.arcLengthDivisions = source.arcLengthDivisions;
  23289. return this;
  23290. }
  23291. /**
  23292. * Serializes the curve into JSON.
  23293. *
  23294. * @return {Object} A JSON object representing the serialized curve.
  23295. * @see {@link ObjectLoader#parse}
  23296. */
  23297. toJSON() {
  23298. const data = {
  23299. metadata: {
  23300. version: 4.7,
  23301. type: 'Curve',
  23302. generator: 'Curve.toJSON'
  23303. }
  23304. };
  23305. data.arcLengthDivisions = this.arcLengthDivisions;
  23306. data.type = this.type;
  23307. return data;
  23308. }
  23309. /**
  23310. * Deserializes the curve from the given JSON.
  23311. *
  23312. * @param {Object} json - The JSON holding the serialized curve.
  23313. * @return {Curve} A reference to this curve.
  23314. */
  23315. fromJSON( json ) {
  23316. this.arcLengthDivisions = json.arcLengthDivisions;
  23317. return this;
  23318. }
  23319. }
  23320. /**
  23321. * A curve representing an ellipse.
  23322. *
  23323. * ```js
  23324. * const curve = new THREE.EllipseCurve(
  23325. * 0, 0,
  23326. * 10, 10,
  23327. * 0, 2 * Math.PI,
  23328. * false,
  23329. * 0
  23330. * );
  23331. *
  23332. * const points = curve.getPoints( 50 );
  23333. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23334. *
  23335. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23336. *
  23337. * // Create the final object to add to the scene
  23338. * const ellipse = new THREE.Line( geometry, material );
  23339. * ```
  23340. *
  23341. * @augments Curve
  23342. */
  23343. class EllipseCurve extends Curve {
  23344. /**
  23345. * Constructs a new ellipse curve.
  23346. *
  23347. * @param {number} [aX=0] - The X center of the ellipse.
  23348. * @param {number} [aY=0] - The Y center of the ellipse.
  23349. * @param {number} [xRadius=1] - The radius of the ellipse in the x direction.
  23350. * @param {number} [yRadius=1] - The radius of the ellipse in the y direction.
  23351. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  23352. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  23353. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  23354. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23355. */
  23356. constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {
  23357. super();
  23358. /**
  23359. * This flag can be used for type testing.
  23360. *
  23361. * @type {boolean}
  23362. * @readonly
  23363. * @default true
  23364. */
  23365. this.isEllipseCurve = true;
  23366. this.type = 'EllipseCurve';
  23367. /**
  23368. * The X center of the ellipse.
  23369. *
  23370. * @type {number}
  23371. * @default 0
  23372. */
  23373. this.aX = aX;
  23374. /**
  23375. * The Y center of the ellipse.
  23376. *
  23377. * @type {number}
  23378. * @default 0
  23379. */
  23380. this.aY = aY;
  23381. /**
  23382. * The radius of the ellipse in the x direction.
  23383. * Setting the this value equal to the {@link EllipseCurve#yRadius} will result in a circle.
  23384. *
  23385. * @type {number}
  23386. * @default 1
  23387. */
  23388. this.xRadius = xRadius;
  23389. /**
  23390. * The radius of the ellipse in the y direction.
  23391. * Setting the this value equal to the {@link EllipseCurve#xRadius} will result in a circle.
  23392. *
  23393. * @type {number}
  23394. * @default 1
  23395. */
  23396. this.yRadius = yRadius;
  23397. /**
  23398. * The start angle of the curve in radians starting from the positive X axis.
  23399. *
  23400. * @type {number}
  23401. * @default 0
  23402. */
  23403. this.aStartAngle = aStartAngle;
  23404. /**
  23405. * The end angle of the curve in radians starting from the positive X axis.
  23406. *
  23407. * @type {number}
  23408. * @default Math.PI*2
  23409. */
  23410. this.aEndAngle = aEndAngle;
  23411. /**
  23412. * Whether the ellipse is drawn clockwise or not.
  23413. *
  23414. * @type {boolean}
  23415. * @default false
  23416. */
  23417. this.aClockwise = aClockwise;
  23418. /**
  23419. * The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23420. *
  23421. * @type {number}
  23422. * @default 0
  23423. */
  23424. this.aRotation = aRotation;
  23425. }
  23426. /**
  23427. * Returns a point on the curve.
  23428. *
  23429. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23430. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23431. * @return {Vector2} The position on the curve.
  23432. */
  23433. getPoint( t, optionalTarget = new Vector2() ) {
  23434. const point = optionalTarget;
  23435. const twoPi = Math.PI * 2;
  23436. let deltaAngle = this.aEndAngle - this.aStartAngle;
  23437. const samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  23438. // ensures that deltaAngle is 0 .. 2 PI
  23439. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  23440. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  23441. if ( deltaAngle < Number.EPSILON ) {
  23442. if ( samePoints ) {
  23443. deltaAngle = 0;
  23444. } else {
  23445. deltaAngle = twoPi;
  23446. }
  23447. }
  23448. if ( this.aClockwise === true && ! samePoints ) {
  23449. if ( deltaAngle === twoPi ) {
  23450. deltaAngle = - twoPi;
  23451. } else {
  23452. deltaAngle = deltaAngle - twoPi;
  23453. }
  23454. }
  23455. const angle = this.aStartAngle + t * deltaAngle;
  23456. let x = this.aX + this.xRadius * Math.cos( angle );
  23457. let y = this.aY + this.yRadius * Math.sin( angle );
  23458. if ( this.aRotation !== 0 ) {
  23459. const cos = Math.cos( this.aRotation );
  23460. const sin = Math.sin( this.aRotation );
  23461. const tx = x - this.aX;
  23462. const ty = y - this.aY;
  23463. // Rotate the point about the center of the ellipse.
  23464. x = tx * cos - ty * sin + this.aX;
  23465. y = tx * sin + ty * cos + this.aY;
  23466. }
  23467. return point.set( x, y );
  23468. }
  23469. copy( source ) {
  23470. super.copy( source );
  23471. this.aX = source.aX;
  23472. this.aY = source.aY;
  23473. this.xRadius = source.xRadius;
  23474. this.yRadius = source.yRadius;
  23475. this.aStartAngle = source.aStartAngle;
  23476. this.aEndAngle = source.aEndAngle;
  23477. this.aClockwise = source.aClockwise;
  23478. this.aRotation = source.aRotation;
  23479. return this;
  23480. }
  23481. toJSON() {
  23482. const data = super.toJSON();
  23483. data.aX = this.aX;
  23484. data.aY = this.aY;
  23485. data.xRadius = this.xRadius;
  23486. data.yRadius = this.yRadius;
  23487. data.aStartAngle = this.aStartAngle;
  23488. data.aEndAngle = this.aEndAngle;
  23489. data.aClockwise = this.aClockwise;
  23490. data.aRotation = this.aRotation;
  23491. return data;
  23492. }
  23493. fromJSON( json ) {
  23494. super.fromJSON( json );
  23495. this.aX = json.aX;
  23496. this.aY = json.aY;
  23497. this.xRadius = json.xRadius;
  23498. this.yRadius = json.yRadius;
  23499. this.aStartAngle = json.aStartAngle;
  23500. this.aEndAngle = json.aEndAngle;
  23501. this.aClockwise = json.aClockwise;
  23502. this.aRotation = json.aRotation;
  23503. return this;
  23504. }
  23505. }
  23506. /**
  23507. * A curve representing an arc.
  23508. *
  23509. * @augments EllipseCurve
  23510. */
  23511. class ArcCurve extends EllipseCurve {
  23512. /**
  23513. * Constructs a new arc curve.
  23514. *
  23515. * @param {number} [aX=0] - The X center of the ellipse.
  23516. * @param {number} [aY=0] - The Y center of the ellipse.
  23517. * @param {number} [aRadius=1] - The radius of the ellipse in the x direction.
  23518. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  23519. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  23520. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  23521. */
  23522. constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23523. super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23524. /**
  23525. * This flag can be used for type testing.
  23526. *
  23527. * @type {boolean}
  23528. * @readonly
  23529. * @default true
  23530. */
  23531. this.isArcCurve = true;
  23532. this.type = 'ArcCurve';
  23533. }
  23534. }
  23535. function CubicPoly() {
  23536. /**
  23537. * Centripetal CatmullRom Curve - which is useful for avoiding
  23538. * cusps and self-intersections in non-uniform catmull rom curves.
  23539. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  23540. *
  23541. * curve.type accepts centripetal(default), chordal and catmullrom
  23542. * curve.tension is used for catmullrom which defaults to 0.5
  23543. */
  23544. /*
  23545. Based on an optimized c++ solution in
  23546. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  23547. - http://ideone.com/NoEbVM
  23548. This CubicPoly class could be used for reusing some variables and calculations,
  23549. but for three.js curve use, it could be possible inlined and flatten into a single function call
  23550. which can be placed in CurveUtils.
  23551. */
  23552. let c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  23553. /*
  23554. * Compute coefficients for a cubic polynomial
  23555. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  23556. * such that
  23557. * p(0) = x0, p(1) = x1
  23558. * and
  23559. * p'(0) = t0, p'(1) = t1.
  23560. */
  23561. function init( x0, x1, t0, t1 ) {
  23562. c0 = x0;
  23563. c1 = t0;
  23564. c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1;
  23565. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  23566. }
  23567. return {
  23568. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  23569. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  23570. },
  23571. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  23572. // compute tangents when parameterized in [t1,t2]
  23573. let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  23574. let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  23575. // rescale tangents for parametrization in [0,1]
  23576. t1 *= dt1;
  23577. t2 *= dt1;
  23578. init( x1, x2, t1, t2 );
  23579. },
  23580. calc: function ( t ) {
  23581. const t2 = t * t;
  23582. const t3 = t2 * t;
  23583. return c0 + c1 * t + c2 * t2 + c3 * t3;
  23584. }
  23585. };
  23586. }
  23587. //
  23588. const tmp = /*@__PURE__*/ new Vector3();
  23589. const px = /*@__PURE__*/ new CubicPoly();
  23590. const py = /*@__PURE__*/ new CubicPoly();
  23591. const pz = /*@__PURE__*/ new CubicPoly();
  23592. /**
  23593. * A curve representing a Catmull-Rom spline.
  23594. *
  23595. * ```js
  23596. * //Create a closed wavey loop
  23597. * const curve = new THREE.CatmullRomCurve3( [
  23598. * new THREE.Vector3( -10, 0, 10 ),
  23599. * new THREE.Vector3( -5, 5, 5 ),
  23600. * new THREE.Vector3( 0, 0, 0 ),
  23601. * new THREE.Vector3( 5, -5, 5 ),
  23602. * new THREE.Vector3( 10, 0, 10 )
  23603. * ] );
  23604. *
  23605. * const points = curve.getPoints( 50 );
  23606. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23607. *
  23608. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23609. *
  23610. * // Create the final object to add to the scene
  23611. * const curveObject = new THREE.Line( geometry, material );
  23612. * ```
  23613. *
  23614. * @augments Curve
  23615. */
  23616. class CatmullRomCurve3 extends Curve {
  23617. /**
  23618. * Constructs a new Catmull-Rom curve.
  23619. *
  23620. * @param {Array<Vector3>} [points] - An array of 3D points defining the curve.
  23621. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23622. * @param {('centripetal'|'chordal'|'catmullrom')} [curveType='centripetal'] - The curve type.
  23623. * @param {number} [tension=0.5] - Tension of the curve.
  23624. */
  23625. constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {
  23626. super();
  23627. /**
  23628. * This flag can be used for type testing.
  23629. *
  23630. * @type {boolean}
  23631. * @readonly
  23632. * @default true
  23633. */
  23634. this.isCatmullRomCurve3 = true;
  23635. this.type = 'CatmullRomCurve3';
  23636. /**
  23637. * An array of 3D points defining the curve.
  23638. *
  23639. * @type {Array<Vector3>}
  23640. */
  23641. this.points = points;
  23642. /**
  23643. * Whether the curve is closed or not.
  23644. *
  23645. * @type {boolean}
  23646. * @default false
  23647. */
  23648. this.closed = closed;
  23649. /**
  23650. * The curve type.
  23651. *
  23652. * @type {('centripetal'|'chordal'|'catmullrom')}
  23653. * @default 'centripetal'
  23654. */
  23655. this.curveType = curveType;
  23656. /**
  23657. * Tension of the curve.
  23658. *
  23659. * @type {number}
  23660. * @default 0.5
  23661. */
  23662. this.tension = tension;
  23663. }
  23664. /**
  23665. * Returns a point on the curve.
  23666. *
  23667. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23668. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23669. * @return {Vector3} The position on the curve.
  23670. */
  23671. getPoint( t, optionalTarget = new Vector3() ) {
  23672. const point = optionalTarget;
  23673. const points = this.points;
  23674. const l = points.length;
  23675. const p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  23676. let intPoint = Math.floor( p );
  23677. let weight = p - intPoint;
  23678. if ( this.closed ) {
  23679. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  23680. } else if ( weight === 0 && intPoint === l - 1 ) {
  23681. intPoint = l - 2;
  23682. weight = 1;
  23683. }
  23684. let p0, p3; // 4 points (p1 & p2 defined below)
  23685. if ( this.closed || intPoint > 0 ) {
  23686. p0 = points[ ( intPoint - 1 ) % l ];
  23687. } else {
  23688. // extrapolate first point
  23689. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  23690. p0 = tmp;
  23691. }
  23692. const p1 = points[ intPoint % l ];
  23693. const p2 = points[ ( intPoint + 1 ) % l ];
  23694. if ( this.closed || intPoint + 2 < l ) {
  23695. p3 = points[ ( intPoint + 2 ) % l ];
  23696. } else {
  23697. // extrapolate last point
  23698. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  23699. p3 = tmp;
  23700. }
  23701. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  23702. // init Centripetal / Chordal Catmull-Rom
  23703. const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  23704. let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  23705. let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  23706. let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  23707. // safety check for repeated points
  23708. if ( dt1 < 1e-4 ) dt1 = 1.0;
  23709. if ( dt0 < 1e-4 ) dt0 = dt1;
  23710. if ( dt2 < 1e-4 ) dt2 = dt1;
  23711. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  23712. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  23713. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  23714. } else if ( this.curveType === 'catmullrom' ) {
  23715. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  23716. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  23717. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  23718. }
  23719. point.set(
  23720. px.calc( weight ),
  23721. py.calc( weight ),
  23722. pz.calc( weight )
  23723. );
  23724. return point;
  23725. }
  23726. copy( source ) {
  23727. super.copy( source );
  23728. this.points = [];
  23729. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  23730. const point = source.points[ i ];
  23731. this.points.push( point.clone() );
  23732. }
  23733. this.closed = source.closed;
  23734. this.curveType = source.curveType;
  23735. this.tension = source.tension;
  23736. return this;
  23737. }
  23738. toJSON() {
  23739. const data = super.toJSON();
  23740. data.points = [];
  23741. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  23742. const point = this.points[ i ];
  23743. data.points.push( point.toArray() );
  23744. }
  23745. data.closed = this.closed;
  23746. data.curveType = this.curveType;
  23747. data.tension = this.tension;
  23748. return data;
  23749. }
  23750. fromJSON( json ) {
  23751. super.fromJSON( json );
  23752. this.points = [];
  23753. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  23754. const point = json.points[ i ];
  23755. this.points.push( new Vector3().fromArray( point ) );
  23756. }
  23757. this.closed = json.closed;
  23758. this.curveType = json.curveType;
  23759. this.tension = json.tension;
  23760. return this;
  23761. }
  23762. }
  23763. // Bezier Curves formulas obtained from: https://en.wikipedia.org/wiki/B%C3%A9zier_curve
  23764. /**
  23765. * Computes a point on a Catmull-Rom spline.
  23766. *
  23767. * @param {number} t - The interpolation factor.
  23768. * @param {number} p0 - The first control point.
  23769. * @param {number} p1 - The second control point.
  23770. * @param {number} p2 - The third control point.
  23771. * @param {number} p3 - The fourth control point.
  23772. * @return {number} The calculated point on a Catmull-Rom spline.
  23773. */
  23774. function CatmullRom( t, p0, p1, p2, p3 ) {
  23775. const v0 = ( p2 - p0 ) * 0.5;
  23776. const v1 = ( p3 - p1 ) * 0.5;
  23777. const t2 = t * t;
  23778. const t3 = t * t2;
  23779. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( -3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  23780. }
  23781. //
  23782. function QuadraticBezierP0( t, p ) {
  23783. const k = 1 - t;
  23784. return k * k * p;
  23785. }
  23786. function QuadraticBezierP1( t, p ) {
  23787. return 2 * ( 1 - t ) * t * p;
  23788. }
  23789. function QuadraticBezierP2( t, p ) {
  23790. return t * t * p;
  23791. }
  23792. /**
  23793. * Computes a point on a Quadratic Bezier curve.
  23794. *
  23795. * @param {number} t - The interpolation factor.
  23796. * @param {number} p0 - The first control point.
  23797. * @param {number} p1 - The second control point.
  23798. * @param {number} p2 - The third control point.
  23799. * @return {number} The calculated point on a Quadratic Bezier curve.
  23800. */
  23801. function QuadraticBezier( t, p0, p1, p2 ) {
  23802. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  23803. QuadraticBezierP2( t, p2 );
  23804. }
  23805. //
  23806. function CubicBezierP0( t, p ) {
  23807. const k = 1 - t;
  23808. return k * k * k * p;
  23809. }
  23810. function CubicBezierP1( t, p ) {
  23811. const k = 1 - t;
  23812. return 3 * k * k * t * p;
  23813. }
  23814. function CubicBezierP2( t, p ) {
  23815. return 3 * ( 1 - t ) * t * t * p;
  23816. }
  23817. function CubicBezierP3( t, p ) {
  23818. return t * t * t * p;
  23819. }
  23820. /**
  23821. * Computes a point on a Cubic Bezier curve.
  23822. *
  23823. * @param {number} t - The interpolation factor.
  23824. * @param {number} p0 - The first control point.
  23825. * @param {number} p1 - The second control point.
  23826. * @param {number} p2 - The third control point.
  23827. * @param {number} p3 - The fourth control point.
  23828. * @return {number} The calculated point on a Cubic Bezier curve.
  23829. */
  23830. function CubicBezier( t, p0, p1, p2, p3 ) {
  23831. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  23832. CubicBezierP3( t, p3 );
  23833. }
  23834. /**
  23835. * A curve representing a 2D Cubic Bezier curve.
  23836. *
  23837. * ```js
  23838. * const curve = new THREE.CubicBezierCurve(
  23839. * new THREE.Vector2( - 0, 0 ),
  23840. * new THREE.Vector2( - 5, 15 ),
  23841. * new THREE.Vector2( 20, 15 ),
  23842. * new THREE.Vector2( 10, 0 )
  23843. * );
  23844. *
  23845. * const points = curve.getPoints( 50 );
  23846. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23847. *
  23848. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23849. *
  23850. * // Create the final object to add to the scene
  23851. * const curveObject = new THREE.Line( geometry, material );
  23852. * ```
  23853. *
  23854. * @augments Curve
  23855. */
  23856. class CubicBezierCurve extends Curve {
  23857. /**
  23858. * Constructs a new Cubic Bezier curve.
  23859. *
  23860. * @param {Vector2} [v0] - The start point.
  23861. * @param {Vector2} [v1] - The first control point.
  23862. * @param {Vector2} [v2] - The second control point.
  23863. * @param {Vector2} [v3] - The end point.
  23864. */
  23865. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {
  23866. super();
  23867. /**
  23868. * This flag can be used for type testing.
  23869. *
  23870. * @type {boolean}
  23871. * @readonly
  23872. * @default true
  23873. */
  23874. this.isCubicBezierCurve = true;
  23875. this.type = 'CubicBezierCurve';
  23876. /**
  23877. * The start point.
  23878. *
  23879. * @type {Vector2}
  23880. */
  23881. this.v0 = v0;
  23882. /**
  23883. * The first control point.
  23884. *
  23885. * @type {Vector2}
  23886. */
  23887. this.v1 = v1;
  23888. /**
  23889. * The second control point.
  23890. *
  23891. * @type {Vector2}
  23892. */
  23893. this.v2 = v2;
  23894. /**
  23895. * The end point.
  23896. *
  23897. * @type {Vector2}
  23898. */
  23899. this.v3 = v3;
  23900. }
  23901. /**
  23902. * Returns a point on the curve.
  23903. *
  23904. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23905. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23906. * @return {Vector2} The position on the curve.
  23907. */
  23908. getPoint( t, optionalTarget = new Vector2() ) {
  23909. const point = optionalTarget;
  23910. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  23911. point.set(
  23912. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  23913. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  23914. );
  23915. return point;
  23916. }
  23917. copy( source ) {
  23918. super.copy( source );
  23919. this.v0.copy( source.v0 );
  23920. this.v1.copy( source.v1 );
  23921. this.v2.copy( source.v2 );
  23922. this.v3.copy( source.v3 );
  23923. return this;
  23924. }
  23925. toJSON() {
  23926. const data = super.toJSON();
  23927. data.v0 = this.v0.toArray();
  23928. data.v1 = this.v1.toArray();
  23929. data.v2 = this.v2.toArray();
  23930. data.v3 = this.v3.toArray();
  23931. return data;
  23932. }
  23933. fromJSON( json ) {
  23934. super.fromJSON( json );
  23935. this.v0.fromArray( json.v0 );
  23936. this.v1.fromArray( json.v1 );
  23937. this.v2.fromArray( json.v2 );
  23938. this.v3.fromArray( json.v3 );
  23939. return this;
  23940. }
  23941. }
  23942. /**
  23943. * A curve representing a 3D Cubic Bezier curve.
  23944. *
  23945. * @augments Curve
  23946. */
  23947. class CubicBezierCurve3 extends Curve {
  23948. /**
  23949. * Constructs a new Cubic Bezier curve.
  23950. *
  23951. * @param {Vector3} [v0] - The start point.
  23952. * @param {Vector3} [v1] - The first control point.
  23953. * @param {Vector3} [v2] - The second control point.
  23954. * @param {Vector3} [v3] - The end point.
  23955. */
  23956. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {
  23957. super();
  23958. /**
  23959. * This flag can be used for type testing.
  23960. *
  23961. * @type {boolean}
  23962. * @readonly
  23963. * @default true
  23964. */
  23965. this.isCubicBezierCurve3 = true;
  23966. this.type = 'CubicBezierCurve3';
  23967. /**
  23968. * The start point.
  23969. *
  23970. * @type {Vector3}
  23971. */
  23972. this.v0 = v0;
  23973. /**
  23974. * The first control point.
  23975. *
  23976. * @type {Vector3}
  23977. */
  23978. this.v1 = v1;
  23979. /**
  23980. * The second control point.
  23981. *
  23982. * @type {Vector3}
  23983. */
  23984. this.v2 = v2;
  23985. /**
  23986. * The end point.
  23987. *
  23988. * @type {Vector3}
  23989. */
  23990. this.v3 = v3;
  23991. }
  23992. /**
  23993. * Returns a point on the curve.
  23994. *
  23995. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23996. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23997. * @return {Vector3} The position on the curve.
  23998. */
  23999. getPoint( t, optionalTarget = new Vector3() ) {
  24000. const point = optionalTarget;
  24001. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  24002. point.set(
  24003. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  24004. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  24005. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  24006. );
  24007. return point;
  24008. }
  24009. copy( source ) {
  24010. super.copy( source );
  24011. this.v0.copy( source.v0 );
  24012. this.v1.copy( source.v1 );
  24013. this.v2.copy( source.v2 );
  24014. this.v3.copy( source.v3 );
  24015. return this;
  24016. }
  24017. toJSON() {
  24018. const data = super.toJSON();
  24019. data.v0 = this.v0.toArray();
  24020. data.v1 = this.v1.toArray();
  24021. data.v2 = this.v2.toArray();
  24022. data.v3 = this.v3.toArray();
  24023. return data;
  24024. }
  24025. fromJSON( json ) {
  24026. super.fromJSON( json );
  24027. this.v0.fromArray( json.v0 );
  24028. this.v1.fromArray( json.v1 );
  24029. this.v2.fromArray( json.v2 );
  24030. this.v3.fromArray( json.v3 );
  24031. return this;
  24032. }
  24033. }
  24034. /**
  24035. * A curve representing a 2D line segment.
  24036. *
  24037. * @augments Curve
  24038. */
  24039. class LineCurve extends Curve {
  24040. /**
  24041. * Constructs a new line curve.
  24042. *
  24043. * @param {Vector2} [v1] - The start point.
  24044. * @param {Vector2} [v2] - The end point.
  24045. */
  24046. constructor( v1 = new Vector2(), v2 = new Vector2() ) {
  24047. super();
  24048. /**
  24049. * This flag can be used for type testing.
  24050. *
  24051. * @type {boolean}
  24052. * @readonly
  24053. * @default true
  24054. */
  24055. this.isLineCurve = true;
  24056. this.type = 'LineCurve';
  24057. /**
  24058. * The start point.
  24059. *
  24060. * @type {Vector2}
  24061. */
  24062. this.v1 = v1;
  24063. /**
  24064. * The end point.
  24065. *
  24066. * @type {Vector2}
  24067. */
  24068. this.v2 = v2;
  24069. }
  24070. /**
  24071. * Returns a point on the line.
  24072. *
  24073. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  24074. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24075. * @return {Vector2} The position on the line.
  24076. */
  24077. getPoint( t, optionalTarget = new Vector2() ) {
  24078. const point = optionalTarget;
  24079. if ( t === 1 ) {
  24080. point.copy( this.v2 );
  24081. } else {
  24082. point.copy( this.v2 ).sub( this.v1 );
  24083. point.multiplyScalar( t ).add( this.v1 );
  24084. }
  24085. return point;
  24086. }
  24087. // Line curve is linear, so we can overwrite default getPointAt
  24088. getPointAt( u, optionalTarget ) {
  24089. return this.getPoint( u, optionalTarget );
  24090. }
  24091. getTangent( t, optionalTarget = new Vector2() ) {
  24092. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  24093. }
  24094. getTangentAt( u, optionalTarget ) {
  24095. return this.getTangent( u, optionalTarget );
  24096. }
  24097. copy( source ) {
  24098. super.copy( source );
  24099. this.v1.copy( source.v1 );
  24100. this.v2.copy( source.v2 );
  24101. return this;
  24102. }
  24103. toJSON() {
  24104. const data = super.toJSON();
  24105. data.v1 = this.v1.toArray();
  24106. data.v2 = this.v2.toArray();
  24107. return data;
  24108. }
  24109. fromJSON( json ) {
  24110. super.fromJSON( json );
  24111. this.v1.fromArray( json.v1 );
  24112. this.v2.fromArray( json.v2 );
  24113. return this;
  24114. }
  24115. }
  24116. /**
  24117. * A curve representing a 3D line segment.
  24118. *
  24119. * @augments Curve
  24120. */
  24121. class LineCurve3 extends Curve {
  24122. /**
  24123. * Constructs a new line curve.
  24124. *
  24125. * @param {Vector3} [v1] - The start point.
  24126. * @param {Vector3} [v2] - The end point.
  24127. */
  24128. constructor( v1 = new Vector3(), v2 = new Vector3() ) {
  24129. super();
  24130. /**
  24131. * This flag can be used for type testing.
  24132. *
  24133. * @type {boolean}
  24134. * @readonly
  24135. * @default true
  24136. */
  24137. this.isLineCurve3 = true;
  24138. this.type = 'LineCurve3';
  24139. /**
  24140. * The start point.
  24141. *
  24142. * @type {Vector3}
  24143. */
  24144. this.v1 = v1;
  24145. /**
  24146. * The end point.
  24147. *
  24148. * @type {Vector2}
  24149. */
  24150. this.v2 = v2;
  24151. }
  24152. /**
  24153. * Returns a point on the line.
  24154. *
  24155. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  24156. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24157. * @return {Vector3} The position on the line.
  24158. */
  24159. getPoint( t, optionalTarget = new Vector3() ) {
  24160. const point = optionalTarget;
  24161. if ( t === 1 ) {
  24162. point.copy( this.v2 );
  24163. } else {
  24164. point.copy( this.v2 ).sub( this.v1 );
  24165. point.multiplyScalar( t ).add( this.v1 );
  24166. }
  24167. return point;
  24168. }
  24169. // Line curve is linear, so we can overwrite default getPointAt
  24170. getPointAt( u, optionalTarget ) {
  24171. return this.getPoint( u, optionalTarget );
  24172. }
  24173. getTangent( t, optionalTarget = new Vector3() ) {
  24174. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  24175. }
  24176. getTangentAt( u, optionalTarget ) {
  24177. return this.getTangent( u, optionalTarget );
  24178. }
  24179. copy( source ) {
  24180. super.copy( source );
  24181. this.v1.copy( source.v1 );
  24182. this.v2.copy( source.v2 );
  24183. return this;
  24184. }
  24185. toJSON() {
  24186. const data = super.toJSON();
  24187. data.v1 = this.v1.toArray();
  24188. data.v2 = this.v2.toArray();
  24189. return data;
  24190. }
  24191. fromJSON( json ) {
  24192. super.fromJSON( json );
  24193. this.v1.fromArray( json.v1 );
  24194. this.v2.fromArray( json.v2 );
  24195. return this;
  24196. }
  24197. }
  24198. /**
  24199. * A curve representing a 2D Quadratic Bezier curve.
  24200. *
  24201. * ```js
  24202. * const curve = new THREE.QuadraticBezierCurve(
  24203. * new THREE.Vector2( - 10, 0 ),
  24204. * new THREE.Vector2( 20, 15 ),
  24205. * new THREE.Vector2( 10, 0 )
  24206. * )
  24207. *
  24208. * const points = curve.getPoints( 50 );
  24209. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24210. *
  24211. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24212. *
  24213. * // Create the final object to add to the scene
  24214. * const curveObject = new THREE.Line( geometry, material );
  24215. * ```
  24216. *
  24217. * @augments Curve
  24218. */
  24219. class QuadraticBezierCurve extends Curve {
  24220. /**
  24221. * Constructs a new Quadratic Bezier curve.
  24222. *
  24223. * @param {Vector2} [v0] - The start point.
  24224. * @param {Vector2} [v1] - The control point.
  24225. * @param {Vector2} [v2] - The end point.
  24226. */
  24227. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {
  24228. super();
  24229. /**
  24230. * This flag can be used for type testing.
  24231. *
  24232. * @type {boolean}
  24233. * @readonly
  24234. * @default true
  24235. */
  24236. this.isQuadraticBezierCurve = true;
  24237. this.type = 'QuadraticBezierCurve';
  24238. /**
  24239. * The start point.
  24240. *
  24241. * @type {Vector2}
  24242. */
  24243. this.v0 = v0;
  24244. /**
  24245. * The control point.
  24246. *
  24247. * @type {Vector2}
  24248. */
  24249. this.v1 = v1;
  24250. /**
  24251. * The end point.
  24252. *
  24253. * @type {Vector2}
  24254. */
  24255. this.v2 = v2;
  24256. }
  24257. /**
  24258. * Returns a point on the curve.
  24259. *
  24260. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24261. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24262. * @return {Vector2} The position on the curve.
  24263. */
  24264. getPoint( t, optionalTarget = new Vector2() ) {
  24265. const point = optionalTarget;
  24266. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  24267. point.set(
  24268. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  24269. QuadraticBezier( t, v0.y, v1.y, v2.y )
  24270. );
  24271. return point;
  24272. }
  24273. copy( source ) {
  24274. super.copy( source );
  24275. this.v0.copy( source.v0 );
  24276. this.v1.copy( source.v1 );
  24277. this.v2.copy( source.v2 );
  24278. return this;
  24279. }
  24280. toJSON() {
  24281. const data = super.toJSON();
  24282. data.v0 = this.v0.toArray();
  24283. data.v1 = this.v1.toArray();
  24284. data.v2 = this.v2.toArray();
  24285. return data;
  24286. }
  24287. fromJSON( json ) {
  24288. super.fromJSON( json );
  24289. this.v0.fromArray( json.v0 );
  24290. this.v1.fromArray( json.v1 );
  24291. this.v2.fromArray( json.v2 );
  24292. return this;
  24293. }
  24294. }
  24295. /**
  24296. * A curve representing a 3D Quadratic Bezier curve.
  24297. *
  24298. * @augments Curve
  24299. */
  24300. class QuadraticBezierCurve3 extends Curve {
  24301. /**
  24302. * Constructs a new Quadratic Bezier curve.
  24303. *
  24304. * @param {Vector3} [v0] - The start point.
  24305. * @param {Vector3} [v1] - The control point.
  24306. * @param {Vector3} [v2] - The end point.
  24307. */
  24308. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {
  24309. super();
  24310. /**
  24311. * This flag can be used for type testing.
  24312. *
  24313. * @type {boolean}
  24314. * @readonly
  24315. * @default true
  24316. */
  24317. this.isQuadraticBezierCurve3 = true;
  24318. this.type = 'QuadraticBezierCurve3';
  24319. /**
  24320. * The start point.
  24321. *
  24322. * @type {Vector3}
  24323. */
  24324. this.v0 = v0;
  24325. /**
  24326. * The control point.
  24327. *
  24328. * @type {Vector3}
  24329. */
  24330. this.v1 = v1;
  24331. /**
  24332. * The end point.
  24333. *
  24334. * @type {Vector3}
  24335. */
  24336. this.v2 = v2;
  24337. }
  24338. /**
  24339. * Returns a point on the curve.
  24340. *
  24341. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24342. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24343. * @return {Vector3} The position on the curve.
  24344. */
  24345. getPoint( t, optionalTarget = new Vector3() ) {
  24346. const point = optionalTarget;
  24347. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  24348. point.set(
  24349. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  24350. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  24351. QuadraticBezier( t, v0.z, v1.z, v2.z )
  24352. );
  24353. return point;
  24354. }
  24355. copy( source ) {
  24356. super.copy( source );
  24357. this.v0.copy( source.v0 );
  24358. this.v1.copy( source.v1 );
  24359. this.v2.copy( source.v2 );
  24360. return this;
  24361. }
  24362. toJSON() {
  24363. const data = super.toJSON();
  24364. data.v0 = this.v0.toArray();
  24365. data.v1 = this.v1.toArray();
  24366. data.v2 = this.v2.toArray();
  24367. return data;
  24368. }
  24369. fromJSON( json ) {
  24370. super.fromJSON( json );
  24371. this.v0.fromArray( json.v0 );
  24372. this.v1.fromArray( json.v1 );
  24373. this.v2.fromArray( json.v2 );
  24374. return this;
  24375. }
  24376. }
  24377. /**
  24378. * A curve representing a 2D spline curve.
  24379. *
  24380. * ```js
  24381. * // Create a sine-like wave
  24382. * const curve = new THREE.SplineCurve( [
  24383. * new THREE.Vector2( -10, 0 ),
  24384. * new THREE.Vector2( -5, 5 ),
  24385. * new THREE.Vector2( 0, 0 ),
  24386. * new THREE.Vector2( 5, -5 ),
  24387. * new THREE.Vector2( 10, 0 )
  24388. * ] );
  24389. *
  24390. * const points = curve.getPoints( 50 );
  24391. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24392. *
  24393. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24394. *
  24395. * // Create the final object to add to the scene
  24396. * const splineObject = new THREE.Line( geometry, material );
  24397. * ```
  24398. *
  24399. * @augments Curve
  24400. */
  24401. class SplineCurve extends Curve {
  24402. /**
  24403. * Constructs a new 2D spline curve.
  24404. *
  24405. * @param {Array<Vector2>} [points] - An array of 2D points defining the curve.
  24406. */
  24407. constructor( points = [] ) {
  24408. super();
  24409. /**
  24410. * This flag can be used for type testing.
  24411. *
  24412. * @type {boolean}
  24413. * @readonly
  24414. * @default true
  24415. */
  24416. this.isSplineCurve = true;
  24417. this.type = 'SplineCurve';
  24418. /**
  24419. * An array of 2D points defining the curve.
  24420. *
  24421. * @type {Array<Vector2>}
  24422. */
  24423. this.points = points;
  24424. }
  24425. /**
  24426. * Returns a point on the curve.
  24427. *
  24428. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24429. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24430. * @return {Vector2} The position on the curve.
  24431. */
  24432. getPoint( t, optionalTarget = new Vector2() ) {
  24433. const point = optionalTarget;
  24434. const points = this.points;
  24435. const p = ( points.length - 1 ) * t;
  24436. const intPoint = Math.floor( p );
  24437. const weight = p - intPoint;
  24438. const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  24439. const p1 = points[ intPoint ];
  24440. const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  24441. const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  24442. point.set(
  24443. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  24444. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  24445. );
  24446. return point;
  24447. }
  24448. copy( source ) {
  24449. super.copy( source );
  24450. this.points = [];
  24451. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  24452. const point = source.points[ i ];
  24453. this.points.push( point.clone() );
  24454. }
  24455. return this;
  24456. }
  24457. toJSON() {
  24458. const data = super.toJSON();
  24459. data.points = [];
  24460. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  24461. const point = this.points[ i ];
  24462. data.points.push( point.toArray() );
  24463. }
  24464. return data;
  24465. }
  24466. fromJSON( json ) {
  24467. super.fromJSON( json );
  24468. this.points = [];
  24469. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  24470. const point = json.points[ i ];
  24471. this.points.push( new Vector2().fromArray( point ) );
  24472. }
  24473. return this;
  24474. }
  24475. }
  24476. var Curves = /*#__PURE__*/Object.freeze({
  24477. __proto__: null,
  24478. ArcCurve: ArcCurve,
  24479. CatmullRomCurve3: CatmullRomCurve3,
  24480. CubicBezierCurve: CubicBezierCurve,
  24481. CubicBezierCurve3: CubicBezierCurve3,
  24482. EllipseCurve: EllipseCurve,
  24483. LineCurve: LineCurve,
  24484. LineCurve3: LineCurve3,
  24485. QuadraticBezierCurve: QuadraticBezierCurve,
  24486. QuadraticBezierCurve3: QuadraticBezierCurve3,
  24487. SplineCurve: SplineCurve
  24488. });
  24489. /**
  24490. * A base class extending {@link Curve}. `CurvePath` is simply an
  24491. * array of connected curves, but retains the API of a curve.
  24492. *
  24493. * @augments Curve
  24494. */
  24495. class CurvePath extends Curve {
  24496. /**
  24497. * Constructs a new curve path.
  24498. */
  24499. constructor() {
  24500. super();
  24501. this.type = 'CurvePath';
  24502. /**
  24503. * An array of curves defining the
  24504. * path.
  24505. *
  24506. * @type {Array<Curve>}
  24507. */
  24508. this.curves = [];
  24509. /**
  24510. * Whether the path should automatically be closed
  24511. * by a line curve.
  24512. *
  24513. * @type {boolean}
  24514. * @default false
  24515. */
  24516. this.autoClose = false;
  24517. }
  24518. /**
  24519. * Adds a curve to this curve path.
  24520. *
  24521. * @param {Curve} curve - The curve to add.
  24522. */
  24523. add( curve ) {
  24524. this.curves.push( curve );
  24525. }
  24526. /**
  24527. * Adds a line curve to close the path.
  24528. *
  24529. * @return {CurvePath} A reference to this curve path.
  24530. */
  24531. closePath() {
  24532. // Add a line curve if start and end of lines are not connected
  24533. const startPoint = this.curves[ 0 ].getPoint( 0 );
  24534. const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  24535. if ( ! startPoint.equals( endPoint ) ) {
  24536. const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';
  24537. this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );
  24538. }
  24539. return this;
  24540. }
  24541. /**
  24542. * This method returns a vector in 2D or 3D space (depending on the curve definitions)
  24543. * for the given interpolation factor.
  24544. *
  24545. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24546. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  24547. * @return {?(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  24548. */
  24549. getPoint( t, optionalTarget ) {
  24550. // To get accurate point with reference to
  24551. // entire path distance at time t,
  24552. // following has to be done:
  24553. // 1. Length of each sub path have to be known
  24554. // 2. Locate and identify type of curve
  24555. // 3. Get t for the curve
  24556. // 4. Return curve.getPointAt(t')
  24557. const d = t * this.getLength();
  24558. const curveLengths = this.getCurveLengths();
  24559. let i = 0;
  24560. // To think about boundaries points.
  24561. while ( i < curveLengths.length ) {
  24562. if ( curveLengths[ i ] >= d ) {
  24563. const diff = curveLengths[ i ] - d;
  24564. const curve = this.curves[ i ];
  24565. const segmentLength = curve.getLength();
  24566. const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  24567. return curve.getPointAt( u, optionalTarget );
  24568. }
  24569. i ++;
  24570. }
  24571. return null;
  24572. // loop where sum != 0, sum > d , sum+1 <d
  24573. }
  24574. getLength() {
  24575. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  24576. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  24577. // getPoint() depends on getLength
  24578. const lens = this.getCurveLengths();
  24579. return lens[ lens.length - 1 ];
  24580. }
  24581. updateArcLengths() {
  24582. // cacheLengths must be recalculated.
  24583. this.needsUpdate = true;
  24584. this.cacheLengths = null;
  24585. this.getCurveLengths();
  24586. }
  24587. /**
  24588. * Returns list of cumulative curve lengths of the defined curves.
  24589. *
  24590. * @return {Array<number>} The curve lengths.
  24591. */
  24592. getCurveLengths() {
  24593. // Compute lengths and cache them
  24594. // We cannot overwrite getLengths() because UtoT mapping uses it.
  24595. // We use cache values if curves and cache array are same length
  24596. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  24597. return this.cacheLengths;
  24598. }
  24599. // Get length of sub-curve
  24600. // Push sums into cached array
  24601. const lengths = [];
  24602. let sums = 0;
  24603. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24604. sums += this.curves[ i ].getLength();
  24605. lengths.push( sums );
  24606. }
  24607. this.cacheLengths = lengths;
  24608. return lengths;
  24609. }
  24610. getSpacedPoints( divisions = 40 ) {
  24611. const points = [];
  24612. for ( let i = 0; i <= divisions; i ++ ) {
  24613. points.push( this.getPoint( i / divisions ) );
  24614. }
  24615. if ( this.autoClose ) {
  24616. points.push( points[ 0 ] );
  24617. }
  24618. return points;
  24619. }
  24620. getPoints( divisions = 12 ) {
  24621. const points = [];
  24622. let last;
  24623. for ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {
  24624. const curve = curves[ i ];
  24625. const resolution = curve.isEllipseCurve ? divisions * 2
  24626. : ( curve.isLineCurve || curve.isLineCurve3 ) ? 1
  24627. : curve.isSplineCurve ? divisions * curve.points.length
  24628. : divisions;
  24629. const pts = curve.getPoints( resolution );
  24630. for ( let j = 0; j < pts.length; j ++ ) {
  24631. const point = pts[ j ];
  24632. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  24633. points.push( point );
  24634. last = point;
  24635. }
  24636. }
  24637. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  24638. points.push( points[ 0 ] );
  24639. }
  24640. return points;
  24641. }
  24642. copy( source ) {
  24643. super.copy( source );
  24644. this.curves = [];
  24645. for ( let i = 0, l = source.curves.length; i < l; i ++ ) {
  24646. const curve = source.curves[ i ];
  24647. this.curves.push( curve.clone() );
  24648. }
  24649. this.autoClose = source.autoClose;
  24650. return this;
  24651. }
  24652. toJSON() {
  24653. const data = super.toJSON();
  24654. data.autoClose = this.autoClose;
  24655. data.curves = [];
  24656. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24657. const curve = this.curves[ i ];
  24658. data.curves.push( curve.toJSON() );
  24659. }
  24660. return data;
  24661. }
  24662. fromJSON( json ) {
  24663. super.fromJSON( json );
  24664. this.autoClose = json.autoClose;
  24665. this.curves = [];
  24666. for ( let i = 0, l = json.curves.length; i < l; i ++ ) {
  24667. const curve = json.curves[ i ];
  24668. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  24669. }
  24670. return this;
  24671. }
  24672. }
  24673. /**
  24674. * A 2D path representation. The class provides methods for creating paths
  24675. * and contours of 2D shapes similar to the 2D Canvas API.
  24676. *
  24677. * ```js
  24678. * const path = new THREE.Path();
  24679. *
  24680. * path.lineTo( 0, 0.8 );
  24681. * path.quadraticCurveTo( 0, 1, 0.2, 1 );
  24682. * path.lineTo( 1, 1 );
  24683. *
  24684. * const points = path.getPoints();
  24685. *
  24686. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24687. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  24688. *
  24689. * const line = new THREE.Line( geometry, material );
  24690. * scene.add( line );
  24691. * ```
  24692. *
  24693. * @augments CurvePath
  24694. */
  24695. class Path extends CurvePath {
  24696. /**
  24697. * Constructs a new path.
  24698. *
  24699. * @param {Array<Vector2>} [points] - An array of 2D points defining the path.
  24700. */
  24701. constructor( points ) {
  24702. super();
  24703. this.type = 'Path';
  24704. /**
  24705. * The current offset of the path. Any new curve added will start here.
  24706. *
  24707. * @type {Vector2}
  24708. */
  24709. this.currentPoint = new Vector2();
  24710. if ( points ) {
  24711. this.setFromPoints( points );
  24712. }
  24713. }
  24714. /**
  24715. * Creates a path from the given list of points. The points are added
  24716. * to the path as instances of {@link LineCurve}.
  24717. *
  24718. * @param {Array<Vector2>} points - An array of 2D points.
  24719. * @return {Path} A reference to this path.
  24720. */
  24721. setFromPoints( points ) {
  24722. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  24723. for ( let i = 1, l = points.length; i < l; i ++ ) {
  24724. this.lineTo( points[ i ].x, points[ i ].y );
  24725. }
  24726. return this;
  24727. }
  24728. /**
  24729. * Moves {@link Path#currentPoint} to the given point.
  24730. *
  24731. * @param {number} x - The x coordinate.
  24732. * @param {number} y - The y coordinate.
  24733. * @return {Path} A reference to this path.
  24734. */
  24735. moveTo( x, y ) {
  24736. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  24737. return this;
  24738. }
  24739. /**
  24740. * Adds an instance of {@link LineCurve} to the path by connecting
  24741. * the current point with the given one.
  24742. *
  24743. * @param {number} x - The x coordinate of the end point.
  24744. * @param {number} y - The y coordinate of the end point.
  24745. * @return {Path} A reference to this path.
  24746. */
  24747. lineTo( x, y ) {
  24748. const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  24749. this.curves.push( curve );
  24750. this.currentPoint.set( x, y );
  24751. return this;
  24752. }
  24753. /**
  24754. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  24755. * the current point with the given one.
  24756. *
  24757. * @param {number} aCPx - The x coordinate of the control point.
  24758. * @param {number} aCPy - The y coordinate of the control point.
  24759. * @param {number} aX - The x coordinate of the end point.
  24760. * @param {number} aY - The y coordinate of the end point.
  24761. * @return {Path} A reference to this path.
  24762. */
  24763. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  24764. const curve = new QuadraticBezierCurve(
  24765. this.currentPoint.clone(),
  24766. new Vector2( aCPx, aCPy ),
  24767. new Vector2( aX, aY )
  24768. );
  24769. this.curves.push( curve );
  24770. this.currentPoint.set( aX, aY );
  24771. return this;
  24772. }
  24773. /**
  24774. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  24775. * the current point with the given one.
  24776. *
  24777. * @param {number} aCP1x - The x coordinate of the first control point.
  24778. * @param {number} aCP1y - The y coordinate of the first control point.
  24779. * @param {number} aCP2x - The x coordinate of the second control point.
  24780. * @param {number} aCP2y - The y coordinate of the second control point.
  24781. * @param {number} aX - The x coordinate of the end point.
  24782. * @param {number} aY - The y coordinate of the end point.
  24783. * @return {Path} A reference to this path.
  24784. */
  24785. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24786. const curve = new CubicBezierCurve(
  24787. this.currentPoint.clone(),
  24788. new Vector2( aCP1x, aCP1y ),
  24789. new Vector2( aCP2x, aCP2y ),
  24790. new Vector2( aX, aY )
  24791. );
  24792. this.curves.push( curve );
  24793. this.currentPoint.set( aX, aY );
  24794. return this;
  24795. }
  24796. /**
  24797. * Adds an instance of {@link SplineCurve} to the path by connecting
  24798. * the current point with the given list of points.
  24799. *
  24800. * @param {Array<Vector2>} pts - An array of points in 2D space.
  24801. * @return {Path} A reference to this path.
  24802. */
  24803. splineThru( pts ) {
  24804. const npts = [ this.currentPoint.clone() ].concat( pts );
  24805. const curve = new SplineCurve( npts );
  24806. this.curves.push( curve );
  24807. this.currentPoint.copy( pts[ pts.length - 1 ] );
  24808. return this;
  24809. }
  24810. /**
  24811. * Adds an arc as an instance of {@link EllipseCurve} to the path, positioned relative
  24812. * to the current point.
  24813. *
  24814. * @param {number} aX - The x coordinate of the center of the arc offsetted from the previous curve.
  24815. * @param {number} aY - The y coordinate of the center of the arc offsetted from the previous curve.
  24816. * @param {number} aRadius - The radius of the arc.
  24817. * @param {number} aStartAngle - The start angle in radians.
  24818. * @param {number} aEndAngle - The end angle in radians.
  24819. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  24820. * @return {Path} A reference to this path.
  24821. */
  24822. arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  24823. const x0 = this.currentPoint.x;
  24824. const y0 = this.currentPoint.y;
  24825. this.absarc( aX + x0, aY + y0, aRadius,
  24826. aStartAngle, aEndAngle, aClockwise );
  24827. return this;
  24828. }
  24829. /**
  24830. * Adds an absolutely positioned arc as an instance of {@link EllipseCurve} to the path.
  24831. *
  24832. * @param {number} aX - The x coordinate of the center of the arc.
  24833. * @param {number} aY - The y coordinate of the center of the arc.
  24834. * @param {number} aRadius - The radius of the arc.
  24835. * @param {number} aStartAngle - The start angle in radians.
  24836. * @param {number} aEndAngle - The end angle in radians.
  24837. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  24838. * @return {Path} A reference to this path.
  24839. */
  24840. absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  24841. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  24842. return this;
  24843. }
  24844. /**
  24845. * Adds an ellipse as an instance of {@link EllipseCurve} to the path, positioned relative
  24846. * to the current point
  24847. *
  24848. * @param {number} aX - The x coordinate of the center of the ellipse offsetted from the previous curve.
  24849. * @param {number} aY - The y coordinate of the center of the ellipse offsetted from the previous curve.
  24850. * @param {number} xRadius - The radius of the ellipse in the x axis.
  24851. * @param {number} yRadius - The radius of the ellipse in the y axis.
  24852. * @param {number} aStartAngle - The start angle in radians.
  24853. * @param {number} aEndAngle - The end angle in radians.
  24854. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  24855. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  24856. * @return {Path} A reference to this path.
  24857. */
  24858. ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  24859. const x0 = this.currentPoint.x;
  24860. const y0 = this.currentPoint.y;
  24861. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  24862. return this;
  24863. }
  24864. /**
  24865. * Adds an absolutely positioned ellipse as an instance of {@link EllipseCurve} to the path.
  24866. *
  24867. * @param {number} aX - The x coordinate of the absolute center of the ellipse.
  24868. * @param {number} aY - The y coordinate of the absolute center of the ellipse.
  24869. * @param {number} xRadius - The radius of the ellipse in the x axis.
  24870. * @param {number} yRadius - The radius of the ellipse in the y axis.
  24871. * @param {number} aStartAngle - The start angle in radians.
  24872. * @param {number} aEndAngle - The end angle in radians.
  24873. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  24874. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  24875. * @return {Path} A reference to this path.
  24876. */
  24877. absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  24878. const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  24879. if ( this.curves.length > 0 ) {
  24880. // if a previous curve is present, attempt to join
  24881. const firstPoint = curve.getPoint( 0 );
  24882. if ( ! firstPoint.equals( this.currentPoint ) ) {
  24883. this.lineTo( firstPoint.x, firstPoint.y );
  24884. }
  24885. }
  24886. this.curves.push( curve );
  24887. const lastPoint = curve.getPoint( 1 );
  24888. this.currentPoint.copy( lastPoint );
  24889. return this;
  24890. }
  24891. copy( source ) {
  24892. super.copy( source );
  24893. this.currentPoint.copy( source.currentPoint );
  24894. return this;
  24895. }
  24896. toJSON() {
  24897. const data = super.toJSON();
  24898. data.currentPoint = this.currentPoint.toArray();
  24899. return data;
  24900. }
  24901. fromJSON( json ) {
  24902. super.fromJSON( json );
  24903. this.currentPoint.fromArray( json.currentPoint );
  24904. return this;
  24905. }
  24906. }
  24907. /**
  24908. * Defines an arbitrary 2d shape plane using paths with optional holes. It
  24909. * can be used with {@link ExtrudeGeometry}, {@link ShapeGeometry}, to get
  24910. * points, or to get triangulated faces.
  24911. *
  24912. * ```js
  24913. * const heartShape = new THREE.Shape();
  24914. *
  24915. * heartShape.moveTo( 25, 25 );
  24916. * heartShape.bezierCurveTo( 25, 25, 20, 0, 0, 0 );
  24917. * heartShape.bezierCurveTo( - 30, 0, - 30, 35, - 30, 35 );
  24918. * heartShape.bezierCurveTo( - 30, 55, - 10, 77, 25, 95 );
  24919. * heartShape.bezierCurveTo( 60, 77, 80, 55, 80, 35 );
  24920. * heartShape.bezierCurveTo( 80, 35, 80, 0, 50, 0 );
  24921. * heartShape.bezierCurveTo( 35, 0, 25, 25, 25, 25 );
  24922. *
  24923. * const extrudeSettings = {
  24924. * depth: 8,
  24925. * bevelEnabled: true,
  24926. * bevelSegments: 2,
  24927. * steps: 2,
  24928. * bevelSize: 1,
  24929. * bevelThickness: 1
  24930. * };
  24931. *
  24932. * const geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings );
  24933. * const mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial() );
  24934. * ```
  24935. *
  24936. * @augments Path
  24937. */
  24938. class Shape extends Path {
  24939. /**
  24940. * Constructs a new shape.
  24941. *
  24942. * @param {Array<Vector2>} [points] - An array of 2D points defining the shape.
  24943. */
  24944. constructor( points ) {
  24945. super( points );
  24946. /**
  24947. * The UUID of the shape.
  24948. *
  24949. * @type {string}
  24950. * @readonly
  24951. */
  24952. this.uuid = generateUUID();
  24953. this.type = 'Shape';
  24954. /**
  24955. * Defines the holes in the shape. Hole definitions must use the
  24956. * opposite winding order (CW/CCW) than the outer shape.
  24957. *
  24958. * @type {Array<Path>}
  24959. * @readonly
  24960. */
  24961. this.holes = [];
  24962. }
  24963. /**
  24964. * Returns an array representing each contour of the holes
  24965. * as a list of 2D points.
  24966. *
  24967. * @param {number} divisions - The fineness of the result.
  24968. * @return {Array<Array<Vector2>>} The holes as a series of 2D points.
  24969. */
  24970. getPointsHoles( divisions ) {
  24971. const holesPts = [];
  24972. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  24973. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  24974. }
  24975. return holesPts;
  24976. }
  24977. // get points of shape and holes (keypoints based on segments parameter)
  24978. /**
  24979. * Returns an object that holds contour data for the shape and its holes as
  24980. * arrays of 2D points.
  24981. *
  24982. * @param {number} divisions - The fineness of the result.
  24983. * @return {{shape:Array<Vector2>,holes:Array<Array<Vector2>>}} An object with contour data.
  24984. */
  24985. extractPoints( divisions ) {
  24986. return {
  24987. shape: this.getPoints( divisions ),
  24988. holes: this.getPointsHoles( divisions )
  24989. };
  24990. }
  24991. copy( source ) {
  24992. super.copy( source );
  24993. this.holes = [];
  24994. for ( let i = 0, l = source.holes.length; i < l; i ++ ) {
  24995. const hole = source.holes[ i ];
  24996. this.holes.push( hole.clone() );
  24997. }
  24998. return this;
  24999. }
  25000. toJSON() {
  25001. const data = super.toJSON();
  25002. data.uuid = this.uuid;
  25003. data.holes = [];
  25004. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  25005. const hole = this.holes[ i ];
  25006. data.holes.push( hole.toJSON() );
  25007. }
  25008. return data;
  25009. }
  25010. fromJSON( json ) {
  25011. super.fromJSON( json );
  25012. this.uuid = json.uuid;
  25013. this.holes = [];
  25014. for ( let i = 0, l = json.holes.length; i < l; i ++ ) {
  25015. const hole = json.holes[ i ];
  25016. this.holes.push( new Path().fromJSON( hole ) );
  25017. }
  25018. return this;
  25019. }
  25020. }
  25021. /* eslint-disable */
  25022. // copy of mapbox/earcut version 3.0.1
  25023. // https://github.com/mapbox/earcut/tree/v3.0.1
  25024. function earcut(data, holeIndices, dim = 2) {
  25025. const hasHoles = holeIndices && holeIndices.length;
  25026. const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
  25027. let outerNode = linkedList(data, 0, outerLen, dim, true);
  25028. const triangles = [];
  25029. if (!outerNode || outerNode.next === outerNode.prev) return triangles;
  25030. let minX, minY, invSize;
  25031. if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
  25032. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  25033. if (data.length > 80 * dim) {
  25034. minX = Infinity;
  25035. minY = Infinity;
  25036. let maxX = -Infinity;
  25037. let maxY = -Infinity;
  25038. for (let i = dim; i < outerLen; i += dim) {
  25039. const x = data[i];
  25040. const y = data[i + 1];
  25041. if (x < minX) minX = x;
  25042. if (y < minY) minY = y;
  25043. if (x > maxX) maxX = x;
  25044. if (y > maxY) maxY = y;
  25045. }
  25046. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  25047. invSize = Math.max(maxX - minX, maxY - minY);
  25048. invSize = invSize !== 0 ? 32767 / invSize : 0;
  25049. }
  25050. earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);
  25051. return triangles;
  25052. }
  25053. // create a circular doubly linked list from polygon points in the specified winding order
  25054. function linkedList(data, start, end, dim, clockwise) {
  25055. let last;
  25056. if (clockwise === (signedArea(data, start, end, dim) > 0)) {
  25057. for (let i = start; i < end; i += dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  25058. } else {
  25059. for (let i = end - dim; i >= start; i -= dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  25060. }
  25061. if (last && equals(last, last.next)) {
  25062. removeNode(last);
  25063. last = last.next;
  25064. }
  25065. return last;
  25066. }
  25067. // eliminate colinear or duplicate points
  25068. function filterPoints(start, end) {
  25069. if (!start) return start;
  25070. if (!end) end = start;
  25071. let p = start,
  25072. again;
  25073. do {
  25074. again = false;
  25075. if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
  25076. removeNode(p);
  25077. p = end = p.prev;
  25078. if (p === p.next) break;
  25079. again = true;
  25080. } else {
  25081. p = p.next;
  25082. }
  25083. } while (again || p !== end);
  25084. return end;
  25085. }
  25086. // main ear slicing loop which triangulates a polygon (given as a linked list)
  25087. function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
  25088. if (!ear) return;
  25089. // interlink polygon nodes in z-order
  25090. if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
  25091. let stop = ear;
  25092. // iterate through ears, slicing them one by one
  25093. while (ear.prev !== ear.next) {
  25094. const prev = ear.prev;
  25095. const next = ear.next;
  25096. if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
  25097. triangles.push(prev.i, ear.i, next.i); // cut off the triangle
  25098. removeNode(ear);
  25099. // skipping the next vertex leads to less sliver triangles
  25100. ear = next.next;
  25101. stop = next.next;
  25102. continue;
  25103. }
  25104. ear = next;
  25105. // if we looped through the whole remaining polygon and can't find any more ears
  25106. if (ear === stop) {
  25107. // try filtering points and slicing again
  25108. if (!pass) {
  25109. earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);
  25110. // if this didn't work, try curing all small self-intersections locally
  25111. } else if (pass === 1) {
  25112. ear = cureLocalIntersections(filterPoints(ear), triangles);
  25113. earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);
  25114. // as a last resort, try splitting the remaining polygon into two
  25115. } else if (pass === 2) {
  25116. splitEarcut(ear, triangles, dim, minX, minY, invSize);
  25117. }
  25118. break;
  25119. }
  25120. }
  25121. }
  25122. // check whether a polygon node forms a valid ear with adjacent nodes
  25123. function isEar(ear) {
  25124. const a = ear.prev,
  25125. b = ear,
  25126. c = ear.next;
  25127. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  25128. // now make sure we don't have other points inside the potential ear
  25129. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  25130. // triangle bbox
  25131. const x0 = Math.min(ax, bx, cx),
  25132. y0 = Math.min(ay, by, cy),
  25133. x1 = Math.max(ax, bx, cx),
  25134. y1 = Math.max(ay, by, cy);
  25135. let p = c.next;
  25136. while (p !== a) {
  25137. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
  25138. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) &&
  25139. area(p.prev, p, p.next) >= 0) return false;
  25140. p = p.next;
  25141. }
  25142. return true;
  25143. }
  25144. function isEarHashed(ear, minX, minY, invSize) {
  25145. const a = ear.prev,
  25146. b = ear,
  25147. c = ear.next;
  25148. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  25149. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  25150. // triangle bbox
  25151. const x0 = Math.min(ax, bx, cx),
  25152. y0 = Math.min(ay, by, cy),
  25153. x1 = Math.max(ax, bx, cx),
  25154. y1 = Math.max(ay, by, cy);
  25155. // z-order range for the current triangle bbox;
  25156. const minZ = zOrder(x0, y0, minX, minY, invSize),
  25157. maxZ = zOrder(x1, y1, minX, minY, invSize);
  25158. let p = ear.prevZ,
  25159. n = ear.nextZ;
  25160. // look for points inside the triangle in both directions
  25161. while (p && p.z >= minZ && n && n.z <= maxZ) {
  25162. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  25163. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  25164. p = p.prevZ;
  25165. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  25166. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  25167. n = n.nextZ;
  25168. }
  25169. // look for remaining points in decreasing z-order
  25170. while (p && p.z >= minZ) {
  25171. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  25172. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  25173. p = p.prevZ;
  25174. }
  25175. // look for remaining points in increasing z-order
  25176. while (n && n.z <= maxZ) {
  25177. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  25178. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  25179. n = n.nextZ;
  25180. }
  25181. return true;
  25182. }
  25183. // go through all polygon nodes and cure small local self-intersections
  25184. function cureLocalIntersections(start, triangles) {
  25185. let p = start;
  25186. do {
  25187. const a = p.prev,
  25188. b = p.next.next;
  25189. if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
  25190. triangles.push(a.i, p.i, b.i);
  25191. // remove two nodes involved
  25192. removeNode(p);
  25193. removeNode(p.next);
  25194. p = start = b;
  25195. }
  25196. p = p.next;
  25197. } while (p !== start);
  25198. return filterPoints(p);
  25199. }
  25200. // try splitting polygon into two and triangulate them independently
  25201. function splitEarcut(start, triangles, dim, minX, minY, invSize) {
  25202. // look for a valid diagonal that divides the polygon into two
  25203. let a = start;
  25204. do {
  25205. let b = a.next.next;
  25206. while (b !== a.prev) {
  25207. if (a.i !== b.i && isValidDiagonal(a, b)) {
  25208. // split the polygon in two by the diagonal
  25209. let c = splitPolygon(a, b);
  25210. // filter colinear points around the cuts
  25211. a = filterPoints(a, a.next);
  25212. c = filterPoints(c, c.next);
  25213. // run earcut on each half
  25214. earcutLinked(a, triangles, dim, minX, minY, invSize, 0);
  25215. earcutLinked(c, triangles, dim, minX, minY, invSize, 0);
  25216. return;
  25217. }
  25218. b = b.next;
  25219. }
  25220. a = a.next;
  25221. } while (a !== start);
  25222. }
  25223. // link every hole into the outer loop, producing a single-ring polygon without holes
  25224. function eliminateHoles(data, holeIndices, outerNode, dim) {
  25225. const queue = [];
  25226. for (let i = 0, len = holeIndices.length; i < len; i++) {
  25227. const start = holeIndices[i] * dim;
  25228. const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
  25229. const list = linkedList(data, start, end, dim, false);
  25230. if (list === list.next) list.steiner = true;
  25231. queue.push(getLeftmost(list));
  25232. }
  25233. queue.sort(compareXYSlope);
  25234. // process holes from left to right
  25235. for (let i = 0; i < queue.length; i++) {
  25236. outerNode = eliminateHole(queue[i], outerNode);
  25237. }
  25238. return outerNode;
  25239. }
  25240. function compareXYSlope(a, b) {
  25241. let result = a.x - b.x;
  25242. // when the left-most point of 2 holes meet at a vertex, sort the holes counterclockwise so that when we find
  25243. // the bridge to the outer shell is always the point that they meet at.
  25244. if (result === 0) {
  25245. result = a.y - b.y;
  25246. if (result === 0) {
  25247. const aSlope = (a.next.y - a.y) / (a.next.x - a.x);
  25248. const bSlope = (b.next.y - b.y) / (b.next.x - b.x);
  25249. result = aSlope - bSlope;
  25250. }
  25251. }
  25252. return result;
  25253. }
  25254. // find a bridge between vertices that connects hole with an outer ring and and link it
  25255. function eliminateHole(hole, outerNode) {
  25256. const bridge = findHoleBridge(hole, outerNode);
  25257. if (!bridge) {
  25258. return outerNode;
  25259. }
  25260. const bridgeReverse = splitPolygon(bridge, hole);
  25261. // filter collinear points around the cuts
  25262. filterPoints(bridgeReverse, bridgeReverse.next);
  25263. return filterPoints(bridge, bridge.next);
  25264. }
  25265. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  25266. function findHoleBridge(hole, outerNode) {
  25267. let p = outerNode;
  25268. const hx = hole.x;
  25269. const hy = hole.y;
  25270. let qx = -Infinity;
  25271. let m;
  25272. // find a segment intersected by a ray from the hole's leftmost point to the left;
  25273. // segment's endpoint with lesser x will be potential connection point
  25274. // unless they intersect at a vertex, then choose the vertex
  25275. if (equals(hole, p)) return p;
  25276. do {
  25277. if (equals(hole, p.next)) return p.next;
  25278. else if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
  25279. const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
  25280. if (x <= hx && x > qx) {
  25281. qx = x;
  25282. m = p.x < p.next.x ? p : p.next;
  25283. if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint
  25284. }
  25285. }
  25286. p = p.next;
  25287. } while (p !== outerNode);
  25288. if (!m) return null;
  25289. // look for points inside the triangle of hole point, segment intersection and endpoint;
  25290. // if there are no points found, we have a valid connection;
  25291. // otherwise choose the point of the minimum angle with the ray as connection point
  25292. const stop = m;
  25293. const mx = m.x;
  25294. const my = m.y;
  25295. let tanMin = Infinity;
  25296. p = m;
  25297. do {
  25298. if (hx >= p.x && p.x >= mx && hx !== p.x &&
  25299. pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
  25300. const tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
  25301. if (locallyInside(p, hole) &&
  25302. (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {
  25303. m = p;
  25304. tanMin = tan;
  25305. }
  25306. }
  25307. p = p.next;
  25308. } while (p !== stop);
  25309. return m;
  25310. }
  25311. // whether sector in vertex m contains sector in vertex p in the same coordinates
  25312. function sectorContainsSector(m, p) {
  25313. return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
  25314. }
  25315. // interlink polygon nodes in z-order
  25316. function indexCurve(start, minX, minY, invSize) {
  25317. let p = start;
  25318. do {
  25319. if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize);
  25320. p.prevZ = p.prev;
  25321. p.nextZ = p.next;
  25322. p = p.next;
  25323. } while (p !== start);
  25324. p.prevZ.nextZ = null;
  25325. p.prevZ = null;
  25326. sortLinked(p);
  25327. }
  25328. // Simon Tatham's linked list merge sort algorithm
  25329. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  25330. function sortLinked(list) {
  25331. let numMerges;
  25332. let inSize = 1;
  25333. do {
  25334. let p = list;
  25335. let e;
  25336. list = null;
  25337. let tail = null;
  25338. numMerges = 0;
  25339. while (p) {
  25340. numMerges++;
  25341. let q = p;
  25342. let pSize = 0;
  25343. for (let i = 0; i < inSize; i++) {
  25344. pSize++;
  25345. q = q.nextZ;
  25346. if (!q) break;
  25347. }
  25348. let qSize = inSize;
  25349. while (pSize > 0 || (qSize > 0 && q)) {
  25350. if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {
  25351. e = p;
  25352. p = p.nextZ;
  25353. pSize--;
  25354. } else {
  25355. e = q;
  25356. q = q.nextZ;
  25357. qSize--;
  25358. }
  25359. if (tail) tail.nextZ = e;
  25360. else list = e;
  25361. e.prevZ = tail;
  25362. tail = e;
  25363. }
  25364. p = q;
  25365. }
  25366. tail.nextZ = null;
  25367. inSize *= 2;
  25368. } while (numMerges > 1);
  25369. return list;
  25370. }
  25371. // z-order of a point given coords and inverse of the longer side of data bbox
  25372. function zOrder(x, y, minX, minY, invSize) {
  25373. // coords are transformed into non-negative 15-bit integer range
  25374. x = (x - minX) * invSize | 0;
  25375. y = (y - minY) * invSize | 0;
  25376. x = (x | (x << 8)) & 0x00FF00FF;
  25377. x = (x | (x << 4)) & 0x0F0F0F0F;
  25378. x = (x | (x << 2)) & 0x33333333;
  25379. x = (x | (x << 1)) & 0x55555555;
  25380. y = (y | (y << 8)) & 0x00FF00FF;
  25381. y = (y | (y << 4)) & 0x0F0F0F0F;
  25382. y = (y | (y << 2)) & 0x33333333;
  25383. y = (y | (y << 1)) & 0x55555555;
  25384. return x | (y << 1);
  25385. }
  25386. // find the leftmost node of a polygon ring
  25387. function getLeftmost(start) {
  25388. let p = start,
  25389. leftmost = start;
  25390. do {
  25391. if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;
  25392. p = p.next;
  25393. } while (p !== start);
  25394. return leftmost;
  25395. }
  25396. // check if a point lies within a convex triangle
  25397. function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
  25398. return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&
  25399. (ax - px) * (by - py) >= (bx - px) * (ay - py) &&
  25400. (bx - px) * (cy - py) >= (cx - px) * (by - py);
  25401. }
  25402. // check if a point lies within a convex triangle but false if its equal to the first point of the triangle
  25403. function pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, px, py) {
  25404. return !(ax === px && ay === py) && pointInTriangle(ax, ay, bx, by, cx, cy, px, py);
  25405. }
  25406. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  25407. function isValidDiagonal(a, b) {
  25408. return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // dones't intersect other edges
  25409. (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible
  25410. (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors
  25411. equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case
  25412. }
  25413. // signed area of a triangle
  25414. function area(p, q, r) {
  25415. return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
  25416. }
  25417. // check if two points are equal
  25418. function equals(p1, p2) {
  25419. return p1.x === p2.x && p1.y === p2.y;
  25420. }
  25421. // check if two segments intersect
  25422. function intersects(p1, q1, p2, q2) {
  25423. const o1 = sign(area(p1, q1, p2));
  25424. const o2 = sign(area(p1, q1, q2));
  25425. const o3 = sign(area(p2, q2, p1));
  25426. const o4 = sign(area(p2, q2, q1));
  25427. if (o1 !== o2 && o3 !== o4) return true; // general case
  25428. if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
  25429. if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
  25430. if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
  25431. if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
  25432. return false;
  25433. }
  25434. // for collinear points p, q, r, check if point q lies on segment pr
  25435. function onSegment(p, q, r) {
  25436. return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y);
  25437. }
  25438. function sign(num) {
  25439. return num > 0 ? 1 : num < 0 ? -1 : 0;
  25440. }
  25441. // check if a polygon diagonal intersects any polygon segments
  25442. function intersectsPolygon(a, b) {
  25443. let p = a;
  25444. do {
  25445. if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  25446. intersects(p, p.next, a, b)) return true;
  25447. p = p.next;
  25448. } while (p !== a);
  25449. return false;
  25450. }
  25451. // check if a polygon diagonal is locally inside the polygon
  25452. function locallyInside(a, b) {
  25453. return area(a.prev, a, a.next) < 0 ?
  25454. area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :
  25455. area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
  25456. }
  25457. // check if the middle point of a polygon diagonal is inside the polygon
  25458. function middleInside(a, b) {
  25459. let p = a;
  25460. let inside = false;
  25461. const px = (a.x + b.x) / 2;
  25462. const py = (a.y + b.y) / 2;
  25463. do {
  25464. if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&
  25465. (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
  25466. inside = !inside;
  25467. p = p.next;
  25468. } while (p !== a);
  25469. return inside;
  25470. }
  25471. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  25472. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  25473. function splitPolygon(a, b) {
  25474. const a2 = createNode(a.i, a.x, a.y),
  25475. b2 = createNode(b.i, b.x, b.y),
  25476. an = a.next,
  25477. bp = b.prev;
  25478. a.next = b;
  25479. b.prev = a;
  25480. a2.next = an;
  25481. an.prev = a2;
  25482. b2.next = a2;
  25483. a2.prev = b2;
  25484. bp.next = b2;
  25485. b2.prev = bp;
  25486. return b2;
  25487. }
  25488. // create a node and optionally link it with previous one (in a circular doubly linked list)
  25489. function insertNode(i, x, y, last) {
  25490. const p = createNode(i, x, y);
  25491. if (!last) {
  25492. p.prev = p;
  25493. p.next = p;
  25494. } else {
  25495. p.next = last.next;
  25496. p.prev = last;
  25497. last.next.prev = p;
  25498. last.next = p;
  25499. }
  25500. return p;
  25501. }
  25502. function removeNode(p) {
  25503. p.next.prev = p.prev;
  25504. p.prev.next = p.next;
  25505. if (p.prevZ) p.prevZ.nextZ = p.nextZ;
  25506. if (p.nextZ) p.nextZ.prevZ = p.prevZ;
  25507. }
  25508. function createNode(i, x, y) {
  25509. return {
  25510. i, // vertex index in coordinates array
  25511. x, y, // vertex coordinates
  25512. prev: null, // previous and next vertex nodes in a polygon ring
  25513. next: null,
  25514. z: 0, // z-order curve value
  25515. prevZ: null, // previous and next nodes in z-order
  25516. nextZ: null,
  25517. steiner: false // indicates whether this is a steiner point
  25518. };
  25519. }
  25520. function signedArea(data, start, end, dim) {
  25521. let sum = 0;
  25522. for (let i = start, j = end - dim; i < end; i += dim) {
  25523. sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
  25524. j = i;
  25525. }
  25526. return sum;
  25527. }
  25528. class Earcut {
  25529. /**
  25530. * Triangulates the given shape definition by returning an array of triangles.
  25531. *
  25532. * @param {Array<number>} data - An array with 2D points.
  25533. * @param {Array<number>} holeIndices - An array with indices defining holes.
  25534. * @param {number} [dim=2] - The number of coordinates per vertex in the input array.
  25535. * @return {Array<number>} An array representing the triangulated faces. Each face is defined by three consecutive numbers
  25536. * representing vertex indices.
  25537. */
  25538. static triangulate( data, holeIndices, dim = 2 ) {
  25539. return earcut( data, holeIndices, dim );
  25540. }
  25541. }
  25542. /**
  25543. * A class containing utility functions for shapes.
  25544. *
  25545. * @hideconstructor
  25546. */
  25547. class ShapeUtils {
  25548. /**
  25549. * Calculate area of a ( 2D ) contour polygon.
  25550. *
  25551. * @param {Array<Vector2>} contour - An array of 2D points.
  25552. * @return {number} The area.
  25553. */
  25554. static area( contour ) {
  25555. const n = contour.length;
  25556. let a = 0.0;
  25557. for ( let p = n - 1, q = 0; q < n; p = q ++ ) {
  25558. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  25559. }
  25560. return a * 0.5;
  25561. }
  25562. /**
  25563. * Returns `true` if the given contour uses a clockwise winding order.
  25564. *
  25565. * @param {Array<Vector2>} pts - An array of 2D points defining a polygon.
  25566. * @return {boolean} Whether the given contour uses a clockwise winding order or not.
  25567. */
  25568. static isClockWise( pts ) {
  25569. return ShapeUtils.area( pts ) < 0;
  25570. }
  25571. /**
  25572. * Triangulates the given shape definition.
  25573. *
  25574. * @param {Array<Vector2>} contour - An array of 2D points defining the contour.
  25575. * @param {Array<Array<Vector2>>} holes - An array that holds arrays of 2D points defining the holes.
  25576. * @return {Array<Array<number>>} An array that holds for each face definition an array with three indices.
  25577. */
  25578. static triangulateShape( contour, holes ) {
  25579. const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  25580. const holeIndices = []; // array of hole indices
  25581. const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  25582. removeDupEndPts( contour );
  25583. addContour( vertices, contour );
  25584. //
  25585. let holeIndex = contour.length;
  25586. holes.forEach( removeDupEndPts );
  25587. for ( let i = 0; i < holes.length; i ++ ) {
  25588. holeIndices.push( holeIndex );
  25589. holeIndex += holes[ i ].length;
  25590. addContour( vertices, holes[ i ] );
  25591. }
  25592. //
  25593. const triangles = Earcut.triangulate( vertices, holeIndices );
  25594. //
  25595. for ( let i = 0; i < triangles.length; i += 3 ) {
  25596. faces.push( triangles.slice( i, i + 3 ) );
  25597. }
  25598. return faces;
  25599. }
  25600. }
  25601. function removeDupEndPts( points ) {
  25602. const l = points.length;
  25603. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  25604. points.pop();
  25605. }
  25606. }
  25607. function addContour( vertices, contour ) {
  25608. for ( let i = 0; i < contour.length; i ++ ) {
  25609. vertices.push( contour[ i ].x );
  25610. vertices.push( contour[ i ].y );
  25611. }
  25612. }
  25613. /**
  25614. * Creates extruded geometry from a path shape.
  25615. *
  25616. * ```js
  25617. * const length = 12, width = 8;
  25618. *
  25619. * const shape = new THREE.Shape();
  25620. * shape.moveTo( 0,0 );
  25621. * shape.lineTo( 0, width );
  25622. * shape.lineTo( length, width );
  25623. * shape.lineTo( length, 0 );
  25624. * shape.lineTo( 0, 0 );
  25625. *
  25626. * const geometry = new THREE.ExtrudeGeometry( shape );
  25627. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  25628. * const mesh = new THREE.Mesh( geometry, material ) ;
  25629. * scene.add( mesh );
  25630. * ```
  25631. *
  25632. * @augments BufferGeometry
  25633. */
  25634. class ExtrudeGeometry extends BufferGeometry {
  25635. /**
  25636. * Constructs a new extrude geometry.
  25637. *
  25638. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  25639. * @param {ExtrudeGeometry~Options} [options] - The extrude settings.
  25640. */
  25641. constructor( shapes = new Shape( [ new Vector2( 0.5, 0.5 ), new Vector2( -0.5, 0.5 ), new Vector2( -0.5, -0.5 ), new Vector2( 0.5, -0.5 ) ] ), options = {} ) {
  25642. super();
  25643. this.type = 'ExtrudeGeometry';
  25644. /**
  25645. * Holds the constructor parameters that have been
  25646. * used to generate the geometry. Any modification
  25647. * after instantiation does not change the geometry.
  25648. *
  25649. * @type {Object}
  25650. */
  25651. this.parameters = {
  25652. shapes: shapes,
  25653. options: options
  25654. };
  25655. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  25656. const scope = this;
  25657. const verticesArray = [];
  25658. const uvArray = [];
  25659. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  25660. const shape = shapes[ i ];
  25661. addShape( shape );
  25662. }
  25663. // build geometry
  25664. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  25665. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  25666. this.computeVertexNormals();
  25667. // functions
  25668. function addShape( shape ) {
  25669. const placeholder = [];
  25670. // options
  25671. const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  25672. const steps = options.steps !== undefined ? options.steps : 1;
  25673. const depth = options.depth !== undefined ? options.depth : 1;
  25674. let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  25675. let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;
  25676. let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;
  25677. let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  25678. let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  25679. const extrudePath = options.extrudePath;
  25680. const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  25681. //
  25682. let extrudePts, extrudeByPath = false;
  25683. let splineTube, binormal, normal, position2;
  25684. if ( extrudePath ) {
  25685. extrudePts = extrudePath.getSpacedPoints( steps );
  25686. extrudeByPath = true;
  25687. bevelEnabled = false; // bevels not supported for path extrusion
  25688. // SETUP TNB variables
  25689. // TODO1 - have a .isClosed in spline?
  25690. splineTube = extrudePath.computeFrenetFrames( steps, false );
  25691. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  25692. binormal = new Vector3();
  25693. normal = new Vector3();
  25694. position2 = new Vector3();
  25695. }
  25696. // Safeguards if bevels are not enabled
  25697. if ( ! bevelEnabled ) {
  25698. bevelSegments = 0;
  25699. bevelThickness = 0;
  25700. bevelSize = 0;
  25701. bevelOffset = 0;
  25702. }
  25703. // Variables initialization
  25704. const shapePoints = shape.extractPoints( curveSegments );
  25705. let vertices = shapePoints.shape;
  25706. const holes = shapePoints.holes;
  25707. const reverse = ! ShapeUtils.isClockWise( vertices );
  25708. if ( reverse ) {
  25709. vertices = vertices.reverse();
  25710. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  25711. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25712. const ahole = holes[ h ];
  25713. if ( ShapeUtils.isClockWise( ahole ) ) {
  25714. holes[ h ] = ahole.reverse();
  25715. }
  25716. }
  25717. }
  25718. /**Merges index-adjacent points that are within a threshold distance of each other. Array is modified in-place. Threshold distance is empirical, and scaled based on the magnitude of point coordinates.
  25719. * @param {Array<Vector2>} points
  25720. */
  25721. function mergeOverlappingPoints( points ) {
  25722. const THRESHOLD = 1e-10;
  25723. const THRESHOLD_SQ = THRESHOLD * THRESHOLD;
  25724. let prevPos = points[ 0 ];
  25725. for ( let i = 1; i <= points.length; i ++ ) {
  25726. const currentIndex = i % points.length;
  25727. const currentPos = points[ currentIndex ];
  25728. const dx = currentPos.x - prevPos.x;
  25729. const dy = currentPos.y - prevPos.y;
  25730. const distSq = dx * dx + dy * dy;
  25731. const scalingFactorSqrt = Math.max(
  25732. Math.abs( currentPos.x ),
  25733. Math.abs( currentPos.y ),
  25734. Math.abs( prevPos.x ),
  25735. Math.abs( prevPos.y )
  25736. );
  25737. const thresholdSqScaled = THRESHOLD_SQ * scalingFactorSqrt * scalingFactorSqrt;
  25738. if ( distSq <= thresholdSqScaled ) {
  25739. points.splice( currentIndex, 1 );
  25740. i --;
  25741. continue;
  25742. }
  25743. prevPos = currentPos;
  25744. }
  25745. }
  25746. mergeOverlappingPoints( vertices );
  25747. holes.forEach( mergeOverlappingPoints );
  25748. const numHoles = holes.length;
  25749. /* Vertices */
  25750. const contour = vertices; // vertices has all points but contour has only points of circumference
  25751. for ( let h = 0; h < numHoles; h ++ ) {
  25752. const ahole = holes[ h ];
  25753. vertices = vertices.concat( ahole );
  25754. }
  25755. function scalePt2( pt, vec, size ) {
  25756. if ( ! vec ) console.error( 'THREE.ExtrudeGeometry: vec does not exist' );
  25757. return pt.clone().addScaledVector( vec, size );
  25758. }
  25759. const vlen = vertices.length;
  25760. // Find directions for point movement
  25761. function getBevelVec( inPt, inPrev, inNext ) {
  25762. // computes for inPt the corresponding point inPt' on a new contour
  25763. // shifted by 1 unit (length of normalized vector) to the left
  25764. // if we walk along contour clockwise, this new contour is outside the old one
  25765. //
  25766. // inPt' is the intersection of the two lines parallel to the two
  25767. // adjacent edges of inPt at a distance of 1 unit on the left side.
  25768. let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  25769. // good reading for geometry algorithms (here: line-line intersection)
  25770. // http://geomalgorithms.com/a05-_intersect-1.html
  25771. const v_prev_x = inPt.x - inPrev.x,
  25772. v_prev_y = inPt.y - inPrev.y;
  25773. const v_next_x = inNext.x - inPt.x,
  25774. v_next_y = inNext.y - inPt.y;
  25775. const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  25776. // check for collinear edges
  25777. const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  25778. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  25779. // not collinear
  25780. // length of vectors for normalizing
  25781. const v_prev_len = Math.sqrt( v_prev_lensq );
  25782. const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  25783. // shift adjacent points by unit vectors to the left
  25784. const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  25785. const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  25786. const ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  25787. const ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  25788. // scaling factor for v_prev to intersection point
  25789. const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  25790. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  25791. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  25792. // vector from inPt to intersection point
  25793. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  25794. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  25795. // Don't normalize!, otherwise sharp corners become ugly
  25796. // but prevent crazy spikes
  25797. const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  25798. if ( v_trans_lensq <= 2 ) {
  25799. return new Vector2( v_trans_x, v_trans_y );
  25800. } else {
  25801. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  25802. }
  25803. } else {
  25804. // handle special case of collinear edges
  25805. let direction_eq = false; // assumes: opposite
  25806. if ( v_prev_x > Number.EPSILON ) {
  25807. if ( v_next_x > Number.EPSILON ) {
  25808. direction_eq = true;
  25809. }
  25810. } else {
  25811. if ( v_prev_x < - Number.EPSILON ) {
  25812. if ( v_next_x < - Number.EPSILON ) {
  25813. direction_eq = true;
  25814. }
  25815. } else {
  25816. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  25817. direction_eq = true;
  25818. }
  25819. }
  25820. }
  25821. if ( direction_eq ) {
  25822. // console.log("Warning: lines are a straight sequence");
  25823. v_trans_x = - v_prev_y;
  25824. v_trans_y = v_prev_x;
  25825. shrink_by = Math.sqrt( v_prev_lensq );
  25826. } else {
  25827. // console.log("Warning: lines are a straight spike");
  25828. v_trans_x = v_prev_x;
  25829. v_trans_y = v_prev_y;
  25830. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  25831. }
  25832. }
  25833. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  25834. }
  25835. const contourMovements = [];
  25836. for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  25837. if ( j === il ) j = 0;
  25838. if ( k === il ) k = 0;
  25839. // (j)---(i)---(k)
  25840. // console.log('i,j,k', i, j , k)
  25841. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  25842. }
  25843. const holesMovements = [];
  25844. let oneHoleMovements, verticesMovements = contourMovements.concat();
  25845. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  25846. const ahole = holes[ h ];
  25847. oneHoleMovements = [];
  25848. for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  25849. if ( j === il ) j = 0;
  25850. if ( k === il ) k = 0;
  25851. // (j)---(i)---(k)
  25852. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  25853. }
  25854. holesMovements.push( oneHoleMovements );
  25855. verticesMovements = verticesMovements.concat( oneHoleMovements );
  25856. }
  25857. let faces;
  25858. if ( bevelSegments === 0 ) {
  25859. faces = ShapeUtils.triangulateShape( contour, holes );
  25860. } else {
  25861. const contractedContourVertices = [];
  25862. const expandedHoleVertices = [];
  25863. // Loop bevelSegments, 1 for the front, 1 for the back
  25864. for ( let b = 0; b < bevelSegments; b ++ ) {
  25865. //for ( b = bevelSegments; b > 0; b -- ) {
  25866. const t = b / bevelSegments;
  25867. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  25868. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  25869. // contract shape
  25870. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  25871. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  25872. v( vert.x, vert.y, - z );
  25873. if ( t === 0 ) contractedContourVertices.push( vert );
  25874. }
  25875. // expand holes
  25876. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  25877. const ahole = holes[ h ];
  25878. oneHoleMovements = holesMovements[ h ];
  25879. const oneHoleVertices = [];
  25880. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  25881. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  25882. v( vert.x, vert.y, - z );
  25883. if ( t === 0 ) oneHoleVertices.push( vert );
  25884. }
  25885. if ( t === 0 ) expandedHoleVertices.push( oneHoleVertices );
  25886. }
  25887. }
  25888. faces = ShapeUtils.triangulateShape( contractedContourVertices, expandedHoleVertices );
  25889. }
  25890. const flen = faces.length;
  25891. const bs = bevelSize + bevelOffset;
  25892. // Back facing vertices
  25893. for ( let i = 0; i < vlen; i ++ ) {
  25894. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  25895. if ( ! extrudeByPath ) {
  25896. v( vert.x, vert.y, 0 );
  25897. } else {
  25898. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  25899. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  25900. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  25901. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  25902. v( position2.x, position2.y, position2.z );
  25903. }
  25904. }
  25905. // Add stepped vertices...
  25906. // Including front facing vertices
  25907. for ( let s = 1; s <= steps; s ++ ) {
  25908. for ( let i = 0; i < vlen; i ++ ) {
  25909. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  25910. if ( ! extrudeByPath ) {
  25911. v( vert.x, vert.y, depth / steps * s );
  25912. } else {
  25913. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  25914. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  25915. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  25916. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  25917. v( position2.x, position2.y, position2.z );
  25918. }
  25919. }
  25920. }
  25921. // Add bevel segments planes
  25922. //for ( b = 1; b <= bevelSegments; b ++ ) {
  25923. for ( let b = bevelSegments - 1; b >= 0; b -- ) {
  25924. const t = b / bevelSegments;
  25925. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  25926. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  25927. // contract shape
  25928. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  25929. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  25930. v( vert.x, vert.y, depth + z );
  25931. }
  25932. // expand holes
  25933. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25934. const ahole = holes[ h ];
  25935. oneHoleMovements = holesMovements[ h ];
  25936. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  25937. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  25938. if ( ! extrudeByPath ) {
  25939. v( vert.x, vert.y, depth + z );
  25940. } else {
  25941. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  25942. }
  25943. }
  25944. }
  25945. }
  25946. /* Faces */
  25947. // Top and bottom faces
  25948. buildLidFaces();
  25949. // Sides faces
  25950. buildSideFaces();
  25951. ///// Internal functions
  25952. function buildLidFaces() {
  25953. const start = verticesArray.length / 3;
  25954. if ( bevelEnabled ) {
  25955. let layer = 0; // steps + 1
  25956. let offset = vlen * layer;
  25957. // Bottom faces
  25958. for ( let i = 0; i < flen; i ++ ) {
  25959. const face = faces[ i ];
  25960. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  25961. }
  25962. layer = steps + bevelSegments * 2;
  25963. offset = vlen * layer;
  25964. // Top faces
  25965. for ( let i = 0; i < flen; i ++ ) {
  25966. const face = faces[ i ];
  25967. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  25968. }
  25969. } else {
  25970. // Bottom faces
  25971. for ( let i = 0; i < flen; i ++ ) {
  25972. const face = faces[ i ];
  25973. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  25974. }
  25975. // Top faces
  25976. for ( let i = 0; i < flen; i ++ ) {
  25977. const face = faces[ i ];
  25978. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  25979. }
  25980. }
  25981. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  25982. }
  25983. // Create faces for the z-sides of the shape
  25984. function buildSideFaces() {
  25985. const start = verticesArray.length / 3;
  25986. let layeroffset = 0;
  25987. sidewalls( contour, layeroffset );
  25988. layeroffset += contour.length;
  25989. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25990. const ahole = holes[ h ];
  25991. sidewalls( ahole, layeroffset );
  25992. //, true
  25993. layeroffset += ahole.length;
  25994. }
  25995. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  25996. }
  25997. function sidewalls( contour, layeroffset ) {
  25998. let i = contour.length;
  25999. while ( -- i >= 0 ) {
  26000. const j = i;
  26001. let k = i - 1;
  26002. if ( k < 0 ) k = contour.length - 1;
  26003. //console.log('b', i,j, i-1, k,vertices.length);
  26004. for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  26005. const slen1 = vlen * s;
  26006. const slen2 = vlen * ( s + 1 );
  26007. const a = layeroffset + j + slen1,
  26008. b = layeroffset + k + slen1,
  26009. c = layeroffset + k + slen2,
  26010. d = layeroffset + j + slen2;
  26011. f4( a, b, c, d );
  26012. }
  26013. }
  26014. }
  26015. function v( x, y, z ) {
  26016. placeholder.push( x );
  26017. placeholder.push( y );
  26018. placeholder.push( z );
  26019. }
  26020. function f3( a, b, c ) {
  26021. addVertex( a );
  26022. addVertex( b );
  26023. addVertex( c );
  26024. const nextIndex = verticesArray.length / 3;
  26025. const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  26026. addUV( uvs[ 0 ] );
  26027. addUV( uvs[ 1 ] );
  26028. addUV( uvs[ 2 ] );
  26029. }
  26030. function f4( a, b, c, d ) {
  26031. addVertex( a );
  26032. addVertex( b );
  26033. addVertex( d );
  26034. addVertex( b );
  26035. addVertex( c );
  26036. addVertex( d );
  26037. const nextIndex = verticesArray.length / 3;
  26038. const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  26039. addUV( uvs[ 0 ] );
  26040. addUV( uvs[ 1 ] );
  26041. addUV( uvs[ 3 ] );
  26042. addUV( uvs[ 1 ] );
  26043. addUV( uvs[ 2 ] );
  26044. addUV( uvs[ 3 ] );
  26045. }
  26046. function addVertex( index ) {
  26047. verticesArray.push( placeholder[ index * 3 + 0 ] );
  26048. verticesArray.push( placeholder[ index * 3 + 1 ] );
  26049. verticesArray.push( placeholder[ index * 3 + 2 ] );
  26050. }
  26051. function addUV( vector2 ) {
  26052. uvArray.push( vector2.x );
  26053. uvArray.push( vector2.y );
  26054. }
  26055. }
  26056. }
  26057. copy( source ) {
  26058. super.copy( source );
  26059. this.parameters = Object.assign( {}, source.parameters );
  26060. return this;
  26061. }
  26062. toJSON() {
  26063. const data = super.toJSON();
  26064. const shapes = this.parameters.shapes;
  26065. const options = this.parameters.options;
  26066. return toJSON$1( shapes, options, data );
  26067. }
  26068. /**
  26069. * Factory method for creating an instance of this class from the given
  26070. * JSON object.
  26071. *
  26072. * @param {Object} data - A JSON object representing the serialized geometry.
  26073. * @param {Array<Shape>} shapes - An array of shapes.
  26074. * @return {ExtrudeGeometry} A new instance.
  26075. */
  26076. static fromJSON( data, shapes ) {
  26077. const geometryShapes = [];
  26078. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  26079. const shape = shapes[ data.shapes[ j ] ];
  26080. geometryShapes.push( shape );
  26081. }
  26082. const extrudePath = data.options.extrudePath;
  26083. if ( extrudePath !== undefined ) {
  26084. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  26085. }
  26086. return new ExtrudeGeometry( geometryShapes, data.options );
  26087. }
  26088. }
  26089. const WorldUVGenerator = {
  26090. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  26091. const a_x = vertices[ indexA * 3 ];
  26092. const a_y = vertices[ indexA * 3 + 1 ];
  26093. const b_x = vertices[ indexB * 3 ];
  26094. const b_y = vertices[ indexB * 3 + 1 ];
  26095. const c_x = vertices[ indexC * 3 ];
  26096. const c_y = vertices[ indexC * 3 + 1 ];
  26097. return [
  26098. new Vector2( a_x, a_y ),
  26099. new Vector2( b_x, b_y ),
  26100. new Vector2( c_x, c_y )
  26101. ];
  26102. },
  26103. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  26104. const a_x = vertices[ indexA * 3 ];
  26105. const a_y = vertices[ indexA * 3 + 1 ];
  26106. const a_z = vertices[ indexA * 3 + 2 ];
  26107. const b_x = vertices[ indexB * 3 ];
  26108. const b_y = vertices[ indexB * 3 + 1 ];
  26109. const b_z = vertices[ indexB * 3 + 2 ];
  26110. const c_x = vertices[ indexC * 3 ];
  26111. const c_y = vertices[ indexC * 3 + 1 ];
  26112. const c_z = vertices[ indexC * 3 + 2 ];
  26113. const d_x = vertices[ indexD * 3 ];
  26114. const d_y = vertices[ indexD * 3 + 1 ];
  26115. const d_z = vertices[ indexD * 3 + 2 ];
  26116. if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {
  26117. return [
  26118. new Vector2( a_x, 1 - a_z ),
  26119. new Vector2( b_x, 1 - b_z ),
  26120. new Vector2( c_x, 1 - c_z ),
  26121. new Vector2( d_x, 1 - d_z )
  26122. ];
  26123. } else {
  26124. return [
  26125. new Vector2( a_y, 1 - a_z ),
  26126. new Vector2( b_y, 1 - b_z ),
  26127. new Vector2( c_y, 1 - c_z ),
  26128. new Vector2( d_y, 1 - d_z )
  26129. ];
  26130. }
  26131. }
  26132. };
  26133. function toJSON$1( shapes, options, data ) {
  26134. data.shapes = [];
  26135. if ( Array.isArray( shapes ) ) {
  26136. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  26137. const shape = shapes[ i ];
  26138. data.shapes.push( shape.uuid );
  26139. }
  26140. } else {
  26141. data.shapes.push( shapes.uuid );
  26142. }
  26143. data.options = Object.assign( {}, options );
  26144. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  26145. return data;
  26146. }
  26147. /**
  26148. * A geometry class for representing an icosahedron.
  26149. *
  26150. * ```js
  26151. * const geometry = new THREE.IcosahedronGeometry();
  26152. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26153. * const icosahedron = new THREE.Mesh( geometry, material );
  26154. * scene.add( icosahedron );
  26155. * ```
  26156. *
  26157. * @augments PolyhedronGeometry
  26158. */
  26159. class IcosahedronGeometry extends PolyhedronGeometry {
  26160. /**
  26161. * Constructs a new icosahedron geometry.
  26162. *
  26163. * @param {number} [radius=1] - Radius of the icosahedron.
  26164. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a icosahedron.
  26165. */
  26166. constructor( radius = 1, detail = 0 ) {
  26167. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  26168. const vertices = [
  26169. -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t, 0,
  26170. 0, -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t,
  26171. t, 0, -1, t, 0, 1, - t, 0, -1, - t, 0, 1
  26172. ];
  26173. const indices = [
  26174. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  26175. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  26176. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  26177. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  26178. ];
  26179. super( vertices, indices, radius, detail );
  26180. this.type = 'IcosahedronGeometry';
  26181. /**
  26182. * Holds the constructor parameters that have been
  26183. * used to generate the geometry. Any modification
  26184. * after instantiation does not change the geometry.
  26185. *
  26186. * @type {Object}
  26187. */
  26188. this.parameters = {
  26189. radius: radius,
  26190. detail: detail
  26191. };
  26192. }
  26193. /**
  26194. * Factory method for creating an instance of this class from the given
  26195. * JSON object.
  26196. *
  26197. * @param {Object} data - A JSON object representing the serialized geometry.
  26198. * @return {IcosahedronGeometry} A new instance.
  26199. */
  26200. static fromJSON( data ) {
  26201. return new IcosahedronGeometry( data.radius, data.detail );
  26202. }
  26203. }
  26204. /**
  26205. * Creates meshes with axial symmetry like vases. The lathe rotates around the Y axis.
  26206. *
  26207. * ```js
  26208. * const points = [];
  26209. * for ( let i = 0; i < 10; i ++ ) {
  26210. * points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * 10 + 5, ( i - 5 ) * 2 ) );
  26211. * }
  26212. * const geometry = new THREE.LatheGeometry( points );
  26213. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26214. * const lathe = new THREE.Mesh( geometry, material );
  26215. * scene.add( lathe );
  26216. * ```
  26217. *
  26218. * @augments BufferGeometry
  26219. */
  26220. class LatheGeometry extends BufferGeometry {
  26221. /**
  26222. * Constructs a new lathe geometry.
  26223. *
  26224. * @param {Array<Vector2|Vector3>} [points] - An array of points in 2D space. The x-coordinate of each point
  26225. * must be greater than zero.
  26226. * @param {number} [segments=12] - The number of circumference segments to generate.
  26227. * @param {number} [phiStart=0] - The starting angle in radians.
  26228. * @param {number} [phiLength=Math.PI*2] - The radian (0 to 2PI) range of the lathed section 2PI is a
  26229. * closed lathe, less than 2PI is a portion.
  26230. */
  26231. constructor( points = [ new Vector2( 0, -0.5 ), new Vector2( 0.5, 0 ), new Vector2( 0, 0.5 ) ], segments = 12, phiStart = 0, phiLength = Math.PI * 2 ) {
  26232. super();
  26233. this.type = 'LatheGeometry';
  26234. /**
  26235. * Holds the constructor parameters that have been
  26236. * used to generate the geometry. Any modification
  26237. * after instantiation does not change the geometry.
  26238. *
  26239. * @type {Object}
  26240. */
  26241. this.parameters = {
  26242. points: points,
  26243. segments: segments,
  26244. phiStart: phiStart,
  26245. phiLength: phiLength
  26246. };
  26247. segments = Math.floor( segments );
  26248. // clamp phiLength so it's in range of [ 0, 2PI ]
  26249. phiLength = clamp( phiLength, 0, Math.PI * 2 );
  26250. // buffers
  26251. const indices = [];
  26252. const vertices = [];
  26253. const uvs = [];
  26254. const initNormals = [];
  26255. const normals = [];
  26256. // helper variables
  26257. const inverseSegments = 1.0 / segments;
  26258. const vertex = new Vector3();
  26259. const uv = new Vector2();
  26260. const normal = new Vector3();
  26261. const curNormal = new Vector3();
  26262. const prevNormal = new Vector3();
  26263. let dx = 0;
  26264. let dy = 0;
  26265. // pre-compute normals for initial "meridian"
  26266. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  26267. switch ( j ) {
  26268. case 0: // special handling for 1st vertex on path
  26269. dx = points[ j + 1 ].x - points[ j ].x;
  26270. dy = points[ j + 1 ].y - points[ j ].y;
  26271. normal.x = dy * 1.0;
  26272. normal.y = - dx;
  26273. normal.z = dy * 0.0;
  26274. prevNormal.copy( normal );
  26275. normal.normalize();
  26276. initNormals.push( normal.x, normal.y, normal.z );
  26277. break;
  26278. case ( points.length - 1 ): // special handling for last Vertex on path
  26279. initNormals.push( prevNormal.x, prevNormal.y, prevNormal.z );
  26280. break;
  26281. default: // default handling for all vertices in between
  26282. dx = points[ j + 1 ].x - points[ j ].x;
  26283. dy = points[ j + 1 ].y - points[ j ].y;
  26284. normal.x = dy * 1.0;
  26285. normal.y = - dx;
  26286. normal.z = dy * 0.0;
  26287. curNormal.copy( normal );
  26288. normal.x += prevNormal.x;
  26289. normal.y += prevNormal.y;
  26290. normal.z += prevNormal.z;
  26291. normal.normalize();
  26292. initNormals.push( normal.x, normal.y, normal.z );
  26293. prevNormal.copy( curNormal );
  26294. }
  26295. }
  26296. // generate vertices, uvs and normals
  26297. for ( let i = 0; i <= segments; i ++ ) {
  26298. const phi = phiStart + i * inverseSegments * phiLength;
  26299. const sin = Math.sin( phi );
  26300. const cos = Math.cos( phi );
  26301. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  26302. // vertex
  26303. vertex.x = points[ j ].x * sin;
  26304. vertex.y = points[ j ].y;
  26305. vertex.z = points[ j ].x * cos;
  26306. vertices.push( vertex.x, vertex.y, vertex.z );
  26307. // uv
  26308. uv.x = i / segments;
  26309. uv.y = j / ( points.length - 1 );
  26310. uvs.push( uv.x, uv.y );
  26311. // normal
  26312. const x = initNormals[ 3 * j + 0 ] * sin;
  26313. const y = initNormals[ 3 * j + 1 ];
  26314. const z = initNormals[ 3 * j + 0 ] * cos;
  26315. normals.push( x, y, z );
  26316. }
  26317. }
  26318. // indices
  26319. for ( let i = 0; i < segments; i ++ ) {
  26320. for ( let j = 0; j < ( points.length - 1 ); j ++ ) {
  26321. const base = j + i * points.length;
  26322. const a = base;
  26323. const b = base + points.length;
  26324. const c = base + points.length + 1;
  26325. const d = base + 1;
  26326. // faces
  26327. indices.push( a, b, d );
  26328. indices.push( c, d, b );
  26329. }
  26330. }
  26331. // build geometry
  26332. this.setIndex( indices );
  26333. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26334. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26335. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26336. }
  26337. copy( source ) {
  26338. super.copy( source );
  26339. this.parameters = Object.assign( {}, source.parameters );
  26340. return this;
  26341. }
  26342. /**
  26343. * Factory method for creating an instance of this class from the given
  26344. * JSON object.
  26345. *
  26346. * @param {Object} data - A JSON object representing the serialized geometry.
  26347. * @return {LatheGeometry} A new instance.
  26348. */
  26349. static fromJSON( data ) {
  26350. return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );
  26351. }
  26352. }
  26353. /**
  26354. * A geometry class for representing an octahedron.
  26355. *
  26356. * ```js
  26357. * const geometry = new THREE.OctahedronGeometry();
  26358. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26359. * const octahedron = new THREE.Mesh( geometry, material );
  26360. * scene.add( octahedron );
  26361. * ```
  26362. *
  26363. * @augments PolyhedronGeometry
  26364. */
  26365. class OctahedronGeometry extends PolyhedronGeometry {
  26366. /**
  26367. * Constructs a new octahedron geometry.
  26368. *
  26369. * @param {number} [radius=1] - Radius of the octahedron.
  26370. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a octahedron.
  26371. */
  26372. constructor( radius = 1, detail = 0 ) {
  26373. const vertices = [
  26374. 1, 0, 0, -1, 0, 0, 0, 1, 0,
  26375. 0, -1, 0, 0, 0, 1, 0, 0, -1
  26376. ];
  26377. const indices = [
  26378. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  26379. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  26380. 1, 3, 4, 1, 4, 2
  26381. ];
  26382. super( vertices, indices, radius, detail );
  26383. this.type = 'OctahedronGeometry';
  26384. /**
  26385. * Holds the constructor parameters that have been
  26386. * used to generate the geometry. Any modification
  26387. * after instantiation does not change the geometry.
  26388. *
  26389. * @type {Object}
  26390. */
  26391. this.parameters = {
  26392. radius: radius,
  26393. detail: detail
  26394. };
  26395. }
  26396. /**
  26397. * Factory method for creating an instance of this class from the given
  26398. * JSON object.
  26399. *
  26400. * @param {Object} data - A JSON object representing the serialized geometry.
  26401. * @return {OctahedronGeometry} A new instance.
  26402. */
  26403. static fromJSON( data ) {
  26404. return new OctahedronGeometry( data.radius, data.detail );
  26405. }
  26406. }
  26407. /**
  26408. * A geometry class for representing a plane.
  26409. *
  26410. * ```js
  26411. * const geometry = new THREE.PlaneGeometry( 1, 1 );
  26412. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26413. * const plane = new THREE.Mesh( geometry, material );
  26414. * scene.add( plane );
  26415. * ```
  26416. *
  26417. * @augments BufferGeometry
  26418. */
  26419. class PlaneGeometry extends BufferGeometry {
  26420. /**
  26421. * Constructs a new plane geometry.
  26422. *
  26423. * @param {number} [width=1] - The width along the X axis.
  26424. * @param {number} [height=1] - The height along the Y axis
  26425. * @param {number} [widthSegments=1] - The number of segments along the X axis.
  26426. * @param {number} [heightSegments=1] - The number of segments along the Y axis.
  26427. */
  26428. constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {
  26429. super();
  26430. this.type = 'PlaneGeometry';
  26431. /**
  26432. * Holds the constructor parameters that have been
  26433. * used to generate the geometry. Any modification
  26434. * after instantiation does not change the geometry.
  26435. *
  26436. * @type {Object}
  26437. */
  26438. this.parameters = {
  26439. width: width,
  26440. height: height,
  26441. widthSegments: widthSegments,
  26442. heightSegments: heightSegments
  26443. };
  26444. const width_half = width / 2;
  26445. const height_half = height / 2;
  26446. const gridX = Math.floor( widthSegments );
  26447. const gridY = Math.floor( heightSegments );
  26448. const gridX1 = gridX + 1;
  26449. const gridY1 = gridY + 1;
  26450. const segment_width = width / gridX;
  26451. const segment_height = height / gridY;
  26452. //
  26453. const indices = [];
  26454. const vertices = [];
  26455. const normals = [];
  26456. const uvs = [];
  26457. for ( let iy = 0; iy < gridY1; iy ++ ) {
  26458. const y = iy * segment_height - height_half;
  26459. for ( let ix = 0; ix < gridX1; ix ++ ) {
  26460. const x = ix * segment_width - width_half;
  26461. vertices.push( x, - y, 0 );
  26462. normals.push( 0, 0, 1 );
  26463. uvs.push( ix / gridX );
  26464. uvs.push( 1 - ( iy / gridY ) );
  26465. }
  26466. }
  26467. for ( let iy = 0; iy < gridY; iy ++ ) {
  26468. for ( let ix = 0; ix < gridX; ix ++ ) {
  26469. const a = ix + gridX1 * iy;
  26470. const b = ix + gridX1 * ( iy + 1 );
  26471. const c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  26472. const d = ( ix + 1 ) + gridX1 * iy;
  26473. indices.push( a, b, d );
  26474. indices.push( b, c, d );
  26475. }
  26476. }
  26477. this.setIndex( indices );
  26478. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26479. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26480. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26481. }
  26482. copy( source ) {
  26483. super.copy( source );
  26484. this.parameters = Object.assign( {}, source.parameters );
  26485. return this;
  26486. }
  26487. /**
  26488. * Factory method for creating an instance of this class from the given
  26489. * JSON object.
  26490. *
  26491. * @param {Object} data - A JSON object representing the serialized geometry.
  26492. * @return {PlaneGeometry} A new instance.
  26493. */
  26494. static fromJSON( data ) {
  26495. return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );
  26496. }
  26497. }
  26498. /**
  26499. * A class for generating a two-dimensional ring geometry.
  26500. *
  26501. * ```js
  26502. * const geometry = new THREE.RingGeometry( 1, 5, 32 );
  26503. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26504. * const mesh = new THREE.Mesh( geometry, material );
  26505. * scene.add( mesh );
  26506. * ```
  26507. *
  26508. * @augments BufferGeometry
  26509. */
  26510. class RingGeometry extends BufferGeometry {
  26511. /**
  26512. * Constructs a new ring geometry.
  26513. *
  26514. * @param {number} [innerRadius=0.5] - The inner radius of the ring.
  26515. * @param {number} [outerRadius=1] - The outer radius of the ring.
  26516. * @param {number} [thetaSegments=32] - Number of segments. A higher number means the ring will be more round. Minimum is `3`.
  26517. * @param {number} [phiSegments=1] - Number of segments per ring segment. Minimum is `1`.
  26518. * @param {number} [thetaStart=0] - Starting angle in radians.
  26519. * @param {number} [thetaLength=Math.PI*2] - Central angle in radians.
  26520. */
  26521. constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  26522. super();
  26523. this.type = 'RingGeometry';
  26524. /**
  26525. * Holds the constructor parameters that have been
  26526. * used to generate the geometry. Any modification
  26527. * after instantiation does not change the geometry.
  26528. *
  26529. * @type {Object}
  26530. */
  26531. this.parameters = {
  26532. innerRadius: innerRadius,
  26533. outerRadius: outerRadius,
  26534. thetaSegments: thetaSegments,
  26535. phiSegments: phiSegments,
  26536. thetaStart: thetaStart,
  26537. thetaLength: thetaLength
  26538. };
  26539. thetaSegments = Math.max( 3, thetaSegments );
  26540. phiSegments = Math.max( 1, phiSegments );
  26541. // buffers
  26542. const indices = [];
  26543. const vertices = [];
  26544. const normals = [];
  26545. const uvs = [];
  26546. // some helper variables
  26547. let radius = innerRadius;
  26548. const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  26549. const vertex = new Vector3();
  26550. const uv = new Vector2();
  26551. // generate vertices, normals and uvs
  26552. for ( let j = 0; j <= phiSegments; j ++ ) {
  26553. for ( let i = 0; i <= thetaSegments; i ++ ) {
  26554. // values are generate from the inside of the ring to the outside
  26555. const segment = thetaStart + i / thetaSegments * thetaLength;
  26556. // vertex
  26557. vertex.x = radius * Math.cos( segment );
  26558. vertex.y = radius * Math.sin( segment );
  26559. vertices.push( vertex.x, vertex.y, vertex.z );
  26560. // normal
  26561. normals.push( 0, 0, 1 );
  26562. // uv
  26563. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  26564. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  26565. uvs.push( uv.x, uv.y );
  26566. }
  26567. // increase the radius for next row of vertices
  26568. radius += radiusStep;
  26569. }
  26570. // indices
  26571. for ( let j = 0; j < phiSegments; j ++ ) {
  26572. const thetaSegmentLevel = j * ( thetaSegments + 1 );
  26573. for ( let i = 0; i < thetaSegments; i ++ ) {
  26574. const segment = i + thetaSegmentLevel;
  26575. const a = segment;
  26576. const b = segment + thetaSegments + 1;
  26577. const c = segment + thetaSegments + 2;
  26578. const d = segment + 1;
  26579. // faces
  26580. indices.push( a, b, d );
  26581. indices.push( b, c, d );
  26582. }
  26583. }
  26584. // build geometry
  26585. this.setIndex( indices );
  26586. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26587. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26588. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26589. }
  26590. copy( source ) {
  26591. super.copy( source );
  26592. this.parameters = Object.assign( {}, source.parameters );
  26593. return this;
  26594. }
  26595. /**
  26596. * Factory method for creating an instance of this class from the given
  26597. * JSON object.
  26598. *
  26599. * @param {Object} data - A JSON object representing the serialized geometry.
  26600. * @return {RingGeometry} A new instance.
  26601. */
  26602. static fromJSON( data ) {
  26603. return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );
  26604. }
  26605. }
  26606. /**
  26607. * Creates an one-sided polygonal geometry from one or more path shapes.
  26608. *
  26609. * ```js
  26610. * const arcShape = new THREE.Shape()
  26611. * .moveTo( 5, 1 )
  26612. * .absarc( 1, 1, 4, 0, Math.PI * 2, false );
  26613. *
  26614. * const geometry = new THREE.ShapeGeometry( arcShape );
  26615. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00, side: THREE.DoubleSide } );
  26616. * const mesh = new THREE.Mesh( geometry, material ) ;
  26617. * scene.add( mesh );
  26618. * ```
  26619. *
  26620. * @augments BufferGeometry
  26621. */
  26622. class ShapeGeometry extends BufferGeometry {
  26623. /**
  26624. * Constructs a new shape geometry.
  26625. *
  26626. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  26627. * @param {number} [curveSegments=12] - Number of segments per shape.
  26628. */
  26629. constructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( -0.5, -0.5 ), new Vector2( 0.5, -0.5 ) ] ), curveSegments = 12 ) {
  26630. super();
  26631. this.type = 'ShapeGeometry';
  26632. /**
  26633. * Holds the constructor parameters that have been
  26634. * used to generate the geometry. Any modification
  26635. * after instantiation does not change the geometry.
  26636. *
  26637. * @type {Object}
  26638. */
  26639. this.parameters = {
  26640. shapes: shapes,
  26641. curveSegments: curveSegments
  26642. };
  26643. // buffers
  26644. const indices = [];
  26645. const vertices = [];
  26646. const normals = [];
  26647. const uvs = [];
  26648. // helper variables
  26649. let groupStart = 0;
  26650. let groupCount = 0;
  26651. // allow single and array values for "shapes" parameter
  26652. if ( Array.isArray( shapes ) === false ) {
  26653. addShape( shapes );
  26654. } else {
  26655. for ( let i = 0; i < shapes.length; i ++ ) {
  26656. addShape( shapes[ i ] );
  26657. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  26658. groupStart += groupCount;
  26659. groupCount = 0;
  26660. }
  26661. }
  26662. // build geometry
  26663. this.setIndex( indices );
  26664. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26665. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26666. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26667. // helper functions
  26668. function addShape( shape ) {
  26669. const indexOffset = vertices.length / 3;
  26670. const points = shape.extractPoints( curveSegments );
  26671. let shapeVertices = points.shape;
  26672. const shapeHoles = points.holes;
  26673. // check direction of vertices
  26674. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  26675. shapeVertices = shapeVertices.reverse();
  26676. }
  26677. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26678. const shapeHole = shapeHoles[ i ];
  26679. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  26680. shapeHoles[ i ] = shapeHole.reverse();
  26681. }
  26682. }
  26683. const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  26684. // join vertices of inner and outer paths to a single array
  26685. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26686. const shapeHole = shapeHoles[ i ];
  26687. shapeVertices = shapeVertices.concat( shapeHole );
  26688. }
  26689. // vertices, normals, uvs
  26690. for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {
  26691. const vertex = shapeVertices[ i ];
  26692. vertices.push( vertex.x, vertex.y, 0 );
  26693. normals.push( 0, 0, 1 );
  26694. uvs.push( vertex.x, vertex.y ); // world uvs
  26695. }
  26696. // indices
  26697. for ( let i = 0, l = faces.length; i < l; i ++ ) {
  26698. const face = faces[ i ];
  26699. const a = face[ 0 ] + indexOffset;
  26700. const b = face[ 1 ] + indexOffset;
  26701. const c = face[ 2 ] + indexOffset;
  26702. indices.push( a, b, c );
  26703. groupCount += 3;
  26704. }
  26705. }
  26706. }
  26707. copy( source ) {
  26708. super.copy( source );
  26709. this.parameters = Object.assign( {}, source.parameters );
  26710. return this;
  26711. }
  26712. toJSON() {
  26713. const data = super.toJSON();
  26714. const shapes = this.parameters.shapes;
  26715. return toJSON( shapes, data );
  26716. }
  26717. /**
  26718. * Factory method for creating an instance of this class from the given
  26719. * JSON object.
  26720. *
  26721. * @param {Object} data - A JSON object representing the serialized geometry.
  26722. * @param {Array<Shape>} shapes - An array of shapes.
  26723. * @return {ShapeGeometry} A new instance.
  26724. */
  26725. static fromJSON( data, shapes ) {
  26726. const geometryShapes = [];
  26727. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  26728. const shape = shapes[ data.shapes[ j ] ];
  26729. geometryShapes.push( shape );
  26730. }
  26731. return new ShapeGeometry( geometryShapes, data.curveSegments );
  26732. }
  26733. }
  26734. function toJSON( shapes, data ) {
  26735. data.shapes = [];
  26736. if ( Array.isArray( shapes ) ) {
  26737. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  26738. const shape = shapes[ i ];
  26739. data.shapes.push( shape.uuid );
  26740. }
  26741. } else {
  26742. data.shapes.push( shapes.uuid );
  26743. }
  26744. return data;
  26745. }
  26746. /**
  26747. * A class for generating a sphere geometry.
  26748. *
  26749. * ```js
  26750. * const geometry = new THREE.SphereGeometry( 15, 32, 16 );
  26751. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26752. * const sphere = new THREE.Mesh( geometry, material );
  26753. * scene.add( sphere );
  26754. * ```
  26755. *
  26756. * @augments BufferGeometry
  26757. */
  26758. class SphereGeometry extends BufferGeometry {
  26759. /**
  26760. * Constructs a new sphere geometry.
  26761. *
  26762. * @param {number} [radius=1] - The sphere radius.
  26763. * @param {number} [widthSegments=32] - The number of horizontal segments. Minimum value is `3`.
  26764. * @param {number} [heightSegments=16] - The number of vertical segments. Minimum value is `2`.
  26765. * @param {number} [phiStart=0] - The horizontal starting angle in radians.
  26766. * @param {number} [phiLength=Math.PI*2] - The horizontal sweep angle size.
  26767. * @param {number} [thetaStart=0] - The vertical starting angle in radians.
  26768. * @param {number} [thetaLength=Math.PI] - The vertical sweep angle size.
  26769. */
  26770. constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {
  26771. super();
  26772. this.type = 'SphereGeometry';
  26773. /**
  26774. * Holds the constructor parameters that have been
  26775. * used to generate the geometry. Any modification
  26776. * after instantiation does not change the geometry.
  26777. *
  26778. * @type {Object}
  26779. */
  26780. this.parameters = {
  26781. radius: radius,
  26782. widthSegments: widthSegments,
  26783. heightSegments: heightSegments,
  26784. phiStart: phiStart,
  26785. phiLength: phiLength,
  26786. thetaStart: thetaStart,
  26787. thetaLength: thetaLength
  26788. };
  26789. widthSegments = Math.max( 3, Math.floor( widthSegments ) );
  26790. heightSegments = Math.max( 2, Math.floor( heightSegments ) );
  26791. const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  26792. let index = 0;
  26793. const grid = [];
  26794. const vertex = new Vector3();
  26795. const normal = new Vector3();
  26796. // buffers
  26797. const indices = [];
  26798. const vertices = [];
  26799. const normals = [];
  26800. const uvs = [];
  26801. // generate vertices, normals and uvs
  26802. for ( let iy = 0; iy <= heightSegments; iy ++ ) {
  26803. const verticesRow = [];
  26804. const v = iy / heightSegments;
  26805. // special case for the poles
  26806. let uOffset = 0;
  26807. if ( iy === 0 && thetaStart === 0 ) {
  26808. uOffset = 0.5 / widthSegments;
  26809. } else if ( iy === heightSegments && thetaEnd === Math.PI ) {
  26810. uOffset = -0.5 / widthSegments;
  26811. }
  26812. for ( let ix = 0; ix <= widthSegments; ix ++ ) {
  26813. const u = ix / widthSegments;
  26814. // vertex
  26815. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  26816. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  26817. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  26818. vertices.push( vertex.x, vertex.y, vertex.z );
  26819. // normal
  26820. normal.copy( vertex ).normalize();
  26821. normals.push( normal.x, normal.y, normal.z );
  26822. // uv
  26823. uvs.push( u + uOffset, 1 - v );
  26824. verticesRow.push( index ++ );
  26825. }
  26826. grid.push( verticesRow );
  26827. }
  26828. // indices
  26829. for ( let iy = 0; iy < heightSegments; iy ++ ) {
  26830. for ( let ix = 0; ix < widthSegments; ix ++ ) {
  26831. const a = grid[ iy ][ ix + 1 ];
  26832. const b = grid[ iy ][ ix ];
  26833. const c = grid[ iy + 1 ][ ix ];
  26834. const d = grid[ iy + 1 ][ ix + 1 ];
  26835. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  26836. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  26837. }
  26838. }
  26839. // build geometry
  26840. this.setIndex( indices );
  26841. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26842. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26843. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26844. }
  26845. copy( source ) {
  26846. super.copy( source );
  26847. this.parameters = Object.assign( {}, source.parameters );
  26848. return this;
  26849. }
  26850. /**
  26851. * Factory method for creating an instance of this class from the given
  26852. * JSON object.
  26853. *
  26854. * @param {Object} data - A JSON object representing the serialized geometry.
  26855. * @return {SphereGeometry} A new instance.
  26856. */
  26857. static fromJSON( data ) {
  26858. return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );
  26859. }
  26860. }
  26861. /**
  26862. * A geometry class for representing an tetrahedron.
  26863. *
  26864. * ```js
  26865. * const geometry = new THREE.TetrahedronGeometry();
  26866. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26867. * const tetrahedron = new THREE.Mesh( geometry, material );
  26868. * scene.add( tetrahedron );
  26869. * ```
  26870. *
  26871. * @augments PolyhedronGeometry
  26872. */
  26873. class TetrahedronGeometry extends PolyhedronGeometry {
  26874. /**
  26875. * Constructs a new tetrahedron geometry.
  26876. *
  26877. * @param {number} [radius=1] - Radius of the tetrahedron.
  26878. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a tetrahedron.
  26879. */
  26880. constructor( radius = 1, detail = 0 ) {
  26881. const vertices = [
  26882. 1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1
  26883. ];
  26884. const indices = [
  26885. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  26886. ];
  26887. super( vertices, indices, radius, detail );
  26888. this.type = 'TetrahedronGeometry';
  26889. /**
  26890. * Holds the constructor parameters that have been
  26891. * used to generate the geometry. Any modification
  26892. * after instantiation does not change the geometry.
  26893. *
  26894. * @type {Object}
  26895. */
  26896. this.parameters = {
  26897. radius: radius,
  26898. detail: detail
  26899. };
  26900. }
  26901. /**
  26902. * Factory method for creating an instance of this class from the given
  26903. * JSON object.
  26904. *
  26905. * @param {Object} data - A JSON object representing the serialized geometry.
  26906. * @return {TetrahedronGeometry} A new instance.
  26907. */
  26908. static fromJSON( data ) {
  26909. return new TetrahedronGeometry( data.radius, data.detail );
  26910. }
  26911. }
  26912. /**
  26913. * A geometry class for representing an torus.
  26914. *
  26915. * ```js
  26916. * const geometry = new THREE.TorusGeometry( 10, 3, 16, 100 );
  26917. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26918. * const torus = new THREE.Mesh( geometry, material );
  26919. * scene.add( torus );
  26920. * ```
  26921. *
  26922. * @augments BufferGeometry
  26923. */
  26924. class TorusGeometry extends BufferGeometry {
  26925. /**
  26926. * Constructs a new torus geometry.
  26927. *
  26928. * @param {number} [radius=1] - Radius of the torus, from the center of the torus to the center of the tube.
  26929. * @param {number} [tube=0.4] - Radius of the tube. Must be smaller than `radius`.
  26930. * @param {number} [radialSegments=12] - The number of radial segments.
  26931. * @param {number} [tubularSegments=48] - The number of tubular segments.
  26932. * @param {number} [arc=Math.PI*2] - Central angle in radians.
  26933. */
  26934. constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2 ) {
  26935. super();
  26936. this.type = 'TorusGeometry';
  26937. /**
  26938. * Holds the constructor parameters that have been
  26939. * used to generate the geometry. Any modification
  26940. * after instantiation does not change the geometry.
  26941. *
  26942. * @type {Object}
  26943. */
  26944. this.parameters = {
  26945. radius: radius,
  26946. tube: tube,
  26947. radialSegments: radialSegments,
  26948. tubularSegments: tubularSegments,
  26949. arc: arc
  26950. };
  26951. radialSegments = Math.floor( radialSegments );
  26952. tubularSegments = Math.floor( tubularSegments );
  26953. // buffers
  26954. const indices = [];
  26955. const vertices = [];
  26956. const normals = [];
  26957. const uvs = [];
  26958. // helper variables
  26959. const center = new Vector3();
  26960. const vertex = new Vector3();
  26961. const normal = new Vector3();
  26962. // generate vertices, normals and uvs
  26963. for ( let j = 0; j <= radialSegments; j ++ ) {
  26964. for ( let i = 0; i <= tubularSegments; i ++ ) {
  26965. const u = i / tubularSegments * arc;
  26966. const v = j / radialSegments * Math.PI * 2;
  26967. // vertex
  26968. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  26969. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  26970. vertex.z = tube * Math.sin( v );
  26971. vertices.push( vertex.x, vertex.y, vertex.z );
  26972. // normal
  26973. center.x = radius * Math.cos( u );
  26974. center.y = radius * Math.sin( u );
  26975. normal.subVectors( vertex, center ).normalize();
  26976. normals.push( normal.x, normal.y, normal.z );
  26977. // uv
  26978. uvs.push( i / tubularSegments );
  26979. uvs.push( j / radialSegments );
  26980. }
  26981. }
  26982. // generate indices
  26983. for ( let j = 1; j <= radialSegments; j ++ ) {
  26984. for ( let i = 1; i <= tubularSegments; i ++ ) {
  26985. // indices
  26986. const a = ( tubularSegments + 1 ) * j + i - 1;
  26987. const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  26988. const c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  26989. const d = ( tubularSegments + 1 ) * j + i;
  26990. // faces
  26991. indices.push( a, b, d );
  26992. indices.push( b, c, d );
  26993. }
  26994. }
  26995. // build geometry
  26996. this.setIndex( indices );
  26997. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26998. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26999. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27000. }
  27001. copy( source ) {
  27002. super.copy( source );
  27003. this.parameters = Object.assign( {}, source.parameters );
  27004. return this;
  27005. }
  27006. /**
  27007. * Factory method for creating an instance of this class from the given
  27008. * JSON object.
  27009. *
  27010. * @param {Object} data - A JSON object representing the serialized geometry.
  27011. * @return {TorusGeometry} A new instance.
  27012. */
  27013. static fromJSON( data ) {
  27014. return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );
  27015. }
  27016. }
  27017. /**
  27018. * Creates a torus knot, the particular shape of which is defined by a pair
  27019. * of coprime integers, p and q. If p and q are not coprime, the result will
  27020. * be a torus link.
  27021. *
  27022. * ```js
  27023. * const geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 );
  27024. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27025. * const torusKnot = new THREE.Mesh( geometry, material );
  27026. * scene.add( torusKnot );
  27027. * ```
  27028. *
  27029. * @augments BufferGeometry
  27030. */
  27031. class TorusKnotGeometry extends BufferGeometry {
  27032. /**
  27033. * Constructs a new torus knot geometry.
  27034. *
  27035. * @param {number} [radius=1] - Radius of the torus knot.
  27036. * @param {number} [tube=0.4] - Radius of the tube.
  27037. * @param {number} [tubularSegments=64] - The number of tubular segments.
  27038. * @param {number} [radialSegments=8] - The number of radial segments.
  27039. * @param {number} [p=2] - This value determines, how many times the geometry winds around its axis of rotational symmetry.
  27040. * @param {number} [q=3] - This value determines, how many times the geometry winds around a circle in the interior of the torus.
  27041. */
  27042. constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {
  27043. super();
  27044. this.type = 'TorusKnotGeometry';
  27045. /**
  27046. * Holds the constructor parameters that have been
  27047. * used to generate the geometry. Any modification
  27048. * after instantiation does not change the geometry.
  27049. *
  27050. * @type {Object}
  27051. */
  27052. this.parameters = {
  27053. radius: radius,
  27054. tube: tube,
  27055. tubularSegments: tubularSegments,
  27056. radialSegments: radialSegments,
  27057. p: p,
  27058. q: q
  27059. };
  27060. tubularSegments = Math.floor( tubularSegments );
  27061. radialSegments = Math.floor( radialSegments );
  27062. // buffers
  27063. const indices = [];
  27064. const vertices = [];
  27065. const normals = [];
  27066. const uvs = [];
  27067. // helper variables
  27068. const vertex = new Vector3();
  27069. const normal = new Vector3();
  27070. const P1 = new Vector3();
  27071. const P2 = new Vector3();
  27072. const B = new Vector3();
  27073. const T = new Vector3();
  27074. const N = new Vector3();
  27075. // generate vertices, normals and uvs
  27076. for ( let i = 0; i <= tubularSegments; ++ i ) {
  27077. // the radian "u" is used to calculate the position on the torus curve of the current tubular segment
  27078. const u = i / tubularSegments * p * Math.PI * 2;
  27079. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  27080. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  27081. calculatePositionOnCurve( u, p, q, radius, P1 );
  27082. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  27083. // calculate orthonormal basis
  27084. T.subVectors( P2, P1 );
  27085. N.addVectors( P2, P1 );
  27086. B.crossVectors( T, N );
  27087. N.crossVectors( B, T );
  27088. // normalize B, N. T can be ignored, we don't use it
  27089. B.normalize();
  27090. N.normalize();
  27091. for ( let j = 0; j <= radialSegments; ++ j ) {
  27092. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  27093. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  27094. const v = j / radialSegments * Math.PI * 2;
  27095. const cx = - tube * Math.cos( v );
  27096. const cy = tube * Math.sin( v );
  27097. // now calculate the final vertex position.
  27098. // first we orient the extrusion with our basis vectors, then we add it to the current position on the curve
  27099. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  27100. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  27101. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  27102. vertices.push( vertex.x, vertex.y, vertex.z );
  27103. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  27104. normal.subVectors( vertex, P1 ).normalize();
  27105. normals.push( normal.x, normal.y, normal.z );
  27106. // uv
  27107. uvs.push( i / tubularSegments );
  27108. uvs.push( j / radialSegments );
  27109. }
  27110. }
  27111. // generate indices
  27112. for ( let j = 1; j <= tubularSegments; j ++ ) {
  27113. for ( let i = 1; i <= radialSegments; i ++ ) {
  27114. // indices
  27115. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  27116. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  27117. const c = ( radialSegments + 1 ) * j + i;
  27118. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  27119. // faces
  27120. indices.push( a, b, d );
  27121. indices.push( b, c, d );
  27122. }
  27123. }
  27124. // build geometry
  27125. this.setIndex( indices );
  27126. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27127. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27128. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27129. // this function calculates the current position on the torus curve
  27130. function calculatePositionOnCurve( u, p, q, radius, position ) {
  27131. const cu = Math.cos( u );
  27132. const su = Math.sin( u );
  27133. const quOverP = q / p * u;
  27134. const cs = Math.cos( quOverP );
  27135. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  27136. position.y = radius * ( 2 + cs ) * su * 0.5;
  27137. position.z = radius * Math.sin( quOverP ) * 0.5;
  27138. }
  27139. }
  27140. copy( source ) {
  27141. super.copy( source );
  27142. this.parameters = Object.assign( {}, source.parameters );
  27143. return this;
  27144. }
  27145. /**
  27146. * Factory method for creating an instance of this class from the given
  27147. * JSON object.
  27148. *
  27149. * @param {Object} data - A JSON object representing the serialized geometry.
  27150. * @return {TorusKnotGeometry} A new instance.
  27151. */
  27152. static fromJSON( data ) {
  27153. return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );
  27154. }
  27155. }
  27156. /**
  27157. * Creates a tube that extrudes along a 3D curve.
  27158. *
  27159. * ```js
  27160. * class CustomSinCurve extends THREE.Curve {
  27161. *
  27162. * getPoint( t, optionalTarget = new THREE.Vector3() ) {
  27163. *
  27164. * const tx = t * 3 - 1.5;
  27165. * const ty = Math.sin( 2 * Math.PI * t );
  27166. * const tz = 0;
  27167. *
  27168. * return optionalTarget.set( tx, ty, tz );
  27169. * }
  27170. *
  27171. * }
  27172. *
  27173. * const path = new CustomSinCurve( 10 );
  27174. * const geometry = new THREE.TubeGeometry( path, 20, 2, 8, false );
  27175. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  27176. * const mesh = new THREE.Mesh( geometry, material );
  27177. * scene.add( mesh );
  27178. * ```
  27179. *
  27180. * @augments BufferGeometry
  27181. */
  27182. class TubeGeometry extends BufferGeometry {
  27183. /**
  27184. * Constructs a new tube geometry.
  27185. *
  27186. * @param {Curve} [path=QuadraticBezierCurve3] - A 3D curve defining the path of the tube.
  27187. * @param {number} [tubularSegments=64] - The number of segments that make up the tube.
  27188. * @param {number} [radius=1] -The radius of the tube.
  27189. * @param {number} [radialSegments=8] - The number of segments that make up the cross-section.
  27190. * @param {boolean} [closed=false] - Whether the tube is closed or not.
  27191. */
  27192. constructor( path = new QuadraticBezierCurve3( new Vector3( -1, -1, 0 ), new Vector3( -1, 1, 0 ), new Vector3( 1, 1, 0 ) ), tubularSegments = 64, radius = 1, radialSegments = 8, closed = false ) {
  27193. super();
  27194. this.type = 'TubeGeometry';
  27195. /**
  27196. * Holds the constructor parameters that have been
  27197. * used to generate the geometry. Any modification
  27198. * after instantiation does not change the geometry.
  27199. *
  27200. * @type {Object}
  27201. */
  27202. this.parameters = {
  27203. path: path,
  27204. tubularSegments: tubularSegments,
  27205. radius: radius,
  27206. radialSegments: radialSegments,
  27207. closed: closed
  27208. };
  27209. const frames = path.computeFrenetFrames( tubularSegments, closed );
  27210. // expose internals
  27211. this.tangents = frames.tangents;
  27212. this.normals = frames.normals;
  27213. this.binormals = frames.binormals;
  27214. // helper variables
  27215. const vertex = new Vector3();
  27216. const normal = new Vector3();
  27217. const uv = new Vector2();
  27218. let P = new Vector3();
  27219. // buffer
  27220. const vertices = [];
  27221. const normals = [];
  27222. const uvs = [];
  27223. const indices = [];
  27224. // create buffer data
  27225. generateBufferData();
  27226. // build geometry
  27227. this.setIndex( indices );
  27228. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27229. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27230. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27231. // functions
  27232. function generateBufferData() {
  27233. for ( let i = 0; i < tubularSegments; i ++ ) {
  27234. generateSegment( i );
  27235. }
  27236. // if the geometry is not closed, generate the last row of vertices and normals
  27237. // at the regular position on the given path
  27238. //
  27239. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  27240. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  27241. // uvs are generated in a separate function.
  27242. // this makes it easy compute correct values for closed geometries
  27243. generateUVs();
  27244. // finally create faces
  27245. generateIndices();
  27246. }
  27247. function generateSegment( i ) {
  27248. // we use getPointAt to sample evenly distributed points from the given path
  27249. P = path.getPointAt( i / tubularSegments, P );
  27250. // retrieve corresponding normal and binormal
  27251. const N = frames.normals[ i ];
  27252. const B = frames.binormals[ i ];
  27253. // generate normals and vertices for the current segment
  27254. for ( let j = 0; j <= radialSegments; j ++ ) {
  27255. const v = j / radialSegments * Math.PI * 2;
  27256. const sin = Math.sin( v );
  27257. const cos = - Math.cos( v );
  27258. // normal
  27259. normal.x = ( cos * N.x + sin * B.x );
  27260. normal.y = ( cos * N.y + sin * B.y );
  27261. normal.z = ( cos * N.z + sin * B.z );
  27262. normal.normalize();
  27263. normals.push( normal.x, normal.y, normal.z );
  27264. // vertex
  27265. vertex.x = P.x + radius * normal.x;
  27266. vertex.y = P.y + radius * normal.y;
  27267. vertex.z = P.z + radius * normal.z;
  27268. vertices.push( vertex.x, vertex.y, vertex.z );
  27269. }
  27270. }
  27271. function generateIndices() {
  27272. for ( let j = 1; j <= tubularSegments; j ++ ) {
  27273. for ( let i = 1; i <= radialSegments; i ++ ) {
  27274. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  27275. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  27276. const c = ( radialSegments + 1 ) * j + i;
  27277. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  27278. // faces
  27279. indices.push( a, b, d );
  27280. indices.push( b, c, d );
  27281. }
  27282. }
  27283. }
  27284. function generateUVs() {
  27285. for ( let i = 0; i <= tubularSegments; i ++ ) {
  27286. for ( let j = 0; j <= radialSegments; j ++ ) {
  27287. uv.x = i / tubularSegments;
  27288. uv.y = j / radialSegments;
  27289. uvs.push( uv.x, uv.y );
  27290. }
  27291. }
  27292. }
  27293. }
  27294. copy( source ) {
  27295. super.copy( source );
  27296. this.parameters = Object.assign( {}, source.parameters );
  27297. return this;
  27298. }
  27299. toJSON() {
  27300. const data = super.toJSON();
  27301. data.path = this.parameters.path.toJSON();
  27302. return data;
  27303. }
  27304. /**
  27305. * Factory method for creating an instance of this class from the given
  27306. * JSON object.
  27307. *
  27308. * @param {Object} data - A JSON object representing the serialized geometry.
  27309. * @return {TubeGeometry} A new instance.
  27310. */
  27311. static fromJSON( data ) {
  27312. // This only works for built-in curves (e.g. CatmullRomCurve3).
  27313. // User defined curves or instances of CurvePath will not be deserialized.
  27314. return new TubeGeometry(
  27315. new Curves[ data.path.type ]().fromJSON( data.path ),
  27316. data.tubularSegments,
  27317. data.radius,
  27318. data.radialSegments,
  27319. data.closed
  27320. );
  27321. }
  27322. }
  27323. /**
  27324. * Can be used as a helper object to visualize a geometry as a wireframe.
  27325. *
  27326. * ```js
  27327. * const geometry = new THREE.SphereGeometry();
  27328. *
  27329. * const wireframe = new THREE.WireframeGeometry( geometry );
  27330. *
  27331. * const line = new THREE.LineSegments( wireframe );
  27332. * line.material.depthWrite = false;
  27333. * line.material.opacity = 0.25;
  27334. * line.material.transparent = true;
  27335. *
  27336. * scene.add( line );
  27337. * ```
  27338. *
  27339. * Note: It is not yet possible to serialize/deserialize instances of this class.
  27340. *
  27341. * @augments BufferGeometry
  27342. */
  27343. class WireframeGeometry extends BufferGeometry {
  27344. /**
  27345. * Constructs a new wireframe geometry.
  27346. *
  27347. * @param {?BufferGeometry} [geometry=null] - The geometry.
  27348. */
  27349. constructor( geometry = null ) {
  27350. super();
  27351. this.type = 'WireframeGeometry';
  27352. /**
  27353. * Holds the constructor parameters that have been
  27354. * used to generate the geometry. Any modification
  27355. * after instantiation does not change the geometry.
  27356. *
  27357. * @type {Object}
  27358. */
  27359. this.parameters = {
  27360. geometry: geometry
  27361. };
  27362. if ( geometry !== null ) {
  27363. // buffer
  27364. const vertices = [];
  27365. const edges = new Set();
  27366. // helper variables
  27367. const start = new Vector3();
  27368. const end = new Vector3();
  27369. if ( geometry.index !== null ) {
  27370. // indexed BufferGeometry
  27371. const position = geometry.attributes.position;
  27372. const indices = geometry.index;
  27373. let groups = geometry.groups;
  27374. if ( groups.length === 0 ) {
  27375. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  27376. }
  27377. // create a data structure that contains all edges without duplicates
  27378. for ( let o = 0, ol = groups.length; o < ol; ++ o ) {
  27379. const group = groups[ o ];
  27380. const groupStart = group.start;
  27381. const groupCount = group.count;
  27382. for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {
  27383. for ( let j = 0; j < 3; j ++ ) {
  27384. const index1 = indices.getX( i + j );
  27385. const index2 = indices.getX( i + ( j + 1 ) % 3 );
  27386. start.fromBufferAttribute( position, index1 );
  27387. end.fromBufferAttribute( position, index2 );
  27388. if ( isUniqueEdge( start, end, edges ) === true ) {
  27389. vertices.push( start.x, start.y, start.z );
  27390. vertices.push( end.x, end.y, end.z );
  27391. }
  27392. }
  27393. }
  27394. }
  27395. } else {
  27396. // non-indexed BufferGeometry
  27397. const position = geometry.attributes.position;
  27398. for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  27399. for ( let j = 0; j < 3; j ++ ) {
  27400. // three edges per triangle, an edge is represented as (index1, index2)
  27401. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  27402. const index1 = 3 * i + j;
  27403. const index2 = 3 * i + ( ( j + 1 ) % 3 );
  27404. start.fromBufferAttribute( position, index1 );
  27405. end.fromBufferAttribute( position, index2 );
  27406. if ( isUniqueEdge( start, end, edges ) === true ) {
  27407. vertices.push( start.x, start.y, start.z );
  27408. vertices.push( end.x, end.y, end.z );
  27409. }
  27410. }
  27411. }
  27412. }
  27413. // build geometry
  27414. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27415. }
  27416. }
  27417. copy( source ) {
  27418. super.copy( source );
  27419. this.parameters = Object.assign( {}, source.parameters );
  27420. return this;
  27421. }
  27422. }
  27423. function isUniqueEdge( start, end, edges ) {
  27424. const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;
  27425. const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge
  27426. if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {
  27427. return false;
  27428. } else {
  27429. edges.add( hash1 );
  27430. edges.add( hash2 );
  27431. return true;
  27432. }
  27433. }
  27434. var Geometries = /*#__PURE__*/Object.freeze({
  27435. __proto__: null,
  27436. BoxGeometry: BoxGeometry,
  27437. CapsuleGeometry: CapsuleGeometry,
  27438. CircleGeometry: CircleGeometry,
  27439. ConeGeometry: ConeGeometry,
  27440. CylinderGeometry: CylinderGeometry,
  27441. DodecahedronGeometry: DodecahedronGeometry,
  27442. EdgesGeometry: EdgesGeometry,
  27443. ExtrudeGeometry: ExtrudeGeometry,
  27444. IcosahedronGeometry: IcosahedronGeometry,
  27445. LatheGeometry: LatheGeometry,
  27446. OctahedronGeometry: OctahedronGeometry,
  27447. PlaneGeometry: PlaneGeometry,
  27448. PolyhedronGeometry: PolyhedronGeometry,
  27449. RingGeometry: RingGeometry,
  27450. ShapeGeometry: ShapeGeometry,
  27451. SphereGeometry: SphereGeometry,
  27452. TetrahedronGeometry: TetrahedronGeometry,
  27453. TorusGeometry: TorusGeometry,
  27454. TorusKnotGeometry: TorusKnotGeometry,
  27455. TubeGeometry: TubeGeometry,
  27456. WireframeGeometry: WireframeGeometry
  27457. });
  27458. /**
  27459. * This material can receive shadows, but otherwise is completely transparent.
  27460. *
  27461. * ```js
  27462. * const geometry = new THREE.PlaneGeometry( 2000, 2000 );
  27463. * geometry.rotateX( - Math.PI / 2 );
  27464. *
  27465. * const material = new THREE.ShadowMaterial();
  27466. * material.opacity = 0.2;
  27467. *
  27468. * const plane = new THREE.Mesh( geometry, material );
  27469. * plane.position.y = -200;
  27470. * plane.receiveShadow = true;
  27471. * scene.add( plane );
  27472. * ```
  27473. *
  27474. * @augments Material
  27475. */
  27476. class ShadowMaterial extends Material {
  27477. /**
  27478. * Constructs a new shadow material.
  27479. *
  27480. * @param {Object} [parameters] - An object with one or more properties
  27481. * defining the material's appearance. Any property of the material
  27482. * (including any property from inherited materials) can be passed
  27483. * in here. Color values can be passed any type of value accepted
  27484. * by {@link Color#set}.
  27485. */
  27486. constructor( parameters ) {
  27487. super();
  27488. /**
  27489. * This flag can be used for type testing.
  27490. *
  27491. * @type {boolean}
  27492. * @readonly
  27493. * @default true
  27494. */
  27495. this.isShadowMaterial = true;
  27496. this.type = 'ShadowMaterial';
  27497. /**
  27498. * Color of the material.
  27499. *
  27500. * @type {Color}
  27501. * @default (0,0,0)
  27502. */
  27503. this.color = new Color( 0x000000 );
  27504. /**
  27505. * Overwritten since shadow materials are transparent
  27506. * by default.
  27507. *
  27508. * @type {boolean}
  27509. * @default true
  27510. */
  27511. this.transparent = true;
  27512. /**
  27513. * Whether the material is affected by fog or not.
  27514. *
  27515. * @type {boolean}
  27516. * @default true
  27517. */
  27518. this.fog = true;
  27519. this.setValues( parameters );
  27520. }
  27521. copy( source ) {
  27522. super.copy( source );
  27523. this.color.copy( source.color );
  27524. this.fog = source.fog;
  27525. return this;
  27526. }
  27527. }
  27528. /**
  27529. * This class works just like {@link ShaderMaterial}, except that definitions
  27530. * of built-in uniforms and attributes are not automatically prepended to the
  27531. * GLSL shader code.
  27532. *
  27533. * `RawShaderMaterial` can only be used with {@link WebGLRenderer}.
  27534. *
  27535. * @augments ShaderMaterial
  27536. */
  27537. class RawShaderMaterial extends ShaderMaterial {
  27538. /**
  27539. * Constructs a new raw shader material.
  27540. *
  27541. * @param {Object} [parameters] - An object with one or more properties
  27542. * defining the material's appearance. Any property of the material
  27543. * (including any property from inherited materials) can be passed
  27544. * in here. Color values can be passed any type of value accepted
  27545. * by {@link Color#set}.
  27546. */
  27547. constructor( parameters ) {
  27548. super( parameters );
  27549. /**
  27550. * This flag can be used for type testing.
  27551. *
  27552. * @type {boolean}
  27553. * @readonly
  27554. * @default true
  27555. */
  27556. this.isRawShaderMaterial = true;
  27557. this.type = 'RawShaderMaterial';
  27558. }
  27559. }
  27560. /**
  27561. * A standard physically based material, using Metallic-Roughness workflow.
  27562. *
  27563. * Physically based rendering (PBR) has recently become the standard in many
  27564. * 3D applications, such as [Unity]{@link https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/},
  27565. * [Unreal]{@link https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/} and
  27566. * [3D Studio Max]{@link http://area.autodesk.com/blogs/the-3ds-max-blog/what039s-new-for-rendering-in-3ds-max-2017}.
  27567. *
  27568. * This approach differs from older approaches in that instead of using
  27569. * approximations for the way in which light interacts with a surface, a
  27570. * physically correct model is used. The idea is that, instead of tweaking
  27571. * materials to look good under specific lighting, a material can be created
  27572. * that will react 'correctly' under all lighting scenarios.
  27573. *
  27574. * In practice this gives a more accurate and realistic looking result than
  27575. * the {@link MeshLambertMaterial} or {@link MeshPhongMaterial}, at the cost of
  27576. * being somewhat more computationally expensive. `MeshStandardMaterial` uses per-fragment
  27577. * shading.
  27578. *
  27579. * Note that for best results you should always specify an environment map when using this material.
  27580. *
  27581. * For a non-technical introduction to the concept of PBR and how to set up a
  27582. * PBR material, check out these articles by the people at [marmoset]{@link https://www.marmoset.co}:
  27583. *
  27584. * - [Basic Theory of Physically Based Rendering]{@link https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/}
  27585. * - [Physically Based Rendering and You Can Too]{@link https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/}
  27586. *
  27587. * Technical details of the approach used in three.js (and most other PBR systems) can be found is this
  27588. * [paper from Disney]{@link https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf}
  27589. * (pdf), by Brent Burley.
  27590. *
  27591. * @augments Material
  27592. */
  27593. class MeshStandardMaterial extends Material {
  27594. /**
  27595. * Constructs a new mesh standard material.
  27596. *
  27597. * @param {Object} [parameters] - An object with one or more properties
  27598. * defining the material's appearance. Any property of the material
  27599. * (including any property from inherited materials) can be passed
  27600. * in here. Color values can be passed any type of value accepted
  27601. * by {@link Color#set}.
  27602. */
  27603. constructor( parameters ) {
  27604. super();
  27605. /**
  27606. * This flag can be used for type testing.
  27607. *
  27608. * @type {boolean}
  27609. * @readonly
  27610. * @default true
  27611. */
  27612. this.isMeshStandardMaterial = true;
  27613. this.type = 'MeshStandardMaterial';
  27614. this.defines = { 'STANDARD': '' };
  27615. /**
  27616. * Color of the material.
  27617. *
  27618. * @type {Color}
  27619. * @default (1,1,1)
  27620. */
  27621. this.color = new Color( 0xffffff ); // diffuse
  27622. /**
  27623. * How rough the material appears. `0.0` means a smooth mirror reflection, `1.0`
  27624. * means fully diffuse. If `roughnessMap` is also provided,
  27625. * both values are multiplied.
  27626. *
  27627. * @type {number}
  27628. * @default 1
  27629. */
  27630. this.roughness = 1.0;
  27631. /**
  27632. * How much the material is like a metal. Non-metallic materials such as wood
  27633. * or stone use `0.0`, metallic use `1.0`, with nothing (usually) in between.
  27634. * A value between `0.0` and `1.0` could be used for a rusty metal look.
  27635. * If `metalnessMap` is also provided, both values are multiplied.
  27636. *
  27637. * @type {number}
  27638. * @default 0
  27639. */
  27640. this.metalness = 0.0;
  27641. /**
  27642. * The color map. May optionally include an alpha channel, typically combined
  27643. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  27644. * color is modulated by the diffuse `color`.
  27645. *
  27646. * @type {?Texture}
  27647. * @default null
  27648. */
  27649. this.map = null;
  27650. /**
  27651. * The light map. Requires a second set of UVs.
  27652. *
  27653. * @type {?Texture}
  27654. * @default null
  27655. */
  27656. this.lightMap = null;
  27657. /**
  27658. * Intensity of the baked light.
  27659. *
  27660. * @type {number}
  27661. * @default 1
  27662. */
  27663. this.lightMapIntensity = 1.0;
  27664. /**
  27665. * The red channel of this texture is used as the ambient occlusion map.
  27666. * Requires a second set of UVs.
  27667. *
  27668. * @type {?Texture}
  27669. * @default null
  27670. */
  27671. this.aoMap = null;
  27672. /**
  27673. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  27674. * disables ambient occlusion. Where intensity is `1` and the AO map's
  27675. * red channel is also `1`, ambient light is fully occluded on a surface.
  27676. *
  27677. * @type {number}
  27678. * @default 1
  27679. */
  27680. this.aoMapIntensity = 1.0;
  27681. /**
  27682. * Emissive (light) color of the material, essentially a solid color
  27683. * unaffected by other lighting.
  27684. *
  27685. * @type {Color}
  27686. * @default (0,0,0)
  27687. */
  27688. this.emissive = new Color( 0x000000 );
  27689. /**
  27690. * Intensity of the emissive light. Modulates the emissive color.
  27691. *
  27692. * @type {number}
  27693. * @default 1
  27694. */
  27695. this.emissiveIntensity = 1.0;
  27696. /**
  27697. * Set emissive (glow) map. The emissive map color is modulated by the
  27698. * emissive color and the emissive intensity. If you have an emissive map,
  27699. * be sure to set the emissive color to something other than black.
  27700. *
  27701. * @type {?Texture}
  27702. * @default null
  27703. */
  27704. this.emissiveMap = null;
  27705. /**
  27706. * The texture to create a bump map. The black and white values map to the
  27707. * perceived depth in relation to the lights. Bump doesn't actually affect
  27708. * the geometry of the object, only the lighting. If a normal map is defined
  27709. * this will be ignored.
  27710. *
  27711. * @type {?Texture}
  27712. * @default null
  27713. */
  27714. this.bumpMap = null;
  27715. /**
  27716. * How much the bump map affects the material. Typical range is `[0,1]`.
  27717. *
  27718. * @type {number}
  27719. * @default 1
  27720. */
  27721. this.bumpScale = 1;
  27722. /**
  27723. * The texture to create a normal map. The RGB values affect the surface
  27724. * normal for each pixel fragment and change the way the color is lit. Normal
  27725. * maps do not change the actual shape of the surface, only the lighting. In
  27726. * case the material has a normal map authored using the left handed
  27727. * convention, the `y` component of `normalScale` should be negated to compensate
  27728. * for the different handedness.
  27729. *
  27730. * @type {?Texture}
  27731. * @default null
  27732. */
  27733. this.normalMap = null;
  27734. /**
  27735. * The type of normal map.
  27736. *
  27737. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  27738. * @default TangentSpaceNormalMap
  27739. */
  27740. this.normalMapType = TangentSpaceNormalMap;
  27741. /**
  27742. * How much the normal map affects the material. Typical value range is `[0,1]`.
  27743. *
  27744. * @type {Vector2}
  27745. * @default (1,1)
  27746. */
  27747. this.normalScale = new Vector2( 1, 1 );
  27748. /**
  27749. * The displacement map affects the position of the mesh's vertices. Unlike
  27750. * other maps which only affect the light and shade of the material the
  27751. * displaced vertices can cast shadows, block other objects, and otherwise
  27752. * act as real geometry. The displacement texture is an image where the value
  27753. * of each pixel (white being the highest) is mapped against, and
  27754. * repositions, the vertices of the mesh.
  27755. *
  27756. * @type {?Texture}
  27757. * @default null
  27758. */
  27759. this.displacementMap = null;
  27760. /**
  27761. * How much the displacement map affects the mesh (where black is no
  27762. * displacement, and white is maximum displacement). Without a displacement
  27763. * map set, this value is not applied.
  27764. *
  27765. * @type {number}
  27766. * @default 0
  27767. */
  27768. this.displacementScale = 1;
  27769. /**
  27770. * The offset of the displacement map's values on the mesh's vertices.
  27771. * The bias is added to the scaled sample of the displacement map.
  27772. * Without a displacement map set, this value is not applied.
  27773. *
  27774. * @type {number}
  27775. * @default 0
  27776. */
  27777. this.displacementBias = 0;
  27778. /**
  27779. * The green channel of this texture is used to alter the roughness of the
  27780. * material.
  27781. *
  27782. * @type {?Texture}
  27783. * @default null
  27784. */
  27785. this.roughnessMap = null;
  27786. /**
  27787. * The blue channel of this texture is used to alter the metalness of the
  27788. * material.
  27789. *
  27790. * @type {?Texture}
  27791. * @default null
  27792. */
  27793. this.metalnessMap = null;
  27794. /**
  27795. * The alpha map is a grayscale texture that controls the opacity across the
  27796. * surface (black: fully transparent; white: fully opaque).
  27797. *
  27798. * Only the color of the texture is used, ignoring the alpha channel if one
  27799. * exists. For RGB and RGBA textures, the renderer will use the green channel
  27800. * when sampling this texture due to the extra bit of precision provided for
  27801. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  27802. * luminance/alpha textures will also still work as expected.
  27803. *
  27804. * @type {?Texture}
  27805. * @default null
  27806. */
  27807. this.alphaMap = null;
  27808. /**
  27809. * The environment map. To ensure a physically correct rendering, environment maps
  27810. * are internally pre-processed with {@link PMREMGenerator}.
  27811. *
  27812. * @type {?Texture}
  27813. * @default null
  27814. */
  27815. this.envMap = null;
  27816. /**
  27817. * The rotation of the environment map in radians.
  27818. *
  27819. * @type {Euler}
  27820. * @default (0,0,0)
  27821. */
  27822. this.envMapRotation = new Euler();
  27823. /**
  27824. * Scales the effect of the environment map by multiplying its color.
  27825. *
  27826. * @type {number}
  27827. * @default 1
  27828. */
  27829. this.envMapIntensity = 1.0;
  27830. /**
  27831. * Renders the geometry as a wireframe.
  27832. *
  27833. * @type {boolean}
  27834. * @default false
  27835. */
  27836. this.wireframe = false;
  27837. /**
  27838. * Controls the thickness of the wireframe.
  27839. *
  27840. * Can only be used with {@link SVGRenderer}.
  27841. *
  27842. * @type {number}
  27843. * @default 1
  27844. */
  27845. this.wireframeLinewidth = 1;
  27846. /**
  27847. * Defines appearance of wireframe ends.
  27848. *
  27849. * Can only be used with {@link SVGRenderer}.
  27850. *
  27851. * @type {('round'|'bevel'|'miter')}
  27852. * @default 'round'
  27853. */
  27854. this.wireframeLinecap = 'round';
  27855. /**
  27856. * Defines appearance of wireframe joints.
  27857. *
  27858. * Can only be used with {@link SVGRenderer}.
  27859. *
  27860. * @type {('round'|'bevel'|'miter')}
  27861. * @default 'round'
  27862. */
  27863. this.wireframeLinejoin = 'round';
  27864. /**
  27865. * Whether the material is rendered with flat shading or not.
  27866. *
  27867. * @type {boolean}
  27868. * @default false
  27869. */
  27870. this.flatShading = false;
  27871. /**
  27872. * Whether the material is affected by fog or not.
  27873. *
  27874. * @type {boolean}
  27875. * @default true
  27876. */
  27877. this.fog = true;
  27878. this.setValues( parameters );
  27879. }
  27880. copy( source ) {
  27881. super.copy( source );
  27882. this.defines = { 'STANDARD': '' };
  27883. this.color.copy( source.color );
  27884. this.roughness = source.roughness;
  27885. this.metalness = source.metalness;
  27886. this.map = source.map;
  27887. this.lightMap = source.lightMap;
  27888. this.lightMapIntensity = source.lightMapIntensity;
  27889. this.aoMap = source.aoMap;
  27890. this.aoMapIntensity = source.aoMapIntensity;
  27891. this.emissive.copy( source.emissive );
  27892. this.emissiveMap = source.emissiveMap;
  27893. this.emissiveIntensity = source.emissiveIntensity;
  27894. this.bumpMap = source.bumpMap;
  27895. this.bumpScale = source.bumpScale;
  27896. this.normalMap = source.normalMap;
  27897. this.normalMapType = source.normalMapType;
  27898. this.normalScale.copy( source.normalScale );
  27899. this.displacementMap = source.displacementMap;
  27900. this.displacementScale = source.displacementScale;
  27901. this.displacementBias = source.displacementBias;
  27902. this.roughnessMap = source.roughnessMap;
  27903. this.metalnessMap = source.metalnessMap;
  27904. this.alphaMap = source.alphaMap;
  27905. this.envMap = source.envMap;
  27906. this.envMapRotation.copy( source.envMapRotation );
  27907. this.envMapIntensity = source.envMapIntensity;
  27908. this.wireframe = source.wireframe;
  27909. this.wireframeLinewidth = source.wireframeLinewidth;
  27910. this.wireframeLinecap = source.wireframeLinecap;
  27911. this.wireframeLinejoin = source.wireframeLinejoin;
  27912. this.flatShading = source.flatShading;
  27913. this.fog = source.fog;
  27914. return this;
  27915. }
  27916. }
  27917. /**
  27918. * An extension of the {@link MeshStandardMaterial}, providing more advanced
  27919. * physically-based rendering properties:
  27920. *
  27921. * - Anisotropy: Ability to represent the anisotropic property of materials
  27922. * as observable with brushed metals.
  27923. * - Clearcoat: Some materials — like car paints, carbon fiber, and wet surfaces — require
  27924. * a clear, reflective layer on top of another layer that may be irregular or rough.
  27925. * Clearcoat approximates this effect, without the need for a separate transparent surface.
  27926. * - Iridescence: Allows to render the effect where hue varies depending on the viewing
  27927. * angle and illumination angle. This can be seen on soap bubbles, oil films, or on the
  27928. * wings of many insects.
  27929. * - Physically-based transparency: One limitation of {@link Material#opacity} is that highly
  27930. * transparent materials are less reflective. Physically-based transmission provides a more
  27931. * realistic option for thin, transparent surfaces like glass.
  27932. * - Advanced reflectivity: More flexible reflectivity for non-metallic materials.
  27933. * - Sheen: Can be used for representing cloth and fabric materials.
  27934. *
  27935. * As a result of these complex shading features, `MeshPhysicalMaterial` has a
  27936. * higher performance cost, per pixel, than other three.js materials. Most
  27937. * effects are disabled by default, and add cost as they are enabled. For
  27938. * best results, always specify an environment map when using this material.
  27939. *
  27940. * @augments MeshStandardMaterial
  27941. */
  27942. class MeshPhysicalMaterial extends MeshStandardMaterial {
  27943. /**
  27944. * Constructs a new mesh physical material.
  27945. *
  27946. * @param {Object} [parameters] - An object with one or more properties
  27947. * defining the material's appearance. Any property of the material
  27948. * (including any property from inherited materials) can be passed
  27949. * in here. Color values can be passed any type of value accepted
  27950. * by {@link Color#set}.
  27951. */
  27952. constructor( parameters ) {
  27953. super();
  27954. /**
  27955. * This flag can be used for type testing.
  27956. *
  27957. * @type {boolean}
  27958. * @readonly
  27959. * @default true
  27960. */
  27961. this.isMeshPhysicalMaterial = true;
  27962. this.defines = {
  27963. 'STANDARD': '',
  27964. 'PHYSICAL': ''
  27965. };
  27966. this.type = 'MeshPhysicalMaterial';
  27967. /**
  27968. * The rotation of the anisotropy in tangent, bitangent space, measured in radians
  27969. * counter-clockwise from the tangent. When `anisotropyMap` is present, this
  27970. * property provides additional rotation to the vectors in the texture.
  27971. *
  27972. * @type {number}
  27973. * @default 1
  27974. */
  27975. this.anisotropyRotation = 0;
  27976. /**
  27977. * Red and green channels represent the anisotropy direction in `[-1, 1]` tangent,
  27978. * bitangent space, to be rotated by `anisotropyRotation`. The blue channel
  27979. * contains strength as `[0, 1]` to be multiplied by `anisotropy`.
  27980. *
  27981. * @type {?Texture}
  27982. * @default null
  27983. */
  27984. this.anisotropyMap = null;
  27985. /**
  27986. * The red channel of this texture is multiplied against `clearcoat`,
  27987. * for per-pixel control over a coating's intensity.
  27988. *
  27989. * @type {?Texture}
  27990. * @default null
  27991. */
  27992. this.clearcoatMap = null;
  27993. /**
  27994. * Roughness of the clear coat layer, from `0.0` to `1.0`.
  27995. *
  27996. * @type {number}
  27997. * @default 0
  27998. */
  27999. this.clearcoatRoughness = 0.0;
  28000. /**
  28001. * The green channel of this texture is multiplied against
  28002. * `clearcoatRoughness`, for per-pixel control over a coating's roughness.
  28003. *
  28004. * @type {?Texture}
  28005. * @default null
  28006. */
  28007. this.clearcoatRoughnessMap = null;
  28008. /**
  28009. * How much `clearcoatNormalMap` affects the clear coat layer, from
  28010. * `(0,0)` to `(1,1)`.
  28011. *
  28012. * @type {Vector2}
  28013. * @default (1,1)
  28014. */
  28015. this.clearcoatNormalScale = new Vector2( 1, 1 );
  28016. /**
  28017. * Can be used to enable independent normals for the clear coat layer.
  28018. *
  28019. * @type {?Texture}
  28020. * @default null
  28021. */
  28022. this.clearcoatNormalMap = null;
  28023. /**
  28024. * Index-of-refraction for non-metallic materials, from `1.0` to `2.333`.
  28025. *
  28026. * @type {number}
  28027. * @default 1.5
  28028. */
  28029. this.ior = 1.5;
  28030. /**
  28031. * Degree of reflectivity, from `0.0` to `1.0`. Default is `0.5`, which
  28032. * corresponds to an index-of-refraction of `1.5`.
  28033. *
  28034. * This models the reflectivity of non-metallic materials. It has no effect
  28035. * when `metalness` is `1.0`
  28036. *
  28037. * @name MeshPhysicalMaterial#reflectivity
  28038. * @type {number}
  28039. * @default 0.5
  28040. */
  28041. Object.defineProperty( this, 'reflectivity', {
  28042. get: function () {
  28043. return ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );
  28044. },
  28045. set: function ( reflectivity ) {
  28046. this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );
  28047. }
  28048. } );
  28049. /**
  28050. * The red channel of this texture is multiplied against `iridescence`, for per-pixel
  28051. * control over iridescence.
  28052. *
  28053. * @type {?Texture}
  28054. * @default null
  28055. */
  28056. this.iridescenceMap = null;
  28057. /**
  28058. * Strength of the iridescence RGB color shift effect, represented by an index-of-refraction.
  28059. * Between `1.0` to `2.333`.
  28060. *
  28061. * @type {number}
  28062. * @default 1.3
  28063. */
  28064. this.iridescenceIOR = 1.3;
  28065. /**
  28066. *Array of exactly 2 elements, specifying minimum and maximum thickness of the iridescence layer.
  28067. Thickness of iridescence layer has an equivalent effect of the one `thickness` has on `ior`.
  28068. *
  28069. * @type {Array<number,number>}
  28070. * @default [100,400]
  28071. */
  28072. this.iridescenceThicknessRange = [ 100, 400 ];
  28073. /**
  28074. * A texture that defines the thickness of the iridescence layer, stored in the green channel.
  28075. * Minimum and maximum values of thickness are defined by `iridescenceThicknessRange` array:
  28076. * - `0.0` in the green channel will result in thickness equal to first element of the array.
  28077. * - `1.0` in the green channel will result in thickness equal to second element of the array.
  28078. * - Values in-between will linearly interpolate between the elements of the array.
  28079. *
  28080. * @type {?Texture}
  28081. * @default null
  28082. */
  28083. this.iridescenceThicknessMap = null;
  28084. /**
  28085. * The sheen tint.
  28086. *
  28087. * @type {Color}
  28088. * @default (0,0,0)
  28089. */
  28090. this.sheenColor = new Color( 0x000000 );
  28091. /**
  28092. * The RGB channels of this texture are multiplied against `sheenColor`, for per-pixel control
  28093. * over sheen tint.
  28094. *
  28095. * @type {?Texture}
  28096. * @default null
  28097. */
  28098. this.sheenColorMap = null;
  28099. /**
  28100. * Roughness of the sheen layer, from `0.0` to `1.0`.
  28101. *
  28102. * @type {number}
  28103. * @default 1
  28104. */
  28105. this.sheenRoughness = 1.0;
  28106. /**
  28107. * The alpha channel of this texture is multiplied against `sheenRoughness`, for per-pixel control
  28108. * over sheen roughness.
  28109. *
  28110. * @type {?Texture}
  28111. * @default null
  28112. */
  28113. this.sheenRoughnessMap = null;
  28114. /**
  28115. * The red channel of this texture is multiplied against `transmission`, for per-pixel control over
  28116. * optical transparency.
  28117. *
  28118. * @type {?Texture}
  28119. * @default null
  28120. */
  28121. this.transmissionMap = null;
  28122. /**
  28123. * The thickness of the volume beneath the surface. The value is given in the
  28124. * coordinate space of the mesh. If the value is `0` the material is
  28125. * thin-walled. Otherwise the material is a volume boundary.
  28126. *
  28127. * @type {number}
  28128. * @default 0
  28129. */
  28130. this.thickness = 0;
  28131. /**
  28132. * A texture that defines the thickness, stored in the green channel. This will
  28133. * be multiplied by `thickness`.
  28134. *
  28135. * @type {?Texture}
  28136. * @default null
  28137. */
  28138. this.thicknessMap = null;
  28139. /**
  28140. * Density of the medium given as the average distance that light travels in
  28141. * the medium before interacting with a particle. The value is given in world
  28142. * space units, and must be greater than zero.
  28143. *
  28144. * @type {number}
  28145. * @default Infinity
  28146. */
  28147. this.attenuationDistance = Infinity;
  28148. /**
  28149. * The color that white light turns into due to absorption when reaching the
  28150. * attenuation distance.
  28151. *
  28152. * @type {Color}
  28153. * @default (1,1,1)
  28154. */
  28155. this.attenuationColor = new Color( 1, 1, 1 );
  28156. /**
  28157. * A float that scales the amount of specular reflection for non-metals only.
  28158. * When set to zero, the model is effectively Lambertian. From `0.0` to `1.0`.
  28159. *
  28160. * @type {number}
  28161. * @default 1
  28162. */
  28163. this.specularIntensity = 1.0;
  28164. /**
  28165. * The alpha channel of this texture is multiplied against `specularIntensity`,
  28166. * for per-pixel control over specular intensity.
  28167. *
  28168. * @type {?Texture}
  28169. * @default null
  28170. */
  28171. this.specularIntensityMap = null;
  28172. /**
  28173. * Tints the specular reflection at normal incidence for non-metals only.
  28174. *
  28175. * @type {Color}
  28176. * @default (1,1,1)
  28177. */
  28178. this.specularColor = new Color( 1, 1, 1 );
  28179. /**
  28180. * The RGB channels of this texture are multiplied against `specularColor`,
  28181. * for per-pixel control over specular color.
  28182. *
  28183. * @type {?Texture}
  28184. * @default null
  28185. */
  28186. this.specularColorMap = null;
  28187. this._anisotropy = 0;
  28188. this._clearcoat = 0;
  28189. this._dispersion = 0;
  28190. this._iridescence = 0;
  28191. this._sheen = 0.0;
  28192. this._transmission = 0;
  28193. this.setValues( parameters );
  28194. }
  28195. /**
  28196. * The anisotropy strength.
  28197. *
  28198. * @type {number}
  28199. * @default 0
  28200. */
  28201. get anisotropy() {
  28202. return this._anisotropy;
  28203. }
  28204. set anisotropy( value ) {
  28205. if ( this._anisotropy > 0 !== value > 0 ) {
  28206. this.version ++;
  28207. }
  28208. this._anisotropy = value;
  28209. }
  28210. /**
  28211. * Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use
  28212. * clear coat related properties to enable multilayer materials that have a
  28213. * thin translucent layer over the base layer.
  28214. *
  28215. * @type {number}
  28216. * @default 0
  28217. */
  28218. get clearcoat() {
  28219. return this._clearcoat;
  28220. }
  28221. set clearcoat( value ) {
  28222. if ( this._clearcoat > 0 !== value > 0 ) {
  28223. this.version ++;
  28224. }
  28225. this._clearcoat = value;
  28226. }
  28227. /**
  28228. * The intensity of the iridescence layer, simulating RGB color shift based on the angle between
  28229. * the surface and the viewer, from `0.0` to `1.0`.
  28230. *
  28231. * @type {number}
  28232. * @default 0
  28233. */
  28234. get iridescence() {
  28235. return this._iridescence;
  28236. }
  28237. set iridescence( value ) {
  28238. if ( this._iridescence > 0 !== value > 0 ) {
  28239. this.version ++;
  28240. }
  28241. this._iridescence = value;
  28242. }
  28243. /**
  28244. * Defines the strength of the angular separation of colors (chromatic aberration) transmitting
  28245. * through a relatively clear volume. Any value zero or larger is valid, the typical range of
  28246. * realistic values is `[0, 1]`. This property can be only be used with transmissive objects.
  28247. *
  28248. * @type {number}
  28249. * @default 0
  28250. */
  28251. get dispersion() {
  28252. return this._dispersion;
  28253. }
  28254. set dispersion( value ) {
  28255. if ( this._dispersion > 0 !== value > 0 ) {
  28256. this.version ++;
  28257. }
  28258. this._dispersion = value;
  28259. }
  28260. /**
  28261. * The intensity of the sheen layer, from `0.0` to `1.0`.
  28262. *
  28263. * @type {number}
  28264. * @default 0
  28265. */
  28266. get sheen() {
  28267. return this._sheen;
  28268. }
  28269. set sheen( value ) {
  28270. if ( this._sheen > 0 !== value > 0 ) {
  28271. this.version ++;
  28272. }
  28273. this._sheen = value;
  28274. }
  28275. /**
  28276. * Degree of transmission (or optical transparency), from `0.0` to `1.0`.
  28277. *
  28278. * Thin, transparent or semitransparent, plastic or glass materials remain
  28279. * largely reflective even if they are fully transmissive. The transmission
  28280. * property can be used to model these materials.
  28281. *
  28282. * When transmission is non-zero, `opacity` should be set to `1`.
  28283. *
  28284. * @type {number}
  28285. * @default 0
  28286. */
  28287. get transmission() {
  28288. return this._transmission;
  28289. }
  28290. set transmission( value ) {
  28291. if ( this._transmission > 0 !== value > 0 ) {
  28292. this.version ++;
  28293. }
  28294. this._transmission = value;
  28295. }
  28296. copy( source ) {
  28297. super.copy( source );
  28298. this.defines = {
  28299. 'STANDARD': '',
  28300. 'PHYSICAL': ''
  28301. };
  28302. this.anisotropy = source.anisotropy;
  28303. this.anisotropyRotation = source.anisotropyRotation;
  28304. this.anisotropyMap = source.anisotropyMap;
  28305. this.clearcoat = source.clearcoat;
  28306. this.clearcoatMap = source.clearcoatMap;
  28307. this.clearcoatRoughness = source.clearcoatRoughness;
  28308. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  28309. this.clearcoatNormalMap = source.clearcoatNormalMap;
  28310. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  28311. this.dispersion = source.dispersion;
  28312. this.ior = source.ior;
  28313. this.iridescence = source.iridescence;
  28314. this.iridescenceMap = source.iridescenceMap;
  28315. this.iridescenceIOR = source.iridescenceIOR;
  28316. this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ];
  28317. this.iridescenceThicknessMap = source.iridescenceThicknessMap;
  28318. this.sheen = source.sheen;
  28319. this.sheenColor.copy( source.sheenColor );
  28320. this.sheenColorMap = source.sheenColorMap;
  28321. this.sheenRoughness = source.sheenRoughness;
  28322. this.sheenRoughnessMap = source.sheenRoughnessMap;
  28323. this.transmission = source.transmission;
  28324. this.transmissionMap = source.transmissionMap;
  28325. this.thickness = source.thickness;
  28326. this.thicknessMap = source.thicknessMap;
  28327. this.attenuationDistance = source.attenuationDistance;
  28328. this.attenuationColor.copy( source.attenuationColor );
  28329. this.specularIntensity = source.specularIntensity;
  28330. this.specularIntensityMap = source.specularIntensityMap;
  28331. this.specularColor.copy( source.specularColor );
  28332. this.specularColorMap = source.specularColorMap;
  28333. return this;
  28334. }
  28335. }
  28336. /**
  28337. * A material for shiny surfaces with specular highlights.
  28338. *
  28339. * The material uses a non-physically based [Blinn-Phong]{@link https://en.wikipedia.org/wiki/Blinn-Phong_shading_model}
  28340. * model for calculating reflectance. Unlike the Lambertian model used in the
  28341. * {@link MeshLambertMaterial} this can simulate shiny surfaces with specular
  28342. * highlights (such as varnished wood). `MeshPhongMaterial` uses per-fragment shading.
  28343. *
  28344. * Performance will generally be greater when using this material over the
  28345. * {@link MeshStandardMaterial} or {@link MeshPhysicalMaterial}, at the cost of
  28346. * some graphical accuracy.
  28347. *
  28348. * @augments Material
  28349. */
  28350. class MeshPhongMaterial extends Material {
  28351. /**
  28352. * Constructs a new mesh phong material.
  28353. *
  28354. * @param {Object} [parameters] - An object with one or more properties
  28355. * defining the material's appearance. Any property of the material
  28356. * (including any property from inherited materials) can be passed
  28357. * in here. Color values can be passed any type of value accepted
  28358. * by {@link Color#set}.
  28359. */
  28360. constructor( parameters ) {
  28361. super();
  28362. /**
  28363. * This flag can be used for type testing.
  28364. *
  28365. * @type {boolean}
  28366. * @readonly
  28367. * @default true
  28368. */
  28369. this.isMeshPhongMaterial = true;
  28370. this.type = 'MeshPhongMaterial';
  28371. /**
  28372. * Color of the material.
  28373. *
  28374. * @type {Color}
  28375. * @default (1,1,1)
  28376. */
  28377. this.color = new Color( 0xffffff ); // diffuse
  28378. /**
  28379. * Specular color of the material. The default color is set to `0x111111` (very dark grey)
  28380. *
  28381. * This defines how shiny the material is and the color of its shine.
  28382. *
  28383. * @type {Color}
  28384. */
  28385. this.specular = new Color( 0x111111 );
  28386. /**
  28387. * How shiny the specular highlight is; a higher value gives a sharper highlight.
  28388. *
  28389. * @type {number}
  28390. * @default 30
  28391. */
  28392. this.shininess = 30;
  28393. /**
  28394. * The color map. May optionally include an alpha channel, typically combined
  28395. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28396. * color is modulated by the diffuse `color`.
  28397. *
  28398. * @type {?Texture}
  28399. * @default null
  28400. */
  28401. this.map = null;
  28402. /**
  28403. * The light map. Requires a second set of UVs.
  28404. *
  28405. * @type {?Texture}
  28406. * @default null
  28407. */
  28408. this.lightMap = null;
  28409. /**
  28410. * Intensity of the baked light.
  28411. *
  28412. * @type {number}
  28413. * @default 1
  28414. */
  28415. this.lightMapIntensity = 1.0;
  28416. /**
  28417. * The red channel of this texture is used as the ambient occlusion map.
  28418. * Requires a second set of UVs.
  28419. *
  28420. * @type {?Texture}
  28421. * @default null
  28422. */
  28423. this.aoMap = null;
  28424. /**
  28425. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28426. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28427. * red channel is also `1`, ambient light is fully occluded on a surface.
  28428. *
  28429. * @type {number}
  28430. * @default 1
  28431. */
  28432. this.aoMapIntensity = 1.0;
  28433. /**
  28434. * Emissive (light) color of the material, essentially a solid color
  28435. * unaffected by other lighting.
  28436. *
  28437. * @type {Color}
  28438. * @default (0,0,0)
  28439. */
  28440. this.emissive = new Color( 0x000000 );
  28441. /**
  28442. * Intensity of the emissive light. Modulates the emissive color.
  28443. *
  28444. * @type {number}
  28445. * @default 1
  28446. */
  28447. this.emissiveIntensity = 1.0;
  28448. /**
  28449. * Set emissive (glow) map. The emissive map color is modulated by the
  28450. * emissive color and the emissive intensity. If you have an emissive map,
  28451. * be sure to set the emissive color to something other than black.
  28452. *
  28453. * @type {?Texture}
  28454. * @default null
  28455. */
  28456. this.emissiveMap = null;
  28457. /**
  28458. * The texture to create a bump map. The black and white values map to the
  28459. * perceived depth in relation to the lights. Bump doesn't actually affect
  28460. * the geometry of the object, only the lighting. If a normal map is defined
  28461. * this will be ignored.
  28462. *
  28463. * @type {?Texture}
  28464. * @default null
  28465. */
  28466. this.bumpMap = null;
  28467. /**
  28468. * How much the bump map affects the material. Typical range is `[0,1]`.
  28469. *
  28470. * @type {number}
  28471. * @default 1
  28472. */
  28473. this.bumpScale = 1;
  28474. /**
  28475. * The texture to create a normal map. The RGB values affect the surface
  28476. * normal for each pixel fragment and change the way the color is lit. Normal
  28477. * maps do not change the actual shape of the surface, only the lighting. In
  28478. * case the material has a normal map authored using the left handed
  28479. * convention, the `y` component of `normalScale` should be negated to compensate
  28480. * for the different handedness.
  28481. *
  28482. * @type {?Texture}
  28483. * @default null
  28484. */
  28485. this.normalMap = null;
  28486. /**
  28487. * The type of normal map.
  28488. *
  28489. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28490. * @default TangentSpaceNormalMap
  28491. */
  28492. this.normalMapType = TangentSpaceNormalMap;
  28493. /**
  28494. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28495. *
  28496. * @type {Vector2}
  28497. * @default (1,1)
  28498. */
  28499. this.normalScale = new Vector2( 1, 1 );
  28500. /**
  28501. * The displacement map affects the position of the mesh's vertices. Unlike
  28502. * other maps which only affect the light and shade of the material the
  28503. * displaced vertices can cast shadows, block other objects, and otherwise
  28504. * act as real geometry. The displacement texture is an image where the value
  28505. * of each pixel (white being the highest) is mapped against, and
  28506. * repositions, the vertices of the mesh.
  28507. *
  28508. * @type {?Texture}
  28509. * @default null
  28510. */
  28511. this.displacementMap = null;
  28512. /**
  28513. * How much the displacement map affects the mesh (where black is no
  28514. * displacement, and white is maximum displacement). Without a displacement
  28515. * map set, this value is not applied.
  28516. *
  28517. * @type {number}
  28518. * @default 0
  28519. */
  28520. this.displacementScale = 1;
  28521. /**
  28522. * The offset of the displacement map's values on the mesh's vertices.
  28523. * The bias is added to the scaled sample of the displacement map.
  28524. * Without a displacement map set, this value is not applied.
  28525. *
  28526. * @type {number}
  28527. * @default 0
  28528. */
  28529. this.displacementBias = 0;
  28530. /**
  28531. * The specular map value affects both how much the specular surface
  28532. * highlight contributes and how much of the environment map affects the
  28533. * surface.
  28534. *
  28535. * @type {?Texture}
  28536. * @default null
  28537. */
  28538. this.specularMap = null;
  28539. /**
  28540. * The alpha map is a grayscale texture that controls the opacity across the
  28541. * surface (black: fully transparent; white: fully opaque).
  28542. *
  28543. * Only the color of the texture is used, ignoring the alpha channel if one
  28544. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28545. * when sampling this texture due to the extra bit of precision provided for
  28546. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28547. * luminance/alpha textures will also still work as expected.
  28548. *
  28549. * @type {?Texture}
  28550. * @default null
  28551. */
  28552. this.alphaMap = null;
  28553. /**
  28554. * The environment map.
  28555. *
  28556. * @type {?Texture}
  28557. * @default null
  28558. */
  28559. this.envMap = null;
  28560. /**
  28561. * The rotation of the environment map in radians.
  28562. *
  28563. * @type {Euler}
  28564. * @default (0,0,0)
  28565. */
  28566. this.envMapRotation = new Euler();
  28567. /**
  28568. * How to combine the result of the surface's color with the environment map, if any.
  28569. *
  28570. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  28571. * blend between the two colors.
  28572. *
  28573. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  28574. * @default MultiplyOperation
  28575. */
  28576. this.combine = MultiplyOperation;
  28577. /**
  28578. * How much the environment map affects the surface.
  28579. * The valid range is between `0` (no reflections) and `1` (full reflections).
  28580. *
  28581. * @type {number}
  28582. * @default 1
  28583. */
  28584. this.reflectivity = 1;
  28585. /**
  28586. * The index of refraction (IOR) of air (approximately 1) divided by the
  28587. * index of refraction of the material. It is used with environment mapping
  28588. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  28589. * The refraction ratio should not exceed `1`.
  28590. *
  28591. * @type {number}
  28592. * @default 0.98
  28593. */
  28594. this.refractionRatio = 0.98;
  28595. /**
  28596. * Renders the geometry as a wireframe.
  28597. *
  28598. * @type {boolean}
  28599. * @default false
  28600. */
  28601. this.wireframe = false;
  28602. /**
  28603. * Controls the thickness of the wireframe.
  28604. *
  28605. * Can only be used with {@link SVGRenderer}.
  28606. *
  28607. * @type {number}
  28608. * @default 1
  28609. */
  28610. this.wireframeLinewidth = 1;
  28611. /**
  28612. * Defines appearance of wireframe ends.
  28613. *
  28614. * Can only be used with {@link SVGRenderer}.
  28615. *
  28616. * @type {('round'|'bevel'|'miter')}
  28617. * @default 'round'
  28618. */
  28619. this.wireframeLinecap = 'round';
  28620. /**
  28621. * Defines appearance of wireframe joints.
  28622. *
  28623. * Can only be used with {@link SVGRenderer}.
  28624. *
  28625. * @type {('round'|'bevel'|'miter')}
  28626. * @default 'round'
  28627. */
  28628. this.wireframeLinejoin = 'round';
  28629. /**
  28630. * Whether the material is rendered with flat shading or not.
  28631. *
  28632. * @type {boolean}
  28633. * @default false
  28634. */
  28635. this.flatShading = false;
  28636. /**
  28637. * Whether the material is affected by fog or not.
  28638. *
  28639. * @type {boolean}
  28640. * @default true
  28641. */
  28642. this.fog = true;
  28643. this.setValues( parameters );
  28644. }
  28645. copy( source ) {
  28646. super.copy( source );
  28647. this.color.copy( source.color );
  28648. this.specular.copy( source.specular );
  28649. this.shininess = source.shininess;
  28650. this.map = source.map;
  28651. this.lightMap = source.lightMap;
  28652. this.lightMapIntensity = source.lightMapIntensity;
  28653. this.aoMap = source.aoMap;
  28654. this.aoMapIntensity = source.aoMapIntensity;
  28655. this.emissive.copy( source.emissive );
  28656. this.emissiveMap = source.emissiveMap;
  28657. this.emissiveIntensity = source.emissiveIntensity;
  28658. this.bumpMap = source.bumpMap;
  28659. this.bumpScale = source.bumpScale;
  28660. this.normalMap = source.normalMap;
  28661. this.normalMapType = source.normalMapType;
  28662. this.normalScale.copy( source.normalScale );
  28663. this.displacementMap = source.displacementMap;
  28664. this.displacementScale = source.displacementScale;
  28665. this.displacementBias = source.displacementBias;
  28666. this.specularMap = source.specularMap;
  28667. this.alphaMap = source.alphaMap;
  28668. this.envMap = source.envMap;
  28669. this.envMapRotation.copy( source.envMapRotation );
  28670. this.combine = source.combine;
  28671. this.reflectivity = source.reflectivity;
  28672. this.refractionRatio = source.refractionRatio;
  28673. this.wireframe = source.wireframe;
  28674. this.wireframeLinewidth = source.wireframeLinewidth;
  28675. this.wireframeLinecap = source.wireframeLinecap;
  28676. this.wireframeLinejoin = source.wireframeLinejoin;
  28677. this.flatShading = source.flatShading;
  28678. this.fog = source.fog;
  28679. return this;
  28680. }
  28681. }
  28682. /**
  28683. * A material implementing toon shading.
  28684. *
  28685. * @augments Material
  28686. */
  28687. class MeshToonMaterial extends Material {
  28688. /**
  28689. * Constructs a new mesh toon material.
  28690. *
  28691. * @param {Object} [parameters] - An object with one or more properties
  28692. * defining the material's appearance. Any property of the material
  28693. * (including any property from inherited materials) can be passed
  28694. * in here. Color values can be passed any type of value accepted
  28695. * by {@link Color#set}.
  28696. */
  28697. constructor( parameters ) {
  28698. super();
  28699. /**
  28700. * This flag can be used for type testing.
  28701. *
  28702. * @type {boolean}
  28703. * @readonly
  28704. * @default true
  28705. */
  28706. this.isMeshToonMaterial = true;
  28707. this.defines = { 'TOON': '' };
  28708. this.type = 'MeshToonMaterial';
  28709. /**
  28710. * Color of the material.
  28711. *
  28712. * @type {Color}
  28713. * @default (1,1,1)
  28714. */
  28715. this.color = new Color( 0xffffff );
  28716. /**
  28717. * The color map. May optionally include an alpha channel, typically combined
  28718. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28719. * color is modulated by the diffuse `color`.
  28720. *
  28721. * @type {?Texture}
  28722. * @default null
  28723. */
  28724. this.map = null;
  28725. /**
  28726. * Gradient map for toon shading. It's required to set
  28727. * {@link Texture#minFilter} and {@link Texture#magFilter} to {@linkNearestFilter}
  28728. * when using this type of texture.
  28729. *
  28730. * @type {?Texture}
  28731. * @default null
  28732. */
  28733. this.gradientMap = null;
  28734. /**
  28735. * The light map. Requires a second set of UVs.
  28736. *
  28737. * @type {?Texture}
  28738. * @default null
  28739. */
  28740. this.lightMap = null;
  28741. /**
  28742. * Intensity of the baked light.
  28743. *
  28744. * @type {number}
  28745. * @default 1
  28746. */
  28747. this.lightMapIntensity = 1.0;
  28748. /**
  28749. * The red channel of this texture is used as the ambient occlusion map.
  28750. * Requires a second set of UVs.
  28751. *
  28752. * @type {?Texture}
  28753. * @default null
  28754. */
  28755. this.aoMap = null;
  28756. /**
  28757. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28758. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28759. * red channel is also `1`, ambient light is fully occluded on a surface.
  28760. *
  28761. * @type {number}
  28762. * @default 1
  28763. */
  28764. this.aoMapIntensity = 1.0;
  28765. /**
  28766. * Emissive (light) color of the material, essentially a solid color
  28767. * unaffected by other lighting.
  28768. *
  28769. * @type {Color}
  28770. * @default (0,0,0)
  28771. */
  28772. this.emissive = new Color( 0x000000 );
  28773. /**
  28774. * Intensity of the emissive light. Modulates the emissive color.
  28775. *
  28776. * @type {number}
  28777. * @default 1
  28778. */
  28779. this.emissiveIntensity = 1.0;
  28780. /**
  28781. * Set emissive (glow) map. The emissive map color is modulated by the
  28782. * emissive color and the emissive intensity. If you have an emissive map,
  28783. * be sure to set the emissive color to something other than black.
  28784. *
  28785. * @type {?Texture}
  28786. * @default null
  28787. */
  28788. this.emissiveMap = null;
  28789. /**
  28790. * The texture to create a bump map. The black and white values map to the
  28791. * perceived depth in relation to the lights. Bump doesn't actually affect
  28792. * the geometry of the object, only the lighting. If a normal map is defined
  28793. * this will be ignored.
  28794. *
  28795. * @type {?Texture}
  28796. * @default null
  28797. */
  28798. this.bumpMap = null;
  28799. /**
  28800. * How much the bump map affects the material. Typical range is `[0,1]`.
  28801. *
  28802. * @type {number}
  28803. * @default 1
  28804. */
  28805. this.bumpScale = 1;
  28806. /**
  28807. * The texture to create a normal map. The RGB values affect the surface
  28808. * normal for each pixel fragment and change the way the color is lit. Normal
  28809. * maps do not change the actual shape of the surface, only the lighting. In
  28810. * case the material has a normal map authored using the left handed
  28811. * convention, the `y` component of `normalScale` should be negated to compensate
  28812. * for the different handedness.
  28813. *
  28814. * @type {?Texture}
  28815. * @default null
  28816. */
  28817. this.normalMap = null;
  28818. /**
  28819. * The type of normal map.
  28820. *
  28821. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28822. * @default TangentSpaceNormalMap
  28823. */
  28824. this.normalMapType = TangentSpaceNormalMap;
  28825. /**
  28826. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28827. *
  28828. * @type {Vector2}
  28829. * @default (1,1)
  28830. */
  28831. this.normalScale = new Vector2( 1, 1 );
  28832. /**
  28833. * The displacement map affects the position of the mesh's vertices. Unlike
  28834. * other maps which only affect the light and shade of the material the
  28835. * displaced vertices can cast shadows, block other objects, and otherwise
  28836. * act as real geometry. The displacement texture is an image where the value
  28837. * of each pixel (white being the highest) is mapped against, and
  28838. * repositions, the vertices of the mesh.
  28839. *
  28840. * @type {?Texture}
  28841. * @default null
  28842. */
  28843. this.displacementMap = null;
  28844. /**
  28845. * How much the displacement map affects the mesh (where black is no
  28846. * displacement, and white is maximum displacement). Without a displacement
  28847. * map set, this value is not applied.
  28848. *
  28849. * @type {number}
  28850. * @default 0
  28851. */
  28852. this.displacementScale = 1;
  28853. /**
  28854. * The offset of the displacement map's values on the mesh's vertices.
  28855. * The bias is added to the scaled sample of the displacement map.
  28856. * Without a displacement map set, this value is not applied.
  28857. *
  28858. * @type {number}
  28859. * @default 0
  28860. */
  28861. this.displacementBias = 0;
  28862. /**
  28863. * The alpha map is a grayscale texture that controls the opacity across the
  28864. * surface (black: fully transparent; white: fully opaque).
  28865. *
  28866. * Only the color of the texture is used, ignoring the alpha channel if one
  28867. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28868. * when sampling this texture due to the extra bit of precision provided for
  28869. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28870. * luminance/alpha textures will also still work as expected.
  28871. *
  28872. * @type {?Texture}
  28873. * @default null
  28874. */
  28875. this.alphaMap = null;
  28876. /**
  28877. * Renders the geometry as a wireframe.
  28878. *
  28879. * @type {boolean}
  28880. * @default false
  28881. */
  28882. this.wireframe = false;
  28883. /**
  28884. * Controls the thickness of the wireframe.
  28885. *
  28886. * Can only be used with {@link SVGRenderer}.
  28887. *
  28888. * @type {number}
  28889. * @default 1
  28890. */
  28891. this.wireframeLinewidth = 1;
  28892. /**
  28893. * Defines appearance of wireframe ends.
  28894. *
  28895. * Can only be used with {@link SVGRenderer}.
  28896. *
  28897. * @type {('round'|'bevel'|'miter')}
  28898. * @default 'round'
  28899. */
  28900. this.wireframeLinecap = 'round';
  28901. /**
  28902. * Defines appearance of wireframe joints.
  28903. *
  28904. * Can only be used with {@link SVGRenderer}.
  28905. *
  28906. * @type {('round'|'bevel'|'miter')}
  28907. * @default 'round'
  28908. */
  28909. this.wireframeLinejoin = 'round';
  28910. /**
  28911. * Whether the material is affected by fog or not.
  28912. *
  28913. * @type {boolean}
  28914. * @default true
  28915. */
  28916. this.fog = true;
  28917. this.setValues( parameters );
  28918. }
  28919. copy( source ) {
  28920. super.copy( source );
  28921. this.color.copy( source.color );
  28922. this.map = source.map;
  28923. this.gradientMap = source.gradientMap;
  28924. this.lightMap = source.lightMap;
  28925. this.lightMapIntensity = source.lightMapIntensity;
  28926. this.aoMap = source.aoMap;
  28927. this.aoMapIntensity = source.aoMapIntensity;
  28928. this.emissive.copy( source.emissive );
  28929. this.emissiveMap = source.emissiveMap;
  28930. this.emissiveIntensity = source.emissiveIntensity;
  28931. this.bumpMap = source.bumpMap;
  28932. this.bumpScale = source.bumpScale;
  28933. this.normalMap = source.normalMap;
  28934. this.normalMapType = source.normalMapType;
  28935. this.normalScale.copy( source.normalScale );
  28936. this.displacementMap = source.displacementMap;
  28937. this.displacementScale = source.displacementScale;
  28938. this.displacementBias = source.displacementBias;
  28939. this.alphaMap = source.alphaMap;
  28940. this.wireframe = source.wireframe;
  28941. this.wireframeLinewidth = source.wireframeLinewidth;
  28942. this.wireframeLinecap = source.wireframeLinecap;
  28943. this.wireframeLinejoin = source.wireframeLinejoin;
  28944. this.fog = source.fog;
  28945. return this;
  28946. }
  28947. }
  28948. /**
  28949. * A material that maps the normal vectors to RGB colors.
  28950. *
  28951. * @augments Material
  28952. */
  28953. class MeshNormalMaterial extends Material {
  28954. /**
  28955. * Constructs a new mesh normal material.
  28956. *
  28957. * @param {Object} [parameters] - An object with one or more properties
  28958. * defining the material's appearance. Any property of the material
  28959. * (including any property from inherited materials) can be passed
  28960. * in here. Color values can be passed any type of value accepted
  28961. * by {@link Color#set}.
  28962. */
  28963. constructor( parameters ) {
  28964. super();
  28965. /**
  28966. * This flag can be used for type testing.
  28967. *
  28968. * @type {boolean}
  28969. * @readonly
  28970. * @default true
  28971. */
  28972. this.isMeshNormalMaterial = true;
  28973. this.type = 'MeshNormalMaterial';
  28974. /**
  28975. * The texture to create a bump map. The black and white values map to the
  28976. * perceived depth in relation to the lights. Bump doesn't actually affect
  28977. * the geometry of the object, only the lighting. If a normal map is defined
  28978. * this will be ignored.
  28979. *
  28980. * @type {?Texture}
  28981. * @default null
  28982. */
  28983. this.bumpMap = null;
  28984. /**
  28985. * How much the bump map affects the material. Typical range is `[0,1]`.
  28986. *
  28987. * @type {number}
  28988. * @default 1
  28989. */
  28990. this.bumpScale = 1;
  28991. /**
  28992. * The texture to create a normal map. The RGB values affect the surface
  28993. * normal for each pixel fragment and change the way the color is lit. Normal
  28994. * maps do not change the actual shape of the surface, only the lighting. In
  28995. * case the material has a normal map authored using the left handed
  28996. * convention, the `y` component of `normalScale` should be negated to compensate
  28997. * for the different handedness.
  28998. *
  28999. * @type {?Texture}
  29000. * @default null
  29001. */
  29002. this.normalMap = null;
  29003. /**
  29004. * The type of normal map.
  29005. *
  29006. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29007. * @default TangentSpaceNormalMap
  29008. */
  29009. this.normalMapType = TangentSpaceNormalMap;
  29010. /**
  29011. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29012. *
  29013. * @type {Vector2}
  29014. * @default (1,1)
  29015. */
  29016. this.normalScale = new Vector2( 1, 1 );
  29017. /**
  29018. * The displacement map affects the position of the mesh's vertices. Unlike
  29019. * other maps which only affect the light and shade of the material the
  29020. * displaced vertices can cast shadows, block other objects, and otherwise
  29021. * act as real geometry. The displacement texture is an image where the value
  29022. * of each pixel (white being the highest) is mapped against, and
  29023. * repositions, the vertices of the mesh.
  29024. *
  29025. * @type {?Texture}
  29026. * @default null
  29027. */
  29028. this.displacementMap = null;
  29029. /**
  29030. * How much the displacement map affects the mesh (where black is no
  29031. * displacement, and white is maximum displacement). Without a displacement
  29032. * map set, this value is not applied.
  29033. *
  29034. * @type {number}
  29035. * @default 0
  29036. */
  29037. this.displacementScale = 1;
  29038. /**
  29039. * The offset of the displacement map's values on the mesh's vertices.
  29040. * The bias is added to the scaled sample of the displacement map.
  29041. * Without a displacement map set, this value is not applied.
  29042. *
  29043. * @type {number}
  29044. * @default 0
  29045. */
  29046. this.displacementBias = 0;
  29047. /**
  29048. * Renders the geometry as a wireframe.
  29049. *
  29050. * @type {boolean}
  29051. * @default false
  29052. */
  29053. this.wireframe = false;
  29054. /**
  29055. * Controls the thickness of the wireframe.
  29056. *
  29057. * WebGL and WebGPU ignore this property and always render
  29058. * 1 pixel wide lines.
  29059. *
  29060. * @type {number}
  29061. * @default 1
  29062. */
  29063. this.wireframeLinewidth = 1;
  29064. /**
  29065. * Whether the material is rendered with flat shading or not.
  29066. *
  29067. * @type {boolean}
  29068. * @default false
  29069. */
  29070. this.flatShading = false;
  29071. this.setValues( parameters );
  29072. }
  29073. copy( source ) {
  29074. super.copy( source );
  29075. this.bumpMap = source.bumpMap;
  29076. this.bumpScale = source.bumpScale;
  29077. this.normalMap = source.normalMap;
  29078. this.normalMapType = source.normalMapType;
  29079. this.normalScale.copy( source.normalScale );
  29080. this.displacementMap = source.displacementMap;
  29081. this.displacementScale = source.displacementScale;
  29082. this.displacementBias = source.displacementBias;
  29083. this.wireframe = source.wireframe;
  29084. this.wireframeLinewidth = source.wireframeLinewidth;
  29085. this.flatShading = source.flatShading;
  29086. return this;
  29087. }
  29088. }
  29089. /**
  29090. * A material for non-shiny surfaces, without specular highlights.
  29091. *
  29092. * The material uses a non-physically based [Lambertian]{@link https://en.wikipedia.org/wiki/Lambertian_reflectance}
  29093. * model for calculating reflectance. This can simulate some surfaces (such
  29094. * as untreated wood or stone) well, but cannot simulate shiny surfaces with
  29095. * specular highlights (such as varnished wood). `MeshLambertMaterial` uses per-fragment
  29096. * shading.
  29097. *
  29098. * Due to the simplicity of the reflectance and illumination models,
  29099. * performance will be greater when using this material over the
  29100. * {@link MeshPhongMaterial}, {@link MeshStandardMaterial} or
  29101. * {@link MeshPhysicalMaterial}, at the cost of some graphical accuracy.
  29102. *
  29103. * @augments Material
  29104. */
  29105. class MeshLambertMaterial extends Material {
  29106. /**
  29107. * Constructs a new mesh lambert material.
  29108. *
  29109. * @param {Object} [parameters] - An object with one or more properties
  29110. * defining the material's appearance. Any property of the material
  29111. * (including any property from inherited materials) can be passed
  29112. * in here. Color values can be passed any type of value accepted
  29113. * by {@link Color#set}.
  29114. */
  29115. constructor( parameters ) {
  29116. super();
  29117. /**
  29118. * This flag can be used for type testing.
  29119. *
  29120. * @type {boolean}
  29121. * @readonly
  29122. * @default true
  29123. */
  29124. this.isMeshLambertMaterial = true;
  29125. this.type = 'MeshLambertMaterial';
  29126. /**
  29127. * Color of the material.
  29128. *
  29129. * @type {Color}
  29130. * @default (1,1,1)
  29131. */
  29132. this.color = new Color( 0xffffff ); // diffuse
  29133. /**
  29134. * The color map. May optionally include an alpha channel, typically combined
  29135. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29136. * color is modulated by the diffuse `color`.
  29137. *
  29138. * @type {?Texture}
  29139. * @default null
  29140. */
  29141. this.map = null;
  29142. /**
  29143. * The light map. Requires a second set of UVs.
  29144. *
  29145. * @type {?Texture}
  29146. * @default null
  29147. */
  29148. this.lightMap = null;
  29149. /**
  29150. * Intensity of the baked light.
  29151. *
  29152. * @type {number}
  29153. * @default 1
  29154. */
  29155. this.lightMapIntensity = 1.0;
  29156. /**
  29157. * The red channel of this texture is used as the ambient occlusion map.
  29158. * Requires a second set of UVs.
  29159. *
  29160. * @type {?Texture}
  29161. * @default null
  29162. */
  29163. this.aoMap = null;
  29164. /**
  29165. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  29166. * disables ambient occlusion. Where intensity is `1` and the AO map's
  29167. * red channel is also `1`, ambient light is fully occluded on a surface.
  29168. *
  29169. * @type {number}
  29170. * @default 1
  29171. */
  29172. this.aoMapIntensity = 1.0;
  29173. /**
  29174. * Emissive (light) color of the material, essentially a solid color
  29175. * unaffected by other lighting.
  29176. *
  29177. * @type {Color}
  29178. * @default (0,0,0)
  29179. */
  29180. this.emissive = new Color( 0x000000 );
  29181. /**
  29182. * Intensity of the emissive light. Modulates the emissive color.
  29183. *
  29184. * @type {number}
  29185. * @default 1
  29186. */
  29187. this.emissiveIntensity = 1.0;
  29188. /**
  29189. * Set emissive (glow) map. The emissive map color is modulated by the
  29190. * emissive color and the emissive intensity. If you have an emissive map,
  29191. * be sure to set the emissive color to something other than black.
  29192. *
  29193. * @type {?Texture}
  29194. * @default null
  29195. */
  29196. this.emissiveMap = null;
  29197. /**
  29198. * The texture to create a bump map. The black and white values map to the
  29199. * perceived depth in relation to the lights. Bump doesn't actually affect
  29200. * the geometry of the object, only the lighting. If a normal map is defined
  29201. * this will be ignored.
  29202. *
  29203. * @type {?Texture}
  29204. * @default null
  29205. */
  29206. this.bumpMap = null;
  29207. /**
  29208. * How much the bump map affects the material. Typical range is `[0,1]`.
  29209. *
  29210. * @type {number}
  29211. * @default 1
  29212. */
  29213. this.bumpScale = 1;
  29214. /**
  29215. * The texture to create a normal map. The RGB values affect the surface
  29216. * normal for each pixel fragment and change the way the color is lit. Normal
  29217. * maps do not change the actual shape of the surface, only the lighting. In
  29218. * case the material has a normal map authored using the left handed
  29219. * convention, the `y` component of `normalScale` should be negated to compensate
  29220. * for the different handedness.
  29221. *
  29222. * @type {?Texture}
  29223. * @default null
  29224. */
  29225. this.normalMap = null;
  29226. /**
  29227. * The type of normal map.
  29228. *
  29229. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29230. * @default TangentSpaceNormalMap
  29231. */
  29232. this.normalMapType = TangentSpaceNormalMap;
  29233. /**
  29234. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29235. *
  29236. * @type {Vector2}
  29237. * @default (1,1)
  29238. */
  29239. this.normalScale = new Vector2( 1, 1 );
  29240. /**
  29241. * The displacement map affects the position of the mesh's vertices. Unlike
  29242. * other maps which only affect the light and shade of the material the
  29243. * displaced vertices can cast shadows, block other objects, and otherwise
  29244. * act as real geometry. The displacement texture is an image where the value
  29245. * of each pixel (white being the highest) is mapped against, and
  29246. * repositions, the vertices of the mesh.
  29247. *
  29248. * @type {?Texture}
  29249. * @default null
  29250. */
  29251. this.displacementMap = null;
  29252. /**
  29253. * How much the displacement map affects the mesh (where black is no
  29254. * displacement, and white is maximum displacement). Without a displacement
  29255. * map set, this value is not applied.
  29256. *
  29257. * @type {number}
  29258. * @default 0
  29259. */
  29260. this.displacementScale = 1;
  29261. /**
  29262. * The offset of the displacement map's values on the mesh's vertices.
  29263. * The bias is added to the scaled sample of the displacement map.
  29264. * Without a displacement map set, this value is not applied.
  29265. *
  29266. * @type {number}
  29267. * @default 0
  29268. */
  29269. this.displacementBias = 0;
  29270. /**
  29271. * Specular map used by the material.
  29272. *
  29273. * @type {?Texture}
  29274. * @default null
  29275. */
  29276. this.specularMap = null;
  29277. /**
  29278. * The alpha map is a grayscale texture that controls the opacity across the
  29279. * surface (black: fully transparent; white: fully opaque).
  29280. *
  29281. * Only the color of the texture is used, ignoring the alpha channel if one
  29282. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29283. * when sampling this texture due to the extra bit of precision provided for
  29284. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29285. * luminance/alpha textures will also still work as expected.
  29286. *
  29287. * @type {?Texture}
  29288. * @default null
  29289. */
  29290. this.alphaMap = null;
  29291. /**
  29292. * The environment map.
  29293. *
  29294. * @type {?Texture}
  29295. * @default null
  29296. */
  29297. this.envMap = null;
  29298. /**
  29299. * The rotation of the environment map in radians.
  29300. *
  29301. * @type {Euler}
  29302. * @default (0,0,0)
  29303. */
  29304. this.envMapRotation = new Euler();
  29305. /**
  29306. * How to combine the result of the surface's color with the environment map, if any.
  29307. *
  29308. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  29309. * blend between the two colors.
  29310. *
  29311. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  29312. * @default MultiplyOperation
  29313. */
  29314. this.combine = MultiplyOperation;
  29315. /**
  29316. * How much the environment map affects the surface.
  29317. * The valid range is between `0` (no reflections) and `1` (full reflections).
  29318. *
  29319. * @type {number}
  29320. * @default 1
  29321. */
  29322. this.reflectivity = 1;
  29323. /**
  29324. * The index of refraction (IOR) of air (approximately 1) divided by the
  29325. * index of refraction of the material. It is used with environment mapping
  29326. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  29327. * The refraction ratio should not exceed `1`.
  29328. *
  29329. * @type {number}
  29330. * @default 0.98
  29331. */
  29332. this.refractionRatio = 0.98;
  29333. /**
  29334. * Renders the geometry as a wireframe.
  29335. *
  29336. * @type {boolean}
  29337. * @default false
  29338. */
  29339. this.wireframe = false;
  29340. /**
  29341. * Controls the thickness of the wireframe.
  29342. *
  29343. * Can only be used with {@link SVGRenderer}.
  29344. *
  29345. * @type {number}
  29346. * @default 1
  29347. */
  29348. this.wireframeLinewidth = 1;
  29349. /**
  29350. * Defines appearance of wireframe ends.
  29351. *
  29352. * Can only be used with {@link SVGRenderer}.
  29353. *
  29354. * @type {('round'|'bevel'|'miter')}
  29355. * @default 'round'
  29356. */
  29357. this.wireframeLinecap = 'round';
  29358. /**
  29359. * Defines appearance of wireframe joints.
  29360. *
  29361. * Can only be used with {@link SVGRenderer}.
  29362. *
  29363. * @type {('round'|'bevel'|'miter')}
  29364. * @default 'round'
  29365. */
  29366. this.wireframeLinejoin = 'round';
  29367. /**
  29368. * Whether the material is rendered with flat shading or not.
  29369. *
  29370. * @type {boolean}
  29371. * @default false
  29372. */
  29373. this.flatShading = false;
  29374. /**
  29375. * Whether the material is affected by fog or not.
  29376. *
  29377. * @type {boolean}
  29378. * @default true
  29379. */
  29380. this.fog = true;
  29381. this.setValues( parameters );
  29382. }
  29383. copy( source ) {
  29384. super.copy( source );
  29385. this.color.copy( source.color );
  29386. this.map = source.map;
  29387. this.lightMap = source.lightMap;
  29388. this.lightMapIntensity = source.lightMapIntensity;
  29389. this.aoMap = source.aoMap;
  29390. this.aoMapIntensity = source.aoMapIntensity;
  29391. this.emissive.copy( source.emissive );
  29392. this.emissiveMap = source.emissiveMap;
  29393. this.emissiveIntensity = source.emissiveIntensity;
  29394. this.bumpMap = source.bumpMap;
  29395. this.bumpScale = source.bumpScale;
  29396. this.normalMap = source.normalMap;
  29397. this.normalMapType = source.normalMapType;
  29398. this.normalScale.copy( source.normalScale );
  29399. this.displacementMap = source.displacementMap;
  29400. this.displacementScale = source.displacementScale;
  29401. this.displacementBias = source.displacementBias;
  29402. this.specularMap = source.specularMap;
  29403. this.alphaMap = source.alphaMap;
  29404. this.envMap = source.envMap;
  29405. this.envMapRotation.copy( source.envMapRotation );
  29406. this.combine = source.combine;
  29407. this.reflectivity = source.reflectivity;
  29408. this.refractionRatio = source.refractionRatio;
  29409. this.wireframe = source.wireframe;
  29410. this.wireframeLinewidth = source.wireframeLinewidth;
  29411. this.wireframeLinecap = source.wireframeLinecap;
  29412. this.wireframeLinejoin = source.wireframeLinejoin;
  29413. this.flatShading = source.flatShading;
  29414. this.fog = source.fog;
  29415. return this;
  29416. }
  29417. }
  29418. /**
  29419. * A material for drawing geometry by depth. Depth is based off of the camera
  29420. * near and far plane. White is nearest, black is farthest.
  29421. *
  29422. * @augments Material
  29423. */
  29424. class MeshDepthMaterial extends Material {
  29425. /**
  29426. * Constructs a new mesh depth material.
  29427. *
  29428. * @param {Object} [parameters] - An object with one or more properties
  29429. * defining the material's appearance. Any property of the material
  29430. * (including any property from inherited materials) can be passed
  29431. * in here. Color values can be passed any type of value accepted
  29432. * by {@link Color#set}.
  29433. */
  29434. constructor( parameters ) {
  29435. super();
  29436. /**
  29437. * This flag can be used for type testing.
  29438. *
  29439. * @type {boolean}
  29440. * @readonly
  29441. * @default true
  29442. */
  29443. this.isMeshDepthMaterial = true;
  29444. this.type = 'MeshDepthMaterial';
  29445. /**
  29446. * Type for depth packing.
  29447. *
  29448. * @type {(BasicDepthPacking|RGBADepthPacking|RGBDepthPacking|RGDepthPacking)}
  29449. * @default BasicDepthPacking
  29450. */
  29451. this.depthPacking = BasicDepthPacking;
  29452. /**
  29453. * The color map. May optionally include an alpha channel, typically combined
  29454. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29455. *
  29456. * @type {?Texture}
  29457. * @default null
  29458. */
  29459. this.map = null;
  29460. /**
  29461. * The alpha map is a grayscale texture that controls the opacity across the
  29462. * surface (black: fully transparent; white: fully opaque).
  29463. *
  29464. * Only the color of the texture is used, ignoring the alpha channel if one
  29465. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29466. * when sampling this texture due to the extra bit of precision provided for
  29467. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29468. * luminance/alpha textures will also still work as expected.
  29469. *
  29470. * @type {?Texture}
  29471. * @default null
  29472. */
  29473. this.alphaMap = null;
  29474. /**
  29475. * The displacement map affects the position of the mesh's vertices. Unlike
  29476. * other maps which only affect the light and shade of the material the
  29477. * displaced vertices can cast shadows, block other objects, and otherwise
  29478. * act as real geometry. The displacement texture is an image where the value
  29479. * of each pixel (white being the highest) is mapped against, and
  29480. * repositions, the vertices of the mesh.
  29481. *
  29482. * @type {?Texture}
  29483. * @default null
  29484. */
  29485. this.displacementMap = null;
  29486. /**
  29487. * How much the displacement map affects the mesh (where black is no
  29488. * displacement, and white is maximum displacement). Without a displacement
  29489. * map set, this value is not applied.
  29490. *
  29491. * @type {number}
  29492. * @default 0
  29493. */
  29494. this.displacementScale = 1;
  29495. /**
  29496. * The offset of the displacement map's values on the mesh's vertices.
  29497. * The bias is added to the scaled sample of the displacement map.
  29498. * Without a displacement map set, this value is not applied.
  29499. *
  29500. * @type {number}
  29501. * @default 0
  29502. */
  29503. this.displacementBias = 0;
  29504. /**
  29505. * Renders the geometry as a wireframe.
  29506. *
  29507. * @type {boolean}
  29508. * @default false
  29509. */
  29510. this.wireframe = false;
  29511. /**
  29512. * Controls the thickness of the wireframe.
  29513. *
  29514. * WebGL and WebGPU ignore this property and always render
  29515. * 1 pixel wide lines.
  29516. *
  29517. * @type {number}
  29518. * @default 1
  29519. */
  29520. this.wireframeLinewidth = 1;
  29521. this.setValues( parameters );
  29522. }
  29523. copy( source ) {
  29524. super.copy( source );
  29525. this.depthPacking = source.depthPacking;
  29526. this.map = source.map;
  29527. this.alphaMap = source.alphaMap;
  29528. this.displacementMap = source.displacementMap;
  29529. this.displacementScale = source.displacementScale;
  29530. this.displacementBias = source.displacementBias;
  29531. this.wireframe = source.wireframe;
  29532. this.wireframeLinewidth = source.wireframeLinewidth;
  29533. return this;
  29534. }
  29535. }
  29536. /**
  29537. * A material used internally for implementing shadow mapping with
  29538. * point lights.
  29539. *
  29540. * Can also be used to customize the shadow casting of an object by assigning
  29541. * an instance of `MeshDistanceMaterial` to {@link Object3D#customDistanceMaterial}.
  29542. * The following examples demonstrates this approach in order to ensure
  29543. * transparent parts of objects do no cast shadows.
  29544. *
  29545. * @augments Material
  29546. */
  29547. class MeshDistanceMaterial extends Material {
  29548. /**
  29549. * Constructs a new mesh distance material.
  29550. *
  29551. * @param {Object} [parameters] - An object with one or more properties
  29552. * defining the material's appearance. Any property of the material
  29553. * (including any property from inherited materials) can be passed
  29554. * in here. Color values can be passed any type of value accepted
  29555. * by {@link Color#set}.
  29556. */
  29557. constructor( parameters ) {
  29558. super();
  29559. /**
  29560. * This flag can be used for type testing.
  29561. *
  29562. * @type {boolean}
  29563. * @readonly
  29564. * @default true
  29565. */
  29566. this.isMeshDistanceMaterial = true;
  29567. this.type = 'MeshDistanceMaterial';
  29568. /**
  29569. * The color map. May optionally include an alpha channel, typically combined
  29570. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29571. *
  29572. * @type {?Texture}
  29573. * @default null
  29574. */
  29575. this.map = null;
  29576. /**
  29577. * The alpha map is a grayscale texture that controls the opacity across the
  29578. * surface (black: fully transparent; white: fully opaque).
  29579. *
  29580. * Only the color of the texture is used, ignoring the alpha channel if one
  29581. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29582. * when sampling this texture due to the extra bit of precision provided for
  29583. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29584. * luminance/alpha textures will also still work as expected.
  29585. *
  29586. * @type {?Texture}
  29587. * @default null
  29588. */
  29589. this.alphaMap = null;
  29590. /**
  29591. * The displacement map affects the position of the mesh's vertices. Unlike
  29592. * other maps which only affect the light and shade of the material the
  29593. * displaced vertices can cast shadows, block other objects, and otherwise
  29594. * act as real geometry. The displacement texture is an image where the value
  29595. * of each pixel (white being the highest) is mapped against, and
  29596. * repositions, the vertices of the mesh.
  29597. *
  29598. * @type {?Texture}
  29599. * @default null
  29600. */
  29601. this.displacementMap = null;
  29602. /**
  29603. * How much the displacement map affects the mesh (where black is no
  29604. * displacement, and white is maximum displacement). Without a displacement
  29605. * map set, this value is not applied.
  29606. *
  29607. * @type {number}
  29608. * @default 0
  29609. */
  29610. this.displacementScale = 1;
  29611. /**
  29612. * The offset of the displacement map's values on the mesh's vertices.
  29613. * The bias is added to the scaled sample of the displacement map.
  29614. * Without a displacement map set, this value is not applied.
  29615. *
  29616. * @type {number}
  29617. * @default 0
  29618. */
  29619. this.displacementBias = 0;
  29620. this.setValues( parameters );
  29621. }
  29622. copy( source ) {
  29623. super.copy( source );
  29624. this.map = source.map;
  29625. this.alphaMap = source.alphaMap;
  29626. this.displacementMap = source.displacementMap;
  29627. this.displacementScale = source.displacementScale;
  29628. this.displacementBias = source.displacementBias;
  29629. return this;
  29630. }
  29631. }
  29632. /**
  29633. * This material is defined by a MatCap (or Lit Sphere) texture, which encodes the
  29634. * material color and shading.
  29635. *
  29636. * `MeshMatcapMaterial` does not respond to lights since the matcap image file encodes
  29637. * baked lighting. It will cast a shadow onto an object that receives shadows
  29638. * (and shadow clipping works), but it will not self-shadow or receive
  29639. * shadows.
  29640. *
  29641. * @augments Material
  29642. */
  29643. class MeshMatcapMaterial extends Material {
  29644. /**
  29645. * Constructs a new mesh matcap material.
  29646. *
  29647. * @param {Object} [parameters] - An object with one or more properties
  29648. * defining the material's appearance. Any property of the material
  29649. * (including any property from inherited materials) can be passed
  29650. * in here. Color values can be passed any type of value accepted
  29651. * by {@link Color#set}.
  29652. */
  29653. constructor( parameters ) {
  29654. super();
  29655. /**
  29656. * This flag can be used for type testing.
  29657. *
  29658. * @type {boolean}
  29659. * @readonly
  29660. * @default true
  29661. */
  29662. this.isMeshMatcapMaterial = true;
  29663. this.defines = { 'MATCAP': '' };
  29664. this.type = 'MeshMatcapMaterial';
  29665. /**
  29666. * Color of the material.
  29667. *
  29668. * @type {Color}
  29669. * @default (1,1,1)
  29670. */
  29671. this.color = new Color( 0xffffff ); // diffuse
  29672. /**
  29673. * The matcap map.
  29674. *
  29675. * @type {?Texture}
  29676. * @default null
  29677. */
  29678. this.matcap = null;
  29679. /**
  29680. * The color map. May optionally include an alpha channel, typically combined
  29681. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29682. * color is modulated by the diffuse `color`.
  29683. *
  29684. * @type {?Texture}
  29685. * @default null
  29686. */
  29687. this.map = null;
  29688. /**
  29689. * The texture to create a bump map. The black and white values map to the
  29690. * perceived depth in relation to the lights. Bump doesn't actually affect
  29691. * the geometry of the object, only the lighting. If a normal map is defined
  29692. * this will be ignored.
  29693. *
  29694. * @type {?Texture}
  29695. * @default null
  29696. */
  29697. this.bumpMap = null;
  29698. /**
  29699. * How much the bump map affects the material. Typical range is `[0,1]`.
  29700. *
  29701. * @type {number}
  29702. * @default 1
  29703. */
  29704. this.bumpScale = 1;
  29705. /**
  29706. * The texture to create a normal map. The RGB values affect the surface
  29707. * normal for each pixel fragment and change the way the color is lit. Normal
  29708. * maps do not change the actual shape of the surface, only the lighting. In
  29709. * case the material has a normal map authored using the left handed
  29710. * convention, the `y` component of `normalScale` should be negated to compensate
  29711. * for the different handedness.
  29712. *
  29713. * @type {?Texture}
  29714. * @default null
  29715. */
  29716. this.normalMap = null;
  29717. /**
  29718. * The type of normal map.
  29719. *
  29720. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29721. * @default TangentSpaceNormalMap
  29722. */
  29723. this.normalMapType = TangentSpaceNormalMap;
  29724. /**
  29725. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29726. *
  29727. * @type {Vector2}
  29728. * @default (1,1)
  29729. */
  29730. this.normalScale = new Vector2( 1, 1 );
  29731. /**
  29732. * The displacement map affects the position of the mesh's vertices. Unlike
  29733. * other maps which only affect the light and shade of the material the
  29734. * displaced vertices can cast shadows, block other objects, and otherwise
  29735. * act as real geometry. The displacement texture is an image where the value
  29736. * of each pixel (white being the highest) is mapped against, and
  29737. * repositions, the vertices of the mesh.
  29738. *
  29739. * @type {?Texture}
  29740. * @default null
  29741. */
  29742. this.displacementMap = null;
  29743. /**
  29744. * How much the displacement map affects the mesh (where black is no
  29745. * displacement, and white is maximum displacement). Without a displacement
  29746. * map set, this value is not applied.
  29747. *
  29748. * @type {number}
  29749. * @default 0
  29750. */
  29751. this.displacementScale = 1;
  29752. /**
  29753. * The offset of the displacement map's values on the mesh's vertices.
  29754. * The bias is added to the scaled sample of the displacement map.
  29755. * Without a displacement map set, this value is not applied.
  29756. *
  29757. * @type {number}
  29758. * @default 0
  29759. */
  29760. this.displacementBias = 0;
  29761. /**
  29762. * The alpha map is a grayscale texture that controls the opacity across the
  29763. * surface (black: fully transparent; white: fully opaque).
  29764. *
  29765. * Only the color of the texture is used, ignoring the alpha channel if one
  29766. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29767. * when sampling this texture due to the extra bit of precision provided for
  29768. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29769. * luminance/alpha textures will also still work as expected.
  29770. *
  29771. * @type {?Texture}
  29772. * @default null
  29773. */
  29774. this.alphaMap = null;
  29775. /**
  29776. * Whether the material is rendered with flat shading or not.
  29777. *
  29778. * @type {boolean}
  29779. * @default false
  29780. */
  29781. this.flatShading = false;
  29782. /**
  29783. * Whether the material is affected by fog or not.
  29784. *
  29785. * @type {boolean}
  29786. * @default true
  29787. */
  29788. this.fog = true;
  29789. this.setValues( parameters );
  29790. }
  29791. copy( source ) {
  29792. super.copy( source );
  29793. this.defines = { 'MATCAP': '' };
  29794. this.color.copy( source.color );
  29795. this.matcap = source.matcap;
  29796. this.map = source.map;
  29797. this.bumpMap = source.bumpMap;
  29798. this.bumpScale = source.bumpScale;
  29799. this.normalMap = source.normalMap;
  29800. this.normalMapType = source.normalMapType;
  29801. this.normalScale.copy( source.normalScale );
  29802. this.displacementMap = source.displacementMap;
  29803. this.displacementScale = source.displacementScale;
  29804. this.displacementBias = source.displacementBias;
  29805. this.alphaMap = source.alphaMap;
  29806. this.flatShading = source.flatShading;
  29807. this.fog = source.fog;
  29808. return this;
  29809. }
  29810. }
  29811. /**
  29812. * A material for rendering line primitives.
  29813. *
  29814. * Materials define the appearance of renderable 3D objects.
  29815. *
  29816. * ```js
  29817. * const material = new THREE.LineDashedMaterial( {
  29818. * color: 0xffffff,
  29819. * scale: 1,
  29820. * dashSize: 3,
  29821. * gapSize: 1,
  29822. * } );
  29823. * ```
  29824. *
  29825. * @augments LineBasicMaterial
  29826. */
  29827. class LineDashedMaterial extends LineBasicMaterial {
  29828. /**
  29829. * Constructs a new line dashed material.
  29830. *
  29831. * @param {Object} [parameters] - An object with one or more properties
  29832. * defining the material's appearance. Any property of the material
  29833. * (including any property from inherited materials) can be passed
  29834. * in here. Color values can be passed any type of value accepted
  29835. * by {@link Color#set}.
  29836. */
  29837. constructor( parameters ) {
  29838. super();
  29839. /**
  29840. * This flag can be used for type testing.
  29841. *
  29842. * @type {boolean}
  29843. * @readonly
  29844. * @default true
  29845. */
  29846. this.isLineDashedMaterial = true;
  29847. this.type = 'LineDashedMaterial';
  29848. /**
  29849. * The scale of the dashed part of a line.
  29850. *
  29851. * @type {number}
  29852. * @default 1
  29853. */
  29854. this.scale = 1;
  29855. /**
  29856. * The size of the dash. This is both the gap with the stroke.
  29857. *
  29858. * @type {number}
  29859. * @default 3
  29860. */
  29861. this.dashSize = 3;
  29862. /**
  29863. * The size of the gap.
  29864. *
  29865. * @type {number}
  29866. * @default 1
  29867. */
  29868. this.gapSize = 1;
  29869. this.setValues( parameters );
  29870. }
  29871. copy( source ) {
  29872. super.copy( source );
  29873. this.scale = source.scale;
  29874. this.dashSize = source.dashSize;
  29875. this.gapSize = source.gapSize;
  29876. return this;
  29877. }
  29878. }
  29879. /**
  29880. * Converts an array to a specific type.
  29881. *
  29882. * @param {TypedArray|Array} array - The array to convert.
  29883. * @param {TypedArray.constructor} type - The constructor of a typed array that defines the new type.
  29884. * @return {TypedArray} The converted array.
  29885. */
  29886. function convertArray( array, type ) {
  29887. if ( ! array || array.constructor === type ) return array;
  29888. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  29889. return new type( array ); // create typed array
  29890. }
  29891. return Array.prototype.slice.call( array ); // create Array
  29892. }
  29893. /**
  29894. * Returns `true` if the given object is a typed array.
  29895. *
  29896. * @param {any} object - The object to check.
  29897. * @return {boolean} Whether the given object is a typed array.
  29898. */
  29899. function isTypedArray( object ) {
  29900. return ArrayBuffer.isView( object ) && ! ( object instanceof DataView );
  29901. }
  29902. /**
  29903. * Returns an array by which times and values can be sorted.
  29904. *
  29905. * @param {Array<number>} times - The keyframe time values.
  29906. * @return {Array<number>} The array.
  29907. */
  29908. function getKeyframeOrder( times ) {
  29909. function compareTime( i, j ) {
  29910. return times[ i ] - times[ j ];
  29911. }
  29912. const n = times.length;
  29913. const result = new Array( n );
  29914. for ( let i = 0; i !== n; ++ i ) result[ i ] = i;
  29915. result.sort( compareTime );
  29916. return result;
  29917. }
  29918. /**
  29919. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  29920. *
  29921. * @param {Array<number>} values - The values to sort.
  29922. * @param {number} stride - The stride.
  29923. * @param {Array<number>} order - The sort order.
  29924. * @return {Array<number>} The sorted values.
  29925. */
  29926. function sortedArray( values, stride, order ) {
  29927. const nValues = values.length;
  29928. const result = new values.constructor( nValues );
  29929. for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  29930. const srcOffset = order[ i ] * stride;
  29931. for ( let j = 0; j !== stride; ++ j ) {
  29932. result[ dstOffset ++ ] = values[ srcOffset + j ];
  29933. }
  29934. }
  29935. return result;
  29936. }
  29937. /**
  29938. * Used for parsing AOS keyframe formats.
  29939. *
  29940. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  29941. * @param {Array<number>} times - This array will be filled with keyframe times by this function.
  29942. * @param {Array<number>} values - This array will be filled with keyframe values by this function.
  29943. * @param {string} valuePropertyName - The name of the property to use.
  29944. */
  29945. function flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  29946. let i = 1, key = jsonKeys[ 0 ];
  29947. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  29948. key = jsonKeys[ i ++ ];
  29949. }
  29950. if ( key === undefined ) return; // no data
  29951. let value = key[ valuePropertyName ];
  29952. if ( value === undefined ) return; // no data
  29953. if ( Array.isArray( value ) ) {
  29954. do {
  29955. value = key[ valuePropertyName ];
  29956. if ( value !== undefined ) {
  29957. times.push( key.time );
  29958. values.push( ...value ); // push all elements
  29959. }
  29960. key = jsonKeys[ i ++ ];
  29961. } while ( key !== undefined );
  29962. } else if ( value.toArray !== undefined ) {
  29963. // ...assume THREE.Math-ish
  29964. do {
  29965. value = key[ valuePropertyName ];
  29966. if ( value !== undefined ) {
  29967. times.push( key.time );
  29968. value.toArray( values, values.length );
  29969. }
  29970. key = jsonKeys[ i ++ ];
  29971. } while ( key !== undefined );
  29972. } else {
  29973. // otherwise push as-is
  29974. do {
  29975. value = key[ valuePropertyName ];
  29976. if ( value !== undefined ) {
  29977. times.push( key.time );
  29978. values.push( value );
  29979. }
  29980. key = jsonKeys[ i ++ ];
  29981. } while ( key !== undefined );
  29982. }
  29983. }
  29984. /**
  29985. * Creates a new clip, containing only the segment of the original clip between the given frames.
  29986. *
  29987. * @param {AnimationClip} sourceClip - The values to sort.
  29988. * @param {string} name - The name of the clip.
  29989. * @param {number} startFrame - The start frame.
  29990. * @param {number} endFrame - The end frame.
  29991. * @param {number} [fps=30] - The FPS.
  29992. * @return {AnimationClip} The new sub clip.
  29993. */
  29994. function subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  29995. const clip = sourceClip.clone();
  29996. clip.name = name;
  29997. const tracks = [];
  29998. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  29999. const track = clip.tracks[ i ];
  30000. const valueSize = track.getValueSize();
  30001. const times = [];
  30002. const values = [];
  30003. for ( let j = 0; j < track.times.length; ++ j ) {
  30004. const frame = track.times[ j ] * fps;
  30005. if ( frame < startFrame || frame >= endFrame ) continue;
  30006. times.push( track.times[ j ] );
  30007. for ( let k = 0; k < valueSize; ++ k ) {
  30008. values.push( track.values[ j * valueSize + k ] );
  30009. }
  30010. }
  30011. if ( times.length === 0 ) continue;
  30012. track.times = convertArray( times, track.times.constructor );
  30013. track.values = convertArray( values, track.values.constructor );
  30014. tracks.push( track );
  30015. }
  30016. clip.tracks = tracks;
  30017. // find minimum .times value across all tracks in the trimmed clip
  30018. let minStartTime = Infinity;
  30019. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30020. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  30021. minStartTime = clip.tracks[ i ].times[ 0 ];
  30022. }
  30023. }
  30024. // shift all tracks such that clip begins at t=0
  30025. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30026. clip.tracks[ i ].shift( -1 * minStartTime );
  30027. }
  30028. clip.resetDuration();
  30029. return clip;
  30030. }
  30031. /**
  30032. * Converts the keyframes of the given animation clip to an additive format.
  30033. *
  30034. * @param {AnimationClip} targetClip - The clip to make additive.
  30035. * @param {number} [referenceFrame=0] - The reference frame.
  30036. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30037. * @param {number} [fps=30] - The FPS.
  30038. * @return {AnimationClip} The updated clip which is now additive.
  30039. */
  30040. function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30041. if ( fps <= 0 ) fps = 30;
  30042. const numTracks = referenceClip.tracks.length;
  30043. const referenceTime = referenceFrame / fps;
  30044. // Make each track's values relative to the values at the reference frame
  30045. for ( let i = 0; i < numTracks; ++ i ) {
  30046. const referenceTrack = referenceClip.tracks[ i ];
  30047. const referenceTrackType = referenceTrack.ValueTypeName;
  30048. // Skip this track if it's non-numeric
  30049. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;
  30050. // Find the track in the target clip whose name and type matches the reference track
  30051. const targetTrack = targetClip.tracks.find( function ( track ) {
  30052. return track.name === referenceTrack.name
  30053. && track.ValueTypeName === referenceTrackType;
  30054. } );
  30055. if ( targetTrack === undefined ) continue;
  30056. let referenceOffset = 0;
  30057. const referenceValueSize = referenceTrack.getValueSize();
  30058. if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  30059. referenceOffset = referenceValueSize / 3;
  30060. }
  30061. let targetOffset = 0;
  30062. const targetValueSize = targetTrack.getValueSize();
  30063. if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  30064. targetOffset = targetValueSize / 3;
  30065. }
  30066. const lastIndex = referenceTrack.times.length - 1;
  30067. let referenceValue;
  30068. // Find the value to subtract out of the track
  30069. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  30070. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  30071. const startIndex = referenceOffset;
  30072. const endIndex = referenceValueSize - referenceOffset;
  30073. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30074. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  30075. // Reference frame is after the last keyframe, so just use the last keyframe
  30076. const startIndex = lastIndex * referenceValueSize + referenceOffset;
  30077. const endIndex = startIndex + referenceValueSize - referenceOffset;
  30078. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30079. } else {
  30080. // Interpolate to the reference value
  30081. const interpolant = referenceTrack.createInterpolant();
  30082. const startIndex = referenceOffset;
  30083. const endIndex = referenceValueSize - referenceOffset;
  30084. interpolant.evaluate( referenceTime );
  30085. referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );
  30086. }
  30087. // Conjugate the quaternion
  30088. if ( referenceTrackType === 'quaternion' ) {
  30089. const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();
  30090. referenceQuat.toArray( referenceValue );
  30091. }
  30092. // Subtract the reference value from all of the track values
  30093. const numTimes = targetTrack.times.length;
  30094. for ( let j = 0; j < numTimes; ++ j ) {
  30095. const valueStart = j * targetValueSize + targetOffset;
  30096. if ( referenceTrackType === 'quaternion' ) {
  30097. // Multiply the conjugate for quaternion track types
  30098. Quaternion.multiplyQuaternionsFlat(
  30099. targetTrack.values,
  30100. valueStart,
  30101. referenceValue,
  30102. 0,
  30103. targetTrack.values,
  30104. valueStart
  30105. );
  30106. } else {
  30107. const valueEnd = targetValueSize - targetOffset * 2;
  30108. // Subtract each value for all other numeric track types
  30109. for ( let k = 0; k < valueEnd; ++ k ) {
  30110. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  30111. }
  30112. }
  30113. }
  30114. }
  30115. targetClip.blendMode = AdditiveAnimationBlendMode;
  30116. return targetClip;
  30117. }
  30118. /**
  30119. * A class with various methods to assist with animations.
  30120. *
  30121. * @hideconstructor
  30122. */
  30123. class AnimationUtils {
  30124. /**
  30125. * Converts an array to a specific type
  30126. *
  30127. * @static
  30128. * @param {TypedArray|Array} array - The array to convert.
  30129. * @param {TypedArray.constructor} type - The constructor of a type array.
  30130. * @return {TypedArray} The converted array
  30131. */
  30132. static convertArray( array, type ) {
  30133. return convertArray( array, type );
  30134. }
  30135. /**
  30136. * Returns `true` if the given object is a typed array.
  30137. *
  30138. * @static
  30139. * @param {any} object - The object to check.
  30140. * @return {boolean} Whether the given object is a typed array.
  30141. */
  30142. static isTypedArray( object ) {
  30143. return isTypedArray( object );
  30144. }
  30145. /**
  30146. * Returns an array by which times and values can be sorted.
  30147. *
  30148. * @static
  30149. * @param {Array<number>} times - The keyframe time values.
  30150. * @return {Array<number>} The array.
  30151. */
  30152. static getKeyframeOrder( times ) {
  30153. return getKeyframeOrder( times );
  30154. }
  30155. /**
  30156. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  30157. *
  30158. * @static
  30159. * @param {Array<number>} values - The values to sort.
  30160. * @param {number} stride - The stride.
  30161. * @param {Array<number>} order - The sort order.
  30162. * @return {Array<number>} The sorted values.
  30163. */
  30164. static sortedArray( values, stride, order ) {
  30165. return sortedArray( values, stride, order );
  30166. }
  30167. /**
  30168. * Used for parsing AOS keyframe formats.
  30169. *
  30170. * @static
  30171. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  30172. * @param {Array<number>} times - This array will be filled with keyframe times by this method.
  30173. * @param {Array<number>} values - This array will be filled with keyframe values by this method.
  30174. * @param {string} valuePropertyName - The name of the property to use.
  30175. */
  30176. static flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  30177. flattenJSON( jsonKeys, times, values, valuePropertyName );
  30178. }
  30179. /**
  30180. * Creates a new clip, containing only the segment of the original clip between the given frames.
  30181. *
  30182. * @static
  30183. * @param {AnimationClip} sourceClip - The values to sort.
  30184. * @param {string} name - The name of the clip.
  30185. * @param {number} startFrame - The start frame.
  30186. * @param {number} endFrame - The end frame.
  30187. * @param {number} [fps=30] - The FPS.
  30188. * @return {AnimationClip} The new sub clip.
  30189. */
  30190. static subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  30191. return subclip( sourceClip, name, startFrame, endFrame, fps );
  30192. }
  30193. /**
  30194. * Converts the keyframes of the given animation clip to an additive format.
  30195. *
  30196. * @static
  30197. * @param {AnimationClip} targetClip - The clip to make additive.
  30198. * @param {number} [referenceFrame=0] - The reference frame.
  30199. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30200. * @param {number} [fps=30] - The FPS.
  30201. * @return {AnimationClip} The updated clip which is now additive.
  30202. */
  30203. static makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30204. return makeClipAdditive( targetClip, referenceFrame, referenceClip, fps );
  30205. }
  30206. }
  30207. /**
  30208. * Abstract base class of interpolants over parametric samples.
  30209. *
  30210. * The parameter domain is one dimensional, typically the time or a path
  30211. * along a curve defined by the data.
  30212. *
  30213. * The sample values can have any dimensionality and derived classes may
  30214. * apply special interpretations to the data.
  30215. *
  30216. * This class provides the interval seek in a Template Method, deferring
  30217. * the actual interpolation to derived classes.
  30218. *
  30219. * Time complexity is O(1) for linear access crossing at most two points
  30220. * and O(log N) for random access, where N is the number of positions.
  30221. *
  30222. * References: {@link http://www.oodesign.com/template-method-pattern.html}
  30223. *
  30224. * @abstract
  30225. */
  30226. class Interpolant {
  30227. /**
  30228. * Constructs a new interpolant.
  30229. *
  30230. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30231. * @param {TypedArray} sampleValues - The sample values.
  30232. * @param {number} sampleSize - The sample size
  30233. * @param {TypedArray} [resultBuffer] - The result buffer.
  30234. */
  30235. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30236. /**
  30237. * The parameter positions.
  30238. *
  30239. * @type {TypedArray}
  30240. */
  30241. this.parameterPositions = parameterPositions;
  30242. /**
  30243. * A cache index.
  30244. *
  30245. * @private
  30246. * @type {number}
  30247. * @default 0
  30248. */
  30249. this._cachedIndex = 0;
  30250. /**
  30251. * The result buffer.
  30252. *
  30253. * @type {TypedArray}
  30254. */
  30255. this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor( sampleSize );
  30256. /**
  30257. * The sample values.
  30258. *
  30259. * @type {TypedArray}
  30260. */
  30261. this.sampleValues = sampleValues;
  30262. /**
  30263. * The value size.
  30264. *
  30265. * @type {TypedArray}
  30266. */
  30267. this.valueSize = sampleSize;
  30268. /**
  30269. * The interpolation settings.
  30270. *
  30271. * @type {?Object}
  30272. * @default null
  30273. */
  30274. this.settings = null;
  30275. /**
  30276. * The default settings object.
  30277. *
  30278. * @type {Object}
  30279. */
  30280. this.DefaultSettings_ = {};
  30281. }
  30282. /**
  30283. * Evaluate the interpolant at position `t`.
  30284. *
  30285. * @param {number} t - The interpolation factor.
  30286. * @return {TypedArray} The result buffer.
  30287. */
  30288. evaluate( t ) {
  30289. const pp = this.parameterPositions;
  30290. let i1 = this._cachedIndex,
  30291. t1 = pp[ i1 ],
  30292. t0 = pp[ i1 - 1 ];
  30293. validate_interval: {
  30294. seek: {
  30295. let right;
  30296. linear_scan: {
  30297. //- See http://jsperf.com/comparison-to-undefined/3
  30298. //- slower code:
  30299. //-
  30300. //- if ( t >= t1 || t1 === undefined ) {
  30301. forward_scan: if ( ! ( t < t1 ) ) {
  30302. for ( let giveUpAt = i1 + 2; ; ) {
  30303. if ( t1 === undefined ) {
  30304. if ( t < t0 ) break forward_scan;
  30305. // after end
  30306. i1 = pp.length;
  30307. this._cachedIndex = i1;
  30308. return this.copySampleValue_( i1 - 1 );
  30309. }
  30310. if ( i1 === giveUpAt ) break; // this loop
  30311. t0 = t1;
  30312. t1 = pp[ ++ i1 ];
  30313. if ( t < t1 ) {
  30314. // we have arrived at the sought interval
  30315. break seek;
  30316. }
  30317. }
  30318. // prepare binary search on the right side of the index
  30319. right = pp.length;
  30320. break linear_scan;
  30321. }
  30322. //- slower code:
  30323. //- if ( t < t0 || t0 === undefined ) {
  30324. if ( ! ( t >= t0 ) ) {
  30325. // looping?
  30326. const t1global = pp[ 1 ];
  30327. if ( t < t1global ) {
  30328. i1 = 2; // + 1, using the scan for the details
  30329. t0 = t1global;
  30330. }
  30331. // linear reverse scan
  30332. for ( let giveUpAt = i1 - 2; ; ) {
  30333. if ( t0 === undefined ) {
  30334. // before start
  30335. this._cachedIndex = 0;
  30336. return this.copySampleValue_( 0 );
  30337. }
  30338. if ( i1 === giveUpAt ) break; // this loop
  30339. t1 = t0;
  30340. t0 = pp[ -- i1 - 1 ];
  30341. if ( t >= t0 ) {
  30342. // we have arrived at the sought interval
  30343. break seek;
  30344. }
  30345. }
  30346. // prepare binary search on the left side of the index
  30347. right = i1;
  30348. i1 = 0;
  30349. break linear_scan;
  30350. }
  30351. // the interval is valid
  30352. break validate_interval;
  30353. } // linear scan
  30354. // binary search
  30355. while ( i1 < right ) {
  30356. const mid = ( i1 + right ) >>> 1;
  30357. if ( t < pp[ mid ] ) {
  30358. right = mid;
  30359. } else {
  30360. i1 = mid + 1;
  30361. }
  30362. }
  30363. t1 = pp[ i1 ];
  30364. t0 = pp[ i1 - 1 ];
  30365. // check boundary cases, again
  30366. if ( t0 === undefined ) {
  30367. this._cachedIndex = 0;
  30368. return this.copySampleValue_( 0 );
  30369. }
  30370. if ( t1 === undefined ) {
  30371. i1 = pp.length;
  30372. this._cachedIndex = i1;
  30373. return this.copySampleValue_( i1 - 1 );
  30374. }
  30375. } // seek
  30376. this._cachedIndex = i1;
  30377. this.intervalChanged_( i1, t0, t1 );
  30378. } // validate_interval
  30379. return this.interpolate_( i1, t0, t, t1 );
  30380. }
  30381. /**
  30382. * Returns the interpolation settings.
  30383. *
  30384. * @return {Object} The interpolation settings.
  30385. */
  30386. getSettings_() {
  30387. return this.settings || this.DefaultSettings_;
  30388. }
  30389. /**
  30390. * Copies a sample value to the result buffer.
  30391. *
  30392. * @param {number} index - An index into the sample value buffer.
  30393. * @return {TypedArray} The result buffer.
  30394. */
  30395. copySampleValue_( index ) {
  30396. // copies a sample value to the result buffer
  30397. const result = this.resultBuffer,
  30398. values = this.sampleValues,
  30399. stride = this.valueSize,
  30400. offset = index * stride;
  30401. for ( let i = 0; i !== stride; ++ i ) {
  30402. result[ i ] = values[ offset + i ];
  30403. }
  30404. return result;
  30405. }
  30406. /**
  30407. * Copies a sample value to the result buffer.
  30408. *
  30409. * @abstract
  30410. * @param {number} i1 - An index into the sample value buffer.
  30411. * @param {number} t0 - The previous interpolation factor.
  30412. * @param {number} t - The current interpolation factor.
  30413. * @param {number} t1 - The next interpolation factor.
  30414. * @return {TypedArray} The result buffer.
  30415. */
  30416. interpolate_( /* i1, t0, t, t1 */ ) {
  30417. throw new Error( 'call to abstract method' );
  30418. // implementations shall return this.resultBuffer
  30419. }
  30420. /**
  30421. * Optional method that is executed when the interval has changed.
  30422. *
  30423. * @param {number} i1 - An index into the sample value buffer.
  30424. * @param {number} t0 - The previous interpolation factor.
  30425. * @param {number} t - The current interpolation factor.
  30426. */
  30427. intervalChanged_( /* i1, t0, t1 */ ) {
  30428. // empty
  30429. }
  30430. }
  30431. /**
  30432. * Fast and simple cubic spline interpolant.
  30433. *
  30434. * It was derived from a Hermitian construction setting the first derivative
  30435. * at each sample position to the linear slope between neighboring positions
  30436. * over their parameter interval.
  30437. *
  30438. * @augments Interpolant
  30439. */
  30440. class CubicInterpolant extends Interpolant {
  30441. /**
  30442. * Constructs a new cubic interpolant.
  30443. *
  30444. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30445. * @param {TypedArray} sampleValues - The sample values.
  30446. * @param {number} sampleSize - The sample size
  30447. * @param {TypedArray} [resultBuffer] - The result buffer.
  30448. */
  30449. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30450. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30451. this._weightPrev = -0;
  30452. this._offsetPrev = -0;
  30453. this._weightNext = -0;
  30454. this._offsetNext = -0;
  30455. this.DefaultSettings_ = {
  30456. endingStart: ZeroCurvatureEnding,
  30457. endingEnd: ZeroCurvatureEnding
  30458. };
  30459. }
  30460. intervalChanged_( i1, t0, t1 ) {
  30461. const pp = this.parameterPositions;
  30462. let iPrev = i1 - 2,
  30463. iNext = i1 + 1,
  30464. tPrev = pp[ iPrev ],
  30465. tNext = pp[ iNext ];
  30466. if ( tPrev === undefined ) {
  30467. switch ( this.getSettings_().endingStart ) {
  30468. case ZeroSlopeEnding:
  30469. // f'(t0) = 0
  30470. iPrev = i1;
  30471. tPrev = 2 * t0 - t1;
  30472. break;
  30473. case WrapAroundEnding:
  30474. // use the other end of the curve
  30475. iPrev = pp.length - 2;
  30476. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  30477. break;
  30478. default: // ZeroCurvatureEnding
  30479. // f''(t0) = 0 a.k.a. Natural Spline
  30480. iPrev = i1;
  30481. tPrev = t1;
  30482. }
  30483. }
  30484. if ( tNext === undefined ) {
  30485. switch ( this.getSettings_().endingEnd ) {
  30486. case ZeroSlopeEnding:
  30487. // f'(tN) = 0
  30488. iNext = i1;
  30489. tNext = 2 * t1 - t0;
  30490. break;
  30491. case WrapAroundEnding:
  30492. // use the other end of the curve
  30493. iNext = 1;
  30494. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  30495. break;
  30496. default: // ZeroCurvatureEnding
  30497. // f''(tN) = 0, a.k.a. Natural Spline
  30498. iNext = i1 - 1;
  30499. tNext = t0;
  30500. }
  30501. }
  30502. const halfDt = ( t1 - t0 ) * 0.5,
  30503. stride = this.valueSize;
  30504. this._weightPrev = halfDt / ( t0 - tPrev );
  30505. this._weightNext = halfDt / ( tNext - t1 );
  30506. this._offsetPrev = iPrev * stride;
  30507. this._offsetNext = iNext * stride;
  30508. }
  30509. interpolate_( i1, t0, t, t1 ) {
  30510. const result = this.resultBuffer,
  30511. values = this.sampleValues,
  30512. stride = this.valueSize,
  30513. o1 = i1 * stride, o0 = o1 - stride,
  30514. oP = this._offsetPrev, oN = this._offsetNext,
  30515. wP = this._weightPrev, wN = this._weightNext,
  30516. p = ( t - t0 ) / ( t1 - t0 ),
  30517. pp = p * p,
  30518. ppp = pp * p;
  30519. // evaluate polynomials
  30520. const sP = - wP * ppp + 2 * wP * pp - wP * p;
  30521. const s0 = ( 1 + wP ) * ppp + ( -1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1;
  30522. const s1 = ( -1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  30523. const sN = wN * ppp - wN * pp;
  30524. // combine data linearly
  30525. for ( let i = 0; i !== stride; ++ i ) {
  30526. result[ i ] =
  30527. sP * values[ oP + i ] +
  30528. s0 * values[ o0 + i ] +
  30529. s1 * values[ o1 + i ] +
  30530. sN * values[ oN + i ];
  30531. }
  30532. return result;
  30533. }
  30534. }
  30535. /**
  30536. * A basic linear interpolant.
  30537. *
  30538. * @augments Interpolant
  30539. */
  30540. class LinearInterpolant extends Interpolant {
  30541. /**
  30542. * Constructs a new linear interpolant.
  30543. *
  30544. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30545. * @param {TypedArray} sampleValues - The sample values.
  30546. * @param {number} sampleSize - The sample size
  30547. * @param {TypedArray} [resultBuffer] - The result buffer.
  30548. */
  30549. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30550. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30551. }
  30552. interpolate_( i1, t0, t, t1 ) {
  30553. const result = this.resultBuffer,
  30554. values = this.sampleValues,
  30555. stride = this.valueSize,
  30556. offset1 = i1 * stride,
  30557. offset0 = offset1 - stride,
  30558. weight1 = ( t - t0 ) / ( t1 - t0 ),
  30559. weight0 = 1 - weight1;
  30560. for ( let i = 0; i !== stride; ++ i ) {
  30561. result[ i ] =
  30562. values[ offset0 + i ] * weight0 +
  30563. values[ offset1 + i ] * weight1;
  30564. }
  30565. return result;
  30566. }
  30567. }
  30568. /**
  30569. * Interpolant that evaluates to the sample value at the position preceding
  30570. * the parameter.
  30571. *
  30572. * @augments Interpolant
  30573. */
  30574. class DiscreteInterpolant extends Interpolant {
  30575. /**
  30576. * Constructs a new discrete interpolant.
  30577. *
  30578. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30579. * @param {TypedArray} sampleValues - The sample values.
  30580. * @param {number} sampleSize - The sample size
  30581. * @param {TypedArray} [resultBuffer] - The result buffer.
  30582. */
  30583. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30584. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30585. }
  30586. interpolate_( i1 /*, t0, t, t1 */ ) {
  30587. return this.copySampleValue_( i1 - 1 );
  30588. }
  30589. }
  30590. /**
  30591. * Represents s a timed sequence of keyframes, which are composed of lists of
  30592. * times and related values, and which are used to animate a specific property
  30593. * of an object.
  30594. */
  30595. class KeyframeTrack {
  30596. /**
  30597. * Constructs a new keyframe track.
  30598. *
  30599. * @param {string} name - The keyframe track's name.
  30600. * @param {Array<number>} times - A list of keyframe times.
  30601. * @param {Array<number>} values - A list of keyframe values.
  30602. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  30603. */
  30604. constructor( name, times, values, interpolation ) {
  30605. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  30606. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  30607. /**
  30608. * The track's name can refer to morph targets or bones or
  30609. * possibly other values within an animated object. See {@link PropertyBinding#parseTrackName}
  30610. * for the forms of strings that can be parsed for property binding.
  30611. *
  30612. * @type {string}
  30613. */
  30614. this.name = name;
  30615. /**
  30616. * The keyframe times.
  30617. *
  30618. * @type {Float32Array}
  30619. */
  30620. this.times = convertArray( times, this.TimeBufferType );
  30621. /**
  30622. * The keyframe values.
  30623. *
  30624. * @type {Float32Array}
  30625. */
  30626. this.values = convertArray( values, this.ValueBufferType );
  30627. this.setInterpolation( interpolation || this.DefaultInterpolation );
  30628. }
  30629. /**
  30630. * Converts the keyframe track to JSON.
  30631. *
  30632. * @static
  30633. * @param {KeyframeTrack} track - The keyframe track to serialize.
  30634. * @return {Object} The serialized keyframe track as JSON.
  30635. */
  30636. static toJSON( track ) {
  30637. const trackType = track.constructor;
  30638. let json;
  30639. // derived classes can define a static toJSON method
  30640. if ( trackType.toJSON !== this.toJSON ) {
  30641. json = trackType.toJSON( track );
  30642. } else {
  30643. // by default, we assume the data can be serialized as-is
  30644. json = {
  30645. 'name': track.name,
  30646. 'times': convertArray( track.times, Array ),
  30647. 'values': convertArray( track.values, Array )
  30648. };
  30649. const interpolation = track.getInterpolation();
  30650. if ( interpolation !== track.DefaultInterpolation ) {
  30651. json.interpolation = interpolation;
  30652. }
  30653. }
  30654. json.type = track.ValueTypeName; // mandatory
  30655. return json;
  30656. }
  30657. /**
  30658. * Factory method for creating a new discrete interpolant.
  30659. *
  30660. * @static
  30661. * @param {TypedArray} [result] - The result buffer.
  30662. * @return {DiscreteInterpolant} The new interpolant.
  30663. */
  30664. InterpolantFactoryMethodDiscrete( result ) {
  30665. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  30666. }
  30667. /**
  30668. * Factory method for creating a new linear interpolant.
  30669. *
  30670. * @static
  30671. * @param {TypedArray} [result] - The result buffer.
  30672. * @return {LinearInterpolant} The new interpolant.
  30673. */
  30674. InterpolantFactoryMethodLinear( result ) {
  30675. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  30676. }
  30677. /**
  30678. * Factory method for creating a new smooth interpolant.
  30679. *
  30680. * @static
  30681. * @param {TypedArray} [result] - The result buffer.
  30682. * @return {CubicInterpolant} The new interpolant.
  30683. */
  30684. InterpolantFactoryMethodSmooth( result ) {
  30685. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  30686. }
  30687. /**
  30688. * Defines the interpolation factor method for this keyframe track.
  30689. *
  30690. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} interpolation - The interpolation type.
  30691. * @return {KeyframeTrack} A reference to this keyframe track.
  30692. */
  30693. setInterpolation( interpolation ) {
  30694. let factoryMethod;
  30695. switch ( interpolation ) {
  30696. case InterpolateDiscrete:
  30697. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  30698. break;
  30699. case InterpolateLinear:
  30700. factoryMethod = this.InterpolantFactoryMethodLinear;
  30701. break;
  30702. case InterpolateSmooth:
  30703. factoryMethod = this.InterpolantFactoryMethodSmooth;
  30704. break;
  30705. }
  30706. if ( factoryMethod === undefined ) {
  30707. const message = 'unsupported interpolation for ' +
  30708. this.ValueTypeName + ' keyframe track named ' + this.name;
  30709. if ( this.createInterpolant === undefined ) {
  30710. // fall back to default, unless the default itself is messed up
  30711. if ( interpolation !== this.DefaultInterpolation ) {
  30712. this.setInterpolation( this.DefaultInterpolation );
  30713. } else {
  30714. throw new Error( message ); // fatal, in this case
  30715. }
  30716. }
  30717. console.warn( 'THREE.KeyframeTrack:', message );
  30718. return this;
  30719. }
  30720. this.createInterpolant = factoryMethod;
  30721. return this;
  30722. }
  30723. /**
  30724. * Returns the current interpolation type.
  30725. *
  30726. * @return {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} The interpolation type.
  30727. */
  30728. getInterpolation() {
  30729. switch ( this.createInterpolant ) {
  30730. case this.InterpolantFactoryMethodDiscrete:
  30731. return InterpolateDiscrete;
  30732. case this.InterpolantFactoryMethodLinear:
  30733. return InterpolateLinear;
  30734. case this.InterpolantFactoryMethodSmooth:
  30735. return InterpolateSmooth;
  30736. }
  30737. }
  30738. /**
  30739. * Returns the value size.
  30740. *
  30741. * @return {number} The value size.
  30742. */
  30743. getValueSize() {
  30744. return this.values.length / this.times.length;
  30745. }
  30746. /**
  30747. * Moves all keyframes either forward or backward in time.
  30748. *
  30749. * @param {number} timeOffset - The offset to move the time values.
  30750. * @return {KeyframeTrack} A reference to this keyframe track.
  30751. */
  30752. shift( timeOffset ) {
  30753. if ( timeOffset !== 0.0 ) {
  30754. const times = this.times;
  30755. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  30756. times[ i ] += timeOffset;
  30757. }
  30758. }
  30759. return this;
  30760. }
  30761. /**
  30762. * Scale all keyframe times by a factor (useful for frame - seconds conversions).
  30763. *
  30764. * @param {number} timeScale - The time scale.
  30765. * @return {KeyframeTrack} A reference to this keyframe track.
  30766. */
  30767. scale( timeScale ) {
  30768. if ( timeScale !== 1.0 ) {
  30769. const times = this.times;
  30770. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  30771. times[ i ] *= timeScale;
  30772. }
  30773. }
  30774. return this;
  30775. }
  30776. /**
  30777. * Removes keyframes before and after animation without changing any values within the defined time range.
  30778. *
  30779. * Note: The method does not shift around keys to the start of the track time, because for interpolated
  30780. * keys this will change their values
  30781. *
  30782. * @param {number} startTime - The start time.
  30783. * @param {number} endTime - The end time.
  30784. * @return {KeyframeTrack} A reference to this keyframe track.
  30785. */
  30786. trim( startTime, endTime ) {
  30787. const times = this.times,
  30788. nKeys = times.length;
  30789. let from = 0,
  30790. to = nKeys - 1;
  30791. while ( from !== nKeys && times[ from ] < startTime ) {
  30792. ++ from;
  30793. }
  30794. while ( to !== -1 && times[ to ] > endTime ) {
  30795. -- to;
  30796. }
  30797. ++ to; // inclusive -> exclusive bound
  30798. if ( from !== 0 || to !== nKeys ) {
  30799. // empty tracks are forbidden, so keep at least one keyframe
  30800. if ( from >= to ) {
  30801. to = Math.max( to, 1 );
  30802. from = to - 1;
  30803. }
  30804. const stride = this.getValueSize();
  30805. this.times = times.slice( from, to );
  30806. this.values = this.values.slice( from * stride, to * stride );
  30807. }
  30808. return this;
  30809. }
  30810. /**
  30811. * Performs minimal validation on the keyframe track. Returns `true` if the values
  30812. * are valid.
  30813. *
  30814. * @return {boolean} Whether the keyframes are valid or not.
  30815. */
  30816. validate() {
  30817. let valid = true;
  30818. const valueSize = this.getValueSize();
  30819. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  30820. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  30821. valid = false;
  30822. }
  30823. const times = this.times,
  30824. values = this.values,
  30825. nKeys = times.length;
  30826. if ( nKeys === 0 ) {
  30827. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  30828. valid = false;
  30829. }
  30830. let prevTime = null;
  30831. for ( let i = 0; i !== nKeys; i ++ ) {
  30832. const currTime = times[ i ];
  30833. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  30834. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  30835. valid = false;
  30836. break;
  30837. }
  30838. if ( prevTime !== null && prevTime > currTime ) {
  30839. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  30840. valid = false;
  30841. break;
  30842. }
  30843. prevTime = currTime;
  30844. }
  30845. if ( values !== undefined ) {
  30846. if ( isTypedArray( values ) ) {
  30847. for ( let i = 0, n = values.length; i !== n; ++ i ) {
  30848. const value = values[ i ];
  30849. if ( isNaN( value ) ) {
  30850. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  30851. valid = false;
  30852. break;
  30853. }
  30854. }
  30855. }
  30856. }
  30857. return valid;
  30858. }
  30859. /**
  30860. * Optimizes this keyframe track by removing equivalent sequential keys (which are
  30861. * common in morph target sequences).
  30862. *
  30863. * @return {AnimationClip} A reference to this animation clip.
  30864. */
  30865. optimize() {
  30866. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  30867. // times or values may be shared with other tracks, so overwriting is unsafe
  30868. const times = this.times.slice(),
  30869. values = this.values.slice(),
  30870. stride = this.getValueSize(),
  30871. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  30872. lastIndex = times.length - 1;
  30873. let writeIndex = 1;
  30874. for ( let i = 1; i < lastIndex; ++ i ) {
  30875. let keep = false;
  30876. const time = times[ i ];
  30877. const timeNext = times[ i + 1 ];
  30878. // remove adjacent keyframes scheduled at the same time
  30879. if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {
  30880. if ( ! smoothInterpolation ) {
  30881. // remove unnecessary keyframes same as their neighbors
  30882. const offset = i * stride,
  30883. offsetP = offset - stride,
  30884. offsetN = offset + stride;
  30885. for ( let j = 0; j !== stride; ++ j ) {
  30886. const value = values[ offset + j ];
  30887. if ( value !== values[ offsetP + j ] ||
  30888. value !== values[ offsetN + j ] ) {
  30889. keep = true;
  30890. break;
  30891. }
  30892. }
  30893. } else {
  30894. keep = true;
  30895. }
  30896. }
  30897. // in-place compaction
  30898. if ( keep ) {
  30899. if ( i !== writeIndex ) {
  30900. times[ writeIndex ] = times[ i ];
  30901. const readOffset = i * stride,
  30902. writeOffset = writeIndex * stride;
  30903. for ( let j = 0; j !== stride; ++ j ) {
  30904. values[ writeOffset + j ] = values[ readOffset + j ];
  30905. }
  30906. }
  30907. ++ writeIndex;
  30908. }
  30909. }
  30910. // flush last keyframe (compaction looks ahead)
  30911. if ( lastIndex > 0 ) {
  30912. times[ writeIndex ] = times[ lastIndex ];
  30913. for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  30914. values[ writeOffset + j ] = values[ readOffset + j ];
  30915. }
  30916. ++ writeIndex;
  30917. }
  30918. if ( writeIndex !== times.length ) {
  30919. this.times = times.slice( 0, writeIndex );
  30920. this.values = values.slice( 0, writeIndex * stride );
  30921. } else {
  30922. this.times = times;
  30923. this.values = values;
  30924. }
  30925. return this;
  30926. }
  30927. /**
  30928. * Returns a new keyframe track with copied values from this instance.
  30929. *
  30930. * @return {KeyframeTrack} A clone of this instance.
  30931. */
  30932. clone() {
  30933. const times = this.times.slice();
  30934. const values = this.values.slice();
  30935. const TypedKeyframeTrack = this.constructor;
  30936. const track = new TypedKeyframeTrack( this.name, times, values );
  30937. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  30938. track.createInterpolant = this.createInterpolant;
  30939. return track;
  30940. }
  30941. }
  30942. /**
  30943. * The value type name.
  30944. *
  30945. * @type {String}
  30946. * @default ''
  30947. */
  30948. KeyframeTrack.prototype.ValueTypeName = '';
  30949. /**
  30950. * The time buffer type of this keyframe track.
  30951. *
  30952. * @type {TypedArray|Array}
  30953. * @default Float32Array.constructor
  30954. */
  30955. KeyframeTrack.prototype.TimeBufferType = Float32Array;
  30956. /**
  30957. * The value buffer type of this keyframe track.
  30958. *
  30959. * @type {TypedArray|Array}
  30960. * @default Float32Array.constructor
  30961. */
  30962. KeyframeTrack.prototype.ValueBufferType = Float32Array;
  30963. /**
  30964. * The default interpolation type of this keyframe track.
  30965. *
  30966. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  30967. * @default InterpolateLinear
  30968. */
  30969. KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
  30970. /**
  30971. * A track for boolean keyframe values.
  30972. *
  30973. * @augments KeyframeTrack
  30974. */
  30975. class BooleanKeyframeTrack extends KeyframeTrack {
  30976. /**
  30977. * Constructs a new boolean keyframe track.
  30978. *
  30979. * This keyframe track type has no `interpolation` parameter because the
  30980. * interpolation is always discrete.
  30981. *
  30982. * @param {string} name - The keyframe track's name.
  30983. * @param {Array<number>} times - A list of keyframe times.
  30984. * @param {Array<number>} values - A list of keyframe values.
  30985. */
  30986. constructor( name, times, values ) {
  30987. super( name, times, values );
  30988. }
  30989. }
  30990. /**
  30991. * The value type name.
  30992. *
  30993. * @type {String}
  30994. * @default 'bool'
  30995. */
  30996. BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
  30997. /**
  30998. * The value buffer type of this keyframe track.
  30999. *
  31000. * @type {TypedArray|Array}
  31001. * @default Array.constructor
  31002. */
  31003. BooleanKeyframeTrack.prototype.ValueBufferType = Array;
  31004. /**
  31005. * The default interpolation type of this keyframe track.
  31006. *
  31007. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31008. * @default InterpolateDiscrete
  31009. */
  31010. BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31011. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31012. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31013. /**
  31014. * A track for color keyframe values.
  31015. *
  31016. * @augments KeyframeTrack
  31017. */
  31018. class ColorKeyframeTrack extends KeyframeTrack {
  31019. /**
  31020. * Constructs a new color keyframe track.
  31021. *
  31022. * @param {string} name - The keyframe track's name.
  31023. * @param {Array<number>} times - A list of keyframe times.
  31024. * @param {Array<number>} values - A list of keyframe values.
  31025. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31026. */
  31027. constructor( name, times, values, interpolation ) {
  31028. super( name, times, values, interpolation );
  31029. }
  31030. }
  31031. /**
  31032. * The value type name.
  31033. *
  31034. * @type {String}
  31035. * @default 'color'
  31036. */
  31037. ColorKeyframeTrack.prototype.ValueTypeName = 'color';
  31038. /**
  31039. * A track for numeric keyframe values.
  31040. *
  31041. * @augments KeyframeTrack
  31042. */
  31043. class NumberKeyframeTrack extends KeyframeTrack {
  31044. /**
  31045. * Constructs a new number keyframe track.
  31046. *
  31047. * @param {string} name - The keyframe track's name.
  31048. * @param {Array<number>} times - A list of keyframe times.
  31049. * @param {Array<number>} values - A list of keyframe values.
  31050. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31051. */
  31052. constructor( name, times, values, interpolation ) {
  31053. super( name, times, values, interpolation );
  31054. }
  31055. }
  31056. /**
  31057. * The value type name.
  31058. *
  31059. * @type {String}
  31060. * @default 'number'
  31061. */
  31062. NumberKeyframeTrack.prototype.ValueTypeName = 'number';
  31063. /**
  31064. * Spherical linear unit quaternion interpolant.
  31065. *
  31066. * @augments Interpolant
  31067. */
  31068. class QuaternionLinearInterpolant extends Interpolant {
  31069. /**
  31070. * Constructs a new SLERP interpolant.
  31071. *
  31072. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  31073. * @param {TypedArray} sampleValues - The sample values.
  31074. * @param {number} sampleSize - The sample size
  31075. * @param {TypedArray} [resultBuffer] - The result buffer.
  31076. */
  31077. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  31078. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  31079. }
  31080. interpolate_( i1, t0, t, t1 ) {
  31081. const result = this.resultBuffer,
  31082. values = this.sampleValues,
  31083. stride = this.valueSize,
  31084. alpha = ( t - t0 ) / ( t1 - t0 );
  31085. let offset = i1 * stride;
  31086. for ( let end = offset + stride; offset !== end; offset += 4 ) {
  31087. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  31088. }
  31089. return result;
  31090. }
  31091. }
  31092. /**
  31093. * A track for Quaternion keyframe values.
  31094. *
  31095. * @augments KeyframeTrack
  31096. */
  31097. class QuaternionKeyframeTrack extends KeyframeTrack {
  31098. /**
  31099. * Constructs a new Quaternion keyframe track.
  31100. *
  31101. * @param {string} name - The keyframe track's name.
  31102. * @param {Array<number>} times - A list of keyframe times.
  31103. * @param {Array<number>} values - A list of keyframe values.
  31104. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31105. */
  31106. constructor( name, times, values, interpolation ) {
  31107. super( name, times, values, interpolation );
  31108. }
  31109. /**
  31110. * Overwritten so the method returns Quaternion based interpolant.
  31111. *
  31112. * @static
  31113. * @param {TypedArray} [result] - The result buffer.
  31114. * @return {QuaternionLinearInterpolant} The new interpolant.
  31115. */
  31116. InterpolantFactoryMethodLinear( result ) {
  31117. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  31118. }
  31119. }
  31120. /**
  31121. * The value type name.
  31122. *
  31123. * @type {String}
  31124. * @default 'quaternion'
  31125. */
  31126. QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';
  31127. // ValueBufferType is inherited
  31128. // DefaultInterpolation is inherited;
  31129. QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31130. /**
  31131. * A track for string keyframe values.
  31132. *
  31133. * @augments KeyframeTrack
  31134. */
  31135. class StringKeyframeTrack extends KeyframeTrack {
  31136. /**
  31137. * Constructs a new string keyframe track.
  31138. *
  31139. * This keyframe track type has no `interpolation` parameter because the
  31140. * interpolation is always discrete.
  31141. *
  31142. * @param {string} name - The keyframe track's name.
  31143. * @param {Array<number>} times - A list of keyframe times.
  31144. * @param {Array<number>} values - A list of keyframe values.
  31145. */
  31146. constructor( name, times, values ) {
  31147. super( name, times, values );
  31148. }
  31149. }
  31150. /**
  31151. * The value type name.
  31152. *
  31153. * @type {String}
  31154. * @default 'string'
  31155. */
  31156. StringKeyframeTrack.prototype.ValueTypeName = 'string';
  31157. /**
  31158. * The value buffer type of this keyframe track.
  31159. *
  31160. * @type {TypedArray|Array}
  31161. * @default Array.constructor
  31162. */
  31163. StringKeyframeTrack.prototype.ValueBufferType = Array;
  31164. /**
  31165. * The default interpolation type of this keyframe track.
  31166. *
  31167. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31168. * @default InterpolateDiscrete
  31169. */
  31170. StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31171. StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31172. StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31173. /**
  31174. * A track for vector keyframe values.
  31175. *
  31176. * @augments KeyframeTrack
  31177. */
  31178. class VectorKeyframeTrack extends KeyframeTrack {
  31179. /**
  31180. * Constructs a new vector keyframe track.
  31181. *
  31182. * @param {string} name - The keyframe track's name.
  31183. * @param {Array<number>} times - A list of keyframe times.
  31184. * @param {Array<number>} values - A list of keyframe values.
  31185. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31186. */
  31187. constructor( name, times, values, interpolation ) {
  31188. super( name, times, values, interpolation );
  31189. }
  31190. }
  31191. /**
  31192. * The value type name.
  31193. *
  31194. * @type {String}
  31195. * @default 'vector'
  31196. */
  31197. VectorKeyframeTrack.prototype.ValueTypeName = 'vector';
  31198. /**
  31199. * A reusable set of keyframe tracks which represent an animation.
  31200. */
  31201. class AnimationClip {
  31202. /**
  31203. * Constructs a new animation clip.
  31204. *
  31205. * Note: Instead of instantiating an AnimationClip directly with the constructor, you can
  31206. * use the static interface of this class for creating clips. In most cases though, animation clips
  31207. * will automatically be created by loaders when importing animated 3D assets.
  31208. *
  31209. * @param {string} [name=''] - The clip's name.
  31210. * @param {number} [duration=-1] - The clip's duration in seconds. If a negative value is passed,
  31211. * the duration will be calculated from the passed keyframes.
  31212. * @param {Array<KeyframeTrack>} tracks - An array of keyframe tracks.
  31213. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode=NormalAnimationBlendMode] - Defines how the animation
  31214. * is blended/combined when two or more animations are simultaneously played.
  31215. */
  31216. constructor( name = '', duration = -1, tracks = [], blendMode = NormalAnimationBlendMode ) {
  31217. /**
  31218. * The clip's name.
  31219. *
  31220. * @type {string}
  31221. */
  31222. this.name = name;
  31223. /**
  31224. * An array of keyframe tracks.
  31225. *
  31226. * @type {Array<KeyframeTrack>}
  31227. */
  31228. this.tracks = tracks;
  31229. /**
  31230. * The clip's duration in seconds.
  31231. *
  31232. * @type {number}
  31233. */
  31234. this.duration = duration;
  31235. /**
  31236. * Defines how the animation is blended/combined when two or more animations
  31237. * are simultaneously played.
  31238. *
  31239. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  31240. */
  31241. this.blendMode = blendMode;
  31242. /**
  31243. * The UUID of the animation clip.
  31244. *
  31245. * @type {string}
  31246. * @readonly
  31247. */
  31248. this.uuid = generateUUID();
  31249. // this means it should figure out its duration by scanning the tracks
  31250. if ( this.duration < 0 ) {
  31251. this.resetDuration();
  31252. }
  31253. }
  31254. /**
  31255. * Factory method for creating an animation clip from the given JSON.
  31256. *
  31257. * @static
  31258. * @param {Object} json - The serialized animation clip.
  31259. * @return {AnimationClip} The new animation clip.
  31260. */
  31261. static parse( json ) {
  31262. const tracks = [],
  31263. jsonTracks = json.tracks,
  31264. frameTime = 1.0 / ( json.fps || 1.0 );
  31265. for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  31266. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  31267. }
  31268. const clip = new this( json.name, json.duration, tracks, json.blendMode );
  31269. clip.uuid = json.uuid;
  31270. return clip;
  31271. }
  31272. /**
  31273. * Serializes the given animation clip into JSON.
  31274. *
  31275. * @static
  31276. * @param {AnimationClip} clip - The animation clip to serialize.
  31277. * @return {Object} The JSON object.
  31278. */
  31279. static toJSON( clip ) {
  31280. const tracks = [],
  31281. clipTracks = clip.tracks;
  31282. const json = {
  31283. 'name': clip.name,
  31284. 'duration': clip.duration,
  31285. 'tracks': tracks,
  31286. 'uuid': clip.uuid,
  31287. 'blendMode': clip.blendMode
  31288. };
  31289. for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {
  31290. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  31291. }
  31292. return json;
  31293. }
  31294. /**
  31295. * Returns a new animation clip from the passed morph targets array of a
  31296. * geometry, taking a name and the number of frames per second.
  31297. *
  31298. * Note: The fps parameter is required, but the animation speed can be
  31299. * overridden via {@link AnimationAction#setDuration}.
  31300. *
  31301. * @static
  31302. * @param {string} name - The name of the animation clip.
  31303. * @param {Array<Object>} morphTargetSequence - A sequence of morph targets.
  31304. * @param {number} fps - The Frames-Per-Second value.
  31305. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31306. * @return {AnimationClip} The new animation clip.
  31307. */
  31308. static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {
  31309. const numMorphTargets = morphTargetSequence.length;
  31310. const tracks = [];
  31311. for ( let i = 0; i < numMorphTargets; i ++ ) {
  31312. let times = [];
  31313. let values = [];
  31314. times.push(
  31315. ( i + numMorphTargets - 1 ) % numMorphTargets,
  31316. i,
  31317. ( i + 1 ) % numMorphTargets );
  31318. values.push( 0, 1, 0 );
  31319. const order = getKeyframeOrder( times );
  31320. times = sortedArray( times, 1, order );
  31321. values = sortedArray( values, 1, order );
  31322. // if there is a key at the first frame, duplicate it as the
  31323. // last frame as well for perfect loop.
  31324. if ( ! noLoop && times[ 0 ] === 0 ) {
  31325. times.push( numMorphTargets );
  31326. values.push( values[ 0 ] );
  31327. }
  31328. tracks.push(
  31329. new NumberKeyframeTrack(
  31330. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  31331. times, values
  31332. ).scale( 1.0 / fps ) );
  31333. }
  31334. return new this( name, -1, tracks );
  31335. }
  31336. /**
  31337. * Searches for an animation clip by name, taking as its first parameter
  31338. * either an array of clips, or a mesh or geometry that contains an
  31339. * array named "animations" property.
  31340. *
  31341. * @static
  31342. * @param {(Array<AnimationClip>|Object3D)} objectOrClipArray - The array or object to search through.
  31343. * @param {string} name - The name to search for.
  31344. * @return {?AnimationClip} The found animation clip. Returns `null` if no clip has been found.
  31345. */
  31346. static findByName( objectOrClipArray, name ) {
  31347. let clipArray = objectOrClipArray;
  31348. if ( ! Array.isArray( objectOrClipArray ) ) {
  31349. const o = objectOrClipArray;
  31350. clipArray = o.geometry && o.geometry.animations || o.animations;
  31351. }
  31352. for ( let i = 0; i < clipArray.length; i ++ ) {
  31353. if ( clipArray[ i ].name === name ) {
  31354. return clipArray[ i ];
  31355. }
  31356. }
  31357. return null;
  31358. }
  31359. /**
  31360. * Returns an array of new AnimationClips created from the morph target
  31361. * sequences of a geometry, trying to sort morph target names into
  31362. * animation-group-based patterns like "Walk_001, Walk_002, Run_001, Run_002...".
  31363. *
  31364. * See {@link MD2Loader#parse} as an example for how the method should be used.
  31365. *
  31366. * @static
  31367. * @param {Array<Object>} morphTargets - A sequence of morph targets.
  31368. * @param {number} fps - The Frames-Per-Second value.
  31369. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31370. * @return {Array<AnimationClip>} An array of new animation clips.
  31371. */
  31372. static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {
  31373. const animationToMorphTargets = {};
  31374. // tested with https://regex101.com/ on trick sequences
  31375. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  31376. const pattern = /^([\w-]*?)([\d]+)$/;
  31377. // sort morph target names into animation groups based
  31378. // patterns like Walk_001, Walk_002, Run_001, Run_002
  31379. for ( let i = 0, il = morphTargets.length; i < il; i ++ ) {
  31380. const morphTarget = morphTargets[ i ];
  31381. const parts = morphTarget.name.match( pattern );
  31382. if ( parts && parts.length > 1 ) {
  31383. const name = parts[ 1 ];
  31384. let animationMorphTargets = animationToMorphTargets[ name ];
  31385. if ( ! animationMorphTargets ) {
  31386. animationToMorphTargets[ name ] = animationMorphTargets = [];
  31387. }
  31388. animationMorphTargets.push( morphTarget );
  31389. }
  31390. }
  31391. const clips = [];
  31392. for ( const name in animationToMorphTargets ) {
  31393. clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  31394. }
  31395. return clips;
  31396. }
  31397. /**
  31398. * Parses the `animation.hierarchy` format and returns a new animation clip.
  31399. *
  31400. * @static
  31401. * @deprecated since r175.
  31402. * @param {Object} animation - A serialized animation clip as JSON.
  31403. * @param {Array<Bones>} bones - An array of bones.
  31404. * @return {?AnimationClip} The new animation clip.
  31405. */
  31406. static parseAnimation( animation, bones ) {
  31407. console.warn( 'THREE.AnimationClip: parseAnimation() is deprecated and will be removed with r185' );
  31408. if ( ! animation ) {
  31409. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  31410. return null;
  31411. }
  31412. const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  31413. // only return track if there are actually keys.
  31414. if ( animationKeys.length !== 0 ) {
  31415. const times = [];
  31416. const values = [];
  31417. flattenJSON( animationKeys, times, values, propertyName );
  31418. // empty keys are filtered out, so check again
  31419. if ( times.length !== 0 ) {
  31420. destTracks.push( new trackType( trackName, times, values ) );
  31421. }
  31422. }
  31423. };
  31424. const tracks = [];
  31425. const clipName = animation.name || 'default';
  31426. const fps = animation.fps || 30;
  31427. const blendMode = animation.blendMode;
  31428. // automatic length determination in AnimationClip.
  31429. let duration = animation.length || -1;
  31430. const hierarchyTracks = animation.hierarchy || [];
  31431. for ( let h = 0; h < hierarchyTracks.length; h ++ ) {
  31432. const animationKeys = hierarchyTracks[ h ].keys;
  31433. // skip empty tracks
  31434. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  31435. // process morph targets
  31436. if ( animationKeys[ 0 ].morphTargets ) {
  31437. // figure out all morph targets used in this track
  31438. const morphTargetNames = {};
  31439. let k;
  31440. for ( k = 0; k < animationKeys.length; k ++ ) {
  31441. if ( animationKeys[ k ].morphTargets ) {
  31442. for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  31443. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = -1;
  31444. }
  31445. }
  31446. }
  31447. // create a track for each morph target with all zero
  31448. // morphTargetInfluences except for the keys in which
  31449. // the morphTarget is named.
  31450. for ( const morphTargetName in morphTargetNames ) {
  31451. const times = [];
  31452. const values = [];
  31453. for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  31454. const animationKey = animationKeys[ k ];
  31455. times.push( animationKey.time );
  31456. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  31457. }
  31458. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  31459. }
  31460. duration = morphTargetNames.length * fps;
  31461. } else {
  31462. // ...assume skeletal animation
  31463. const boneName = '.bones[' + bones[ h ].name + ']';
  31464. addNonemptyTrack(
  31465. VectorKeyframeTrack, boneName + '.position',
  31466. animationKeys, 'pos', tracks );
  31467. addNonemptyTrack(
  31468. QuaternionKeyframeTrack, boneName + '.quaternion',
  31469. animationKeys, 'rot', tracks );
  31470. addNonemptyTrack(
  31471. VectorKeyframeTrack, boneName + '.scale',
  31472. animationKeys, 'scl', tracks );
  31473. }
  31474. }
  31475. if ( tracks.length === 0 ) {
  31476. return null;
  31477. }
  31478. const clip = new this( clipName, duration, tracks, blendMode );
  31479. return clip;
  31480. }
  31481. /**
  31482. * Sets the duration of this clip to the duration of its longest keyframe track.
  31483. *
  31484. * @return {AnimationClip} A reference to this animation clip.
  31485. */
  31486. resetDuration() {
  31487. const tracks = this.tracks;
  31488. let duration = 0;
  31489. for ( let i = 0, n = tracks.length; i !== n; ++ i ) {
  31490. const track = this.tracks[ i ];
  31491. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  31492. }
  31493. this.duration = duration;
  31494. return this;
  31495. }
  31496. /**
  31497. * Trims all tracks to the clip's duration.
  31498. *
  31499. * @return {AnimationClip} A reference to this animation clip.
  31500. */
  31501. trim() {
  31502. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31503. this.tracks[ i ].trim( 0, this.duration );
  31504. }
  31505. return this;
  31506. }
  31507. /**
  31508. * Performs minimal validation on each track in the clip. Returns `true` if all
  31509. * tracks are valid.
  31510. *
  31511. * @return {boolean} Whether the clip's keyframes are valid or not.
  31512. */
  31513. validate() {
  31514. let valid = true;
  31515. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31516. valid = valid && this.tracks[ i ].validate();
  31517. }
  31518. return valid;
  31519. }
  31520. /**
  31521. * Optimizes each track by removing equivalent sequential keys (which are
  31522. * common in morph target sequences).
  31523. *
  31524. * @return {AnimationClip} A reference to this animation clip.
  31525. */
  31526. optimize() {
  31527. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31528. this.tracks[ i ].optimize();
  31529. }
  31530. return this;
  31531. }
  31532. /**
  31533. * Returns a new animation clip with copied values from this instance.
  31534. *
  31535. * @return {AnimationClip} A clone of this instance.
  31536. */
  31537. clone() {
  31538. const tracks = [];
  31539. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31540. tracks.push( this.tracks[ i ].clone() );
  31541. }
  31542. return new this.constructor( this.name, this.duration, tracks, this.blendMode );
  31543. }
  31544. /**
  31545. * Serializes this animation clip into JSON.
  31546. *
  31547. * @return {Object} The JSON object.
  31548. */
  31549. toJSON() {
  31550. return this.constructor.toJSON( this );
  31551. }
  31552. }
  31553. function getTrackTypeForValueTypeName( typeName ) {
  31554. switch ( typeName.toLowerCase() ) {
  31555. case 'scalar':
  31556. case 'double':
  31557. case 'float':
  31558. case 'number':
  31559. case 'integer':
  31560. return NumberKeyframeTrack;
  31561. case 'vector':
  31562. case 'vector2':
  31563. case 'vector3':
  31564. case 'vector4':
  31565. return VectorKeyframeTrack;
  31566. case 'color':
  31567. return ColorKeyframeTrack;
  31568. case 'quaternion':
  31569. return QuaternionKeyframeTrack;
  31570. case 'bool':
  31571. case 'boolean':
  31572. return BooleanKeyframeTrack;
  31573. case 'string':
  31574. return StringKeyframeTrack;
  31575. }
  31576. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  31577. }
  31578. function parseKeyframeTrack( json ) {
  31579. if ( json.type === undefined ) {
  31580. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  31581. }
  31582. const trackType = getTrackTypeForValueTypeName( json.type );
  31583. if ( json.times === undefined ) {
  31584. const times = [], values = [];
  31585. flattenJSON( json.keys, times, values, 'value' );
  31586. json.times = times;
  31587. json.values = values;
  31588. }
  31589. // derived classes can define a static parse method
  31590. if ( trackType.parse !== undefined ) {
  31591. return trackType.parse( json );
  31592. } else {
  31593. // by default, we assume a constructor compatible with the base
  31594. return new trackType( json.name, json.times, json.values, json.interpolation );
  31595. }
  31596. }
  31597. /**
  31598. * @class
  31599. * @classdesc A simple caching system, used internally by {@link FileLoader}.
  31600. * To enable caching across all loaders that use {@link FileLoader}, add `THREE.Cache.enabled = true.` once in your app.
  31601. * @hideconstructor
  31602. */
  31603. const Cache = {
  31604. /**
  31605. * Whether caching is enabled or not.
  31606. *
  31607. * @static
  31608. * @type {boolean}
  31609. * @default false
  31610. */
  31611. enabled: false,
  31612. /**
  31613. * A dictionary that holds cached files.
  31614. *
  31615. * @static
  31616. * @type {Object<string,Object>}
  31617. */
  31618. files: {},
  31619. /**
  31620. * Adds a cache entry with a key to reference the file. If this key already
  31621. * holds a file, it is overwritten.
  31622. *
  31623. * @static
  31624. * @param {string} key - The key to reference the cached file.
  31625. * @param {Object} file - The file to be cached.
  31626. */
  31627. add: function ( key, file ) {
  31628. if ( this.enabled === false ) return;
  31629. // console.log( 'THREE.Cache', 'Adding key:', key );
  31630. this.files[ key ] = file;
  31631. },
  31632. /**
  31633. * Gets the cached value for the given key.
  31634. *
  31635. * @static
  31636. * @param {string} key - The key to reference the cached file.
  31637. * @return {Object|undefined} The cached file. If the key does not exist `undefined` is returned.
  31638. */
  31639. get: function ( key ) {
  31640. if ( this.enabled === false ) return;
  31641. // console.log( 'THREE.Cache', 'Checking key:', key );
  31642. return this.files[ key ];
  31643. },
  31644. /**
  31645. * Removes the cached file associated with the given key.
  31646. *
  31647. * @static
  31648. * @param {string} key - The key to reference the cached file.
  31649. */
  31650. remove: function ( key ) {
  31651. delete this.files[ key ];
  31652. },
  31653. /**
  31654. * Remove all values from the cache.
  31655. *
  31656. * @static
  31657. */
  31658. clear: function () {
  31659. this.files = {};
  31660. }
  31661. };
  31662. /**
  31663. * Handles and keeps track of loaded and pending data. A default global
  31664. * instance of this class is created and used by loaders if not supplied
  31665. * manually.
  31666. *
  31667. * In general that should be sufficient, however there are times when it can
  31668. * be useful to have separate loaders - for example if you want to show
  31669. * separate loading bars for objects and textures.
  31670. *
  31671. * ```js
  31672. * const manager = new THREE.LoadingManager();
  31673. * manager.onLoad = () => console.log( 'Loading complete!' );
  31674. *
  31675. * const loader1 = new OBJLoader( manager );
  31676. * const loader2 = new ColladaLoader( manager );
  31677. * ```
  31678. */
  31679. class LoadingManager {
  31680. /**
  31681. * Constructs a new loading manager.
  31682. *
  31683. * @param {Function} [onLoad] - Executes when all items have been loaded.
  31684. * @param {Function} [onProgress] - Executes when single items have been loaded.
  31685. * @param {Function} [onError] - Executes when an error occurs.
  31686. */
  31687. constructor( onLoad, onProgress, onError ) {
  31688. const scope = this;
  31689. let isLoading = false;
  31690. let itemsLoaded = 0;
  31691. let itemsTotal = 0;
  31692. let urlModifier = undefined;
  31693. const handlers = [];
  31694. // Refer to #5689 for the reason why we don't set .onStart
  31695. // in the constructor
  31696. /**
  31697. * Executes when an item starts loading.
  31698. *
  31699. * @type {Function|undefined}
  31700. * @default undefined
  31701. */
  31702. this.onStart = undefined;
  31703. /**
  31704. * Executes when all items have been loaded.
  31705. *
  31706. * @type {Function|undefined}
  31707. * @default undefined
  31708. */
  31709. this.onLoad = onLoad;
  31710. /**
  31711. * Executes when single items have been loaded.
  31712. *
  31713. * @type {Function|undefined}
  31714. * @default undefined
  31715. */
  31716. this.onProgress = onProgress;
  31717. /**
  31718. * Executes when an error occurs.
  31719. *
  31720. * @type {Function|undefined}
  31721. * @default undefined
  31722. */
  31723. this.onError = onError;
  31724. /**
  31725. * This should be called by any loader using the manager when the loader
  31726. * starts loading an item.
  31727. *
  31728. * @param {string} url - The URL to load.
  31729. */
  31730. this.itemStart = function ( url ) {
  31731. itemsTotal ++;
  31732. if ( isLoading === false ) {
  31733. if ( scope.onStart !== undefined ) {
  31734. scope.onStart( url, itemsLoaded, itemsTotal );
  31735. }
  31736. }
  31737. isLoading = true;
  31738. };
  31739. /**
  31740. * This should be called by any loader using the manager when the loader
  31741. * ended loading an item.
  31742. *
  31743. * @param {string} url - The URL of the loaded item.
  31744. */
  31745. this.itemEnd = function ( url ) {
  31746. itemsLoaded ++;
  31747. if ( scope.onProgress !== undefined ) {
  31748. scope.onProgress( url, itemsLoaded, itemsTotal );
  31749. }
  31750. if ( itemsLoaded === itemsTotal ) {
  31751. isLoading = false;
  31752. if ( scope.onLoad !== undefined ) {
  31753. scope.onLoad();
  31754. }
  31755. }
  31756. };
  31757. /**
  31758. * This should be called by any loader using the manager when the loader
  31759. * encounters an error when loading an item.
  31760. *
  31761. * @param {string} url - The URL of the item that produces an error.
  31762. */
  31763. this.itemError = function ( url ) {
  31764. if ( scope.onError !== undefined ) {
  31765. scope.onError( url );
  31766. }
  31767. };
  31768. /**
  31769. * Given a URL, uses the URL modifier callback (if any) and returns a
  31770. * resolved URL. If no URL modifier is set, returns the original URL.
  31771. *
  31772. * @param {string} url - The URL to load.
  31773. * @return {string} The resolved URL.
  31774. */
  31775. this.resolveURL = function ( url ) {
  31776. if ( urlModifier ) {
  31777. return urlModifier( url );
  31778. }
  31779. return url;
  31780. };
  31781. /**
  31782. * If provided, the callback will be passed each resource URL before a
  31783. * request is sent. The callback may return the original URL, or a new URL to
  31784. * override loading behavior. This behavior can be used to load assets from
  31785. * .ZIP files, drag-and-drop APIs, and Data URIs.
  31786. *
  31787. * ```js
  31788. * const blobs = {'fish.gltf': blob1, 'diffuse.png': blob2, 'normal.png': blob3};
  31789. *
  31790. * const manager = new THREE.LoadingManager();
  31791. *
  31792. * // Initialize loading manager with URL callback.
  31793. * const objectURLs = [];
  31794. * manager.setURLModifier( ( url ) => {
  31795. *
  31796. * url = URL.createObjectURL( blobs[ url ] );
  31797. * objectURLs.push( url );
  31798. * return url;
  31799. *
  31800. * } );
  31801. *
  31802. * // Load as usual, then revoke the blob URLs.
  31803. * const loader = new GLTFLoader( manager );
  31804. * loader.load( 'fish.gltf', (gltf) => {
  31805. *
  31806. * scene.add( gltf.scene );
  31807. * objectURLs.forEach( ( url ) => URL.revokeObjectURL( url ) );
  31808. *
  31809. * } );
  31810. * ```
  31811. *
  31812. * @param {function(string):string} transform - URL modifier callback. Called with an URL and must return a resolved URL.
  31813. * @return {LoadingManager} A reference to this loading manager.
  31814. */
  31815. this.setURLModifier = function ( transform ) {
  31816. urlModifier = transform;
  31817. return this;
  31818. };
  31819. /**
  31820. * Registers a loader with the given regular expression. Can be used to
  31821. * define what loader should be used in order to load specific files. A
  31822. * typical use case is to overwrite the default loader for textures.
  31823. *
  31824. * ```js
  31825. * // add handler for TGA textures
  31826. * manager.addHandler( /\.tga$/i, new TGALoader() );
  31827. * ```
  31828. *
  31829. * @param {string} regex - A regular expression.
  31830. * @param {Loader} loader - A loader that should handle matched cases.
  31831. * @return {LoadingManager} A reference to this loading manager.
  31832. */
  31833. this.addHandler = function ( regex, loader ) {
  31834. handlers.push( regex, loader );
  31835. return this;
  31836. };
  31837. /**
  31838. * Removes the loader for the given regular expression.
  31839. *
  31840. * @param {string} regex - A regular expression.
  31841. * @return {LoadingManager} A reference to this loading manager.
  31842. */
  31843. this.removeHandler = function ( regex ) {
  31844. const index = handlers.indexOf( regex );
  31845. if ( index !== -1 ) {
  31846. handlers.splice( index, 2 );
  31847. }
  31848. return this;
  31849. };
  31850. /**
  31851. * Can be used to retrieve the registered loader for the given file path.
  31852. *
  31853. * @param {string} file - The file path.
  31854. * @return {?Loader} The registered loader. Returns `null` if no loader was found.
  31855. */
  31856. this.getHandler = function ( file ) {
  31857. for ( let i = 0, l = handlers.length; i < l; i += 2 ) {
  31858. const regex = handlers[ i ];
  31859. const loader = handlers[ i + 1 ];
  31860. if ( regex.global ) regex.lastIndex = 0; // see #17920
  31861. if ( regex.test( file ) ) {
  31862. return loader;
  31863. }
  31864. }
  31865. return null;
  31866. };
  31867. }
  31868. }
  31869. /**
  31870. * The global default loading manager.
  31871. *
  31872. * @constant
  31873. * @type {LoadingManager}
  31874. */
  31875. const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();
  31876. /**
  31877. * Abstract base class for loaders.
  31878. *
  31879. * @abstract
  31880. */
  31881. class Loader {
  31882. /**
  31883. * Constructs a new loader.
  31884. *
  31885. * @param {LoadingManager} [manager] - The loading manager.
  31886. */
  31887. constructor( manager ) {
  31888. /**
  31889. * The loading manager.
  31890. *
  31891. * @type {LoadingManager}
  31892. * @default DefaultLoadingManager
  31893. */
  31894. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  31895. /**
  31896. * The crossOrigin string to implement CORS for loading the url from a
  31897. * different domain that allows CORS.
  31898. *
  31899. * @type {string}
  31900. * @default 'anonymous'
  31901. */
  31902. this.crossOrigin = 'anonymous';
  31903. /**
  31904. * Whether the XMLHttpRequest uses credentials.
  31905. *
  31906. * @type {boolean}
  31907. * @default false
  31908. */
  31909. this.withCredentials = false;
  31910. /**
  31911. * The base path from which the asset will be loaded.
  31912. *
  31913. * @type {string}
  31914. */
  31915. this.path = '';
  31916. /**
  31917. * The base path from which additional resources like textures will be loaded.
  31918. *
  31919. * @type {string}
  31920. */
  31921. this.resourcePath = '';
  31922. /**
  31923. * The [request header]{@link https://developer.mozilla.org/en-US/docs/Glossary/Request_header}
  31924. * used in HTTP request.
  31925. *
  31926. * @type {Object<string, any>}
  31927. */
  31928. this.requestHeader = {};
  31929. }
  31930. /**
  31931. * This method needs to be implemented by all concrete loaders. It holds the
  31932. * logic for loading assets from the backend.
  31933. *
  31934. * @param {string} url - The path/URL of the file to be loaded.
  31935. * @param {Function} onLoad - Executed when the loading process has been finished.
  31936. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  31937. * @param {onErrorCallback} [onError] - Executed when errors occur.
  31938. */
  31939. load( /* url, onLoad, onProgress, onError */ ) {}
  31940. /**
  31941. * A async version of {@link Loader#load}.
  31942. *
  31943. * @param {string} url - The path/URL of the file to be loaded.
  31944. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  31945. * @return {Promise} A Promise that resolves when the asset has been loaded.
  31946. */
  31947. loadAsync( url, onProgress ) {
  31948. const scope = this;
  31949. return new Promise( function ( resolve, reject ) {
  31950. scope.load( url, resolve, onProgress, reject );
  31951. } );
  31952. }
  31953. /**
  31954. * This method needs to be implemented by all concrete loaders. It holds the
  31955. * logic for parsing the asset into three.js entities.
  31956. *
  31957. * @param {any} data - The data to parse.
  31958. */
  31959. parse( /* data */ ) {}
  31960. /**
  31961. * Sets the `crossOrigin` String to implement CORS for loading the URL
  31962. * from a different domain that allows CORS.
  31963. *
  31964. * @param {string} crossOrigin - The `crossOrigin` value.
  31965. * @return {Loader} A reference to this instance.
  31966. */
  31967. setCrossOrigin( crossOrigin ) {
  31968. this.crossOrigin = crossOrigin;
  31969. return this;
  31970. }
  31971. /**
  31972. * Whether the XMLHttpRequest uses credentials such as cookies, authorization
  31973. * headers or TLS client certificates, see [XMLHttpRequest.withCredentials]{@link https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials}.
  31974. *
  31975. * Note: This setting has no effect if you are loading files locally or from the same domain.
  31976. *
  31977. * @param {boolean} value - The `withCredentials` value.
  31978. * @return {Loader} A reference to this instance.
  31979. */
  31980. setWithCredentials( value ) {
  31981. this.withCredentials = value;
  31982. return this;
  31983. }
  31984. /**
  31985. * Sets the base path for the asset.
  31986. *
  31987. * @param {string} path - The base path.
  31988. * @return {Loader} A reference to this instance.
  31989. */
  31990. setPath( path ) {
  31991. this.path = path;
  31992. return this;
  31993. }
  31994. /**
  31995. * Sets the base path for dependent resources like textures.
  31996. *
  31997. * @param {string} resourcePath - The resource path.
  31998. * @return {Loader} A reference to this instance.
  31999. */
  32000. setResourcePath( resourcePath ) {
  32001. this.resourcePath = resourcePath;
  32002. return this;
  32003. }
  32004. /**
  32005. * Sets the given request header.
  32006. *
  32007. * @param {Object} requestHeader - A [request header]{@link https://developer.mozilla.org/en-US/docs/Glossary/Request_header}
  32008. * for configuring the HTTP request.
  32009. * @return {Loader} A reference to this instance.
  32010. */
  32011. setRequestHeader( requestHeader ) {
  32012. this.requestHeader = requestHeader;
  32013. return this;
  32014. }
  32015. }
  32016. /**
  32017. * Callback for onProgress in loaders.
  32018. *
  32019. * @callback onProgressCallback
  32020. * @param {ProgressEvent} event - An instance of `ProgressEvent` that represents the current loading status.
  32021. */
  32022. /**
  32023. * Callback for onError in loaders.
  32024. *
  32025. * @callback onErrorCallback
  32026. * @param {Error} error - The error which occurred during the loading process.
  32027. */
  32028. /**
  32029. * The default material name that is used by loaders
  32030. * when creating materials for loaded 3D objects.
  32031. *
  32032. * Note: Not all loaders might honor this setting.
  32033. *
  32034. * @static
  32035. * @type {string}
  32036. * @default '__DEFAULT'
  32037. */
  32038. Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT';
  32039. const loading = {};
  32040. class HttpError extends Error {
  32041. constructor( message, response ) {
  32042. super( message );
  32043. this.response = response;
  32044. }
  32045. }
  32046. /**
  32047. * A low level class for loading resources with the Fetch API, used internally by
  32048. * most loaders. It can also be used directly to load any file type that does
  32049. * not have a loader.
  32050. *
  32051. * This loader supports caching. If you want to use it, add `THREE.Cache.enabled = true;`
  32052. * once to your application.
  32053. *
  32054. * ```js
  32055. * const loader = new THREE.FileLoader();
  32056. * const data = await loader.loadAsync( 'example.txt' );
  32057. * ```
  32058. *
  32059. * @augments Loader
  32060. */
  32061. class FileLoader extends Loader {
  32062. /**
  32063. * Constructs a new file loader.
  32064. *
  32065. * @param {LoadingManager} [manager] - The loading manager.
  32066. */
  32067. constructor( manager ) {
  32068. super( manager );
  32069. /**
  32070. * The expected mime type.
  32071. *
  32072. * @type {string}
  32073. */
  32074. this.mimeType = '';
  32075. /**
  32076. * The expected response type.
  32077. *
  32078. * @type {('arraybuffer'|'blob'|'document'|'json'|'')}
  32079. * @default ''
  32080. */
  32081. this.responseType = '';
  32082. }
  32083. /**
  32084. * Starts loading from the given URL and pass the loaded response to the `onLoad()` callback.
  32085. *
  32086. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32087. * @param {function(any)} onLoad - Executed when the loading process has been finished.
  32088. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32089. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32090. * @return {any|undefined} The cached resource if available.
  32091. */
  32092. load( url, onLoad, onProgress, onError ) {
  32093. if ( url === undefined ) url = '';
  32094. if ( this.path !== undefined ) url = this.path + url;
  32095. url = this.manager.resolveURL( url );
  32096. const cached = Cache.get( url );
  32097. if ( cached !== undefined ) {
  32098. this.manager.itemStart( url );
  32099. setTimeout( () => {
  32100. if ( onLoad ) onLoad( cached );
  32101. this.manager.itemEnd( url );
  32102. }, 0 );
  32103. return cached;
  32104. }
  32105. // Check if request is duplicate
  32106. if ( loading[ url ] !== undefined ) {
  32107. loading[ url ].push( {
  32108. onLoad: onLoad,
  32109. onProgress: onProgress,
  32110. onError: onError
  32111. } );
  32112. return;
  32113. }
  32114. // Initialise array for duplicate requests
  32115. loading[ url ] = [];
  32116. loading[ url ].push( {
  32117. onLoad: onLoad,
  32118. onProgress: onProgress,
  32119. onError: onError,
  32120. } );
  32121. // create request
  32122. const req = new Request( url, {
  32123. headers: new Headers( this.requestHeader ),
  32124. credentials: this.withCredentials ? 'include' : 'same-origin',
  32125. // An abort controller could be added within a future PR
  32126. } );
  32127. // record states ( avoid data race )
  32128. const mimeType = this.mimeType;
  32129. const responseType = this.responseType;
  32130. // start the fetch
  32131. fetch( req )
  32132. .then( response => {
  32133. if ( response.status === 200 || response.status === 0 ) {
  32134. // Some browsers return HTTP Status 0 when using non-http protocol
  32135. // e.g. 'file://' or 'data://'. Handle as success.
  32136. if ( response.status === 0 ) {
  32137. console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );
  32138. }
  32139. // Workaround: Checking if response.body === undefined for Alipay browser #23548
  32140. if ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) {
  32141. return response;
  32142. }
  32143. const callbacks = loading[ url ];
  32144. const reader = response.body.getReader();
  32145. // Nginx needs X-File-Size check
  32146. // https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content
  32147. const contentLength = response.headers.get( 'X-File-Size' ) || response.headers.get( 'Content-Length' );
  32148. const total = contentLength ? parseInt( contentLength ) : 0;
  32149. const lengthComputable = total !== 0;
  32150. let loaded = 0;
  32151. // periodically read data into the new stream tracking while download progress
  32152. const stream = new ReadableStream( {
  32153. start( controller ) {
  32154. readData();
  32155. function readData() {
  32156. reader.read().then( ( { done, value } ) => {
  32157. if ( done ) {
  32158. controller.close();
  32159. } else {
  32160. loaded += value.byteLength;
  32161. const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );
  32162. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32163. const callback = callbacks[ i ];
  32164. if ( callback.onProgress ) callback.onProgress( event );
  32165. }
  32166. controller.enqueue( value );
  32167. readData();
  32168. }
  32169. }, ( e ) => {
  32170. controller.error( e );
  32171. } );
  32172. }
  32173. }
  32174. } );
  32175. return new Response( stream );
  32176. } else {
  32177. throw new HttpError( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response );
  32178. }
  32179. } )
  32180. .then( response => {
  32181. switch ( responseType ) {
  32182. case 'arraybuffer':
  32183. return response.arrayBuffer();
  32184. case 'blob':
  32185. return response.blob();
  32186. case 'document':
  32187. return response.text()
  32188. .then( text => {
  32189. const parser = new DOMParser();
  32190. return parser.parseFromString( text, mimeType );
  32191. } );
  32192. case 'json':
  32193. return response.json();
  32194. default:
  32195. if ( mimeType === '' ) {
  32196. return response.text();
  32197. } else {
  32198. // sniff encoding
  32199. const re = /charset="?([^;"\s]*)"?/i;
  32200. const exec = re.exec( mimeType );
  32201. const label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined;
  32202. const decoder = new TextDecoder( label );
  32203. return response.arrayBuffer().then( ab => decoder.decode( ab ) );
  32204. }
  32205. }
  32206. } )
  32207. .then( data => {
  32208. // Add to cache only on HTTP success, so that we do not cache
  32209. // error response bodies as proper responses to requests.
  32210. Cache.add( url, data );
  32211. const callbacks = loading[ url ];
  32212. delete loading[ url ];
  32213. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32214. const callback = callbacks[ i ];
  32215. if ( callback.onLoad ) callback.onLoad( data );
  32216. }
  32217. } )
  32218. .catch( err => {
  32219. // Abort errors and other errors are handled the same
  32220. const callbacks = loading[ url ];
  32221. if ( callbacks === undefined ) {
  32222. // When onLoad was called and url was deleted in `loading`
  32223. this.manager.itemError( url );
  32224. throw err;
  32225. }
  32226. delete loading[ url ];
  32227. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32228. const callback = callbacks[ i ];
  32229. if ( callback.onError ) callback.onError( err );
  32230. }
  32231. this.manager.itemError( url );
  32232. } )
  32233. .finally( () => {
  32234. this.manager.itemEnd( url );
  32235. } );
  32236. this.manager.itemStart( url );
  32237. }
  32238. /**
  32239. * Sets the expected response type.
  32240. *
  32241. * @param {('arraybuffer'|'blob'|'document'|'json'|'')} value - The response type.
  32242. * @return {FileLoader} A reference to this file loader.
  32243. */
  32244. setResponseType( value ) {
  32245. this.responseType = value;
  32246. return this;
  32247. }
  32248. /**
  32249. * Sets the expected mime type of the loaded file.
  32250. *
  32251. * @param {string} value - The mime type.
  32252. * @return {FileLoader} A reference to this file loader.
  32253. */
  32254. setMimeType( value ) {
  32255. this.mimeType = value;
  32256. return this;
  32257. }
  32258. }
  32259. /**
  32260. * Class for loading animation clips in the JSON format. The files are internally
  32261. * loaded via {@link FileLoader}.
  32262. *
  32263. * ```js
  32264. * const loader = new THREE.AnimationLoader();
  32265. * const animations = await loader.loadAsync( 'animations/animation.js' );
  32266. * ```
  32267. *
  32268. * @augments Loader
  32269. */
  32270. class AnimationLoader extends Loader {
  32271. /**
  32272. * Constructs a new animation loader.
  32273. *
  32274. * @param {LoadingManager} [manager] - The loading manager.
  32275. */
  32276. constructor( manager ) {
  32277. super( manager );
  32278. }
  32279. /**
  32280. * Starts loading from the given URL and pass the loaded animations as an array
  32281. * holding instances of {@link AnimationClip} to the `onLoad()` callback.
  32282. *
  32283. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32284. * @param {function(Array<AnimationClip>)} onLoad - Executed when the loading process has been finished.
  32285. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32286. * @param {onErrorCallback} onError - Executed when errors occur.
  32287. */
  32288. load( url, onLoad, onProgress, onError ) {
  32289. const scope = this;
  32290. const loader = new FileLoader( this.manager );
  32291. loader.setPath( this.path );
  32292. loader.setRequestHeader( this.requestHeader );
  32293. loader.setWithCredentials( this.withCredentials );
  32294. loader.load( url, function ( text ) {
  32295. try {
  32296. onLoad( scope.parse( JSON.parse( text ) ) );
  32297. } catch ( e ) {
  32298. if ( onError ) {
  32299. onError( e );
  32300. } else {
  32301. console.error( e );
  32302. }
  32303. scope.manager.itemError( url );
  32304. }
  32305. }, onProgress, onError );
  32306. }
  32307. /**
  32308. * Parses the given JSON object and returns an array of animation clips.
  32309. *
  32310. * @param {Object} json - The serialized animation clips.
  32311. * @return {Array<AnimationClip>} The parsed animation clips.
  32312. */
  32313. parse( json ) {
  32314. const animations = [];
  32315. for ( let i = 0; i < json.length; i ++ ) {
  32316. const clip = AnimationClip.parse( json[ i ] );
  32317. animations.push( clip );
  32318. }
  32319. return animations;
  32320. }
  32321. }
  32322. /**
  32323. * Abstract base class for loading compressed texture formats S3TC, ASTC or ETC.
  32324. * Textures are internally loaded via {@link FileLoader}.
  32325. *
  32326. * Derived classes have to implement the `parse()` method which holds the parsing
  32327. * for the respective format.
  32328. *
  32329. * @abstract
  32330. * @augments Loader
  32331. */
  32332. class CompressedTextureLoader extends Loader {
  32333. /**
  32334. * Constructs a new compressed texture loader.
  32335. *
  32336. * @param {LoadingManager} [manager] - The loading manager.
  32337. */
  32338. constructor( manager ) {
  32339. super( manager );
  32340. }
  32341. /**
  32342. * Starts loading from the given URL and passes the loaded compressed texture
  32343. * to the `onLoad()` callback. The method also returns a new texture object which can
  32344. * directly be used for material creation. If you do it this way, the texture
  32345. * may pop up in your scene once the respective loading process is finished.
  32346. *
  32347. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32348. * @param {function(CompressedTexture)} onLoad - Executed when the loading process has been finished.
  32349. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32350. * @param {onErrorCallback} onError - Executed when errors occur.
  32351. * @return {CompressedTexture} The compressed texture.
  32352. */
  32353. load( url, onLoad, onProgress, onError ) {
  32354. const scope = this;
  32355. const images = [];
  32356. const texture = new CompressedTexture();
  32357. const loader = new FileLoader( this.manager );
  32358. loader.setPath( this.path );
  32359. loader.setResponseType( 'arraybuffer' );
  32360. loader.setRequestHeader( this.requestHeader );
  32361. loader.setWithCredentials( scope.withCredentials );
  32362. let loaded = 0;
  32363. function loadTexture( i ) {
  32364. loader.load( url[ i ], function ( buffer ) {
  32365. const texDatas = scope.parse( buffer, true );
  32366. images[ i ] = {
  32367. width: texDatas.width,
  32368. height: texDatas.height,
  32369. format: texDatas.format,
  32370. mipmaps: texDatas.mipmaps
  32371. };
  32372. loaded += 1;
  32373. if ( loaded === 6 ) {
  32374. if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;
  32375. texture.image = images;
  32376. texture.format = texDatas.format;
  32377. texture.needsUpdate = true;
  32378. if ( onLoad ) onLoad( texture );
  32379. }
  32380. }, onProgress, onError );
  32381. }
  32382. if ( Array.isArray( url ) ) {
  32383. for ( let i = 0, il = url.length; i < il; ++ i ) {
  32384. loadTexture( i );
  32385. }
  32386. } else {
  32387. // compressed cubemap texture stored in a single DDS file
  32388. loader.load( url, function ( buffer ) {
  32389. const texDatas = scope.parse( buffer, true );
  32390. if ( texDatas.isCubemap ) {
  32391. const faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  32392. for ( let f = 0; f < faces; f ++ ) {
  32393. images[ f ] = { mipmaps: [] };
  32394. for ( let i = 0; i < texDatas.mipmapCount; i ++ ) {
  32395. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  32396. images[ f ].format = texDatas.format;
  32397. images[ f ].width = texDatas.width;
  32398. images[ f ].height = texDatas.height;
  32399. }
  32400. }
  32401. texture.image = images;
  32402. } else {
  32403. texture.image.width = texDatas.width;
  32404. texture.image.height = texDatas.height;
  32405. texture.mipmaps = texDatas.mipmaps;
  32406. }
  32407. if ( texDatas.mipmapCount === 1 ) {
  32408. texture.minFilter = LinearFilter;
  32409. }
  32410. texture.format = texDatas.format;
  32411. texture.needsUpdate = true;
  32412. if ( onLoad ) onLoad( texture );
  32413. }, onProgress, onError );
  32414. }
  32415. return texture;
  32416. }
  32417. }
  32418. const _loading = new WeakMap();
  32419. /**
  32420. * A loader for loading images. The class loads images with the HTML `Image` API.
  32421. *
  32422. * ```js
  32423. * const loader = new THREE.ImageLoader();
  32424. * const image = await loader.loadAsync( 'image.png' );
  32425. * ```
  32426. * Please note that `ImageLoader` has dropped support for progress
  32427. * events in `r84`. For an `ImageLoader` that supports progress events, see
  32428. * [this thread]{@link https://github.com/mrdoob/three.js/issues/10439#issuecomment-275785639}.
  32429. *
  32430. * @augments Loader
  32431. */
  32432. class ImageLoader extends Loader {
  32433. /**
  32434. * Constructs a new image loader.
  32435. *
  32436. * @param {LoadingManager} [manager] - The loading manager.
  32437. */
  32438. constructor( manager ) {
  32439. super( manager );
  32440. }
  32441. /**
  32442. * Starts loading from the given URL and passes the loaded image
  32443. * to the `onLoad()` callback. The method also returns a new `Image` object which can
  32444. * directly be used for texture creation. If you do it this way, the texture
  32445. * may pop up in your scene once the respective loading process is finished.
  32446. *
  32447. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32448. * @param {function(Image)} onLoad - Executed when the loading process has been finished.
  32449. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32450. * @param {onErrorCallback} onError - Executed when errors occur.
  32451. * @return {Image} The image.
  32452. */
  32453. load( url, onLoad, onProgress, onError ) {
  32454. if ( this.path !== undefined ) url = this.path + url;
  32455. url = this.manager.resolveURL( url );
  32456. const scope = this;
  32457. const cached = Cache.get( url );
  32458. if ( cached !== undefined ) {
  32459. if ( cached.complete === true ) {
  32460. scope.manager.itemStart( url );
  32461. setTimeout( function () {
  32462. if ( onLoad ) onLoad( cached );
  32463. scope.manager.itemEnd( url );
  32464. }, 0 );
  32465. } else {
  32466. let arr = _loading.get( cached );
  32467. if ( arr === undefined ) {
  32468. arr = [];
  32469. _loading.set( cached, arr );
  32470. }
  32471. arr.push( { onLoad, onError } );
  32472. }
  32473. return cached;
  32474. }
  32475. const image = createElementNS( 'img' );
  32476. function onImageLoad() {
  32477. removeEventListeners();
  32478. if ( onLoad ) onLoad( this );
  32479. //
  32480. const callbacks = _loading.get( this ) || [];
  32481. for ( let i = 0; i < callbacks.length; i ++ ) {
  32482. const callback = callbacks[ i ];
  32483. if ( callback.onLoad ) callback.onLoad( this );
  32484. }
  32485. _loading.delete( this );
  32486. scope.manager.itemEnd( url );
  32487. }
  32488. function onImageError( event ) {
  32489. removeEventListeners();
  32490. if ( onError ) onError( event );
  32491. Cache.remove( url );
  32492. //
  32493. const callbacks = _loading.get( this ) || [];
  32494. for ( let i = 0; i < callbacks.length; i ++ ) {
  32495. const callback = callbacks[ i ];
  32496. if ( callback.onError ) callback.onError( event );
  32497. }
  32498. _loading.delete( this );
  32499. scope.manager.itemError( url );
  32500. scope.manager.itemEnd( url );
  32501. }
  32502. function removeEventListeners() {
  32503. image.removeEventListener( 'load', onImageLoad, false );
  32504. image.removeEventListener( 'error', onImageError, false );
  32505. }
  32506. image.addEventListener( 'load', onImageLoad, false );
  32507. image.addEventListener( 'error', onImageError, false );
  32508. if ( url.slice( 0, 5 ) !== 'data:' ) {
  32509. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  32510. }
  32511. Cache.add( url, image );
  32512. scope.manager.itemStart( url );
  32513. image.src = url;
  32514. return image;
  32515. }
  32516. }
  32517. /**
  32518. * Class for loading cube textures. Images are internally loaded via {@link ImageLoader}.
  32519. *
  32520. * The loader returns an instance of {@link CubeTexture} and expects the cube map to
  32521. * be defined as six separate images representing the sides of a cube. Other cube map definitions
  32522. * like vertical and horizontal cross, column and row layouts are not supported.
  32523. *
  32524. * Note that, by convention, cube maps are specified in a coordinate system
  32525. * in which positive-x is to the right when looking up the positive-z axis --
  32526. * in other words, using a left-handed coordinate system. Since three.js uses
  32527. * a right-handed coordinate system, environment maps used in three.js will
  32528. * have pos-x and neg-x swapped.
  32529. *
  32530. * The loaded cube texture is in sRGB color space. Meaning {@link Texture#colorSpace}
  32531. * is set to `SRGBColorSpace` by default.
  32532. *
  32533. * ```js
  32534. * const loader = new THREE.CubeTextureLoader().setPath( 'textures/cubeMaps/' );
  32535. * const cubeTexture = await loader.loadAsync( [
  32536. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  32537. * ] );
  32538. * scene.background = cubeTexture;
  32539. * ```
  32540. *
  32541. * @augments Loader
  32542. */
  32543. class CubeTextureLoader extends Loader {
  32544. /**
  32545. * Constructs a new cube texture loader.
  32546. *
  32547. * @param {LoadingManager} [manager] - The loading manager.
  32548. */
  32549. constructor( manager ) {
  32550. super( manager );
  32551. }
  32552. /**
  32553. * Starts loading from the given URL and pass the fully loaded cube texture
  32554. * to the `onLoad()` callback. The method also returns a new cube texture object which can
  32555. * directly be used for material creation. If you do it this way, the cube texture
  32556. * may pop up in your scene once the respective loading process is finished.
  32557. *
  32558. * @param {Array<string>} urls - Array of 6 URLs to images, one for each side of the
  32559. * cube texture. The urls should be specified in the following order: pos-x,
  32560. * neg-x, pos-y, neg-y, pos-z, neg-z. An array of data URIs are allowed as well.
  32561. * @param {function(CubeTexture)} onLoad - Executed when the loading process has been finished.
  32562. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32563. * @param {onErrorCallback} onError - Executed when errors occur.
  32564. * @return {CubeTexture} The cube texture.
  32565. */
  32566. load( urls, onLoad, onProgress, onError ) {
  32567. const texture = new CubeTexture();
  32568. texture.colorSpace = SRGBColorSpace;
  32569. const loader = new ImageLoader( this.manager );
  32570. loader.setCrossOrigin( this.crossOrigin );
  32571. loader.setPath( this.path );
  32572. let loaded = 0;
  32573. function loadTexture( i ) {
  32574. loader.load( urls[ i ], function ( image ) {
  32575. texture.images[ i ] = image;
  32576. loaded ++;
  32577. if ( loaded === 6 ) {
  32578. texture.needsUpdate = true;
  32579. if ( onLoad ) onLoad( texture );
  32580. }
  32581. }, undefined, onError );
  32582. }
  32583. for ( let i = 0; i < urls.length; ++ i ) {
  32584. loadTexture( i );
  32585. }
  32586. return texture;
  32587. }
  32588. }
  32589. /**
  32590. * Abstract base class for loading binary texture formats RGBE, EXR or TGA.
  32591. * Textures are internally loaded via {@link FileLoader}.
  32592. *
  32593. * Derived classes have to implement the `parse()` method which holds the parsing
  32594. * for the respective format.
  32595. *
  32596. * @abstract
  32597. * @augments Loader
  32598. */
  32599. class DataTextureLoader extends Loader {
  32600. /**
  32601. * Constructs a new data texture loader.
  32602. *
  32603. * @param {LoadingManager} [manager] - The loading manager.
  32604. */
  32605. constructor( manager ) {
  32606. super( manager );
  32607. }
  32608. /**
  32609. * Starts loading from the given URL and passes the loaded data texture
  32610. * to the `onLoad()` callback. The method also returns a new texture object which can
  32611. * directly be used for material creation. If you do it this way, the texture
  32612. * may pop up in your scene once the respective loading process is finished.
  32613. *
  32614. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32615. * @param {function(DataTexture)} onLoad - Executed when the loading process has been finished.
  32616. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32617. * @param {onErrorCallback} onError - Executed when errors occur.
  32618. * @return {DataTexture} The data texture.
  32619. */
  32620. load( url, onLoad, onProgress, onError ) {
  32621. const scope = this;
  32622. const texture = new DataTexture();
  32623. const loader = new FileLoader( this.manager );
  32624. loader.setResponseType( 'arraybuffer' );
  32625. loader.setRequestHeader( this.requestHeader );
  32626. loader.setPath( this.path );
  32627. loader.setWithCredentials( scope.withCredentials );
  32628. loader.load( url, function ( buffer ) {
  32629. let texData;
  32630. try {
  32631. texData = scope.parse( buffer );
  32632. } catch ( error ) {
  32633. if ( onError !== undefined ) {
  32634. onError( error );
  32635. } else {
  32636. console.error( error );
  32637. return;
  32638. }
  32639. }
  32640. if ( texData.image !== undefined ) {
  32641. texture.image = texData.image;
  32642. } else if ( texData.data !== undefined ) {
  32643. texture.image.width = texData.width;
  32644. texture.image.height = texData.height;
  32645. texture.image.data = texData.data;
  32646. }
  32647. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  32648. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  32649. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  32650. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  32651. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  32652. if ( texData.colorSpace !== undefined ) {
  32653. texture.colorSpace = texData.colorSpace;
  32654. }
  32655. if ( texData.flipY !== undefined ) {
  32656. texture.flipY = texData.flipY;
  32657. }
  32658. if ( texData.format !== undefined ) {
  32659. texture.format = texData.format;
  32660. }
  32661. if ( texData.type !== undefined ) {
  32662. texture.type = texData.type;
  32663. }
  32664. if ( texData.mipmaps !== undefined ) {
  32665. texture.mipmaps = texData.mipmaps;
  32666. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  32667. }
  32668. if ( texData.mipmapCount === 1 ) {
  32669. texture.minFilter = LinearFilter;
  32670. }
  32671. if ( texData.generateMipmaps !== undefined ) {
  32672. texture.generateMipmaps = texData.generateMipmaps;
  32673. }
  32674. texture.needsUpdate = true;
  32675. if ( onLoad ) onLoad( texture, texData );
  32676. }, onProgress, onError );
  32677. return texture;
  32678. }
  32679. }
  32680. /**
  32681. * Class for loading textures. Images are internally
  32682. * loaded via {@link ImageLoader}.
  32683. *
  32684. * ```js
  32685. * const loader = new THREE.TextureLoader();
  32686. * const texture = await loader.loadAsync( 'textures/land_ocean_ice_cloud_2048.jpg' );
  32687. *
  32688. * const material = new THREE.MeshBasicMaterial( { map:texture } );
  32689. * ```
  32690. * Please note that `TextureLoader` has dropped support for progress
  32691. * events in `r84`. For a `TextureLoader` that supports progress events, see
  32692. * [this thread]{@link https://github.com/mrdoob/three.js/issues/10439#issuecomment-293260145}.
  32693. *
  32694. * @augments Loader
  32695. */
  32696. class TextureLoader extends Loader {
  32697. /**
  32698. * Constructs a new texture loader.
  32699. *
  32700. * @param {LoadingManager} [manager] - The loading manager.
  32701. */
  32702. constructor( manager ) {
  32703. super( manager );
  32704. }
  32705. /**
  32706. * Starts loading from the given URL and pass the fully loaded texture
  32707. * to the `onLoad()` callback. The method also returns a new texture object which can
  32708. * directly be used for material creation. If you do it this way, the texture
  32709. * may pop up in your scene once the respective loading process is finished.
  32710. *
  32711. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32712. * @param {function(Texture)} onLoad - Executed when the loading process has been finished.
  32713. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32714. * @param {onErrorCallback} onError - Executed when errors occur.
  32715. * @return {Texture} The texture.
  32716. */
  32717. load( url, onLoad, onProgress, onError ) {
  32718. const texture = new Texture();
  32719. const loader = new ImageLoader( this.manager );
  32720. loader.setCrossOrigin( this.crossOrigin );
  32721. loader.setPath( this.path );
  32722. loader.load( url, function ( image ) {
  32723. texture.image = image;
  32724. texture.needsUpdate = true;
  32725. if ( onLoad !== undefined ) {
  32726. onLoad( texture );
  32727. }
  32728. }, onProgress, onError );
  32729. return texture;
  32730. }
  32731. }
  32732. /**
  32733. * Abstract base class for lights - all other light types inherit the
  32734. * properties and methods described here.
  32735. *
  32736. * @abstract
  32737. * @augments Object3D
  32738. */
  32739. class Light extends Object3D {
  32740. /**
  32741. * Constructs a new light.
  32742. *
  32743. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  32744. * @param {number} [intensity=1] - The light's strength/intensity.
  32745. */
  32746. constructor( color, intensity = 1 ) {
  32747. super();
  32748. /**
  32749. * This flag can be used for type testing.
  32750. *
  32751. * @type {boolean}
  32752. * @readonly
  32753. * @default true
  32754. */
  32755. this.isLight = true;
  32756. this.type = 'Light';
  32757. /**
  32758. * The light's color.
  32759. *
  32760. * @type {Color}
  32761. */
  32762. this.color = new Color( color );
  32763. /**
  32764. * The light's intensity.
  32765. *
  32766. * @type {number}
  32767. * @default 1
  32768. */
  32769. this.intensity = intensity;
  32770. }
  32771. /**
  32772. * Frees the GPU-related resources allocated by this instance. Call this
  32773. * method whenever this instance is no longer used in your app.
  32774. */
  32775. dispose() {
  32776. // Empty here in base class; some subclasses override.
  32777. }
  32778. copy( source, recursive ) {
  32779. super.copy( source, recursive );
  32780. this.color.copy( source.color );
  32781. this.intensity = source.intensity;
  32782. return this;
  32783. }
  32784. toJSON( meta ) {
  32785. const data = super.toJSON( meta );
  32786. data.object.color = this.color.getHex();
  32787. data.object.intensity = this.intensity;
  32788. if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
  32789. if ( this.distance !== undefined ) data.object.distance = this.distance;
  32790. if ( this.angle !== undefined ) data.object.angle = this.angle;
  32791. if ( this.decay !== undefined ) data.object.decay = this.decay;
  32792. if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
  32793. if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
  32794. if ( this.target !== undefined ) data.object.target = this.target.uuid;
  32795. return data;
  32796. }
  32797. }
  32798. /**
  32799. * A light source positioned directly above the scene, with color fading from
  32800. * the sky color to the ground color.
  32801. *
  32802. * This light cannot be used to cast shadows.
  32803. *
  32804. * ```js
  32805. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  32806. * scene.add( light );
  32807. * ```
  32808. *
  32809. * @augments Light
  32810. */
  32811. class HemisphereLight extends Light {
  32812. /**
  32813. * Constructs a new hemisphere light.
  32814. *
  32815. * @param {(number|Color|string)} [skyColor=0xffffff] - The light's sky color.
  32816. * @param {(number|Color|string)} [groundColor=0xffffff] - The light's ground color.
  32817. * @param {number} [intensity=1] - The light's strength/intensity.
  32818. */
  32819. constructor( skyColor, groundColor, intensity ) {
  32820. super( skyColor, intensity );
  32821. /**
  32822. * This flag can be used for type testing.
  32823. *
  32824. * @type {boolean}
  32825. * @readonly
  32826. * @default true
  32827. */
  32828. this.isHemisphereLight = true;
  32829. this.type = 'HemisphereLight';
  32830. this.position.copy( Object3D.DEFAULT_UP );
  32831. this.updateMatrix();
  32832. /**
  32833. * The light's ground color.
  32834. *
  32835. * @type {Color}
  32836. */
  32837. this.groundColor = new Color( groundColor );
  32838. }
  32839. copy( source, recursive ) {
  32840. super.copy( source, recursive );
  32841. this.groundColor.copy( source.groundColor );
  32842. return this;
  32843. }
  32844. }
  32845. const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();
  32846. const _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();
  32847. const _lookTarget$1 = /*@__PURE__*/ new Vector3();
  32848. /**
  32849. * Abstract base class for light shadow classes. These classes
  32850. * represent the shadow configuration for different light types.
  32851. *
  32852. * @abstract
  32853. */
  32854. class LightShadow {
  32855. /**
  32856. * Constructs a new light shadow.
  32857. *
  32858. * @param {Camera} camera - The light's view of the world.
  32859. */
  32860. constructor( camera ) {
  32861. /**
  32862. * The light's view of the world.
  32863. *
  32864. * @type {Camera}
  32865. */
  32866. this.camera = camera;
  32867. /**
  32868. * The intensity of the shadow. The default is `1`.
  32869. * Valid values are in the range `[0, 1]`.
  32870. *
  32871. * @type {number}
  32872. * @default 1
  32873. */
  32874. this.intensity = 1;
  32875. /**
  32876. * Shadow map bias, how much to add or subtract from the normalized depth
  32877. * when deciding whether a surface is in shadow.
  32878. *
  32879. * The default is `0`. Very tiny adjustments here (in the order of `0.0001`)
  32880. * may help reduce artifacts in shadows.
  32881. *
  32882. * @type {number}
  32883. * @default 0
  32884. */
  32885. this.bias = 0;
  32886. /**
  32887. * Defines how much the position used to query the shadow map is offset along
  32888. * the object normal. The default is `0`. Increasing this value can be used to
  32889. * reduce shadow acne especially in large scenes where light shines onto
  32890. * geometry at a shallow angle. The cost is that shadows may appear distorted.
  32891. *
  32892. * @type {number}
  32893. * @default 0
  32894. */
  32895. this.normalBias = 0;
  32896. /**
  32897. * Setting this to values greater than 1 will blur the edges of the shadow.
  32898. * High values will cause unwanted banding effects in the shadows - a greater
  32899. * map size will allow for a higher value to be used here before these effects
  32900. * become visible.
  32901. *
  32902. * The property has no effect when the shadow map type is `PCFSoftShadowMap` and
  32903. * and it is recommended to increase softness by decreasing the shadow map size instead.
  32904. *
  32905. * The property has no effect when the shadow map type is `BasicShadowMap`.
  32906. *
  32907. * @type {number}
  32908. * @default 1
  32909. */
  32910. this.radius = 1;
  32911. /**
  32912. * The amount of samples to use when blurring a VSM shadow map.
  32913. *
  32914. * @type {number}
  32915. * @default 8
  32916. */
  32917. this.blurSamples = 8;
  32918. /**
  32919. * Defines the width and height of the shadow map. Higher values give better quality
  32920. * shadows at the cost of computation time. Values must be powers of two.
  32921. *
  32922. * @type {Vector2}
  32923. * @default (512,512)
  32924. */
  32925. this.mapSize = new Vector2( 512, 512 );
  32926. /**
  32927. * The type of shadow texture. The default is `UnsignedByteType`.
  32928. *
  32929. * @type {number}
  32930. * @default UnsignedByteType
  32931. */
  32932. this.mapType = UnsignedByteType;
  32933. /**
  32934. * The depth map generated using the internal camera; a location beyond a
  32935. * pixel's depth is in shadow. Computed internally during rendering.
  32936. *
  32937. * @type {?RenderTarget}
  32938. * @default null
  32939. */
  32940. this.map = null;
  32941. /**
  32942. * The distribution map generated using the internal camera; an occlusion is
  32943. * calculated based on the distribution of depths. Computed internally during
  32944. * rendering.
  32945. *
  32946. * @type {?RenderTarget}
  32947. * @default null
  32948. */
  32949. this.mapPass = null;
  32950. /**
  32951. * Model to shadow camera space, to compute location and depth in shadow map.
  32952. * This is computed internally during rendering.
  32953. *
  32954. * @type {Matrix4}
  32955. */
  32956. this.matrix = new Matrix4();
  32957. /**
  32958. * Enables automatic updates of the light's shadow. If you do not require dynamic
  32959. * lighting / shadows, you may set this to `false`.
  32960. *
  32961. * @type {boolean}
  32962. * @default true
  32963. */
  32964. this.autoUpdate = true;
  32965. /**
  32966. * When set to `true`, shadow maps will be updated in the next `render` call.
  32967. * If you have set {@link LightShadow#autoUpdate} to `false`, you will need to
  32968. * set this property to `true` and then make a render call to update the light's shadow.
  32969. *
  32970. * @type {boolean}
  32971. * @default false
  32972. */
  32973. this.needsUpdate = false;
  32974. this._frustum = new Frustum();
  32975. this._frameExtents = new Vector2( 1, 1 );
  32976. this._viewportCount = 1;
  32977. this._viewports = [
  32978. new Vector4( 0, 0, 1, 1 )
  32979. ];
  32980. }
  32981. /**
  32982. * Used internally by the renderer to get the number of viewports that need
  32983. * to be rendered for this shadow.
  32984. *
  32985. * @return {number} The viewport count.
  32986. */
  32987. getViewportCount() {
  32988. return this._viewportCount;
  32989. }
  32990. /**
  32991. * Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
  32992. *
  32993. * @return {Frustum} The shadow camera frustum.
  32994. */
  32995. getFrustum() {
  32996. return this._frustum;
  32997. }
  32998. /**
  32999. * Update the matrices for the camera and shadow, used internally by the renderer.
  33000. *
  33001. * @param {Light} light - The light for which the shadow is being rendered.
  33002. */
  33003. updateMatrices( light ) {
  33004. const shadowCamera = this.camera;
  33005. const shadowMatrix = this.matrix;
  33006. _lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );
  33007. shadowCamera.position.copy( _lightPositionWorld$1 );
  33008. _lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );
  33009. shadowCamera.lookAt( _lookTarget$1 );
  33010. shadowCamera.updateMatrixWorld();
  33011. _projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  33012. this._frustum.setFromProjectionMatrix( _projScreenMatrix$1 );
  33013. shadowMatrix.set(
  33014. 0.5, 0.0, 0.0, 0.5,
  33015. 0.0, 0.5, 0.0, 0.5,
  33016. 0.0, 0.0, 0.5, 0.5,
  33017. 0.0, 0.0, 0.0, 1.0
  33018. );
  33019. shadowMatrix.multiply( _projScreenMatrix$1 );
  33020. }
  33021. /**
  33022. * Returns a viewport definition for the given viewport index.
  33023. *
  33024. * @param {number} viewportIndex - The viewport index.
  33025. * @return {Vector4} The viewport.
  33026. */
  33027. getViewport( viewportIndex ) {
  33028. return this._viewports[ viewportIndex ];
  33029. }
  33030. /**
  33031. * Returns the frame extends.
  33032. *
  33033. * @return {Vector2} The frame extends.
  33034. */
  33035. getFrameExtents() {
  33036. return this._frameExtents;
  33037. }
  33038. /**
  33039. * Frees the GPU-related resources allocated by this instance. Call this
  33040. * method whenever this instance is no longer used in your app.
  33041. */
  33042. dispose() {
  33043. if ( this.map ) {
  33044. this.map.dispose();
  33045. }
  33046. if ( this.mapPass ) {
  33047. this.mapPass.dispose();
  33048. }
  33049. }
  33050. /**
  33051. * Copies the values of the given light shadow instance to this instance.
  33052. *
  33053. * @param {LightShadow} source - The light shadow to copy.
  33054. * @return {LightShadow} A reference to this light shadow instance.
  33055. */
  33056. copy( source ) {
  33057. this.camera = source.camera.clone();
  33058. this.intensity = source.intensity;
  33059. this.bias = source.bias;
  33060. this.radius = source.radius;
  33061. this.autoUpdate = source.autoUpdate;
  33062. this.needsUpdate = source.needsUpdate;
  33063. this.normalBias = source.normalBias;
  33064. this.blurSamples = source.blurSamples;
  33065. this.mapSize.copy( source.mapSize );
  33066. return this;
  33067. }
  33068. /**
  33069. * Returns a new light shadow instance with copied values from this instance.
  33070. *
  33071. * @return {LightShadow} A clone of this instance.
  33072. */
  33073. clone() {
  33074. return new this.constructor().copy( this );
  33075. }
  33076. /**
  33077. * Serializes the light shadow into JSON.
  33078. *
  33079. * @return {Object} A JSON object representing the serialized light shadow.
  33080. * @see {@link ObjectLoader#parse}
  33081. */
  33082. toJSON() {
  33083. const object = {};
  33084. if ( this.intensity !== 1 ) object.intensity = this.intensity;
  33085. if ( this.bias !== 0 ) object.bias = this.bias;
  33086. if ( this.normalBias !== 0 ) object.normalBias = this.normalBias;
  33087. if ( this.radius !== 1 ) object.radius = this.radius;
  33088. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  33089. object.camera = this.camera.toJSON( false ).object;
  33090. delete object.camera.matrix;
  33091. return object;
  33092. }
  33093. }
  33094. /**
  33095. * Represents the shadow configuration of directional lights.
  33096. *
  33097. * @augments LightShadow
  33098. */
  33099. class SpotLightShadow extends LightShadow {
  33100. /**
  33101. * Constructs a new spot light shadow.
  33102. */
  33103. constructor() {
  33104. super( new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  33105. /**
  33106. * This flag can be used for type testing.
  33107. *
  33108. * @type {boolean}
  33109. * @readonly
  33110. * @default true
  33111. */
  33112. this.isSpotLightShadow = true;
  33113. /**
  33114. * Used to focus the shadow camera. The camera's field of view is set as a
  33115. * percentage of the spotlight's field-of-view. Range is `[0, 1]`.
  33116. *
  33117. * @type {number}
  33118. * @default 1
  33119. */
  33120. this.focus = 1;
  33121. /**
  33122. * Texture aspect ratio.
  33123. *
  33124. * @type {number}
  33125. * @default 1
  33126. */
  33127. this.aspect = 1;
  33128. }
  33129. updateMatrices( light ) {
  33130. const camera = this.camera;
  33131. const fov = RAD2DEG * 2 * light.angle * this.focus;
  33132. const aspect = ( this.mapSize.width / this.mapSize.height ) * this.aspect;
  33133. const far = light.distance || camera.far;
  33134. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  33135. camera.fov = fov;
  33136. camera.aspect = aspect;
  33137. camera.far = far;
  33138. camera.updateProjectionMatrix();
  33139. }
  33140. super.updateMatrices( light );
  33141. }
  33142. copy( source ) {
  33143. super.copy( source );
  33144. this.focus = source.focus;
  33145. return this;
  33146. }
  33147. }
  33148. /**
  33149. * This light gets emitted from a single point in one direction, along a cone
  33150. * that increases in size the further from the light it gets.
  33151. *
  33152. * This light can cast shadows - see the {@link SpotLightShadow} for details.
  33153. *
  33154. * ```js
  33155. * // white spotlight shining from the side, modulated by a texture
  33156. * const spotLight = new THREE.SpotLight( 0xffffff );
  33157. * spotLight.position.set( 100, 1000, 100 );
  33158. * spotLight.map = new THREE.TextureLoader().load( url );
  33159. *
  33160. * spotLight.castShadow = true;
  33161. * spotLight.shadow.mapSize.width = 1024;
  33162. * spotLight.shadow.mapSize.height = 1024;
  33163. * spotLight.shadow.camera.near = 500;
  33164. * spotLight.shadow.camera.far = 4000;
  33165. * spotLight.shadow.camera.fov = 30;s
  33166. * ```
  33167. *
  33168. * @augments Light
  33169. */
  33170. class SpotLight extends Light {
  33171. /**
  33172. * Constructs a new spot light.
  33173. *
  33174. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33175. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33176. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33177. * @param {number} [angle=Math.PI/3] - Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33178. * @param {number} [penumbra=0] - Percent of the spotlight cone that is attenuated due to penumbra. Value range is `[0,1]`.
  33179. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33180. */
  33181. constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {
  33182. super( color, intensity );
  33183. /**
  33184. * This flag can be used for type testing.
  33185. *
  33186. * @type {boolean}
  33187. * @readonly
  33188. * @default true
  33189. */
  33190. this.isSpotLight = true;
  33191. this.type = 'SpotLight';
  33192. this.position.copy( Object3D.DEFAULT_UP );
  33193. this.updateMatrix();
  33194. /**
  33195. * The spot light points from its position to the
  33196. * target's position.
  33197. *
  33198. * For the target's position to be changed to anything other
  33199. * than the default, it must be added to the scene.
  33200. *
  33201. * It is also possible to set the target to be another 3D object
  33202. * in the scene. The light will now track the target object.
  33203. *
  33204. * @type {Object3D}
  33205. */
  33206. this.target = new Object3D();
  33207. /**
  33208. * Maximum range of the light. `0` means no limit.
  33209. *
  33210. * @type {number}
  33211. * @default 0
  33212. */
  33213. this.distance = distance;
  33214. /**
  33215. * Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33216. *
  33217. * @type {number}
  33218. * @default Math.PI/3
  33219. */
  33220. this.angle = angle;
  33221. /**
  33222. * Percent of the spotlight cone that is attenuated due to penumbra.
  33223. * Value range is `[0,1]`.
  33224. *
  33225. * @type {number}
  33226. * @default 0
  33227. */
  33228. this.penumbra = penumbra;
  33229. /**
  33230. * The amount the light dims along the distance of the light. In context of
  33231. * physically-correct rendering the default value should not be changed.
  33232. *
  33233. * @type {number}
  33234. * @default 2
  33235. */
  33236. this.decay = decay;
  33237. /**
  33238. * A texture used to modulate the color of the light. The spot light
  33239. * color is mixed with the RGB value of this texture, with a ratio
  33240. * corresponding to its alpha value. The cookie-like masking effect is
  33241. * reproduced using pixel values (0, 0, 0, 1-cookie_value).
  33242. *
  33243. * *Warning*: This property is disabled if {@link Object3D#castShadow} is set to `false`.
  33244. *
  33245. * @type {?Texture}
  33246. * @default null
  33247. */
  33248. this.map = null;
  33249. /**
  33250. * This property holds the light's shadow configuration.
  33251. *
  33252. * @type {SpotLightShadow}
  33253. */
  33254. this.shadow = new SpotLightShadow();
  33255. }
  33256. /**
  33257. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33258. * Changing the power will also change the light's intensity.
  33259. *
  33260. * @type {number}
  33261. */
  33262. get power() {
  33263. // compute the light's luminous power (in lumens) from its intensity (in candela)
  33264. // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)
  33265. return this.intensity * Math.PI;
  33266. }
  33267. set power( power ) {
  33268. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  33269. this.intensity = power / Math.PI;
  33270. }
  33271. dispose() {
  33272. this.shadow.dispose();
  33273. }
  33274. copy( source, recursive ) {
  33275. super.copy( source, recursive );
  33276. this.distance = source.distance;
  33277. this.angle = source.angle;
  33278. this.penumbra = source.penumbra;
  33279. this.decay = source.decay;
  33280. this.target = source.target.clone();
  33281. this.shadow = source.shadow.clone();
  33282. return this;
  33283. }
  33284. }
  33285. const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
  33286. const _lightPositionWorld = /*@__PURE__*/ new Vector3();
  33287. const _lookTarget = /*@__PURE__*/ new Vector3();
  33288. /**
  33289. * Represents the shadow configuration of point lights.
  33290. *
  33291. * @augments LightShadow
  33292. */
  33293. class PointLightShadow extends LightShadow {
  33294. /**
  33295. * Constructs a new point light shadow.
  33296. */
  33297. constructor() {
  33298. super( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  33299. /**
  33300. * This flag can be used for type testing.
  33301. *
  33302. * @type {boolean}
  33303. * @readonly
  33304. * @default true
  33305. */
  33306. this.isPointLightShadow = true;
  33307. this._frameExtents = new Vector2( 4, 2 );
  33308. this._viewportCount = 6;
  33309. this._viewports = [
  33310. // These viewports map a cube-map onto a 2D texture with the
  33311. // following orientation:
  33312. //
  33313. // xzXZ
  33314. // y Y
  33315. //
  33316. // X - Positive x direction
  33317. // x - Negative x direction
  33318. // Y - Positive y direction
  33319. // y - Negative y direction
  33320. // Z - Positive z direction
  33321. // z - Negative z direction
  33322. // positive X
  33323. new Vector4( 2, 1, 1, 1 ),
  33324. // negative X
  33325. new Vector4( 0, 1, 1, 1 ),
  33326. // positive Z
  33327. new Vector4( 3, 1, 1, 1 ),
  33328. // negative Z
  33329. new Vector4( 1, 1, 1, 1 ),
  33330. // positive Y
  33331. new Vector4( 3, 0, 1, 1 ),
  33332. // negative Y
  33333. new Vector4( 1, 0, 1, 1 )
  33334. ];
  33335. this._cubeDirections = [
  33336. new Vector3( 1, 0, 0 ), new Vector3( -1, 0, 0 ), new Vector3( 0, 0, 1 ),
  33337. new Vector3( 0, 0, -1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, -1, 0 )
  33338. ];
  33339. this._cubeUps = [
  33340. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  33341. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, -1 )
  33342. ];
  33343. }
  33344. /**
  33345. * Update the matrices for the camera and shadow, used internally by the renderer.
  33346. *
  33347. * @param {Light} light - The light for which the shadow is being rendered.
  33348. * @param {number} [viewportIndex=0] - The viewport index.
  33349. */
  33350. updateMatrices( light, viewportIndex = 0 ) {
  33351. const camera = this.camera;
  33352. const shadowMatrix = this.matrix;
  33353. const far = light.distance || camera.far;
  33354. if ( far !== camera.far ) {
  33355. camera.far = far;
  33356. camera.updateProjectionMatrix();
  33357. }
  33358. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  33359. camera.position.copy( _lightPositionWorld );
  33360. _lookTarget.copy( camera.position );
  33361. _lookTarget.add( this._cubeDirections[ viewportIndex ] );
  33362. camera.up.copy( this._cubeUps[ viewportIndex ] );
  33363. camera.lookAt( _lookTarget );
  33364. camera.updateMatrixWorld();
  33365. shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
  33366. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  33367. this._frustum.setFromProjectionMatrix( _projScreenMatrix );
  33368. }
  33369. }
  33370. /**
  33371. * A light that gets emitted from a single point in all directions. A common
  33372. * use case for this is to replicate the light emitted from a bare
  33373. * lightbulb.
  33374. *
  33375. * This light can cast shadows - see the {@link PointLightShadow} for details.
  33376. *
  33377. * ```js
  33378. * const light = new THREE.PointLight( 0xff0000, 1, 100 );
  33379. * light.position.set( 50, 50, 50 );
  33380. * scene.add( light );
  33381. * ```
  33382. *
  33383. * @augments Light
  33384. */
  33385. class PointLight extends Light {
  33386. /**
  33387. * Constructs a new point light.
  33388. *
  33389. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33390. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33391. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33392. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33393. */
  33394. constructor( color, intensity, distance = 0, decay = 2 ) {
  33395. super( color, intensity );
  33396. /**
  33397. * This flag can be used for type testing.
  33398. *
  33399. * @type {boolean}
  33400. * @readonly
  33401. * @default true
  33402. */
  33403. this.isPointLight = true;
  33404. this.type = 'PointLight';
  33405. /**
  33406. * When distance is zero, light will attenuate according to inverse-square
  33407. * law to infinite distance. When distance is non-zero, light will attenuate
  33408. * according to inverse-square law until near the distance cutoff, where it
  33409. * will then attenuate quickly and smoothly to 0. Inherently, cutoffs are not
  33410. * physically correct.
  33411. *
  33412. * @type {number}
  33413. * @default 0
  33414. */
  33415. this.distance = distance;
  33416. /**
  33417. * The amount the light dims along the distance of the light. In context of
  33418. * physically-correct rendering the default value should not be changed.
  33419. *
  33420. * @type {number}
  33421. * @default 2
  33422. */
  33423. this.decay = decay;
  33424. /**
  33425. * This property holds the light's shadow configuration.
  33426. *
  33427. * @type {PointLightShadow}
  33428. */
  33429. this.shadow = new PointLightShadow();
  33430. }
  33431. /**
  33432. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33433. * Changing the power will also change the light's intensity.
  33434. *
  33435. * @type {number}
  33436. */
  33437. get power() {
  33438. // compute the light's luminous power (in lumens) from its intensity (in candela)
  33439. // for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)
  33440. return this.intensity * 4 * Math.PI;
  33441. }
  33442. set power( power ) {
  33443. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  33444. this.intensity = power / ( 4 * Math.PI );
  33445. }
  33446. dispose() {
  33447. this.shadow.dispose();
  33448. }
  33449. copy( source, recursive ) {
  33450. super.copy( source, recursive );
  33451. this.distance = source.distance;
  33452. this.decay = source.decay;
  33453. this.shadow = source.shadow.clone();
  33454. return this;
  33455. }
  33456. }
  33457. /**
  33458. * Camera that uses [orthographic projection]{@link https://en.wikipedia.org/wiki/Orthographic_projection}.
  33459. *
  33460. * In this projection mode, an object's size in the rendered image stays
  33461. * constant regardless of its distance from the camera. This can be useful
  33462. * for rendering 2D scenes and UI elements, amongst other things.
  33463. *
  33464. * ```js
  33465. * const camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
  33466. * scene.add( camera );
  33467. * ```
  33468. *
  33469. * @augments Camera
  33470. */
  33471. class OrthographicCamera extends Camera {
  33472. /**
  33473. * Constructs a new orthographic camera.
  33474. *
  33475. * @param {number} [left=-1] - The left plane of the camera's frustum.
  33476. * @param {number} [right=1] - The right plane of the camera's frustum.
  33477. * @param {number} [top=1] - The top plane of the camera's frustum.
  33478. * @param {number} [bottom=-1] - The bottom plane of the camera's frustum.
  33479. * @param {number} [near=0.1] - The camera's near plane.
  33480. * @param {number} [far=2000] - The camera's far plane.
  33481. */
  33482. constructor( left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000 ) {
  33483. super();
  33484. /**
  33485. * This flag can be used for type testing.
  33486. *
  33487. * @type {boolean}
  33488. * @readonly
  33489. * @default true
  33490. */
  33491. this.isOrthographicCamera = true;
  33492. this.type = 'OrthographicCamera';
  33493. /**
  33494. * The zoom factor of the camera.
  33495. *
  33496. * @type {number}
  33497. * @default 1
  33498. */
  33499. this.zoom = 1;
  33500. /**
  33501. * Represents the frustum window specification. This property should not be edited
  33502. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  33503. *
  33504. * @type {?Object}
  33505. * @default null
  33506. */
  33507. this.view = null;
  33508. /**
  33509. * The left plane of the camera's frustum.
  33510. *
  33511. * @type {number}
  33512. * @default -1
  33513. */
  33514. this.left = left;
  33515. /**
  33516. * The right plane of the camera's frustum.
  33517. *
  33518. * @type {number}
  33519. * @default 1
  33520. */
  33521. this.right = right;
  33522. /**
  33523. * The top plane of the camera's frustum.
  33524. *
  33525. * @type {number}
  33526. * @default 1
  33527. */
  33528. this.top = top;
  33529. /**
  33530. * The bottom plane of the camera's frustum.
  33531. *
  33532. * @type {number}
  33533. * @default -1
  33534. */
  33535. this.bottom = bottom;
  33536. /**
  33537. * The camera's near plane. The valid range is greater than `0`
  33538. * and less than the current value of {@link OrthographicCamera#far}.
  33539. *
  33540. * Note that, unlike for the {@link PerspectiveCamera}, `0` is a
  33541. * valid value for an orthographic camera's near plane.
  33542. *
  33543. * @type {number}
  33544. * @default 0.1
  33545. */
  33546. this.near = near;
  33547. /**
  33548. * The camera's far plane. Must be greater than the
  33549. * current value of {@link OrthographicCamera#near}.
  33550. *
  33551. * @type {number}
  33552. * @default 2000
  33553. */
  33554. this.far = far;
  33555. this.updateProjectionMatrix();
  33556. }
  33557. copy( source, recursive ) {
  33558. super.copy( source, recursive );
  33559. this.left = source.left;
  33560. this.right = source.right;
  33561. this.top = source.top;
  33562. this.bottom = source.bottom;
  33563. this.near = source.near;
  33564. this.far = source.far;
  33565. this.zoom = source.zoom;
  33566. this.view = source.view === null ? null : Object.assign( {}, source.view );
  33567. return this;
  33568. }
  33569. /**
  33570. * Sets an offset in a larger frustum. This is useful for multi-window or
  33571. * multi-monitor/multi-machine setups.
  33572. *
  33573. * @param {number} fullWidth - The full width of multiview setup.
  33574. * @param {number} fullHeight - The full height of multiview setup.
  33575. * @param {number} x - The horizontal offset of the subcamera.
  33576. * @param {number} y - The vertical offset of the subcamera.
  33577. * @param {number} width - The width of subcamera.
  33578. * @param {number} height - The height of subcamera.
  33579. * @see {@link PerspectiveCamera#setViewOffset}
  33580. */
  33581. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  33582. if ( this.view === null ) {
  33583. this.view = {
  33584. enabled: true,
  33585. fullWidth: 1,
  33586. fullHeight: 1,
  33587. offsetX: 0,
  33588. offsetY: 0,
  33589. width: 1,
  33590. height: 1
  33591. };
  33592. }
  33593. this.view.enabled = true;
  33594. this.view.fullWidth = fullWidth;
  33595. this.view.fullHeight = fullHeight;
  33596. this.view.offsetX = x;
  33597. this.view.offsetY = y;
  33598. this.view.width = width;
  33599. this.view.height = height;
  33600. this.updateProjectionMatrix();
  33601. }
  33602. /**
  33603. * Removes the view offset from the projection matrix.
  33604. */
  33605. clearViewOffset() {
  33606. if ( this.view !== null ) {
  33607. this.view.enabled = false;
  33608. }
  33609. this.updateProjectionMatrix();
  33610. }
  33611. /**
  33612. * Updates the camera's projection matrix. Must be called after any change of
  33613. * camera properties.
  33614. */
  33615. updateProjectionMatrix() {
  33616. const dx = ( this.right - this.left ) / ( 2 * this.zoom );
  33617. const dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  33618. const cx = ( this.right + this.left ) / 2;
  33619. const cy = ( this.top + this.bottom ) / 2;
  33620. let left = cx - dx;
  33621. let right = cx + dx;
  33622. let top = cy + dy;
  33623. let bottom = cy - dy;
  33624. if ( this.view !== null && this.view.enabled ) {
  33625. const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  33626. const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  33627. left += scaleW * this.view.offsetX;
  33628. right = left + scaleW * this.view.width;
  33629. top -= scaleH * this.view.offsetY;
  33630. bottom = top - scaleH * this.view.height;
  33631. }
  33632. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem );
  33633. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  33634. }
  33635. toJSON( meta ) {
  33636. const data = super.toJSON( meta );
  33637. data.object.zoom = this.zoom;
  33638. data.object.left = this.left;
  33639. data.object.right = this.right;
  33640. data.object.top = this.top;
  33641. data.object.bottom = this.bottom;
  33642. data.object.near = this.near;
  33643. data.object.far = this.far;
  33644. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  33645. return data;
  33646. }
  33647. }
  33648. /**
  33649. * Represents the shadow configuration of directional lights.
  33650. *
  33651. * @augments LightShadow
  33652. */
  33653. class DirectionalLightShadow extends LightShadow {
  33654. /**
  33655. * Constructs a new directional light shadow.
  33656. */
  33657. constructor() {
  33658. super( new OrthographicCamera( -5, 5, 5, -5, 0.5, 500 ) );
  33659. /**
  33660. * This flag can be used for type testing.
  33661. *
  33662. * @type {boolean}
  33663. * @readonly
  33664. * @default true
  33665. */
  33666. this.isDirectionalLightShadow = true;
  33667. }
  33668. }
  33669. /**
  33670. * A light that gets emitted in a specific direction. This light will behave
  33671. * as though it is infinitely far away and the rays produced from it are all
  33672. * parallel. The common use case for this is to simulate daylight; the sun is
  33673. * far enough away that its position can be considered to be infinite, and
  33674. * all light rays coming from it are parallel.
  33675. *
  33676. * A common point of confusion for directional lights is that setting the
  33677. * rotation has no effect. This is because three.js's DirectionalLight is the
  33678. * equivalent to what is often called a 'Target Direct Light' in other
  33679. * applications.
  33680. *
  33681. * This means that its direction is calculated as pointing from the light's
  33682. * {@link Object3D#position} to the {@link DirectionalLight#target} position
  33683. * (as opposed to a 'Free Direct Light' that just has a rotation
  33684. * component).
  33685. *
  33686. * This light can cast shadows - see the {@link DirectionalLightShadow} for details.
  33687. *
  33688. * ```js
  33689. * // White directional light at half intensity shining from the top.
  33690. * const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
  33691. * scene.add( directionalLight );
  33692. * ```
  33693. *
  33694. * @augments Light
  33695. */
  33696. class DirectionalLight extends Light {
  33697. /**
  33698. * Constructs a new directional light.
  33699. *
  33700. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33701. * @param {number} [intensity=1] - The light's strength/intensity.
  33702. */
  33703. constructor( color, intensity ) {
  33704. super( color, intensity );
  33705. /**
  33706. * This flag can be used for type testing.
  33707. *
  33708. * @type {boolean}
  33709. * @readonly
  33710. * @default true
  33711. */
  33712. this.isDirectionalLight = true;
  33713. this.type = 'DirectionalLight';
  33714. this.position.copy( Object3D.DEFAULT_UP );
  33715. this.updateMatrix();
  33716. /**
  33717. * The directional light points from its position to the
  33718. * target's position.
  33719. *
  33720. * For the target's position to be changed to anything other
  33721. * than the default, it must be added to the scene.
  33722. *
  33723. * It is also possible to set the target to be another 3D object
  33724. * in the scene. The light will now track the target object.
  33725. *
  33726. * @type {Object3D}
  33727. */
  33728. this.target = new Object3D();
  33729. /**
  33730. * This property holds the light's shadow configuration.
  33731. *
  33732. * @type {DirectionalLightShadow}
  33733. */
  33734. this.shadow = new DirectionalLightShadow();
  33735. }
  33736. dispose() {
  33737. this.shadow.dispose();
  33738. }
  33739. copy( source ) {
  33740. super.copy( source );
  33741. this.target = source.target.clone();
  33742. this.shadow = source.shadow.clone();
  33743. return this;
  33744. }
  33745. }
  33746. /**
  33747. * This light globally illuminates all objects in the scene equally.
  33748. *
  33749. * It cannot be used to cast shadows as it does not have a direction.
  33750. *
  33751. * ```js
  33752. * const light = new THREE.AmbientLight( 0x404040 ); // soft white light
  33753. * scene.add( light );
  33754. * ```
  33755. *
  33756. * @augments Light
  33757. */
  33758. class AmbientLight extends Light {
  33759. /**
  33760. * Constructs a new ambient light.
  33761. *
  33762. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33763. * @param {number} [intensity=1] - The light's strength/intensity.
  33764. */
  33765. constructor( color, intensity ) {
  33766. super( color, intensity );
  33767. /**
  33768. * This flag can be used for type testing.
  33769. *
  33770. * @type {boolean}
  33771. * @readonly
  33772. * @default true
  33773. */
  33774. this.isAmbientLight = true;
  33775. this.type = 'AmbientLight';
  33776. }
  33777. }
  33778. /**
  33779. * This class emits light uniformly across the face a rectangular plane.
  33780. * This light type can be used to simulate light sources such as bright
  33781. * windows or strip lighting.
  33782. *
  33783. * Important Notes:
  33784. *
  33785. * - There is no shadow support.
  33786. * - Only PBR materials are supported.
  33787. * - You have to include `RectAreaLightUniformsLib` (`WebGLRenderer`) or `RectAreaLightTexturesLib` (`WebGPURenderer`)
  33788. * into your app and init the uniforms/textures.
  33789. *
  33790. * ```js
  33791. * RectAreaLightUniformsLib.init(); // only relevant for WebGLRenderer
  33792. * THREE.RectAreaLightNode.setLTC( RectAreaLightTexturesLib.init() ); // only relevant for WebGPURenderer
  33793. *
  33794. * const intensity = 1; const width = 10; const height = 10;
  33795. * const rectLight = new THREE.RectAreaLight( 0xffffff, intensity, width, height );
  33796. * rectLight.position.set( 5, 5, 0 );
  33797. * rectLight.lookAt( 0, 0, 0 );
  33798. * scene.add( rectLight )
  33799. * ```
  33800. *
  33801. * @augments Light
  33802. */
  33803. class RectAreaLight extends Light {
  33804. /**
  33805. * Constructs a new area light.
  33806. *
  33807. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33808. * @param {number} [intensity=1] - The light's strength/intensity.
  33809. * @param {number} [width=10] - The width of the light.
  33810. * @param {number} [height=10] - The height of the light.
  33811. */
  33812. constructor( color, intensity, width = 10, height = 10 ) {
  33813. super( color, intensity );
  33814. /**
  33815. * This flag can be used for type testing.
  33816. *
  33817. * @type {boolean}
  33818. * @readonly
  33819. * @default true
  33820. */
  33821. this.isRectAreaLight = true;
  33822. this.type = 'RectAreaLight';
  33823. /**
  33824. * The width of the light.
  33825. *
  33826. * @type {number}
  33827. * @default 10
  33828. */
  33829. this.width = width;
  33830. /**
  33831. * The height of the light.
  33832. *
  33833. * @type {number}
  33834. * @default 10
  33835. */
  33836. this.height = height;
  33837. }
  33838. /**
  33839. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33840. * Changing the power will also change the light's intensity.
  33841. *
  33842. * @type {number}
  33843. */
  33844. get power() {
  33845. // compute the light's luminous power (in lumens) from its intensity (in nits)
  33846. return this.intensity * this.width * this.height * Math.PI;
  33847. }
  33848. set power( power ) {
  33849. // set the light's intensity (in nits) from the desired luminous power (in lumens)
  33850. this.intensity = power / ( this.width * this.height * Math.PI );
  33851. }
  33852. copy( source ) {
  33853. super.copy( source );
  33854. this.width = source.width;
  33855. this.height = source.height;
  33856. return this;
  33857. }
  33858. toJSON( meta ) {
  33859. const data = super.toJSON( meta );
  33860. data.object.width = this.width;
  33861. data.object.height = this.height;
  33862. return data;
  33863. }
  33864. }
  33865. /**
  33866. * Represents a third-order spherical harmonics (SH). Light probes use this class
  33867. * to encode lighting information.
  33868. *
  33869. * - Primary reference: {@link https://graphics.stanford.edu/papers/envmap/envmap.pdf}
  33870. * - Secondary reference: {@link https://www.ppsloan.org/publications/StupidSH36.pdf}
  33871. */
  33872. class SphericalHarmonics3 {
  33873. /**
  33874. * Constructs a new spherical harmonics.
  33875. */
  33876. constructor() {
  33877. /**
  33878. * This flag can be used for type testing.
  33879. *
  33880. * @type {boolean}
  33881. * @readonly
  33882. * @default true
  33883. */
  33884. this.isSphericalHarmonics3 = true;
  33885. /**
  33886. * An array holding the (9) SH coefficients.
  33887. *
  33888. * @type {Array<Vector3>}
  33889. */
  33890. this.coefficients = [];
  33891. for ( let i = 0; i < 9; i ++ ) {
  33892. this.coefficients.push( new Vector3() );
  33893. }
  33894. }
  33895. /**
  33896. * Sets the given SH coefficients to this instance by copying
  33897. * the values.
  33898. *
  33899. * @param {Array<Vector3>} coefficients - The SH coefficients.
  33900. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  33901. */
  33902. set( coefficients ) {
  33903. for ( let i = 0; i < 9; i ++ ) {
  33904. this.coefficients[ i ].copy( coefficients[ i ] );
  33905. }
  33906. return this;
  33907. }
  33908. /**
  33909. * Sets all SH coefficients to `0`.
  33910. *
  33911. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  33912. */
  33913. zero() {
  33914. for ( let i = 0; i < 9; i ++ ) {
  33915. this.coefficients[ i ].set( 0, 0, 0 );
  33916. }
  33917. return this;
  33918. }
  33919. /**
  33920. * Returns the radiance in the direction of the given normal.
  33921. *
  33922. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  33923. * @param {Vector3} target - The target vector that is used to store the method's result.
  33924. * @return {Vector3} The radiance.
  33925. */
  33926. getAt( normal, target ) {
  33927. // normal is assumed to be unit length
  33928. const x = normal.x, y = normal.y, z = normal.z;
  33929. const coeff = this.coefficients;
  33930. // band 0
  33931. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  33932. // band 1
  33933. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  33934. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  33935. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  33936. // band 2
  33937. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  33938. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  33939. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  33940. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  33941. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  33942. return target;
  33943. }
  33944. /**
  33945. * Returns the irradiance (radiance convolved with cosine lobe) in the
  33946. * direction of the given normal.
  33947. *
  33948. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  33949. * @param {Vector3} target - The target vector that is used to store the method's result.
  33950. * @return {Vector3} The irradiance.
  33951. */
  33952. getIrradianceAt( normal, target ) {
  33953. // normal is assumed to be unit length
  33954. const x = normal.x, y = normal.y, z = normal.z;
  33955. const coeff = this.coefficients;
  33956. // band 0
  33957. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  33958. // band 1
  33959. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  33960. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  33961. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  33962. // band 2
  33963. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  33964. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  33965. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  33966. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  33967. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  33968. return target;
  33969. }
  33970. /**
  33971. * Adds the given SH to this instance.
  33972. *
  33973. * @param {SphericalHarmonics3} sh - The SH to add.
  33974. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  33975. */
  33976. add( sh ) {
  33977. for ( let i = 0; i < 9; i ++ ) {
  33978. this.coefficients[ i ].add( sh.coefficients[ i ] );
  33979. }
  33980. return this;
  33981. }
  33982. /**
  33983. * A convenience method for performing {@link SphericalHarmonics3#add} and
  33984. * {@link SphericalHarmonics3#scale} at once.
  33985. *
  33986. * @param {SphericalHarmonics3} sh - The SH to add.
  33987. * @param {number} s - The scale factor.
  33988. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  33989. */
  33990. addScaledSH( sh, s ) {
  33991. for ( let i = 0; i < 9; i ++ ) {
  33992. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  33993. }
  33994. return this;
  33995. }
  33996. /**
  33997. * Scales this SH by the given scale factor.
  33998. *
  33999. * @param {number} s - The scale factor.
  34000. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34001. */
  34002. scale( s ) {
  34003. for ( let i = 0; i < 9; i ++ ) {
  34004. this.coefficients[ i ].multiplyScalar( s );
  34005. }
  34006. return this;
  34007. }
  34008. /**
  34009. * Linear interpolates between the given SH and this instance by the given
  34010. * alpha factor.
  34011. *
  34012. * @param {SphericalHarmonics3} sh - The SH to interpolate with.
  34013. * @param {number} alpha - The alpha factor.
  34014. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34015. */
  34016. lerp( sh, alpha ) {
  34017. for ( let i = 0; i < 9; i ++ ) {
  34018. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  34019. }
  34020. return this;
  34021. }
  34022. /**
  34023. * Returns `true` if this spherical harmonics is equal with the given one.
  34024. *
  34025. * @param {SphericalHarmonics3} sh - The spherical harmonics to test for equality.
  34026. * @return {boolean} Whether this spherical harmonics is equal with the given one.
  34027. */
  34028. equals( sh ) {
  34029. for ( let i = 0; i < 9; i ++ ) {
  34030. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  34031. return false;
  34032. }
  34033. }
  34034. return true;
  34035. }
  34036. /**
  34037. * Copies the values of the given spherical harmonics to this instance.
  34038. *
  34039. * @param {SphericalHarmonics3} sh - The spherical harmonics to copy.
  34040. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34041. */
  34042. copy( sh ) {
  34043. return this.set( sh.coefficients );
  34044. }
  34045. /**
  34046. * Returns a new spherical harmonics with copied values from this instance.
  34047. *
  34048. * @return {SphericalHarmonics3} A clone of this instance.
  34049. */
  34050. clone() {
  34051. return new this.constructor().copy( this );
  34052. }
  34053. /**
  34054. * Sets the SH coefficients of this instance from the given array.
  34055. *
  34056. * @param {Array<number>} array - An array holding the SH coefficients.
  34057. * @param {number} [offset=0] - The array offset where to start copying.
  34058. * @return {SphericalHarmonics3} A clone of this instance.
  34059. */
  34060. fromArray( array, offset = 0 ) {
  34061. const coefficients = this.coefficients;
  34062. for ( let i = 0; i < 9; i ++ ) {
  34063. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  34064. }
  34065. return this;
  34066. }
  34067. /**
  34068. * Returns an array with the SH coefficients, or copies them into the provided
  34069. * array. The coefficients are represented as numbers.
  34070. *
  34071. * @param {Array<number>} [array=[]] - The target array.
  34072. * @param {number} [offset=0] - The array offset where to start copying.
  34073. * @return {Array<number>} An array with flat SH coefficients.
  34074. */
  34075. toArray( array = [], offset = 0 ) {
  34076. const coefficients = this.coefficients;
  34077. for ( let i = 0; i < 9; i ++ ) {
  34078. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  34079. }
  34080. return array;
  34081. }
  34082. /**
  34083. * Computes the SH basis for the given normal vector.
  34084. *
  34085. * @param {Vector3} normal - The normal.
  34086. * @param {Array<number>} shBasis - The target array holding the SH basis.
  34087. */
  34088. static getBasisAt( normal, shBasis ) {
  34089. // normal is assumed to be unit length
  34090. const x = normal.x, y = normal.y, z = normal.z;
  34091. // band 0
  34092. shBasis[ 0 ] = 0.282095;
  34093. // band 1
  34094. shBasis[ 1 ] = 0.488603 * y;
  34095. shBasis[ 2 ] = 0.488603 * z;
  34096. shBasis[ 3 ] = 0.488603 * x;
  34097. // band 2
  34098. shBasis[ 4 ] = 1.092548 * x * y;
  34099. shBasis[ 5 ] = 1.092548 * y * z;
  34100. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  34101. shBasis[ 7 ] = 1.092548 * x * z;
  34102. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  34103. }
  34104. }
  34105. /**
  34106. * Light probes are an alternative way of adding light to a 3D scene. Unlike
  34107. * classical light sources (e.g. directional, point or spot lights), light
  34108. * probes do not emit light. Instead they store information about light
  34109. * passing through 3D space. During rendering, the light that hits a 3D
  34110. * object is approximated by using the data from the light probe.
  34111. *
  34112. * Light probes are usually created from (radiance) environment maps. The
  34113. * class {@link LightProbeGenerator} can be used to create light probes from
  34114. * cube textures or render targets. However, light estimation data could also
  34115. * be provided in other forms e.g. by WebXR. This enables the rendering of
  34116. * augmented reality content that reacts to real world lighting.
  34117. *
  34118. * The current probe implementation in three.js supports so-called diffuse
  34119. * light probes. This type of light probe is functionally equivalent to an
  34120. * irradiance environment map.
  34121. *
  34122. * @augments Light
  34123. */
  34124. class LightProbe extends Light {
  34125. /**
  34126. * Constructs a new light probe.
  34127. *
  34128. * @param {SphericalHarmonics3} sh - The spherical harmonics which represents encoded lighting information.
  34129. * @param {number} [intensity=1] - The light's strength/intensity.
  34130. */
  34131. constructor( sh = new SphericalHarmonics3(), intensity = 1 ) {
  34132. super( undefined, intensity );
  34133. /**
  34134. * This flag can be used for type testing.
  34135. *
  34136. * @type {boolean}
  34137. * @readonly
  34138. * @default true
  34139. */
  34140. this.isLightProbe = true;
  34141. /**
  34142. * A light probe uses spherical harmonics to encode lighting information.
  34143. *
  34144. * @type {SphericalHarmonics3}
  34145. */
  34146. this.sh = sh;
  34147. }
  34148. copy( source ) {
  34149. super.copy( source );
  34150. this.sh.copy( source.sh );
  34151. return this;
  34152. }
  34153. /**
  34154. * Deserializes the light prove from the given JSON.
  34155. *
  34156. * @param {Object} json - The JSON holding the serialized light probe.
  34157. * @return {LightProbe} A reference to this light probe.
  34158. */
  34159. fromJSON( json ) {
  34160. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  34161. this.sh.fromArray( json.sh );
  34162. return this;
  34163. }
  34164. toJSON( meta ) {
  34165. const data = super.toJSON( meta );
  34166. data.object.sh = this.sh.toArray();
  34167. return data;
  34168. }
  34169. }
  34170. /**
  34171. * Class for loading geometries. The files are internally
  34172. * loaded via {@link FileLoader}.
  34173. *
  34174. * ```js
  34175. * const loader = new THREE.MaterialLoader();
  34176. * const material = await loader.loadAsync( 'material.json' );
  34177. * ```
  34178. * This loader does not support node materials. Use {@link NodeMaterialLoader} instead.
  34179. *
  34180. * @augments Loader
  34181. */
  34182. class MaterialLoader extends Loader {
  34183. /**
  34184. * Constructs a new material loader.
  34185. *
  34186. * @param {LoadingManager} [manager] - The loading manager.
  34187. */
  34188. constructor( manager ) {
  34189. super( manager );
  34190. /**
  34191. * A dictionary holding textures used by the material.
  34192. *
  34193. * @type {Object<string,Texture>}
  34194. */
  34195. this.textures = {};
  34196. }
  34197. /**
  34198. * Starts loading from the given URL and pass the loaded material to the `onLoad()` callback.
  34199. *
  34200. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34201. * @param {function(Material)} onLoad - Executed when the loading process has been finished.
  34202. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34203. * @param {onErrorCallback} onError - Executed when errors occur.
  34204. */
  34205. load( url, onLoad, onProgress, onError ) {
  34206. const scope = this;
  34207. const loader = new FileLoader( scope.manager );
  34208. loader.setPath( scope.path );
  34209. loader.setRequestHeader( scope.requestHeader );
  34210. loader.setWithCredentials( scope.withCredentials );
  34211. loader.load( url, function ( text ) {
  34212. try {
  34213. onLoad( scope.parse( JSON.parse( text ) ) );
  34214. } catch ( e ) {
  34215. if ( onError ) {
  34216. onError( e );
  34217. } else {
  34218. console.error( e );
  34219. }
  34220. scope.manager.itemError( url );
  34221. }
  34222. }, onProgress, onError );
  34223. }
  34224. /**
  34225. * Parses the given JSON object and returns a material.
  34226. *
  34227. * @param {Object} json - The serialized material.
  34228. * @return {Material} The parsed material.
  34229. */
  34230. parse( json ) {
  34231. const textures = this.textures;
  34232. function getTexture( name ) {
  34233. if ( textures[ name ] === undefined ) {
  34234. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  34235. }
  34236. return textures[ name ];
  34237. }
  34238. const material = this.createMaterialFromType( json.type );
  34239. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  34240. if ( json.name !== undefined ) material.name = json.name;
  34241. if ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );
  34242. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  34243. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  34244. if ( json.sheen !== undefined ) material.sheen = json.sheen;
  34245. if ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor );
  34246. if ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness;
  34247. if ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );
  34248. if ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );
  34249. if ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity;
  34250. if ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor );
  34251. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  34252. if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;
  34253. if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;
  34254. if ( json.dispersion !== undefined ) material.dispersion = json.dispersion;
  34255. if ( json.iridescence !== undefined ) material.iridescence = json.iridescence;
  34256. if ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR;
  34257. if ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange;
  34258. if ( json.transmission !== undefined ) material.transmission = json.transmission;
  34259. if ( json.thickness !== undefined ) material.thickness = json.thickness;
  34260. if ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance;
  34261. if ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor );
  34262. if ( json.anisotropy !== undefined ) material.anisotropy = json.anisotropy;
  34263. if ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation;
  34264. if ( json.fog !== undefined ) material.fog = json.fog;
  34265. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  34266. if ( json.blending !== undefined ) material.blending = json.blending;
  34267. if ( json.combine !== undefined ) material.combine = json.combine;
  34268. if ( json.side !== undefined ) material.side = json.side;
  34269. if ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;
  34270. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  34271. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  34272. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  34273. if ( json.alphaHash !== undefined ) material.alphaHash = json.alphaHash;
  34274. if ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc;
  34275. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  34276. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  34277. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  34278. if ( json.blendSrc !== undefined ) material.blendSrc = json.blendSrc;
  34279. if ( json.blendDst !== undefined ) material.blendDst = json.blendDst;
  34280. if ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation;
  34281. if ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha;
  34282. if ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha;
  34283. if ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha;
  34284. if ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor );
  34285. if ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha;
  34286. if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;
  34287. if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;
  34288. if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;
  34289. if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;
  34290. if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;
  34291. if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;
  34292. if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;
  34293. if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;
  34294. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  34295. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  34296. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  34297. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  34298. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  34299. if ( json.linewidth !== undefined ) material.linewidth = json.linewidth;
  34300. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  34301. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  34302. if ( json.scale !== undefined ) material.scale = json.scale;
  34303. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  34304. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  34305. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  34306. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  34307. if ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;
  34308. if ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;
  34309. if ( json.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass;
  34310. if ( json.visible !== undefined ) material.visible = json.visible;
  34311. if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;
  34312. if ( json.userData !== undefined ) material.userData = json.userData;
  34313. if ( json.vertexColors !== undefined ) {
  34314. if ( typeof json.vertexColors === 'number' ) {
  34315. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  34316. } else {
  34317. material.vertexColors = json.vertexColors;
  34318. }
  34319. }
  34320. // Shader Material
  34321. if ( json.uniforms !== undefined ) {
  34322. for ( const name in json.uniforms ) {
  34323. const uniform = json.uniforms[ name ];
  34324. material.uniforms[ name ] = {};
  34325. switch ( uniform.type ) {
  34326. case 't':
  34327. material.uniforms[ name ].value = getTexture( uniform.value );
  34328. break;
  34329. case 'c':
  34330. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  34331. break;
  34332. case 'v2':
  34333. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  34334. break;
  34335. case 'v3':
  34336. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  34337. break;
  34338. case 'v4':
  34339. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  34340. break;
  34341. case 'm3':
  34342. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  34343. break;
  34344. case 'm4':
  34345. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  34346. break;
  34347. default:
  34348. material.uniforms[ name ].value = uniform.value;
  34349. }
  34350. }
  34351. }
  34352. if ( json.defines !== undefined ) material.defines = json.defines;
  34353. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  34354. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  34355. if ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion;
  34356. if ( json.extensions !== undefined ) {
  34357. for ( const key in json.extensions ) {
  34358. material.extensions[ key ] = json.extensions[ key ];
  34359. }
  34360. }
  34361. if ( json.lights !== undefined ) material.lights = json.lights;
  34362. if ( json.clipping !== undefined ) material.clipping = json.clipping;
  34363. // for PointsMaterial
  34364. if ( json.size !== undefined ) material.size = json.size;
  34365. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  34366. // maps
  34367. if ( json.map !== undefined ) material.map = getTexture( json.map );
  34368. if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
  34369. if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );
  34370. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  34371. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  34372. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  34373. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  34374. if ( json.normalScale !== undefined ) {
  34375. let normalScale = json.normalScale;
  34376. if ( Array.isArray( normalScale ) === false ) {
  34377. // Blender exporter used to export a scalar. See #7459
  34378. normalScale = [ normalScale, normalScale ];
  34379. }
  34380. material.normalScale = new Vector2().fromArray( normalScale );
  34381. }
  34382. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  34383. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  34384. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  34385. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  34386. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  34387. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  34388. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  34389. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  34390. if ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap );
  34391. if ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap );
  34392. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  34393. if ( json.envMapRotation !== undefined ) material.envMapRotation.fromArray( json.envMapRotation );
  34394. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  34395. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  34396. if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;
  34397. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  34398. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  34399. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  34400. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  34401. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  34402. if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );
  34403. if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );
  34404. if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );
  34405. if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );
  34406. if ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap );
  34407. if ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap );
  34408. if ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );
  34409. if ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap );
  34410. if ( json.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap );
  34411. if ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap );
  34412. if ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap );
  34413. return material;
  34414. }
  34415. /**
  34416. * Textures are not embedded in the material JSON so they have
  34417. * to be injected before the loading process starts.
  34418. *
  34419. * @param {Object} value - A dictionary holding textures for material properties.
  34420. * @return {MaterialLoader} A reference to this material loader.
  34421. */
  34422. setTextures( value ) {
  34423. this.textures = value;
  34424. return this;
  34425. }
  34426. /**
  34427. * Creates a material for the given type.
  34428. *
  34429. * @param {string} type - The material type.
  34430. * @return {Material} The new material.
  34431. */
  34432. createMaterialFromType( type ) {
  34433. return MaterialLoader.createMaterialFromType( type );
  34434. }
  34435. /**
  34436. * Creates a material for the given type.
  34437. *
  34438. * @static
  34439. * @param {string} type - The material type.
  34440. * @return {Material} The new material.
  34441. */
  34442. static createMaterialFromType( type ) {
  34443. const materialLib = {
  34444. ShadowMaterial,
  34445. SpriteMaterial,
  34446. RawShaderMaterial,
  34447. ShaderMaterial,
  34448. PointsMaterial,
  34449. MeshPhysicalMaterial,
  34450. MeshStandardMaterial,
  34451. MeshPhongMaterial,
  34452. MeshToonMaterial,
  34453. MeshNormalMaterial,
  34454. MeshLambertMaterial,
  34455. MeshDepthMaterial,
  34456. MeshDistanceMaterial,
  34457. MeshBasicMaterial,
  34458. MeshMatcapMaterial,
  34459. LineDashedMaterial,
  34460. LineBasicMaterial,
  34461. Material
  34462. };
  34463. return new materialLib[ type ]();
  34464. }
  34465. }
  34466. /**
  34467. * A class with loader utility functions.
  34468. */
  34469. class LoaderUtils {
  34470. /**
  34471. * Extracts the base URL from the given URL.
  34472. *
  34473. * @param {string} url -The URL to extract the base URL from.
  34474. * @return {string} The extracted base URL.
  34475. */
  34476. static extractUrlBase( url ) {
  34477. const index = url.lastIndexOf( '/' );
  34478. if ( index === -1 ) return './';
  34479. return url.slice( 0, index + 1 );
  34480. }
  34481. /**
  34482. * Resolves relative URLs against the given path. Absolute paths, data urls,
  34483. * and blob URLs will be returned as is. Invalid URLs will return an empty
  34484. * string.
  34485. *
  34486. * @param {string} url -The URL to resolve.
  34487. * @param {string} path - The base path for relative URLs to be resolved against.
  34488. * @return {string} The resolved URL.
  34489. */
  34490. static resolveURL( url, path ) {
  34491. // Invalid URL
  34492. if ( typeof url !== 'string' || url === '' ) return '';
  34493. // Host Relative URL
  34494. if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) {
  34495. path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' );
  34496. }
  34497. // Absolute URL http://,https://,//
  34498. if ( /^(https?:)?\/\//i.test( url ) ) return url;
  34499. // Data URI
  34500. if ( /^data:.*,.*$/i.test( url ) ) return url;
  34501. // Blob URL
  34502. if ( /^blob:.*$/i.test( url ) ) return url;
  34503. // Relative URL
  34504. return path + url;
  34505. }
  34506. }
  34507. /**
  34508. * An instanced version of a geometry.
  34509. */
  34510. class InstancedBufferGeometry extends BufferGeometry {
  34511. /**
  34512. * Constructs a new instanced buffer geometry.
  34513. */
  34514. constructor() {
  34515. super();
  34516. /**
  34517. * This flag can be used for type testing.
  34518. *
  34519. * @type {boolean}
  34520. * @readonly
  34521. * @default true
  34522. */
  34523. this.isInstancedBufferGeometry = true;
  34524. this.type = 'InstancedBufferGeometry';
  34525. /**
  34526. * The instance count.
  34527. *
  34528. * @type {number}
  34529. * @default Infinity
  34530. */
  34531. this.instanceCount = Infinity;
  34532. }
  34533. copy( source ) {
  34534. super.copy( source );
  34535. this.instanceCount = source.instanceCount;
  34536. return this;
  34537. }
  34538. toJSON() {
  34539. const data = super.toJSON();
  34540. data.instanceCount = this.instanceCount;
  34541. data.isInstancedBufferGeometry = true;
  34542. return data;
  34543. }
  34544. }
  34545. /**
  34546. * Class for loading geometries. The files are internally
  34547. * loaded via {@link FileLoader}.
  34548. *
  34549. * ```js
  34550. * const loader = new THREE.BufferGeometryLoader();
  34551. * const geometry = await loader.loadAsync( 'models/json/pressure.json' );
  34552. *
  34553. * const material = new THREE.MeshBasicMaterial( { color: 0xF5F5F5 } );
  34554. * const object = new THREE.Mesh( geometry, material );
  34555. * scene.add( object );
  34556. * ```
  34557. *
  34558. * @augments Loader
  34559. */
  34560. class BufferGeometryLoader extends Loader {
  34561. /**
  34562. * Constructs a new geometry loader.
  34563. *
  34564. * @param {LoadingManager} [manager] - The loading manager.
  34565. */
  34566. constructor( manager ) {
  34567. super( manager );
  34568. }
  34569. /**
  34570. * Starts loading from the given URL and pass the loaded geometry to the `onLoad()` callback.
  34571. *
  34572. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34573. * @param {function(BufferGeometry)} onLoad - Executed when the loading process has been finished.
  34574. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34575. * @param {onErrorCallback} onError - Executed when errors occur.
  34576. */
  34577. load( url, onLoad, onProgress, onError ) {
  34578. const scope = this;
  34579. const loader = new FileLoader( scope.manager );
  34580. loader.setPath( scope.path );
  34581. loader.setRequestHeader( scope.requestHeader );
  34582. loader.setWithCredentials( scope.withCredentials );
  34583. loader.load( url, function ( text ) {
  34584. try {
  34585. onLoad( scope.parse( JSON.parse( text ) ) );
  34586. } catch ( e ) {
  34587. if ( onError ) {
  34588. onError( e );
  34589. } else {
  34590. console.error( e );
  34591. }
  34592. scope.manager.itemError( url );
  34593. }
  34594. }, onProgress, onError );
  34595. }
  34596. /**
  34597. * Parses the given JSON object and returns a geometry.
  34598. *
  34599. * @param {Object} json - The serialized geometry.
  34600. * @return {BufferGeometry} The parsed geometry.
  34601. */
  34602. parse( json ) {
  34603. const interleavedBufferMap = {};
  34604. const arrayBufferMap = {};
  34605. function getInterleavedBuffer( json, uuid ) {
  34606. if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];
  34607. const interleavedBuffers = json.interleavedBuffers;
  34608. const interleavedBuffer = interleavedBuffers[ uuid ];
  34609. const buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  34610. const array = getTypedArray( interleavedBuffer.type, buffer );
  34611. const ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  34612. ib.uuid = interleavedBuffer.uuid;
  34613. interleavedBufferMap[ uuid ] = ib;
  34614. return ib;
  34615. }
  34616. function getArrayBuffer( json, uuid ) {
  34617. if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];
  34618. const arrayBuffers = json.arrayBuffers;
  34619. const arrayBuffer = arrayBuffers[ uuid ];
  34620. const ab = new Uint32Array( arrayBuffer ).buffer;
  34621. arrayBufferMap[ uuid ] = ab;
  34622. return ab;
  34623. }
  34624. const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  34625. const index = json.data.index;
  34626. if ( index !== undefined ) {
  34627. const typedArray = getTypedArray( index.type, index.array );
  34628. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  34629. }
  34630. const attributes = json.data.attributes;
  34631. for ( const key in attributes ) {
  34632. const attribute = attributes[ key ];
  34633. let bufferAttribute;
  34634. if ( attribute.isInterleavedBufferAttribute ) {
  34635. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  34636. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  34637. } else {
  34638. const typedArray = getTypedArray( attribute.type, attribute.array );
  34639. const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  34640. bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  34641. }
  34642. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  34643. if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );
  34644. geometry.setAttribute( key, bufferAttribute );
  34645. }
  34646. const morphAttributes = json.data.morphAttributes;
  34647. if ( morphAttributes ) {
  34648. for ( const key in morphAttributes ) {
  34649. const attributeArray = morphAttributes[ key ];
  34650. const array = [];
  34651. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  34652. const attribute = attributeArray[ i ];
  34653. let bufferAttribute;
  34654. if ( attribute.isInterleavedBufferAttribute ) {
  34655. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  34656. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  34657. } else {
  34658. const typedArray = getTypedArray( attribute.type, attribute.array );
  34659. bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  34660. }
  34661. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  34662. array.push( bufferAttribute );
  34663. }
  34664. geometry.morphAttributes[ key ] = array;
  34665. }
  34666. }
  34667. const morphTargetsRelative = json.data.morphTargetsRelative;
  34668. if ( morphTargetsRelative ) {
  34669. geometry.morphTargetsRelative = true;
  34670. }
  34671. const groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  34672. if ( groups !== undefined ) {
  34673. for ( let i = 0, n = groups.length; i !== n; ++ i ) {
  34674. const group = groups[ i ];
  34675. geometry.addGroup( group.start, group.count, group.materialIndex );
  34676. }
  34677. }
  34678. const boundingSphere = json.data.boundingSphere;
  34679. if ( boundingSphere !== undefined ) {
  34680. geometry.boundingSphere = new Sphere().fromJSON( boundingSphere );
  34681. }
  34682. if ( json.name ) geometry.name = json.name;
  34683. if ( json.userData ) geometry.userData = json.userData;
  34684. return geometry;
  34685. }
  34686. }
  34687. /**
  34688. * A loader for loading a JSON resource in the [JSON Object/Scene format]{@link https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4}.
  34689. * The files are internally loaded via {@link FileLoader}.
  34690. *
  34691. * ```js
  34692. * const loader = new THREE.ObjectLoader();
  34693. * const obj = await loader.loadAsync( 'models/json/example.json' );
  34694. * scene.add( obj );
  34695. *
  34696. * // Alternatively, to parse a previously loaded JSON structure
  34697. * const object = await loader.parseAsync( a_json_object );
  34698. * scene.add( object );
  34699. * ```
  34700. *
  34701. * @augments Loader
  34702. */
  34703. class ObjectLoader extends Loader {
  34704. /**
  34705. * Constructs a new object loader.
  34706. *
  34707. * @param {LoadingManager} [manager] - The loading manager.
  34708. */
  34709. constructor( manager ) {
  34710. super( manager );
  34711. }
  34712. /**
  34713. * Starts loading from the given URL and pass the loaded 3D object to the `onLoad()` callback.
  34714. *
  34715. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34716. * @param {function(Object3D)} onLoad - Executed when the loading process has been finished.
  34717. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34718. * @param {onErrorCallback} onError - Executed when errors occur.
  34719. */
  34720. load( url, onLoad, onProgress, onError ) {
  34721. const scope = this;
  34722. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  34723. this.resourcePath = this.resourcePath || path;
  34724. const loader = new FileLoader( this.manager );
  34725. loader.setPath( this.path );
  34726. loader.setRequestHeader( this.requestHeader );
  34727. loader.setWithCredentials( this.withCredentials );
  34728. loader.load( url, function ( text ) {
  34729. let json = null;
  34730. try {
  34731. json = JSON.parse( text );
  34732. } catch ( error ) {
  34733. if ( onError !== undefined ) onError( error );
  34734. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  34735. return;
  34736. }
  34737. const metadata = json.metadata;
  34738. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  34739. if ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\'t load ' + url ) );
  34740. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  34741. return;
  34742. }
  34743. scope.parse( json, onLoad );
  34744. }, onProgress, onError );
  34745. }
  34746. /**
  34747. * Async version of {@link ObjectLoader#load}.
  34748. *
  34749. * @async
  34750. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34751. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34752. * @return {Promise<Object3D>} A Promise that resolves with the loaded 3D object.
  34753. */
  34754. async loadAsync( url, onProgress ) {
  34755. const scope = this;
  34756. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  34757. this.resourcePath = this.resourcePath || path;
  34758. const loader = new FileLoader( this.manager );
  34759. loader.setPath( this.path );
  34760. loader.setRequestHeader( this.requestHeader );
  34761. loader.setWithCredentials( this.withCredentials );
  34762. const text = await loader.loadAsync( url, onProgress );
  34763. const json = JSON.parse( text );
  34764. const metadata = json.metadata;
  34765. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  34766. throw new Error( 'THREE.ObjectLoader: Can\'t load ' + url );
  34767. }
  34768. return await scope.parseAsync( json );
  34769. }
  34770. /**
  34771. * Parses the given JSON. This is used internally by {@link ObjectLoader#load}
  34772. * but can also be used directly to parse a previously loaded JSON structure.
  34773. *
  34774. * @param {Object} json - The serialized 3D object.
  34775. * @param {onLoad} onLoad - Executed when all resources (e.g. textures) have been fully loaded.
  34776. * @return {Object3D} The parsed 3D object.
  34777. */
  34778. parse( json, onLoad ) {
  34779. const animations = this.parseAnimations( json.animations );
  34780. const shapes = this.parseShapes( json.shapes );
  34781. const geometries = this.parseGeometries( json.geometries, shapes );
  34782. const images = this.parseImages( json.images, function () {
  34783. if ( onLoad !== undefined ) onLoad( object );
  34784. } );
  34785. const textures = this.parseTextures( json.textures, images );
  34786. const materials = this.parseMaterials( json.materials, textures );
  34787. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  34788. const skeletons = this.parseSkeletons( json.skeletons, object );
  34789. this.bindSkeletons( object, skeletons );
  34790. this.bindLightTargets( object );
  34791. //
  34792. if ( onLoad !== undefined ) {
  34793. let hasImages = false;
  34794. for ( const uuid in images ) {
  34795. if ( images[ uuid ].data instanceof HTMLImageElement ) {
  34796. hasImages = true;
  34797. break;
  34798. }
  34799. }
  34800. if ( hasImages === false ) onLoad( object );
  34801. }
  34802. return object;
  34803. }
  34804. /**
  34805. * Async version of {@link ObjectLoader#parse}.
  34806. *
  34807. * @param {Object} json - The serialized 3D object.
  34808. * @return {Promise<Object3D>} A Promise that resolves with the parsed 3D object.
  34809. */
  34810. async parseAsync( json ) {
  34811. const animations = this.parseAnimations( json.animations );
  34812. const shapes = this.parseShapes( json.shapes );
  34813. const geometries = this.parseGeometries( json.geometries, shapes );
  34814. const images = await this.parseImagesAsync( json.images );
  34815. const textures = this.parseTextures( json.textures, images );
  34816. const materials = this.parseMaterials( json.materials, textures );
  34817. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  34818. const skeletons = this.parseSkeletons( json.skeletons, object );
  34819. this.bindSkeletons( object, skeletons );
  34820. this.bindLightTargets( object );
  34821. return object;
  34822. }
  34823. // internals
  34824. parseShapes( json ) {
  34825. const shapes = {};
  34826. if ( json !== undefined ) {
  34827. for ( let i = 0, l = json.length; i < l; i ++ ) {
  34828. const shape = new Shape().fromJSON( json[ i ] );
  34829. shapes[ shape.uuid ] = shape;
  34830. }
  34831. }
  34832. return shapes;
  34833. }
  34834. parseSkeletons( json, object ) {
  34835. const skeletons = {};
  34836. const bones = {};
  34837. // generate bone lookup table
  34838. object.traverse( function ( child ) {
  34839. if ( child.isBone ) bones[ child.uuid ] = child;
  34840. } );
  34841. // create skeletons
  34842. if ( json !== undefined ) {
  34843. for ( let i = 0, l = json.length; i < l; i ++ ) {
  34844. const skeleton = new Skeleton().fromJSON( json[ i ], bones );
  34845. skeletons[ skeleton.uuid ] = skeleton;
  34846. }
  34847. }
  34848. return skeletons;
  34849. }
  34850. parseGeometries( json, shapes ) {
  34851. const geometries = {};
  34852. if ( json !== undefined ) {
  34853. const bufferGeometryLoader = new BufferGeometryLoader();
  34854. for ( let i = 0, l = json.length; i < l; i ++ ) {
  34855. let geometry;
  34856. const data = json[ i ];
  34857. switch ( data.type ) {
  34858. case 'BufferGeometry':
  34859. case 'InstancedBufferGeometry':
  34860. geometry = bufferGeometryLoader.parse( data );
  34861. break;
  34862. default:
  34863. if ( data.type in Geometries ) {
  34864. geometry = Geometries[ data.type ].fromJSON( data, shapes );
  34865. } else {
  34866. console.warn( `THREE.ObjectLoader: Unsupported geometry type "${ data.type }"` );
  34867. }
  34868. }
  34869. geometry.uuid = data.uuid;
  34870. if ( data.name !== undefined ) geometry.name = data.name;
  34871. if ( data.userData !== undefined ) geometry.userData = data.userData;
  34872. geometries[ data.uuid ] = geometry;
  34873. }
  34874. }
  34875. return geometries;
  34876. }
  34877. parseMaterials( json, textures ) {
  34878. const cache = {}; // MultiMaterial
  34879. const materials = {};
  34880. if ( json !== undefined ) {
  34881. const loader = new MaterialLoader();
  34882. loader.setTextures( textures );
  34883. for ( let i = 0, l = json.length; i < l; i ++ ) {
  34884. const data = json[ i ];
  34885. if ( cache[ data.uuid ] === undefined ) {
  34886. cache[ data.uuid ] = loader.parse( data );
  34887. }
  34888. materials[ data.uuid ] = cache[ data.uuid ];
  34889. }
  34890. }
  34891. return materials;
  34892. }
  34893. parseAnimations( json ) {
  34894. const animations = {};
  34895. if ( json !== undefined ) {
  34896. for ( let i = 0; i < json.length; i ++ ) {
  34897. const data = json[ i ];
  34898. const clip = AnimationClip.parse( data );
  34899. animations[ clip.uuid ] = clip;
  34900. }
  34901. }
  34902. return animations;
  34903. }
  34904. parseImages( json, onLoad ) {
  34905. const scope = this;
  34906. const images = {};
  34907. let loader;
  34908. function loadImage( url ) {
  34909. scope.manager.itemStart( url );
  34910. return loader.load( url, function () {
  34911. scope.manager.itemEnd( url );
  34912. }, undefined, function () {
  34913. scope.manager.itemError( url );
  34914. scope.manager.itemEnd( url );
  34915. } );
  34916. }
  34917. function deserializeImage( image ) {
  34918. if ( typeof image === 'string' ) {
  34919. const url = image;
  34920. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  34921. return loadImage( path );
  34922. } else {
  34923. if ( image.data ) {
  34924. return {
  34925. data: getTypedArray( image.type, image.data ),
  34926. width: image.width,
  34927. height: image.height
  34928. };
  34929. } else {
  34930. return null;
  34931. }
  34932. }
  34933. }
  34934. if ( json !== undefined && json.length > 0 ) {
  34935. const manager = new LoadingManager( onLoad );
  34936. loader = new ImageLoader( manager );
  34937. loader.setCrossOrigin( this.crossOrigin );
  34938. for ( let i = 0, il = json.length; i < il; i ++ ) {
  34939. const image = json[ i ];
  34940. const url = image.url;
  34941. if ( Array.isArray( url ) ) {
  34942. // load array of images e.g CubeTexture
  34943. const imageArray = [];
  34944. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  34945. const currentUrl = url[ j ];
  34946. const deserializedImage = deserializeImage( currentUrl );
  34947. if ( deserializedImage !== null ) {
  34948. if ( deserializedImage instanceof HTMLImageElement ) {
  34949. imageArray.push( deserializedImage );
  34950. } else {
  34951. // special case: handle array of data textures for cube textures
  34952. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  34953. }
  34954. }
  34955. }
  34956. images[ image.uuid ] = new Source( imageArray );
  34957. } else {
  34958. // load single image
  34959. const deserializedImage = deserializeImage( image.url );
  34960. images[ image.uuid ] = new Source( deserializedImage );
  34961. }
  34962. }
  34963. }
  34964. return images;
  34965. }
  34966. async parseImagesAsync( json ) {
  34967. const scope = this;
  34968. const images = {};
  34969. let loader;
  34970. async function deserializeImage( image ) {
  34971. if ( typeof image === 'string' ) {
  34972. const url = image;
  34973. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  34974. return await loader.loadAsync( path );
  34975. } else {
  34976. if ( image.data ) {
  34977. return {
  34978. data: getTypedArray( image.type, image.data ),
  34979. width: image.width,
  34980. height: image.height
  34981. };
  34982. } else {
  34983. return null;
  34984. }
  34985. }
  34986. }
  34987. if ( json !== undefined && json.length > 0 ) {
  34988. loader = new ImageLoader( this.manager );
  34989. loader.setCrossOrigin( this.crossOrigin );
  34990. for ( let i = 0, il = json.length; i < il; i ++ ) {
  34991. const image = json[ i ];
  34992. const url = image.url;
  34993. if ( Array.isArray( url ) ) {
  34994. // load array of images e.g CubeTexture
  34995. const imageArray = [];
  34996. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  34997. const currentUrl = url[ j ];
  34998. const deserializedImage = await deserializeImage( currentUrl );
  34999. if ( deserializedImage !== null ) {
  35000. if ( deserializedImage instanceof HTMLImageElement ) {
  35001. imageArray.push( deserializedImage );
  35002. } else {
  35003. // special case: handle array of data textures for cube textures
  35004. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35005. }
  35006. }
  35007. }
  35008. images[ image.uuid ] = new Source( imageArray );
  35009. } else {
  35010. // load single image
  35011. const deserializedImage = await deserializeImage( image.url );
  35012. images[ image.uuid ] = new Source( deserializedImage );
  35013. }
  35014. }
  35015. }
  35016. return images;
  35017. }
  35018. parseTextures( json, images ) {
  35019. function parseConstant( value, type ) {
  35020. if ( typeof value === 'number' ) return value;
  35021. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  35022. return type[ value ];
  35023. }
  35024. const textures = {};
  35025. if ( json !== undefined ) {
  35026. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35027. const data = json[ i ];
  35028. if ( data.image === undefined ) {
  35029. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  35030. }
  35031. if ( images[ data.image ] === undefined ) {
  35032. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  35033. }
  35034. const source = images[ data.image ];
  35035. const image = source.data;
  35036. let texture;
  35037. if ( Array.isArray( image ) ) {
  35038. texture = new CubeTexture();
  35039. if ( image.length === 6 ) texture.needsUpdate = true;
  35040. } else {
  35041. if ( image && image.data ) {
  35042. texture = new DataTexture();
  35043. } else {
  35044. texture = new Texture();
  35045. }
  35046. if ( image ) texture.needsUpdate = true; // textures can have undefined image data
  35047. }
  35048. texture.source = source;
  35049. texture.uuid = data.uuid;
  35050. if ( data.name !== undefined ) texture.name = data.name;
  35051. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  35052. if ( data.channel !== undefined ) texture.channel = data.channel;
  35053. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  35054. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  35055. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  35056. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  35057. if ( data.wrap !== undefined ) {
  35058. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  35059. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  35060. }
  35061. if ( data.format !== undefined ) texture.format = data.format;
  35062. if ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat;
  35063. if ( data.type !== undefined ) texture.type = data.type;
  35064. if ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace;
  35065. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  35066. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  35067. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  35068. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  35069. if ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps;
  35070. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  35071. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  35072. if ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction;
  35073. if ( data.userData !== undefined ) texture.userData = data.userData;
  35074. textures[ data.uuid ] = texture;
  35075. }
  35076. }
  35077. return textures;
  35078. }
  35079. parseObject( data, geometries, materials, textures, animations ) {
  35080. let object;
  35081. function getGeometry( name ) {
  35082. if ( geometries[ name ] === undefined ) {
  35083. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  35084. }
  35085. return geometries[ name ];
  35086. }
  35087. function getMaterial( name ) {
  35088. if ( name === undefined ) return undefined;
  35089. if ( Array.isArray( name ) ) {
  35090. const array = [];
  35091. for ( let i = 0, l = name.length; i < l; i ++ ) {
  35092. const uuid = name[ i ];
  35093. if ( materials[ uuid ] === undefined ) {
  35094. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  35095. }
  35096. array.push( materials[ uuid ] );
  35097. }
  35098. return array;
  35099. }
  35100. if ( materials[ name ] === undefined ) {
  35101. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  35102. }
  35103. return materials[ name ];
  35104. }
  35105. function getTexture( uuid ) {
  35106. if ( textures[ uuid ] === undefined ) {
  35107. console.warn( 'THREE.ObjectLoader: Undefined texture', uuid );
  35108. }
  35109. return textures[ uuid ];
  35110. }
  35111. let geometry, material;
  35112. switch ( data.type ) {
  35113. case 'Scene':
  35114. object = new Scene();
  35115. if ( data.background !== undefined ) {
  35116. if ( Number.isInteger( data.background ) ) {
  35117. object.background = new Color( data.background );
  35118. } else {
  35119. object.background = getTexture( data.background );
  35120. }
  35121. }
  35122. if ( data.environment !== undefined ) {
  35123. object.environment = getTexture( data.environment );
  35124. }
  35125. if ( data.fog !== undefined ) {
  35126. if ( data.fog.type === 'Fog' ) {
  35127. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  35128. } else if ( data.fog.type === 'FogExp2' ) {
  35129. object.fog = new FogExp2( data.fog.color, data.fog.density );
  35130. }
  35131. if ( data.fog.name !== '' ) {
  35132. object.fog.name = data.fog.name;
  35133. }
  35134. }
  35135. if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;
  35136. if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity;
  35137. if ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation );
  35138. if ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity;
  35139. if ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation );
  35140. break;
  35141. case 'PerspectiveCamera':
  35142. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  35143. if ( data.focus !== undefined ) object.focus = data.focus;
  35144. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35145. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  35146. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  35147. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35148. break;
  35149. case 'OrthographicCamera':
  35150. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  35151. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35152. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35153. break;
  35154. case 'AmbientLight':
  35155. object = new AmbientLight( data.color, data.intensity );
  35156. break;
  35157. case 'DirectionalLight':
  35158. object = new DirectionalLight( data.color, data.intensity );
  35159. object.target = data.target || '';
  35160. break;
  35161. case 'PointLight':
  35162. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  35163. break;
  35164. case 'RectAreaLight':
  35165. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  35166. break;
  35167. case 'SpotLight':
  35168. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  35169. object.target = data.target || '';
  35170. break;
  35171. case 'HemisphereLight':
  35172. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  35173. break;
  35174. case 'LightProbe':
  35175. object = new LightProbe().fromJSON( data );
  35176. break;
  35177. case 'SkinnedMesh':
  35178. geometry = getGeometry( data.geometry );
  35179. material = getMaterial( data.material );
  35180. object = new SkinnedMesh( geometry, material );
  35181. if ( data.bindMode !== undefined ) object.bindMode = data.bindMode;
  35182. if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );
  35183. if ( data.skeleton !== undefined ) object.skeleton = data.skeleton;
  35184. break;
  35185. case 'Mesh':
  35186. geometry = getGeometry( data.geometry );
  35187. material = getMaterial( data.material );
  35188. object = new Mesh( geometry, material );
  35189. break;
  35190. case 'InstancedMesh':
  35191. geometry = getGeometry( data.geometry );
  35192. material = getMaterial( data.material );
  35193. const count = data.count;
  35194. const instanceMatrix = data.instanceMatrix;
  35195. const instanceColor = data.instanceColor;
  35196. object = new InstancedMesh( geometry, material, count );
  35197. object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  35198. if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );
  35199. break;
  35200. case 'BatchedMesh':
  35201. geometry = getGeometry( data.geometry );
  35202. material = getMaterial( data.material );
  35203. object = new BatchedMesh( data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material );
  35204. object.geometry = geometry;
  35205. object.perObjectFrustumCulled = data.perObjectFrustumCulled;
  35206. object.sortObjects = data.sortObjects;
  35207. object._drawRanges = data.drawRanges;
  35208. object._reservedRanges = data.reservedRanges;
  35209. object._geometryInfo = data.geometryInfo.map( info => {
  35210. let box = null;
  35211. let sphere = null;
  35212. if ( info.boundingBox !== undefined ) {
  35213. box = new Box3().fromJSON( info.boundingBox );
  35214. }
  35215. if ( info.boundingSphere !== undefined ) {
  35216. sphere = new Sphere().fromJSON( info.boundingSphere );
  35217. }
  35218. return {
  35219. ...info,
  35220. boundingBox: box,
  35221. boundingSphere: sphere
  35222. };
  35223. } );
  35224. object._instanceInfo = data.instanceInfo;
  35225. object._availableInstanceIds = data._availableInstanceIds;
  35226. object._availableGeometryIds = data._availableGeometryIds;
  35227. object._nextIndexStart = data.nextIndexStart;
  35228. object._nextVertexStart = data.nextVertexStart;
  35229. object._geometryCount = data.geometryCount;
  35230. object._maxInstanceCount = data.maxInstanceCount;
  35231. object._maxVertexCount = data.maxVertexCount;
  35232. object._maxIndexCount = data.maxIndexCount;
  35233. object._geometryInitialized = data.geometryInitialized;
  35234. object._matricesTexture = getTexture( data.matricesTexture.uuid );
  35235. object._indirectTexture = getTexture( data.indirectTexture.uuid );
  35236. if ( data.colorsTexture !== undefined ) {
  35237. object._colorsTexture = getTexture( data.colorsTexture.uuid );
  35238. }
  35239. if ( data.boundingSphere !== undefined ) {
  35240. object.boundingSphere = new Sphere().fromJSON( data.boundingSphere );
  35241. }
  35242. if ( data.boundingBox !== undefined ) {
  35243. object.boundingBox = new Box3().fromJSON( data.boundingBox );
  35244. }
  35245. break;
  35246. case 'LOD':
  35247. object = new LOD();
  35248. break;
  35249. case 'Line':
  35250. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );
  35251. break;
  35252. case 'LineLoop':
  35253. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  35254. break;
  35255. case 'LineSegments':
  35256. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  35257. break;
  35258. case 'PointCloud':
  35259. case 'Points':
  35260. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  35261. break;
  35262. case 'Sprite':
  35263. object = new Sprite( getMaterial( data.material ) );
  35264. break;
  35265. case 'Group':
  35266. object = new Group();
  35267. break;
  35268. case 'Bone':
  35269. object = new Bone();
  35270. break;
  35271. default:
  35272. object = new Object3D();
  35273. }
  35274. object.uuid = data.uuid;
  35275. if ( data.name !== undefined ) object.name = data.name;
  35276. if ( data.matrix !== undefined ) {
  35277. object.matrix.fromArray( data.matrix );
  35278. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  35279. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  35280. } else {
  35281. if ( data.position !== undefined ) object.position.fromArray( data.position );
  35282. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  35283. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  35284. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  35285. }
  35286. if ( data.up !== undefined ) object.up.fromArray( data.up );
  35287. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  35288. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  35289. if ( data.shadow ) {
  35290. if ( data.shadow.intensity !== undefined ) object.shadow.intensity = data.shadow.intensity;
  35291. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  35292. if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;
  35293. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  35294. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  35295. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  35296. }
  35297. if ( data.visible !== undefined ) object.visible = data.visible;
  35298. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  35299. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  35300. if ( data.userData !== undefined ) object.userData = data.userData;
  35301. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  35302. if ( data.children !== undefined ) {
  35303. const children = data.children;
  35304. for ( let i = 0; i < children.length; i ++ ) {
  35305. object.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) );
  35306. }
  35307. }
  35308. if ( data.animations !== undefined ) {
  35309. const objectAnimations = data.animations;
  35310. for ( let i = 0; i < objectAnimations.length; i ++ ) {
  35311. const uuid = objectAnimations[ i ];
  35312. object.animations.push( animations[ uuid ] );
  35313. }
  35314. }
  35315. if ( data.type === 'LOD' ) {
  35316. if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;
  35317. const levels = data.levels;
  35318. for ( let l = 0; l < levels.length; l ++ ) {
  35319. const level = levels[ l ];
  35320. const child = object.getObjectByProperty( 'uuid', level.object );
  35321. if ( child !== undefined ) {
  35322. object.addLevel( child, level.distance, level.hysteresis );
  35323. }
  35324. }
  35325. }
  35326. return object;
  35327. }
  35328. bindSkeletons( object, skeletons ) {
  35329. if ( Object.keys( skeletons ).length === 0 ) return;
  35330. object.traverse( function ( child ) {
  35331. if ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {
  35332. const skeleton = skeletons[ child.skeleton ];
  35333. if ( skeleton === undefined ) {
  35334. console.warn( 'THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton );
  35335. } else {
  35336. child.bind( skeleton, child.bindMatrix );
  35337. }
  35338. }
  35339. } );
  35340. }
  35341. bindLightTargets( object ) {
  35342. object.traverse( function ( child ) {
  35343. if ( child.isDirectionalLight || child.isSpotLight ) {
  35344. const uuid = child.target;
  35345. const target = object.getObjectByProperty( 'uuid', uuid );
  35346. if ( target !== undefined ) {
  35347. child.target = target;
  35348. } else {
  35349. child.target = new Object3D();
  35350. }
  35351. }
  35352. } );
  35353. }
  35354. }
  35355. const TEXTURE_MAPPING = {
  35356. UVMapping: UVMapping,
  35357. CubeReflectionMapping: CubeReflectionMapping,
  35358. CubeRefractionMapping: CubeRefractionMapping,
  35359. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  35360. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  35361. CubeUVReflectionMapping: CubeUVReflectionMapping
  35362. };
  35363. const TEXTURE_WRAPPING = {
  35364. RepeatWrapping: RepeatWrapping,
  35365. ClampToEdgeWrapping: ClampToEdgeWrapping,
  35366. MirroredRepeatWrapping: MirroredRepeatWrapping
  35367. };
  35368. const TEXTURE_FILTER = {
  35369. NearestFilter: NearestFilter,
  35370. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  35371. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  35372. LinearFilter: LinearFilter,
  35373. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  35374. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  35375. };
  35376. const _errorMap = new WeakMap();
  35377. /**
  35378. * A loader for loading images as an [ImageBitmap]{@link https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap}.
  35379. * An `ImageBitmap` provides an asynchronous and resource efficient pathway to prepare
  35380. * textures for rendering.
  35381. *
  35382. * Note that {@link Texture#flipY} and {@link Texture#premultiplyAlpha} are ignored with image bitmaps.
  35383. * They needs these configuration on bitmap creation unlike regular images need them on uploading to GPU.
  35384. *
  35385. * You need to set the equivalent options via {@link ImageBitmapLoader#setOptions} instead.
  35386. *
  35387. * Also note that unlike {@link FileLoader}, this loader avoids multiple concurrent requests to the same URL only if `Cache` is enabled.
  35388. *
  35389. * ```js
  35390. * const loader = new THREE.ImageBitmapLoader();
  35391. * loader.setOptions( { imageOrientation: 'flipY' } ); // set options if needed
  35392. * const imageBitmap = await loader.loadAsync( 'image.png' );
  35393. *
  35394. * const texture = new THREE.Texture( imageBitmap );
  35395. * texture.needsUpdate = true;
  35396. * ```
  35397. *
  35398. * @augments Loader
  35399. */
  35400. class ImageBitmapLoader extends Loader {
  35401. /**
  35402. * Constructs a new image bitmap loader.
  35403. *
  35404. * @param {LoadingManager} [manager] - The loading manager.
  35405. */
  35406. constructor( manager ) {
  35407. super( manager );
  35408. /**
  35409. * This flag can be used for type testing.
  35410. *
  35411. * @type {boolean}
  35412. * @readonly
  35413. * @default true
  35414. */
  35415. this.isImageBitmapLoader = true;
  35416. if ( typeof createImageBitmap === 'undefined' ) {
  35417. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  35418. }
  35419. if ( typeof fetch === 'undefined' ) {
  35420. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  35421. }
  35422. /**
  35423. * Represents the loader options.
  35424. *
  35425. * @type {Object}
  35426. * @default {premultiplyAlpha:'none'}
  35427. */
  35428. this.options = { premultiplyAlpha: 'none' };
  35429. }
  35430. /**
  35431. * Sets the given loader options. The structure of the object must match the `options` parameter of
  35432. * [createImageBitmap]{@link https://developer.mozilla.org/en-US/docs/Web/API/Window/createImageBitmap}.
  35433. *
  35434. * @param {Object} options - The loader options to set.
  35435. * @return {ImageBitmapLoader} A reference to this image bitmap loader.
  35436. */
  35437. setOptions( options ) {
  35438. this.options = options;
  35439. return this;
  35440. }
  35441. /**
  35442. * Starts loading from the given URL and pass the loaded image bitmap to the `onLoad()` callback.
  35443. *
  35444. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35445. * @param {function(ImageBitmap)} onLoad - Executed when the loading process has been finished.
  35446. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  35447. * @param {onErrorCallback} onError - Executed when errors occur.
  35448. * @return {ImageBitmap|undefined} The image bitmap.
  35449. */
  35450. load( url, onLoad, onProgress, onError ) {
  35451. if ( url === undefined ) url = '';
  35452. if ( this.path !== undefined ) url = this.path + url;
  35453. url = this.manager.resolveURL( url );
  35454. const scope = this;
  35455. const cached = Cache.get( url );
  35456. if ( cached !== undefined ) {
  35457. scope.manager.itemStart( url );
  35458. // If cached is a promise, wait for it to resolve
  35459. if ( cached.then ) {
  35460. cached.then( imageBitmap => {
  35461. // check if there is an error for the cached promise
  35462. if ( _errorMap.has( cached ) === true ) {
  35463. if ( onError ) onError( _errorMap.get( cached ) );
  35464. scope.manager.itemError( url );
  35465. scope.manager.itemEnd( url );
  35466. } else {
  35467. if ( onLoad ) onLoad( imageBitmap );
  35468. scope.manager.itemEnd( url );
  35469. return imageBitmap;
  35470. }
  35471. } );
  35472. return;
  35473. }
  35474. // If cached is not a promise (i.e., it's already an imageBitmap)
  35475. setTimeout( function () {
  35476. if ( onLoad ) onLoad( cached );
  35477. scope.manager.itemEnd( url );
  35478. }, 0 );
  35479. return cached;
  35480. }
  35481. const fetchOptions = {};
  35482. fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';
  35483. fetchOptions.headers = this.requestHeader;
  35484. const promise = fetch( url, fetchOptions ).then( function ( res ) {
  35485. return res.blob();
  35486. } ).then( function ( blob ) {
  35487. return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );
  35488. } ).then( function ( imageBitmap ) {
  35489. Cache.add( url, imageBitmap );
  35490. if ( onLoad ) onLoad( imageBitmap );
  35491. scope.manager.itemEnd( url );
  35492. return imageBitmap;
  35493. } ).catch( function ( e ) {
  35494. if ( onError ) onError( e );
  35495. _errorMap.set( promise, e );
  35496. Cache.remove( url );
  35497. scope.manager.itemError( url );
  35498. scope.manager.itemEnd( url );
  35499. } );
  35500. Cache.add( url, promise );
  35501. scope.manager.itemStart( url );
  35502. }
  35503. }
  35504. let _context;
  35505. /**
  35506. * Manages the global audio context in the engine.
  35507. *
  35508. * @hideconstructor
  35509. */
  35510. class AudioContext {
  35511. /**
  35512. * Returns the global native audio context.
  35513. *
  35514. * @return {AudioContext} The native audio context.
  35515. */
  35516. static getContext() {
  35517. if ( _context === undefined ) {
  35518. _context = new ( window.AudioContext || window.webkitAudioContext )();
  35519. }
  35520. return _context;
  35521. }
  35522. /**
  35523. * Allows to set the global native audio context from outside.
  35524. *
  35525. * @param {AudioContext} value - The native context to set.
  35526. */
  35527. static setContext( value ) {
  35528. _context = value;
  35529. }
  35530. }
  35531. /**
  35532. * Class for loading audio buffers. Audios are internally
  35533. * loaded via {@link FileLoader}.
  35534. *
  35535. * ```js
  35536. * const audioListener = new THREE.AudioListener();
  35537. * const ambientSound = new THREE.Audio( audioListener );
  35538. *
  35539. * const loader = new THREE.AudioLoader();
  35540. * const audioBuffer = await loader.loadAsync( 'audio/ambient_ocean.ogg' );
  35541. *
  35542. * ambientSound.setBuffer( audioBuffer );
  35543. * ambientSound.play();
  35544. * ```
  35545. *
  35546. * @augments Loader
  35547. */
  35548. class AudioLoader extends Loader {
  35549. /**
  35550. * Constructs a new audio loader.
  35551. *
  35552. * @param {LoadingManager} [manager] - The loading manager.
  35553. */
  35554. constructor( manager ) {
  35555. super( manager );
  35556. }
  35557. /**
  35558. * Starts loading from the given URL and passes the loaded audio buffer
  35559. * to the `onLoad()` callback.
  35560. *
  35561. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35562. * @param {function(AudioBuffer)} onLoad - Executed when the loading process has been finished.
  35563. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35564. * @param {onErrorCallback} onError - Executed when errors occur.
  35565. */
  35566. load( url, onLoad, onProgress, onError ) {
  35567. const scope = this;
  35568. const loader = new FileLoader( this.manager );
  35569. loader.setResponseType( 'arraybuffer' );
  35570. loader.setPath( this.path );
  35571. loader.setRequestHeader( this.requestHeader );
  35572. loader.setWithCredentials( this.withCredentials );
  35573. loader.load( url, function ( buffer ) {
  35574. try {
  35575. // Create a copy of the buffer. The `decodeAudioData` method
  35576. // detaches the buffer when complete, preventing reuse.
  35577. const bufferCopy = buffer.slice( 0 );
  35578. const context = AudioContext.getContext();
  35579. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  35580. onLoad( audioBuffer );
  35581. } ).catch( handleError );
  35582. } catch ( e ) {
  35583. handleError( e );
  35584. }
  35585. }, onProgress, onError );
  35586. function handleError( e ) {
  35587. if ( onError ) {
  35588. onError( e );
  35589. } else {
  35590. console.error( e );
  35591. }
  35592. scope.manager.itemError( url );
  35593. }
  35594. }
  35595. }
  35596. const _eyeRight = /*@__PURE__*/ new Matrix4();
  35597. const _eyeLeft = /*@__PURE__*/ new Matrix4();
  35598. const _projectionMatrix = /*@__PURE__*/ new Matrix4();
  35599. /**
  35600. * A special type of camera that uses two perspective cameras with
  35601. * stereoscopic projection. Can be used for rendering stereo effects
  35602. * like [3D Anaglyph]{@link https://en.wikipedia.org/wiki/Anaglyph_3D} or
  35603. * [Parallax Barrier]{@link https://en.wikipedia.org/wiki/parallax_barrier}.
  35604. */
  35605. class StereoCamera {
  35606. /**
  35607. * Constructs a new stereo camera.
  35608. */
  35609. constructor() {
  35610. /**
  35611. * The type property is used for detecting the object type
  35612. * in context of serialization/deserialization.
  35613. *
  35614. * @type {string}
  35615. * @readonly
  35616. */
  35617. this.type = 'StereoCamera';
  35618. /**
  35619. * The aspect.
  35620. *
  35621. * @type {number}
  35622. * @default 1
  35623. */
  35624. this.aspect = 1;
  35625. /**
  35626. * The eye separation which represents the distance
  35627. * between the left and right camera.
  35628. *
  35629. * @type {number}
  35630. * @default 0.064
  35631. */
  35632. this.eyeSep = 0.064;
  35633. /**
  35634. * The camera representing the left eye. This is added to layer `1` so objects to be
  35635. * rendered by the left camera must also be added to this layer.
  35636. *
  35637. * @type {PerspectiveCamera}
  35638. */
  35639. this.cameraL = new PerspectiveCamera();
  35640. this.cameraL.layers.enable( 1 );
  35641. this.cameraL.matrixAutoUpdate = false;
  35642. /**
  35643. * The camera representing the right eye. This is added to layer `2` so objects to be
  35644. * rendered by the right camera must also be added to this layer.
  35645. *
  35646. * @type {PerspectiveCamera}
  35647. */
  35648. this.cameraR = new PerspectiveCamera();
  35649. this.cameraR.layers.enable( 2 );
  35650. this.cameraR.matrixAutoUpdate = false;
  35651. this._cache = {
  35652. focus: null,
  35653. fov: null,
  35654. aspect: null,
  35655. near: null,
  35656. far: null,
  35657. zoom: null,
  35658. eyeSep: null
  35659. };
  35660. }
  35661. /**
  35662. * Updates the stereo camera based on the given perspective camera.
  35663. *
  35664. * @param {PerspectiveCamera} camera - The perspective camera.
  35665. */
  35666. update( camera ) {
  35667. const cache = this._cache;
  35668. const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  35669. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  35670. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  35671. if ( needsUpdate ) {
  35672. cache.focus = camera.focus;
  35673. cache.fov = camera.fov;
  35674. cache.aspect = camera.aspect * this.aspect;
  35675. cache.near = camera.near;
  35676. cache.far = camera.far;
  35677. cache.zoom = camera.zoom;
  35678. cache.eyeSep = this.eyeSep;
  35679. // Off-axis stereoscopic effect based on
  35680. // http://paulbourke.net/stereographics/stereorender/
  35681. _projectionMatrix.copy( camera.projectionMatrix );
  35682. const eyeSepHalf = cache.eyeSep / 2;
  35683. const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  35684. const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  35685. let xmin, xmax;
  35686. // translate xOffset
  35687. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  35688. _eyeRight.elements[ 12 ] = eyeSepHalf;
  35689. // for left eye
  35690. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  35691. xmax = ymax * cache.aspect + eyeSepOnProjection;
  35692. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  35693. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  35694. this.cameraL.projectionMatrix.copy( _projectionMatrix );
  35695. // for right eye
  35696. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  35697. xmax = ymax * cache.aspect - eyeSepOnProjection;
  35698. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  35699. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  35700. this.cameraR.projectionMatrix.copy( _projectionMatrix );
  35701. }
  35702. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  35703. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  35704. }
  35705. }
  35706. /**
  35707. * This type of camera can be used in order to efficiently render a scene with a
  35708. * predefined set of cameras. This is an important performance aspect for
  35709. * rendering VR scenes.
  35710. *
  35711. * An instance of `ArrayCamera` always has an array of sub cameras. It's mandatory
  35712. * to define for each sub camera the `viewport` property which determines the
  35713. * part of the viewport that is rendered with this camera.
  35714. *
  35715. * @augments PerspectiveCamera
  35716. */
  35717. class ArrayCamera extends PerspectiveCamera {
  35718. /**
  35719. * Constructs a new array camera.
  35720. *
  35721. * @param {Array<PerspectiveCamera>} [array=[]] - An array of perspective sub cameras.
  35722. */
  35723. constructor( array = [] ) {
  35724. super();
  35725. /**
  35726. * This flag can be used for type testing.
  35727. *
  35728. * @type {boolean}
  35729. * @readonly
  35730. * @default true
  35731. */
  35732. this.isArrayCamera = true;
  35733. /**
  35734. * Whether this camera is used with multiview rendering or not.
  35735. *
  35736. * @type {boolean}
  35737. * @readonly
  35738. * @default false
  35739. */
  35740. this.isMultiViewCamera = false;
  35741. /**
  35742. * An array of perspective sub cameras.
  35743. *
  35744. * @type {Array<PerspectiveCamera>}
  35745. */
  35746. this.cameras = array;
  35747. }
  35748. }
  35749. /**
  35750. * Class for keeping track of time.
  35751. */
  35752. class Clock {
  35753. /**
  35754. * Constructs a new clock.
  35755. *
  35756. * @param {boolean} [autoStart=true] - Whether to automatically start the clock when
  35757. * `getDelta()` is called for the first time.
  35758. */
  35759. constructor( autoStart = true ) {
  35760. /**
  35761. * If set to `true`, the clock starts automatically when `getDelta()` is called
  35762. * for the first time.
  35763. *
  35764. * @type {boolean}
  35765. * @default true
  35766. */
  35767. this.autoStart = autoStart;
  35768. /**
  35769. * Holds the time at which the clock's `start()` method was last called.
  35770. *
  35771. * @type {number}
  35772. * @default 0
  35773. */
  35774. this.startTime = 0;
  35775. /**
  35776. * Holds the time at which the clock's `start()`, `getElapsedTime()` or
  35777. * `getDelta()` methods were last called.
  35778. *
  35779. * @type {number}
  35780. * @default 0
  35781. */
  35782. this.oldTime = 0;
  35783. /**
  35784. * Keeps track of the total time that the clock has been running.
  35785. *
  35786. * @type {number}
  35787. * @default 0
  35788. */
  35789. this.elapsedTime = 0;
  35790. /**
  35791. * Whether the clock is running or not.
  35792. *
  35793. * @type {boolean}
  35794. * @default true
  35795. */
  35796. this.running = false;
  35797. }
  35798. /**
  35799. * Starts the clock. When `autoStart` is set to `true`, the method is automatically
  35800. * called by the class.
  35801. */
  35802. start() {
  35803. this.startTime = performance.now();
  35804. this.oldTime = this.startTime;
  35805. this.elapsedTime = 0;
  35806. this.running = true;
  35807. }
  35808. /**
  35809. * Stops the clock.
  35810. */
  35811. stop() {
  35812. this.getElapsedTime();
  35813. this.running = false;
  35814. this.autoStart = false;
  35815. }
  35816. /**
  35817. * Returns the elapsed time in seconds.
  35818. *
  35819. * @return {number} The elapsed time.
  35820. */
  35821. getElapsedTime() {
  35822. this.getDelta();
  35823. return this.elapsedTime;
  35824. }
  35825. /**
  35826. * Returns the delta time in seconds.
  35827. *
  35828. * @return {number} The delta time.
  35829. */
  35830. getDelta() {
  35831. let diff = 0;
  35832. if ( this.autoStart && ! this.running ) {
  35833. this.start();
  35834. return 0;
  35835. }
  35836. if ( this.running ) {
  35837. const newTime = performance.now();
  35838. diff = ( newTime - this.oldTime ) / 1000;
  35839. this.oldTime = newTime;
  35840. this.elapsedTime += diff;
  35841. }
  35842. return diff;
  35843. }
  35844. }
  35845. const _position$1 = /*@__PURE__*/ new Vector3();
  35846. const _quaternion$1 = /*@__PURE__*/ new Quaternion();
  35847. const _scale$1 = /*@__PURE__*/ new Vector3();
  35848. const _forward = /*@__PURE__*/ new Vector3();
  35849. const _up = /*@__PURE__*/ new Vector3();
  35850. /**
  35851. * The class represents a virtual listener of the all positional and non-positional audio effects
  35852. * in the scene. A three.js application usually creates a single listener. It is a mandatory
  35853. * constructor parameter for audios entities like {@link Audio} and {@link PositionalAudio}.
  35854. *
  35855. * In most cases, the listener object is a child of the camera. So the 3D transformation of the
  35856. * camera represents the 3D transformation of the listener.
  35857. *
  35858. * @augments Object3D
  35859. */
  35860. class AudioListener extends Object3D {
  35861. /**
  35862. * Constructs a new audio listener.
  35863. */
  35864. constructor() {
  35865. super();
  35866. this.type = 'AudioListener';
  35867. /**
  35868. * The native audio context.
  35869. *
  35870. * @type {AudioContext}
  35871. * @readonly
  35872. */
  35873. this.context = AudioContext.getContext();
  35874. /**
  35875. * The gain node used for volume control.
  35876. *
  35877. * @type {GainNode}
  35878. * @readonly
  35879. */
  35880. this.gain = this.context.createGain();
  35881. this.gain.connect( this.context.destination );
  35882. /**
  35883. * An optional filter.
  35884. *
  35885. * Defined via {@link AudioListener#setFilter}.
  35886. *
  35887. * @type {?AudioNode}
  35888. * @default null
  35889. * @readonly
  35890. */
  35891. this.filter = null;
  35892. /**
  35893. * Time delta values required for `linearRampToValueAtTime()` usage.
  35894. *
  35895. * @type {number}
  35896. * @default 0
  35897. * @readonly
  35898. */
  35899. this.timeDelta = 0;
  35900. // private
  35901. this._clock = new Clock();
  35902. }
  35903. /**
  35904. * Returns the listener's input node.
  35905. *
  35906. * This method is used by other audio nodes to connect to this listener.
  35907. *
  35908. * @return {GainNode} The input node.
  35909. */
  35910. getInput() {
  35911. return this.gain;
  35912. }
  35913. /**
  35914. * Removes the current filter from this listener.
  35915. *
  35916. * @return {AudioListener} A reference to this listener.
  35917. */
  35918. removeFilter() {
  35919. if ( this.filter !== null ) {
  35920. this.gain.disconnect( this.filter );
  35921. this.filter.disconnect( this.context.destination );
  35922. this.gain.connect( this.context.destination );
  35923. this.filter = null;
  35924. }
  35925. return this;
  35926. }
  35927. /**
  35928. * Returns the current set filter.
  35929. *
  35930. * @return {?AudioNode} The filter.
  35931. */
  35932. getFilter() {
  35933. return this.filter;
  35934. }
  35935. /**
  35936. * Sets the given filter to this listener.
  35937. *
  35938. * @param {AudioNode} value - The filter to set.
  35939. * @return {AudioListener} A reference to this listener.
  35940. */
  35941. setFilter( value ) {
  35942. if ( this.filter !== null ) {
  35943. this.gain.disconnect( this.filter );
  35944. this.filter.disconnect( this.context.destination );
  35945. } else {
  35946. this.gain.disconnect( this.context.destination );
  35947. }
  35948. this.filter = value;
  35949. this.gain.connect( this.filter );
  35950. this.filter.connect( this.context.destination );
  35951. return this;
  35952. }
  35953. /**
  35954. * Returns the applications master volume.
  35955. *
  35956. * @return {number} The master volume.
  35957. */
  35958. getMasterVolume() {
  35959. return this.gain.gain.value;
  35960. }
  35961. /**
  35962. * Sets the applications master volume. This volume setting affects
  35963. * all audio nodes in the scene.
  35964. *
  35965. * @param {number} value - The master volume to set.
  35966. * @return {AudioListener} A reference to this listener.
  35967. */
  35968. setMasterVolume( value ) {
  35969. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  35970. return this;
  35971. }
  35972. updateMatrixWorld( force ) {
  35973. super.updateMatrixWorld( force );
  35974. const listener = this.context.listener;
  35975. this.timeDelta = this._clock.getDelta();
  35976. this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );
  35977. // the initial forward and up directions must be orthogonal
  35978. _forward.set( 0, 0, -1 ).applyQuaternion( _quaternion$1 );
  35979. _up.set( 0, 1, 0 ).applyQuaternion( _quaternion$1 );
  35980. if ( listener.positionX ) {
  35981. // code path for Chrome (see #14393)
  35982. const endTime = this.context.currentTime + this.timeDelta;
  35983. listener.positionX.linearRampToValueAtTime( _position$1.x, endTime );
  35984. listener.positionY.linearRampToValueAtTime( _position$1.y, endTime );
  35985. listener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );
  35986. listener.forwardX.linearRampToValueAtTime( _forward.x, endTime );
  35987. listener.forwardY.linearRampToValueAtTime( _forward.y, endTime );
  35988. listener.forwardZ.linearRampToValueAtTime( _forward.z, endTime );
  35989. listener.upX.linearRampToValueAtTime( _up.x, endTime );
  35990. listener.upY.linearRampToValueAtTime( _up.y, endTime );
  35991. listener.upZ.linearRampToValueAtTime( _up.z, endTime );
  35992. } else {
  35993. listener.setPosition( _position$1.x, _position$1.y, _position$1.z );
  35994. listener.setOrientation( _forward.x, _forward.y, _forward.z, _up.x, _up.y, _up.z );
  35995. }
  35996. }
  35997. }
  35998. /**
  35999. * Represents a non-positional ( global ) audio object.
  36000. *
  36001. * This and related audio modules make use of the [Web Audio API]{@link https://www.w3.org/TR/webaudio-1.1/}.
  36002. *
  36003. * ```js
  36004. * // create an AudioListener and add it to the camera
  36005. * const listener = new THREE.AudioListener();
  36006. * camera.add( listener );
  36007. *
  36008. * // create a global audio source
  36009. * const sound = new THREE.Audio( listener );
  36010. *
  36011. * // load a sound and set it as the Audio object's buffer
  36012. * const audioLoader = new THREE.AudioLoader();
  36013. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  36014. * sound.setBuffer( buffer );
  36015. * sound.setLoop( true );
  36016. * sound.setVolume( 0.5 );
  36017. * sound.play();
  36018. * });
  36019. * ```
  36020. *
  36021. * @augments Object3D
  36022. */
  36023. class Audio extends Object3D {
  36024. /**
  36025. * Constructs a new audio.
  36026. *
  36027. * @param {AudioListener} listener - The global audio listener.
  36028. */
  36029. constructor( listener ) {
  36030. super();
  36031. this.type = 'Audio';
  36032. /**
  36033. * The global audio listener.
  36034. *
  36035. * @type {AudioListener}
  36036. * @readonly
  36037. */
  36038. this.listener = listener;
  36039. /**
  36040. * The audio context.
  36041. *
  36042. * @type {AudioContext}
  36043. * @readonly
  36044. */
  36045. this.context = listener.context;
  36046. /**
  36047. * The gain node used for volume control.
  36048. *
  36049. * @type {GainNode}
  36050. * @readonly
  36051. */
  36052. this.gain = this.context.createGain();
  36053. this.gain.connect( listener.getInput() );
  36054. /**
  36055. * Whether to start playback automatically or not.
  36056. *
  36057. * @type {boolean}
  36058. * @default false
  36059. */
  36060. this.autoplay = false;
  36061. /**
  36062. * A reference to an audio buffer.
  36063. *
  36064. * Defined via {@link Audio#setBuffer}.
  36065. *
  36066. * @type {?AudioBuffer}
  36067. * @default null
  36068. * @readonly
  36069. */
  36070. this.buffer = null;
  36071. /**
  36072. * Modify pitch, measured in cents. +/- 100 is a semitone.
  36073. * +/- 1200 is an octave.
  36074. *
  36075. * Defined via {@link Audio#setDetune}.
  36076. *
  36077. * @type {number}
  36078. * @default 0
  36079. * @readonly
  36080. */
  36081. this.detune = 0;
  36082. /**
  36083. * Whether the audio should loop or not.
  36084. *
  36085. * Defined via {@link Audio#setLoop}.
  36086. *
  36087. * @type {boolean}
  36088. * @default false
  36089. * @readonly
  36090. */
  36091. this.loop = false;
  36092. /**
  36093. * Defines where in the audio buffer the replay should
  36094. * start, in seconds.
  36095. *
  36096. * @type {number}
  36097. * @default 0
  36098. */
  36099. this.loopStart = 0;
  36100. /**
  36101. * Defines where in the audio buffer the replay should
  36102. * stop, in seconds.
  36103. *
  36104. * @type {number}
  36105. * @default 0
  36106. */
  36107. this.loopEnd = 0;
  36108. /**
  36109. * An offset to the time within the audio buffer the playback
  36110. * should begin, in seconds.
  36111. *
  36112. * @type {number}
  36113. * @default 0
  36114. */
  36115. this.offset = 0;
  36116. /**
  36117. * Overrides the default duration of the audio.
  36118. *
  36119. * @type {undefined|number}
  36120. * @default undefined
  36121. */
  36122. this.duration = undefined;
  36123. /**
  36124. * The playback speed.
  36125. *
  36126. * Defined via {@link Audio#setPlaybackRate}.
  36127. *
  36128. * @type {number}
  36129. * @readonly
  36130. * @default 1
  36131. */
  36132. this.playbackRate = 1;
  36133. /**
  36134. * Indicates whether the audio is playing or not.
  36135. *
  36136. * This flag will be automatically set when using {@link Audio#play},
  36137. * {@link Audio#pause}, {@link Audio#stop}.
  36138. *
  36139. * @type {boolean}
  36140. * @readonly
  36141. * @default false
  36142. */
  36143. this.isPlaying = false;
  36144. /**
  36145. * Indicates whether the audio playback can be controlled
  36146. * with method like {@link Audio#play} or {@link Audio#pause}.
  36147. *
  36148. * This flag will be automatically set when audio sources are
  36149. * defined.
  36150. *
  36151. * @type {boolean}
  36152. * @readonly
  36153. * @default true
  36154. */
  36155. this.hasPlaybackControl = true;
  36156. /**
  36157. * Holds a reference to the current audio source.
  36158. *
  36159. * The property is automatically by one of the `set*()` methods.
  36160. *
  36161. * @type {?AudioNode}
  36162. * @readonly
  36163. * @default null
  36164. */
  36165. this.source = null;
  36166. /**
  36167. * Defines the source type.
  36168. *
  36169. * The property is automatically by one of the `set*()` methods.
  36170. *
  36171. * @type {('empty'|'audioNode'|'mediaNode'|'mediaStreamNode'|'buffer')}
  36172. * @readonly
  36173. * @default 'empty'
  36174. */
  36175. this.sourceType = 'empty';
  36176. this._startedAt = 0;
  36177. this._progress = 0;
  36178. this._connected = false;
  36179. /**
  36180. * Can be used to apply a variety of low-order filters to create
  36181. * more complex sound effects e.g. via `BiquadFilterNode`.
  36182. *
  36183. * The property is automatically set by {@link Audio#setFilters}.
  36184. *
  36185. * @type {Array<AudioNode>}
  36186. * @readonly
  36187. */
  36188. this.filters = [];
  36189. }
  36190. /**
  36191. * Returns the output audio node.
  36192. *
  36193. * @return {GainNode} The output node.
  36194. */
  36195. getOutput() {
  36196. return this.gain;
  36197. }
  36198. /**
  36199. * Sets the given audio node as the source of this instance.
  36200. *
  36201. * {@link Audio#sourceType} is set to `audioNode` and {@link Audio#hasPlaybackControl} to `false`.
  36202. *
  36203. * @param {AudioNode} audioNode - The audio node like an instance of `OscillatorNode`.
  36204. * @return {Audio} A reference to this instance.
  36205. */
  36206. setNodeSource( audioNode ) {
  36207. this.hasPlaybackControl = false;
  36208. this.sourceType = 'audioNode';
  36209. this.source = audioNode;
  36210. this.connect();
  36211. return this;
  36212. }
  36213. /**
  36214. * Sets the given media element as the source of this instance.
  36215. *
  36216. * {@link Audio#sourceType} is set to `mediaNode` and {@link Audio#hasPlaybackControl} to `false`.
  36217. *
  36218. * @param {HTMLMediaElement} mediaElement - The media element.
  36219. * @return {Audio} A reference to this instance.
  36220. */
  36221. setMediaElementSource( mediaElement ) {
  36222. this.hasPlaybackControl = false;
  36223. this.sourceType = 'mediaNode';
  36224. this.source = this.context.createMediaElementSource( mediaElement );
  36225. this.connect();
  36226. return this;
  36227. }
  36228. /**
  36229. * Sets the given media stream as the source of this instance.
  36230. *
  36231. * {@link Audio#sourceType} is set to `mediaStreamNode` and {@link Audio#hasPlaybackControl} to `false`.
  36232. *
  36233. * @param {MediaStream} mediaStream - The media stream.
  36234. * @return {Audio} A reference to this instance.
  36235. */
  36236. setMediaStreamSource( mediaStream ) {
  36237. this.hasPlaybackControl = false;
  36238. this.sourceType = 'mediaStreamNode';
  36239. this.source = this.context.createMediaStreamSource( mediaStream );
  36240. this.connect();
  36241. return this;
  36242. }
  36243. /**
  36244. * Sets the given audio buffer as the source of this instance.
  36245. *
  36246. * {@link Audio#sourceType} is set to `buffer` and {@link Audio#hasPlaybackControl} to `true`.
  36247. *
  36248. * @param {AudioBuffer} audioBuffer - The audio buffer.
  36249. * @return {Audio} A reference to this instance.
  36250. */
  36251. setBuffer( audioBuffer ) {
  36252. this.buffer = audioBuffer;
  36253. this.sourceType = 'buffer';
  36254. if ( this.autoplay ) this.play();
  36255. return this;
  36256. }
  36257. /**
  36258. * Starts the playback of the audio.
  36259. *
  36260. * Can only be used with compatible audio sources that allow playback control.
  36261. *
  36262. * @param {number} [delay=0] - The delay, in seconds, at which the audio should start playing.
  36263. * @return {Audio|undefined} A reference to this instance.
  36264. */
  36265. play( delay = 0 ) {
  36266. if ( this.isPlaying === true ) {
  36267. console.warn( 'THREE.Audio: Audio is already playing.' );
  36268. return;
  36269. }
  36270. if ( this.hasPlaybackControl === false ) {
  36271. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  36272. return;
  36273. }
  36274. this._startedAt = this.context.currentTime + delay;
  36275. const source = this.context.createBufferSource();
  36276. source.buffer = this.buffer;
  36277. source.loop = this.loop;
  36278. source.loopStart = this.loopStart;
  36279. source.loopEnd = this.loopEnd;
  36280. source.onended = this.onEnded.bind( this );
  36281. source.start( this._startedAt, this._progress + this.offset, this.duration );
  36282. this.isPlaying = true;
  36283. this.source = source;
  36284. this.setDetune( this.detune );
  36285. this.setPlaybackRate( this.playbackRate );
  36286. return this.connect();
  36287. }
  36288. /**
  36289. * Pauses the playback of the audio.
  36290. *
  36291. * Can only be used with compatible audio sources that allow playback control.
  36292. *
  36293. * @return {Audio|undefined} A reference to this instance.
  36294. */
  36295. pause() {
  36296. if ( this.hasPlaybackControl === false ) {
  36297. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  36298. return;
  36299. }
  36300. if ( this.isPlaying === true ) {
  36301. // update current progress
  36302. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  36303. if ( this.loop === true ) {
  36304. // ensure _progress does not exceed duration with looped audios
  36305. this._progress = this._progress % ( this.duration || this.buffer.duration );
  36306. }
  36307. this.source.stop();
  36308. this.source.onended = null;
  36309. this.isPlaying = false;
  36310. }
  36311. return this;
  36312. }
  36313. /**
  36314. * Stops the playback of the audio.
  36315. *
  36316. * Can only be used with compatible audio sources that allow playback control.
  36317. *
  36318. * @param {number} [delay=0] - The delay, in seconds, at which the audio should stop playing.
  36319. * @return {Audio|undefined} A reference to this instance.
  36320. */
  36321. stop( delay = 0 ) {
  36322. if ( this.hasPlaybackControl === false ) {
  36323. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  36324. return;
  36325. }
  36326. this._progress = 0;
  36327. if ( this.source !== null ) {
  36328. this.source.stop( this.context.currentTime + delay );
  36329. this.source.onended = null;
  36330. }
  36331. this.isPlaying = false;
  36332. return this;
  36333. }
  36334. /**
  36335. * Connects to the audio source. This is used internally on
  36336. * initialisation and when setting / removing filters.
  36337. *
  36338. * @return {Audio} A reference to this instance.
  36339. */
  36340. connect() {
  36341. if ( this.filters.length > 0 ) {
  36342. this.source.connect( this.filters[ 0 ] );
  36343. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  36344. this.filters[ i - 1 ].connect( this.filters[ i ] );
  36345. }
  36346. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  36347. } else {
  36348. this.source.connect( this.getOutput() );
  36349. }
  36350. this._connected = true;
  36351. return this;
  36352. }
  36353. /**
  36354. * Disconnects to the audio source. This is used internally on
  36355. * initialisation and when setting / removing filters.
  36356. *
  36357. * @return {Audio|undefined} A reference to this instance.
  36358. */
  36359. disconnect() {
  36360. if ( this._connected === false ) {
  36361. return;
  36362. }
  36363. if ( this.filters.length > 0 ) {
  36364. this.source.disconnect( this.filters[ 0 ] );
  36365. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  36366. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  36367. }
  36368. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  36369. } else {
  36370. this.source.disconnect( this.getOutput() );
  36371. }
  36372. this._connected = false;
  36373. return this;
  36374. }
  36375. /**
  36376. * Returns the current set filters.
  36377. *
  36378. * @return {Array<AudioNode>} The list of filters.
  36379. */
  36380. getFilters() {
  36381. return this.filters;
  36382. }
  36383. /**
  36384. * Sets an array of filters and connects them with the audio source.
  36385. *
  36386. * @param {Array<AudioNode>} [value] - A list of filters.
  36387. * @return {Audio} A reference to this instance.
  36388. */
  36389. setFilters( value ) {
  36390. if ( ! value ) value = [];
  36391. if ( this._connected === true ) {
  36392. this.disconnect();
  36393. this.filters = value.slice();
  36394. this.connect();
  36395. } else {
  36396. this.filters = value.slice();
  36397. }
  36398. return this;
  36399. }
  36400. /**
  36401. * Defines the detuning of oscillation in cents.
  36402. *
  36403. * @param {number} value - The detuning of oscillation in cents.
  36404. * @return {Audio} A reference to this instance.
  36405. */
  36406. setDetune( value ) {
  36407. this.detune = value;
  36408. if ( this.isPlaying === true && this.source.detune !== undefined ) {
  36409. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  36410. }
  36411. return this;
  36412. }
  36413. /**
  36414. * Returns the detuning of oscillation in cents.
  36415. *
  36416. * @return {number} The detuning of oscillation in cents.
  36417. */
  36418. getDetune() {
  36419. return this.detune;
  36420. }
  36421. /**
  36422. * Returns the first filter in the list of filters.
  36423. *
  36424. * @return {AudioNode|undefined} The first filter in the list of filters.
  36425. */
  36426. getFilter() {
  36427. return this.getFilters()[ 0 ];
  36428. }
  36429. /**
  36430. * Applies a single filter node to the audio.
  36431. *
  36432. * @param {AudioNode} [filter] - The filter to set.
  36433. * @return {Audio} A reference to this instance.
  36434. */
  36435. setFilter( filter ) {
  36436. return this.setFilters( filter ? [ filter ] : [] );
  36437. }
  36438. /**
  36439. * Sets the playback rate.
  36440. *
  36441. * Can only be used with compatible audio sources that allow playback control.
  36442. *
  36443. * @param {number} [value] - The playback rate to set.
  36444. * @return {Audio|undefined} A reference to this instance.
  36445. */
  36446. setPlaybackRate( value ) {
  36447. if ( this.hasPlaybackControl === false ) {
  36448. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  36449. return;
  36450. }
  36451. this.playbackRate = value;
  36452. if ( this.isPlaying === true ) {
  36453. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  36454. }
  36455. return this;
  36456. }
  36457. /**
  36458. * Returns the current playback rate.
  36459. * @return {number} The playback rate.
  36460. */
  36461. getPlaybackRate() {
  36462. return this.playbackRate;
  36463. }
  36464. /**
  36465. * Automatically called when playback finished.
  36466. */
  36467. onEnded() {
  36468. this.isPlaying = false;
  36469. this._progress = 0;
  36470. }
  36471. /**
  36472. * Returns the loop flag.
  36473. *
  36474. * Can only be used with compatible audio sources that allow playback control.
  36475. *
  36476. * @return {boolean} Whether the audio should loop or not.
  36477. */
  36478. getLoop() {
  36479. if ( this.hasPlaybackControl === false ) {
  36480. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  36481. return false;
  36482. }
  36483. return this.loop;
  36484. }
  36485. /**
  36486. * Sets the loop flag.
  36487. *
  36488. * Can only be used with compatible audio sources that allow playback control.
  36489. *
  36490. * @param {boolean} value - Whether the audio should loop or not.
  36491. * @return {Audio|undefined} A reference to this instance.
  36492. */
  36493. setLoop( value ) {
  36494. if ( this.hasPlaybackControl === false ) {
  36495. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  36496. return;
  36497. }
  36498. this.loop = value;
  36499. if ( this.isPlaying === true ) {
  36500. this.source.loop = this.loop;
  36501. }
  36502. return this;
  36503. }
  36504. /**
  36505. * Sets the loop start value which defines where in the audio buffer the replay should
  36506. * start, in seconds.
  36507. *
  36508. * @param {number} value - The loop start value.
  36509. * @return {Audio} A reference to this instance.
  36510. */
  36511. setLoopStart( value ) {
  36512. this.loopStart = value;
  36513. return this;
  36514. }
  36515. /**
  36516. * Sets the loop end value which defines where in the audio buffer the replay should
  36517. * stop, in seconds.
  36518. *
  36519. * @param {number} value - The loop end value.
  36520. * @return {Audio} A reference to this instance.
  36521. */
  36522. setLoopEnd( value ) {
  36523. this.loopEnd = value;
  36524. return this;
  36525. }
  36526. /**
  36527. * Returns the volume.
  36528. *
  36529. * @return {number} The volume.
  36530. */
  36531. getVolume() {
  36532. return this.gain.gain.value;
  36533. }
  36534. /**
  36535. * Sets the volume.
  36536. *
  36537. * @param {number} value - The volume to set.
  36538. * @return {Audio} A reference to this instance.
  36539. */
  36540. setVolume( value ) {
  36541. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  36542. return this;
  36543. }
  36544. copy( source, recursive ) {
  36545. super.copy( source, recursive );
  36546. if ( source.sourceType !== 'buffer' ) {
  36547. console.warn( 'THREE.Audio: Audio source type cannot be copied.' );
  36548. return this;
  36549. }
  36550. this.autoplay = source.autoplay;
  36551. this.buffer = source.buffer;
  36552. this.detune = source.detune;
  36553. this.loop = source.loop;
  36554. this.loopStart = source.loopStart;
  36555. this.loopEnd = source.loopEnd;
  36556. this.offset = source.offset;
  36557. this.duration = source.duration;
  36558. this.playbackRate = source.playbackRate;
  36559. this.hasPlaybackControl = source.hasPlaybackControl;
  36560. this.sourceType = source.sourceType;
  36561. this.filters = source.filters.slice();
  36562. return this;
  36563. }
  36564. clone( recursive ) {
  36565. return new this.constructor( this.listener ).copy( this, recursive );
  36566. }
  36567. }
  36568. const _position = /*@__PURE__*/ new Vector3();
  36569. const _quaternion = /*@__PURE__*/ new Quaternion();
  36570. const _scale = /*@__PURE__*/ new Vector3();
  36571. const _orientation = /*@__PURE__*/ new Vector3();
  36572. /**
  36573. * Represents a positional audio object.
  36574. *
  36575. * ```js
  36576. * // create an AudioListener and add it to the camera
  36577. * const listener = new THREE.AudioListener();
  36578. * camera.add( listener );
  36579. *
  36580. * // create the PositionalAudio object (passing in the listener)
  36581. * const sound = new THREE.PositionalAudio( listener );
  36582. *
  36583. * // load a sound and set it as the PositionalAudio object's buffer
  36584. * const audioLoader = new THREE.AudioLoader();
  36585. * audioLoader.load( 'sounds/song.ogg', function( buffer ) {
  36586. * sound.setBuffer( buffer );
  36587. * sound.setRefDistance( 20 );
  36588. * sound.play();
  36589. * });
  36590. *
  36591. * // create an object for the sound to play from
  36592. * const sphere = new THREE.SphereGeometry( 20, 32, 16 );
  36593. * const material = new THREE.MeshPhongMaterial( { color: 0xff2200 } );
  36594. * const mesh = new THREE.Mesh( sphere, material );
  36595. * scene.add( mesh );
  36596. *
  36597. * // finally add the sound to the mesh
  36598. * mesh.add( sound );
  36599. *
  36600. * @augments Audio
  36601. */
  36602. class PositionalAudio extends Audio {
  36603. /**
  36604. * Constructs a positional audio.
  36605. *
  36606. * @param {AudioListener} listener - The global audio listener.
  36607. */
  36608. constructor( listener ) {
  36609. super( listener );
  36610. /**
  36611. * The panner node represents the location, direction, and behavior of an audio
  36612. * source in 3D space.
  36613. *
  36614. * @type {PannerNode}
  36615. * @readonly
  36616. */
  36617. this.panner = this.context.createPanner();
  36618. this.panner.panningModel = 'HRTF';
  36619. this.panner.connect( this.gain );
  36620. }
  36621. connect() {
  36622. super.connect();
  36623. this.panner.connect( this.gain );
  36624. return this;
  36625. }
  36626. disconnect() {
  36627. super.disconnect();
  36628. this.panner.disconnect( this.gain );
  36629. return this;
  36630. }
  36631. getOutput() {
  36632. return this.panner;
  36633. }
  36634. /**
  36635. * Returns the current reference distance.
  36636. *
  36637. * @return {number} The reference distance.
  36638. */
  36639. getRefDistance() {
  36640. return this.panner.refDistance;
  36641. }
  36642. /**
  36643. * Defines the reference distance for reducing volume as the audio source moves
  36644. * further from the listener – i.e. the distance at which the volume reduction
  36645. * starts taking effect.
  36646. *
  36647. * @param {number} value - The reference distance to set.
  36648. * @return {PositionalAudio} A reference to this instance.
  36649. */
  36650. setRefDistance( value ) {
  36651. this.panner.refDistance = value;
  36652. return this;
  36653. }
  36654. /**
  36655. * Returns the current rolloff factor.
  36656. *
  36657. * @return {number} The rolloff factor.
  36658. */
  36659. getRolloffFactor() {
  36660. return this.panner.rolloffFactor;
  36661. }
  36662. /**
  36663. * Defines how quickly the volume is reduced as the source moves away from the listener.
  36664. *
  36665. * @param {number} value - The rolloff factor.
  36666. * @return {PositionalAudio} A reference to this instance.
  36667. */
  36668. setRolloffFactor( value ) {
  36669. this.panner.rolloffFactor = value;
  36670. return this;
  36671. }
  36672. /**
  36673. * Returns the current distance model.
  36674. *
  36675. * @return {('linear'|'inverse'|'exponential')} The distance model.
  36676. */
  36677. getDistanceModel() {
  36678. return this.panner.distanceModel;
  36679. }
  36680. /**
  36681. * Defines which algorithm to use to reduce the volume of the audio source
  36682. * as it moves away from the listener.
  36683. *
  36684. * Read [the spec]{@link https://www.w3.org/TR/webaudio-1.1/#enumdef-distancemodeltype}
  36685. * for more details.
  36686. *
  36687. * @param {('linear'|'inverse'|'exponential')} value - The distance model to set.
  36688. * @return {PositionalAudio} A reference to this instance.
  36689. */
  36690. setDistanceModel( value ) {
  36691. this.panner.distanceModel = value;
  36692. return this;
  36693. }
  36694. /**
  36695. * Returns the current max distance.
  36696. *
  36697. * @return {number} The max distance.
  36698. */
  36699. getMaxDistance() {
  36700. return this.panner.maxDistance;
  36701. }
  36702. /**
  36703. * Defines the maximum distance between the audio source and the listener,
  36704. * after which the volume is not reduced any further.
  36705. *
  36706. * This value is used only by the `linear` distance model.
  36707. *
  36708. * @param {number} value - The max distance.
  36709. * @return {PositionalAudio} A reference to this instance.
  36710. */
  36711. setMaxDistance( value ) {
  36712. this.panner.maxDistance = value;
  36713. return this;
  36714. }
  36715. /**
  36716. * Sets the directional cone in which the audio can be listened.
  36717. *
  36718. * @param {number} coneInnerAngle - An angle, in degrees, of a cone inside of which there will be no volume reduction.
  36719. * @param {number} coneOuterAngle - An angle, in degrees, of a cone outside of which the volume will be reduced by a constant value, defined by the `coneOuterGain` parameter.
  36720. * @param {number} coneOuterGain - The amount of volume reduction outside the cone defined by the `coneOuterAngle`. When set to `0`, no sound can be heard.
  36721. * @return {PositionalAudio} A reference to this instance.
  36722. */
  36723. setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  36724. this.panner.coneInnerAngle = coneInnerAngle;
  36725. this.panner.coneOuterAngle = coneOuterAngle;
  36726. this.panner.coneOuterGain = coneOuterGain;
  36727. return this;
  36728. }
  36729. updateMatrixWorld( force ) {
  36730. super.updateMatrixWorld( force );
  36731. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  36732. this.matrixWorld.decompose( _position, _quaternion, _scale );
  36733. _orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );
  36734. const panner = this.panner;
  36735. if ( panner.positionX ) {
  36736. // code path for Chrome and Firefox (see #14393)
  36737. const endTime = this.context.currentTime + this.listener.timeDelta;
  36738. panner.positionX.linearRampToValueAtTime( _position.x, endTime );
  36739. panner.positionY.linearRampToValueAtTime( _position.y, endTime );
  36740. panner.positionZ.linearRampToValueAtTime( _position.z, endTime );
  36741. panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );
  36742. panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );
  36743. panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );
  36744. } else {
  36745. panner.setPosition( _position.x, _position.y, _position.z );
  36746. panner.setOrientation( _orientation.x, _orientation.y, _orientation.z );
  36747. }
  36748. }
  36749. }
  36750. /**
  36751. * This class can be used to analyse audio data.
  36752. *
  36753. * ```js
  36754. * // create an AudioListener and add it to the camera
  36755. * const listener = new THREE.AudioListener();
  36756. * camera.add( listener );
  36757. *
  36758. * // create an Audio source
  36759. * const sound = new THREE.Audio( listener );
  36760. *
  36761. * // load a sound and set it as the Audio object's buffer
  36762. * const audioLoader = new THREE.AudioLoader();
  36763. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  36764. * sound.setBuffer( buffer );
  36765. * sound.setLoop(true);
  36766. * sound.setVolume(0.5);
  36767. * sound.play();
  36768. * });
  36769. *
  36770. * // create an AudioAnalyser, passing in the sound and desired fftSize
  36771. * const analyser = new THREE.AudioAnalyser( sound, 32 );
  36772. *
  36773. * // get the average frequency of the sound
  36774. * const data = analyser.getAverageFrequency();
  36775. * ```
  36776. */
  36777. class AudioAnalyser {
  36778. /**
  36779. * Constructs a new audio analyzer.
  36780. *
  36781. * @param {Audio} audio - The audio to analyze.
  36782. * @param {number} [fftSize=2048] - The window size in samples that is used when performing a Fast Fourier Transform (FFT) to get frequency domain data.
  36783. */
  36784. constructor( audio, fftSize = 2048 ) {
  36785. /**
  36786. * The global audio listener.
  36787. *
  36788. * @type {AnalyserNode}
  36789. */
  36790. this.analyser = audio.context.createAnalyser();
  36791. this.analyser.fftSize = fftSize;
  36792. /**
  36793. * Holds the analyzed data.
  36794. *
  36795. * @type {Uint8Array}
  36796. */
  36797. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  36798. audio.getOutput().connect( this.analyser );
  36799. }
  36800. /**
  36801. * Returns an array with frequency data of the audio.
  36802. *
  36803. * Each item in the array represents the decibel value for a specific frequency.
  36804. * The frequencies are spread linearly from 0 to 1/2 of the sample rate.
  36805. * For example, for 48000 sample rate, the last item of the array will represent
  36806. * the decibel value for 24000 Hz.
  36807. *
  36808. * @return {Uint8Array} The frequency data.
  36809. */
  36810. getFrequencyData() {
  36811. this.analyser.getByteFrequencyData( this.data );
  36812. return this.data;
  36813. }
  36814. /**
  36815. * Returns the average of the frequencies returned by {@link AudioAnalyser#getFrequencyData}.
  36816. *
  36817. * @return {number} The average frequency.
  36818. */
  36819. getAverageFrequency() {
  36820. let value = 0;
  36821. const data = this.getFrequencyData();
  36822. for ( let i = 0; i < data.length; i ++ ) {
  36823. value += data[ i ];
  36824. }
  36825. return value / data.length;
  36826. }
  36827. }
  36828. /**
  36829. * Buffered scene graph property that allows weighted accumulation; used internally.
  36830. */
  36831. class PropertyMixer {
  36832. /**
  36833. * Constructs a new property mixer.
  36834. *
  36835. * @param {PropertyBinding} binding - The property binding.
  36836. * @param {string} typeName - The keyframe track type name.
  36837. * @param {number} valueSize - The keyframe track value size.
  36838. */
  36839. constructor( binding, typeName, valueSize ) {
  36840. /**
  36841. * The property binding.
  36842. *
  36843. * @type {PropertyBinding}
  36844. */
  36845. this.binding = binding;
  36846. /**
  36847. * The keyframe track value size.
  36848. *
  36849. * @type {number}
  36850. */
  36851. this.valueSize = valueSize;
  36852. let mixFunction,
  36853. mixFunctionAdditive,
  36854. setIdentity;
  36855. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  36856. //
  36857. // interpolators can use .buffer as their .result
  36858. // the data then goes to 'incoming'
  36859. //
  36860. // 'accu0' and 'accu1' are used frame-interleaved for
  36861. // the cumulative result and are compared to detect
  36862. // changes
  36863. //
  36864. // 'orig' stores the original state of the property
  36865. //
  36866. // 'add' is used for additive cumulative results
  36867. //
  36868. // 'work' is optional and is only present for quaternion types. It is used
  36869. // to store intermediate quaternion multiplication results
  36870. switch ( typeName ) {
  36871. case 'quaternion':
  36872. mixFunction = this._slerp;
  36873. mixFunctionAdditive = this._slerpAdditive;
  36874. setIdentity = this._setAdditiveIdentityQuaternion;
  36875. this.buffer = new Float64Array( valueSize * 6 );
  36876. this._workIndex = 5;
  36877. break;
  36878. case 'string':
  36879. case 'bool':
  36880. mixFunction = this._select;
  36881. // Use the regular mix function and for additive on these types,
  36882. // additive is not relevant for non-numeric types
  36883. mixFunctionAdditive = this._select;
  36884. setIdentity = this._setAdditiveIdentityOther;
  36885. this.buffer = new Array( valueSize * 5 );
  36886. break;
  36887. default:
  36888. mixFunction = this._lerp;
  36889. mixFunctionAdditive = this._lerpAdditive;
  36890. setIdentity = this._setAdditiveIdentityNumeric;
  36891. this.buffer = new Float64Array( valueSize * 5 );
  36892. }
  36893. this._mixBufferRegion = mixFunction;
  36894. this._mixBufferRegionAdditive = mixFunctionAdditive;
  36895. this._setIdentity = setIdentity;
  36896. this._origIndex = 3;
  36897. this._addIndex = 4;
  36898. /**
  36899. * TODO
  36900. *
  36901. * @type {number}
  36902. * @default 0
  36903. */
  36904. this.cumulativeWeight = 0;
  36905. /**
  36906. * TODO
  36907. *
  36908. * @type {number}
  36909. * @default 0
  36910. */
  36911. this.cumulativeWeightAdditive = 0;
  36912. /**
  36913. * TODO
  36914. *
  36915. * @type {number}
  36916. * @default 0
  36917. */
  36918. this.useCount = 0;
  36919. /**
  36920. * TODO
  36921. *
  36922. * @type {number}
  36923. * @default 0
  36924. */
  36925. this.referenceCount = 0;
  36926. }
  36927. /**
  36928. * Accumulates data in the `incoming` region into `accu<i>`.
  36929. *
  36930. * @param {number} accuIndex - The accumulation index.
  36931. * @param {number} weight - The weight.
  36932. */
  36933. accumulate( accuIndex, weight ) {
  36934. // note: happily accumulating nothing when weight = 0, the caller knows
  36935. // the weight and shouldn't have made the call in the first place
  36936. const buffer = this.buffer,
  36937. stride = this.valueSize,
  36938. offset = accuIndex * stride + stride;
  36939. let currentWeight = this.cumulativeWeight;
  36940. if ( currentWeight === 0 ) {
  36941. // accuN := incoming * weight
  36942. for ( let i = 0; i !== stride; ++ i ) {
  36943. buffer[ offset + i ] = buffer[ i ];
  36944. }
  36945. currentWeight = weight;
  36946. } else {
  36947. // accuN := accuN + incoming * weight
  36948. currentWeight += weight;
  36949. const mix = weight / currentWeight;
  36950. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  36951. }
  36952. this.cumulativeWeight = currentWeight;
  36953. }
  36954. /**
  36955. * Accumulates data in the `incoming` region into `add`.
  36956. *
  36957. * @param {number} weight - The weight.
  36958. */
  36959. accumulateAdditive( weight ) {
  36960. const buffer = this.buffer,
  36961. stride = this.valueSize,
  36962. offset = stride * this._addIndex;
  36963. if ( this.cumulativeWeightAdditive === 0 ) {
  36964. // add = identity
  36965. this._setIdentity();
  36966. }
  36967. // add := add + incoming * weight
  36968. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  36969. this.cumulativeWeightAdditive += weight;
  36970. }
  36971. /**
  36972. * Applies the state of `accu<i>` to the binding when accus differ.
  36973. *
  36974. * @param {number} accuIndex - The accumulation index.
  36975. */
  36976. apply( accuIndex ) {
  36977. const stride = this.valueSize,
  36978. buffer = this.buffer,
  36979. offset = accuIndex * stride + stride,
  36980. weight = this.cumulativeWeight,
  36981. weightAdditive = this.cumulativeWeightAdditive,
  36982. binding = this.binding;
  36983. this.cumulativeWeight = 0;
  36984. this.cumulativeWeightAdditive = 0;
  36985. if ( weight < 1 ) {
  36986. // accuN := accuN + original * ( 1 - cumulativeWeight )
  36987. const originalValueOffset = stride * this._origIndex;
  36988. this._mixBufferRegion(
  36989. buffer, offset, originalValueOffset, 1 - weight, stride );
  36990. }
  36991. if ( weightAdditive > 0 ) {
  36992. // accuN := accuN + additive accuN
  36993. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  36994. }
  36995. for ( let i = stride, e = stride + stride; i !== e; ++ i ) {
  36996. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  36997. // value has changed -> update scene graph
  36998. binding.setValue( buffer, offset );
  36999. break;
  37000. }
  37001. }
  37002. }
  37003. /**
  37004. * Remembers the state of the bound property and copy it to both accus.
  37005. */
  37006. saveOriginalState() {
  37007. const binding = this.binding;
  37008. const buffer = this.buffer,
  37009. stride = this.valueSize,
  37010. originalValueOffset = stride * this._origIndex;
  37011. binding.getValue( buffer, originalValueOffset );
  37012. // accu[0..1] := orig -- initially detect changes against the original
  37013. for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {
  37014. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  37015. }
  37016. // Add to identity for additive
  37017. this._setIdentity();
  37018. this.cumulativeWeight = 0;
  37019. this.cumulativeWeightAdditive = 0;
  37020. }
  37021. /**
  37022. * Applies the state previously taken via {@link PropertyMixer#saveOriginalState} to the binding.
  37023. */
  37024. restoreOriginalState() {
  37025. const originalValueOffset = this.valueSize * 3;
  37026. this.binding.setValue( this.buffer, originalValueOffset );
  37027. }
  37028. // internals
  37029. _setAdditiveIdentityNumeric() {
  37030. const startIndex = this._addIndex * this.valueSize;
  37031. const endIndex = startIndex + this.valueSize;
  37032. for ( let i = startIndex; i < endIndex; i ++ ) {
  37033. this.buffer[ i ] = 0;
  37034. }
  37035. }
  37036. _setAdditiveIdentityQuaternion() {
  37037. this._setAdditiveIdentityNumeric();
  37038. this.buffer[ this._addIndex * this.valueSize + 3 ] = 1;
  37039. }
  37040. _setAdditiveIdentityOther() {
  37041. const startIndex = this._origIndex * this.valueSize;
  37042. const targetIndex = this._addIndex * this.valueSize;
  37043. for ( let i = 0; i < this.valueSize; i ++ ) {
  37044. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  37045. }
  37046. }
  37047. // mix functions
  37048. _select( buffer, dstOffset, srcOffset, t, stride ) {
  37049. if ( t >= 0.5 ) {
  37050. for ( let i = 0; i !== stride; ++ i ) {
  37051. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  37052. }
  37053. }
  37054. }
  37055. _slerp( buffer, dstOffset, srcOffset, t ) {
  37056. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  37057. }
  37058. _slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  37059. const workOffset = this._workIndex * stride;
  37060. // Store result in intermediate buffer offset
  37061. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  37062. // Slerp to the intermediate result
  37063. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  37064. }
  37065. _lerp( buffer, dstOffset, srcOffset, t, stride ) {
  37066. const s = 1 - t;
  37067. for ( let i = 0; i !== stride; ++ i ) {
  37068. const j = dstOffset + i;
  37069. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  37070. }
  37071. }
  37072. _lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  37073. for ( let i = 0; i !== stride; ++ i ) {
  37074. const j = dstOffset + i;
  37075. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  37076. }
  37077. }
  37078. }
  37079. // Characters [].:/ are reserved for track binding syntax.
  37080. const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  37081. const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  37082. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  37083. // only latin characters, and the unicode \p{L} is not yet supported. So
  37084. // instead, we exclude reserved characters and match everything else.
  37085. const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  37086. const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  37087. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  37088. // be matched to parse the rest of the track name.
  37089. const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  37090. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  37091. const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  37092. // Object on target node, and accessor. May not contain reserved
  37093. // characters. Accessor may contain any character except closing bracket.
  37094. const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  37095. // Property and accessor. May not contain reserved characters. Accessor may
  37096. // contain any non-bracket characters.
  37097. const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  37098. const _trackRe = new RegExp( ''
  37099. + '^'
  37100. + _directoryRe
  37101. + _nodeRe
  37102. + _objectRe
  37103. + _propertyRe
  37104. + '$'
  37105. );
  37106. const _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ];
  37107. class Composite {
  37108. constructor( targetGroup, path, optionalParsedPath ) {
  37109. const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  37110. this._targetGroup = targetGroup;
  37111. this._bindings = targetGroup.subscribe_( path, parsedPath );
  37112. }
  37113. getValue( array, offset ) {
  37114. this.bind(); // bind all binding
  37115. const firstValidIndex = this._targetGroup.nCachedObjects_,
  37116. binding = this._bindings[ firstValidIndex ];
  37117. // and only call .getValue on the first
  37118. if ( binding !== undefined ) binding.getValue( array, offset );
  37119. }
  37120. setValue( array, offset ) {
  37121. const bindings = this._bindings;
  37122. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37123. bindings[ i ].setValue( array, offset );
  37124. }
  37125. }
  37126. bind() {
  37127. const bindings = this._bindings;
  37128. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37129. bindings[ i ].bind();
  37130. }
  37131. }
  37132. unbind() {
  37133. const bindings = this._bindings;
  37134. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37135. bindings[ i ].unbind();
  37136. }
  37137. }
  37138. }
  37139. // Note: This class uses a State pattern on a per-method basis:
  37140. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  37141. // prototype version of these methods with one that represents
  37142. // the bound state. When the property is not found, the methods
  37143. // become no-ops.
  37144. /**
  37145. * This holds a reference to a real property in the scene graph; used internally.
  37146. */
  37147. class PropertyBinding {
  37148. /**
  37149. * Constructs a new property binding.
  37150. *
  37151. * @param {Object} rootNode - The root node.
  37152. * @param {string} path - The path.
  37153. * @param {?Object} [parsedPath] - The parsed path.
  37154. */
  37155. constructor( rootNode, path, parsedPath ) {
  37156. /**
  37157. * The object path to the animated property.
  37158. *
  37159. * @type {string}
  37160. */
  37161. this.path = path;
  37162. /**
  37163. * An object holding information about the path.
  37164. *
  37165. * @type {Object}
  37166. */
  37167. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  37168. /**
  37169. * The object owns the animated property.
  37170. *
  37171. * @type {?Object}
  37172. */
  37173. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName );
  37174. /**
  37175. * The root node.
  37176. *
  37177. * @type {Object3D|Skeleton}
  37178. */
  37179. this.rootNode = rootNode;
  37180. // initial state of these methods that calls 'bind'
  37181. this.getValue = this._getValue_unbound;
  37182. this.setValue = this._setValue_unbound;
  37183. }
  37184. /**
  37185. * Factory method for creating a property binding from the given parameters.
  37186. *
  37187. * @static
  37188. * @param {Object} root - The root node.
  37189. * @param {string} path - The path.
  37190. * @param {?Object} [parsedPath] - The parsed path.
  37191. * @return {PropertyBinding|Composite} The created property binding or composite.
  37192. */
  37193. static create( root, path, parsedPath ) {
  37194. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  37195. return new PropertyBinding( root, path, parsedPath );
  37196. } else {
  37197. return new PropertyBinding.Composite( root, path, parsedPath );
  37198. }
  37199. }
  37200. /**
  37201. * Replaces spaces with underscores and removes unsupported characters from
  37202. * node names, to ensure compatibility with parseTrackName().
  37203. *
  37204. * @param {string} name - Node name to be sanitized.
  37205. * @return {string} The sanitized node name.
  37206. */
  37207. static sanitizeNodeName( name ) {
  37208. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  37209. }
  37210. /**
  37211. * Parses the given track name (an object path to an animated property) and
  37212. * returns an object with information about the path. Matches strings in the following forms:
  37213. *
  37214. * - nodeName.property
  37215. * - nodeName.property[accessor]
  37216. * - nodeName.material.property[accessor]
  37217. * - uuid.property[accessor]
  37218. * - uuid.objectName[objectIndex].propertyName[propertyIndex]
  37219. * - parentName/nodeName.property
  37220. * - parentName/parentName/nodeName.property[index]
  37221. * - .bone[Armature.DEF_cog].position
  37222. * - scene:helium_balloon_model:helium_balloon_model.position
  37223. *
  37224. * @static
  37225. * @param {string} trackName - The track name to parse.
  37226. * @return {Object} The parsed track name as an object.
  37227. */
  37228. static parseTrackName( trackName ) {
  37229. const matches = _trackRe.exec( trackName );
  37230. if ( matches === null ) {
  37231. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  37232. }
  37233. const results = {
  37234. // directoryName: matches[ 1 ], // (tschw) currently unused
  37235. nodeName: matches[ 2 ],
  37236. objectName: matches[ 3 ],
  37237. objectIndex: matches[ 4 ],
  37238. propertyName: matches[ 5 ], // required
  37239. propertyIndex: matches[ 6 ]
  37240. };
  37241. const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  37242. if ( lastDot !== undefined && lastDot !== -1 ) {
  37243. const objectName = results.nodeName.substring( lastDot + 1 );
  37244. // Object names must be checked against an allowlist. Otherwise, there
  37245. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  37246. // 'bar' could be the objectName, or part of a nodeName (which can
  37247. // include '.' characters).
  37248. if ( _supportedObjectNames.indexOf( objectName ) !== -1 ) {
  37249. results.nodeName = results.nodeName.substring( 0, lastDot );
  37250. results.objectName = objectName;
  37251. }
  37252. }
  37253. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  37254. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  37255. }
  37256. return results;
  37257. }
  37258. /**
  37259. * Searches for a node in the hierarchy of the given root object by the given
  37260. * node name.
  37261. *
  37262. * @static
  37263. * @param {Object} root - The root object.
  37264. * @param {string|number} nodeName - The name of the node.
  37265. * @return {?Object} The found node. Returns `null` if no object was found.
  37266. */
  37267. static findNode( root, nodeName ) {
  37268. if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) {
  37269. return root;
  37270. }
  37271. // search into skeleton bones.
  37272. if ( root.skeleton ) {
  37273. const bone = root.skeleton.getBoneByName( nodeName );
  37274. if ( bone !== undefined ) {
  37275. return bone;
  37276. }
  37277. }
  37278. // search into node subtree.
  37279. if ( root.children ) {
  37280. const searchNodeSubtree = function ( children ) {
  37281. for ( let i = 0; i < children.length; i ++ ) {
  37282. const childNode = children[ i ];
  37283. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  37284. return childNode;
  37285. }
  37286. const result = searchNodeSubtree( childNode.children );
  37287. if ( result ) return result;
  37288. }
  37289. return null;
  37290. };
  37291. const subTreeNode = searchNodeSubtree( root.children );
  37292. if ( subTreeNode ) {
  37293. return subTreeNode;
  37294. }
  37295. }
  37296. return null;
  37297. }
  37298. // these are used to "bind" a nonexistent property
  37299. _getValue_unavailable() {}
  37300. _setValue_unavailable() {}
  37301. // Getters
  37302. _getValue_direct( buffer, offset ) {
  37303. buffer[ offset ] = this.targetObject[ this.propertyName ];
  37304. }
  37305. _getValue_array( buffer, offset ) {
  37306. const source = this.resolvedProperty;
  37307. for ( let i = 0, n = source.length; i !== n; ++ i ) {
  37308. buffer[ offset ++ ] = source[ i ];
  37309. }
  37310. }
  37311. _getValue_arrayElement( buffer, offset ) {
  37312. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  37313. }
  37314. _getValue_toArray( buffer, offset ) {
  37315. this.resolvedProperty.toArray( buffer, offset );
  37316. }
  37317. // Direct
  37318. _setValue_direct( buffer, offset ) {
  37319. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37320. }
  37321. _setValue_direct_setNeedsUpdate( buffer, offset ) {
  37322. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37323. this.targetObject.needsUpdate = true;
  37324. }
  37325. _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37326. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37327. this.targetObject.matrixWorldNeedsUpdate = true;
  37328. }
  37329. // EntireArray
  37330. _setValue_array( buffer, offset ) {
  37331. const dest = this.resolvedProperty;
  37332. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37333. dest[ i ] = buffer[ offset ++ ];
  37334. }
  37335. }
  37336. _setValue_array_setNeedsUpdate( buffer, offset ) {
  37337. const dest = this.resolvedProperty;
  37338. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37339. dest[ i ] = buffer[ offset ++ ];
  37340. }
  37341. this.targetObject.needsUpdate = true;
  37342. }
  37343. _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37344. const dest = this.resolvedProperty;
  37345. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37346. dest[ i ] = buffer[ offset ++ ];
  37347. }
  37348. this.targetObject.matrixWorldNeedsUpdate = true;
  37349. }
  37350. // ArrayElement
  37351. _setValue_arrayElement( buffer, offset ) {
  37352. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37353. }
  37354. _setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  37355. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37356. this.targetObject.needsUpdate = true;
  37357. }
  37358. _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37359. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37360. this.targetObject.matrixWorldNeedsUpdate = true;
  37361. }
  37362. // HasToFromArray
  37363. _setValue_fromArray( buffer, offset ) {
  37364. this.resolvedProperty.fromArray( buffer, offset );
  37365. }
  37366. _setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  37367. this.resolvedProperty.fromArray( buffer, offset );
  37368. this.targetObject.needsUpdate = true;
  37369. }
  37370. _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37371. this.resolvedProperty.fromArray( buffer, offset );
  37372. this.targetObject.matrixWorldNeedsUpdate = true;
  37373. }
  37374. _getValue_unbound( targetArray, offset ) {
  37375. this.bind();
  37376. this.getValue( targetArray, offset );
  37377. }
  37378. _setValue_unbound( sourceArray, offset ) {
  37379. this.bind();
  37380. this.setValue( sourceArray, offset );
  37381. }
  37382. /**
  37383. * Creates a getter / setter pair for the property tracked by this binding.
  37384. */
  37385. bind() {
  37386. let targetObject = this.node;
  37387. const parsedPath = this.parsedPath;
  37388. const objectName = parsedPath.objectName;
  37389. const propertyName = parsedPath.propertyName;
  37390. let propertyIndex = parsedPath.propertyIndex;
  37391. if ( ! targetObject ) {
  37392. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName );
  37393. this.node = targetObject;
  37394. }
  37395. // set fail state so we can just 'return' on error
  37396. this.getValue = this._getValue_unavailable;
  37397. this.setValue = this._setValue_unavailable;
  37398. // ensure there is a value node
  37399. if ( ! targetObject ) {
  37400. console.warn( 'THREE.PropertyBinding: No target node found for track: ' + this.path + '.' );
  37401. return;
  37402. }
  37403. if ( objectName ) {
  37404. let objectIndex = parsedPath.objectIndex;
  37405. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  37406. switch ( objectName ) {
  37407. case 'materials':
  37408. if ( ! targetObject.material ) {
  37409. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  37410. return;
  37411. }
  37412. if ( ! targetObject.material.materials ) {
  37413. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  37414. return;
  37415. }
  37416. targetObject = targetObject.material.materials;
  37417. break;
  37418. case 'bones':
  37419. if ( ! targetObject.skeleton ) {
  37420. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  37421. return;
  37422. }
  37423. // potential future optimization: skip this if propertyIndex is already an integer
  37424. // and convert the integer string to a true integer.
  37425. targetObject = targetObject.skeleton.bones;
  37426. // support resolving morphTarget names into indices.
  37427. for ( let i = 0; i < targetObject.length; i ++ ) {
  37428. if ( targetObject[ i ].name === objectIndex ) {
  37429. objectIndex = i;
  37430. break;
  37431. }
  37432. }
  37433. break;
  37434. case 'map':
  37435. if ( 'map' in targetObject ) {
  37436. targetObject = targetObject.map;
  37437. break;
  37438. }
  37439. if ( ! targetObject.material ) {
  37440. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  37441. return;
  37442. }
  37443. if ( ! targetObject.material.map ) {
  37444. console.error( 'THREE.PropertyBinding: Can not bind to material.map as node.material does not have a map.', this );
  37445. return;
  37446. }
  37447. targetObject = targetObject.material.map;
  37448. break;
  37449. default:
  37450. if ( targetObject[ objectName ] === undefined ) {
  37451. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  37452. return;
  37453. }
  37454. targetObject = targetObject[ objectName ];
  37455. }
  37456. if ( objectIndex !== undefined ) {
  37457. if ( targetObject[ objectIndex ] === undefined ) {
  37458. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  37459. return;
  37460. }
  37461. targetObject = targetObject[ objectIndex ];
  37462. }
  37463. }
  37464. // resolve property
  37465. const nodeProperty = targetObject[ propertyName ];
  37466. if ( nodeProperty === undefined ) {
  37467. const nodeName = parsedPath.nodeName;
  37468. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  37469. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  37470. return;
  37471. }
  37472. // determine versioning scheme
  37473. let versioning = this.Versioning.None;
  37474. this.targetObject = targetObject;
  37475. if ( targetObject.isMaterial === true ) {
  37476. versioning = this.Versioning.NeedsUpdate;
  37477. } else if ( targetObject.isObject3D === true ) {
  37478. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  37479. }
  37480. // determine how the property gets bound
  37481. let bindingType = this.BindingType.Direct;
  37482. if ( propertyIndex !== undefined ) {
  37483. // access a sub element of the property array (only primitives are supported right now)
  37484. if ( propertyName === 'morphTargetInfluences' ) {
  37485. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  37486. // support resolving morphTarget names into indices.
  37487. if ( ! targetObject.geometry ) {
  37488. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  37489. return;
  37490. }
  37491. if ( ! targetObject.geometry.morphAttributes ) {
  37492. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  37493. return;
  37494. }
  37495. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  37496. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  37497. }
  37498. }
  37499. bindingType = this.BindingType.ArrayElement;
  37500. this.resolvedProperty = nodeProperty;
  37501. this.propertyIndex = propertyIndex;
  37502. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  37503. // must use copy for Object3D.Euler/Quaternion
  37504. bindingType = this.BindingType.HasFromToArray;
  37505. this.resolvedProperty = nodeProperty;
  37506. } else if ( Array.isArray( nodeProperty ) ) {
  37507. bindingType = this.BindingType.EntireArray;
  37508. this.resolvedProperty = nodeProperty;
  37509. } else {
  37510. this.propertyName = propertyName;
  37511. }
  37512. // select getter / setter
  37513. this.getValue = this.GetterByBindingType[ bindingType ];
  37514. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  37515. }
  37516. /**
  37517. * Unbinds the property.
  37518. */
  37519. unbind() {
  37520. this.node = null;
  37521. // back to the prototype version of getValue / setValue
  37522. // note: avoiding to mutate the shape of 'this' via 'delete'
  37523. this.getValue = this._getValue_unbound;
  37524. this.setValue = this._setValue_unbound;
  37525. }
  37526. }
  37527. PropertyBinding.Composite = Composite;
  37528. PropertyBinding.prototype.BindingType = {
  37529. Direct: 0,
  37530. EntireArray: 1,
  37531. ArrayElement: 2,
  37532. HasFromToArray: 3
  37533. };
  37534. PropertyBinding.prototype.Versioning = {
  37535. None: 0,
  37536. NeedsUpdate: 1,
  37537. MatrixWorldNeedsUpdate: 2
  37538. };
  37539. PropertyBinding.prototype.GetterByBindingType = [
  37540. PropertyBinding.prototype._getValue_direct,
  37541. PropertyBinding.prototype._getValue_array,
  37542. PropertyBinding.prototype._getValue_arrayElement,
  37543. PropertyBinding.prototype._getValue_toArray,
  37544. ];
  37545. PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [
  37546. [
  37547. // Direct
  37548. PropertyBinding.prototype._setValue_direct,
  37549. PropertyBinding.prototype._setValue_direct_setNeedsUpdate,
  37550. PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,
  37551. ], [
  37552. // EntireArray
  37553. PropertyBinding.prototype._setValue_array,
  37554. PropertyBinding.prototype._setValue_array_setNeedsUpdate,
  37555. PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,
  37556. ], [
  37557. // ArrayElement
  37558. PropertyBinding.prototype._setValue_arrayElement,
  37559. PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,
  37560. PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,
  37561. ], [
  37562. // HasToFromArray
  37563. PropertyBinding.prototype._setValue_fromArray,
  37564. PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,
  37565. PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,
  37566. ]
  37567. ];
  37568. /**
  37569. * A group of objects that receives a shared animation state.
  37570. *
  37571. * Usage:
  37572. *
  37573. * - Add objects you would otherwise pass as 'root' to the
  37574. * constructor or the .clipAction method of AnimationMixer.
  37575. * - Instead pass this object as 'root'.
  37576. * - You can also add and remove objects later when the mixer is running.
  37577. *
  37578. * Note:
  37579. *
  37580. * - Objects of this class appear as one object to the mixer,
  37581. * so cache control of the individual objects must be done on the group.
  37582. *
  37583. * Limitation:
  37584. *
  37585. * - The animated properties must be compatible among the all objects in the group.
  37586. * - A single property can either be controlled through a target group or directly, but not both.
  37587. */
  37588. class AnimationObjectGroup {
  37589. /**
  37590. * Constructs a new animation group.
  37591. *
  37592. * @param {...Object3D} arguments - An arbitrary number of 3D objects that share the same animation state.
  37593. */
  37594. constructor() {
  37595. /**
  37596. * This flag can be used for type testing.
  37597. *
  37598. * @type {boolean}
  37599. * @readonly
  37600. * @default true
  37601. */
  37602. this.isAnimationObjectGroup = true;
  37603. /**
  37604. * The UUID of the 3D object.
  37605. *
  37606. * @type {string}
  37607. * @readonly
  37608. */
  37609. this.uuid = generateUUID();
  37610. // cached objects followed by the active ones
  37611. this._objects = Array.prototype.slice.call( arguments );
  37612. this.nCachedObjects_ = 0; // threshold
  37613. // note: read by PropertyBinding.Composite
  37614. const indices = {};
  37615. this._indicesByUUID = indices; // for bookkeeping
  37616. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37617. indices[ arguments[ i ].uuid ] = i;
  37618. }
  37619. this._paths = []; // inside: string
  37620. this._parsedPaths = []; // inside: { we don't care, here }
  37621. this._bindings = []; // inside: Array< PropertyBinding >
  37622. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  37623. const scope = this;
  37624. this.stats = {
  37625. objects: {
  37626. get total() {
  37627. return scope._objects.length;
  37628. },
  37629. get inUse() {
  37630. return this.total - scope.nCachedObjects_;
  37631. }
  37632. },
  37633. get bindingsPerObject() {
  37634. return scope._bindings.length;
  37635. }
  37636. };
  37637. }
  37638. /**
  37639. * Adds an arbitrary number of objects to this animation group.
  37640. *
  37641. * @param {...Object3D} arguments - The 3D objects to add.
  37642. */
  37643. add() {
  37644. const objects = this._objects,
  37645. indicesByUUID = this._indicesByUUID,
  37646. paths = this._paths,
  37647. parsedPaths = this._parsedPaths,
  37648. bindings = this._bindings,
  37649. nBindings = bindings.length;
  37650. let knownObject = undefined,
  37651. nObjects = objects.length,
  37652. nCachedObjects = this.nCachedObjects_;
  37653. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37654. const object = arguments[ i ],
  37655. uuid = object.uuid;
  37656. let index = indicesByUUID[ uuid ];
  37657. if ( index === undefined ) {
  37658. // unknown object -> add it to the ACTIVE region
  37659. index = nObjects ++;
  37660. indicesByUUID[ uuid ] = index;
  37661. objects.push( object );
  37662. // accounting is done, now do the same for all bindings
  37663. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37664. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  37665. }
  37666. } else if ( index < nCachedObjects ) {
  37667. knownObject = objects[ index ];
  37668. // move existing object to the ACTIVE region
  37669. const firstActiveIndex = -- nCachedObjects,
  37670. lastCachedObject = objects[ firstActiveIndex ];
  37671. indicesByUUID[ lastCachedObject.uuid ] = index;
  37672. objects[ index ] = lastCachedObject;
  37673. indicesByUUID[ uuid ] = firstActiveIndex;
  37674. objects[ firstActiveIndex ] = object;
  37675. // accounting is done, now do the same for all bindings
  37676. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37677. const bindingsForPath = bindings[ j ],
  37678. lastCached = bindingsForPath[ firstActiveIndex ];
  37679. let binding = bindingsForPath[ index ];
  37680. bindingsForPath[ index ] = lastCached;
  37681. if ( binding === undefined ) {
  37682. // since we do not bother to create new bindings
  37683. // for objects that are cached, the binding may
  37684. // or may not exist
  37685. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  37686. }
  37687. bindingsForPath[ firstActiveIndex ] = binding;
  37688. }
  37689. } else if ( objects[ index ] !== knownObject ) {
  37690. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  37691. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  37692. } // else the object is already where we want it to be
  37693. } // for arguments
  37694. this.nCachedObjects_ = nCachedObjects;
  37695. }
  37696. /**
  37697. * Removes an arbitrary number of objects to this animation group
  37698. *
  37699. * @param {...Object3D} arguments - The 3D objects to remove.
  37700. */
  37701. remove() {
  37702. const objects = this._objects,
  37703. indicesByUUID = this._indicesByUUID,
  37704. bindings = this._bindings,
  37705. nBindings = bindings.length;
  37706. let nCachedObjects = this.nCachedObjects_;
  37707. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37708. const object = arguments[ i ],
  37709. uuid = object.uuid,
  37710. index = indicesByUUID[ uuid ];
  37711. if ( index !== undefined && index >= nCachedObjects ) {
  37712. // move existing object into the CACHED region
  37713. const lastCachedIndex = nCachedObjects ++,
  37714. firstActiveObject = objects[ lastCachedIndex ];
  37715. indicesByUUID[ firstActiveObject.uuid ] = index;
  37716. objects[ index ] = firstActiveObject;
  37717. indicesByUUID[ uuid ] = lastCachedIndex;
  37718. objects[ lastCachedIndex ] = object;
  37719. // accounting is done, now do the same for all bindings
  37720. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37721. const bindingsForPath = bindings[ j ],
  37722. firstActive = bindingsForPath[ lastCachedIndex ],
  37723. binding = bindingsForPath[ index ];
  37724. bindingsForPath[ index ] = firstActive;
  37725. bindingsForPath[ lastCachedIndex ] = binding;
  37726. }
  37727. }
  37728. } // for arguments
  37729. this.nCachedObjects_ = nCachedObjects;
  37730. }
  37731. /**
  37732. * Deallocates all memory resources for the passed 3D objects of this animation group.
  37733. *
  37734. * @param {...Object3D} arguments - The 3D objects to uncache.
  37735. */
  37736. uncache() {
  37737. const objects = this._objects,
  37738. indicesByUUID = this._indicesByUUID,
  37739. bindings = this._bindings,
  37740. nBindings = bindings.length;
  37741. let nCachedObjects = this.nCachedObjects_,
  37742. nObjects = objects.length;
  37743. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37744. const object = arguments[ i ],
  37745. uuid = object.uuid,
  37746. index = indicesByUUID[ uuid ];
  37747. if ( index !== undefined ) {
  37748. delete indicesByUUID[ uuid ];
  37749. if ( index < nCachedObjects ) {
  37750. // object is cached, shrink the CACHED region
  37751. const firstActiveIndex = -- nCachedObjects,
  37752. lastCachedObject = objects[ firstActiveIndex ],
  37753. lastIndex = -- nObjects,
  37754. lastObject = objects[ lastIndex ];
  37755. // last cached object takes this object's place
  37756. indicesByUUID[ lastCachedObject.uuid ] = index;
  37757. objects[ index ] = lastCachedObject;
  37758. // last object goes to the activated slot and pop
  37759. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  37760. objects[ firstActiveIndex ] = lastObject;
  37761. objects.pop();
  37762. // accounting is done, now do the same for all bindings
  37763. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37764. const bindingsForPath = bindings[ j ],
  37765. lastCached = bindingsForPath[ firstActiveIndex ],
  37766. last = bindingsForPath[ lastIndex ];
  37767. bindingsForPath[ index ] = lastCached;
  37768. bindingsForPath[ firstActiveIndex ] = last;
  37769. bindingsForPath.pop();
  37770. }
  37771. } else {
  37772. // object is active, just swap with the last and pop
  37773. const lastIndex = -- nObjects,
  37774. lastObject = objects[ lastIndex ];
  37775. if ( lastIndex > 0 ) {
  37776. indicesByUUID[ lastObject.uuid ] = index;
  37777. }
  37778. objects[ index ] = lastObject;
  37779. objects.pop();
  37780. // accounting is done, now do the same for all bindings
  37781. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37782. const bindingsForPath = bindings[ j ];
  37783. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  37784. bindingsForPath.pop();
  37785. }
  37786. } // cached or active
  37787. } // if object is known
  37788. } // for arguments
  37789. this.nCachedObjects_ = nCachedObjects;
  37790. }
  37791. // Internal interface used by befriended PropertyBinding.Composite:
  37792. subscribe_( path, parsedPath ) {
  37793. // returns an array of bindings for the given path that is changed
  37794. // according to the contained objects in the group
  37795. const indicesByPath = this._bindingsIndicesByPath;
  37796. let index = indicesByPath[ path ];
  37797. const bindings = this._bindings;
  37798. if ( index !== undefined ) return bindings[ index ];
  37799. const paths = this._paths,
  37800. parsedPaths = this._parsedPaths,
  37801. objects = this._objects,
  37802. nObjects = objects.length,
  37803. nCachedObjects = this.nCachedObjects_,
  37804. bindingsForPath = new Array( nObjects );
  37805. index = bindings.length;
  37806. indicesByPath[ path ] = index;
  37807. paths.push( path );
  37808. parsedPaths.push( parsedPath );
  37809. bindings.push( bindingsForPath );
  37810. for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  37811. const object = objects[ i ];
  37812. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  37813. }
  37814. return bindingsForPath;
  37815. }
  37816. unsubscribe_( path ) {
  37817. // tells the group to forget about a property path and no longer
  37818. // update the array previously obtained with 'subscribe_'
  37819. const indicesByPath = this._bindingsIndicesByPath,
  37820. index = indicesByPath[ path ];
  37821. if ( index !== undefined ) {
  37822. const paths = this._paths,
  37823. parsedPaths = this._parsedPaths,
  37824. bindings = this._bindings,
  37825. lastBindingsIndex = bindings.length - 1,
  37826. lastBindings = bindings[ lastBindingsIndex ],
  37827. lastBindingsPath = path[ lastBindingsIndex ];
  37828. indicesByPath[ lastBindingsPath ] = index;
  37829. bindings[ index ] = lastBindings;
  37830. bindings.pop();
  37831. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  37832. parsedPaths.pop();
  37833. paths[ index ] = paths[ lastBindingsIndex ];
  37834. paths.pop();
  37835. }
  37836. }
  37837. }
  37838. /**
  37839. * An instance of `AnimationAction` schedules the playback of an animation which is
  37840. * stored in {@link AnimationClip}.
  37841. */
  37842. class AnimationAction {
  37843. /**
  37844. * Constructs a new animation action.
  37845. *
  37846. * @param {AnimationMixer} mixer - The mixer that is controlled by this action.
  37847. * @param {AnimationClip} clip - The animation clip that holds the actual keyframes.
  37848. * @param {?Object3D} [localRoot=null] - The root object on which this action is performed.
  37849. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  37850. */
  37851. constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {
  37852. this._mixer = mixer;
  37853. this._clip = clip;
  37854. this._localRoot = localRoot;
  37855. /**
  37856. * Defines how the animation is blended/combined when two or more animations
  37857. * are simultaneously played.
  37858. *
  37859. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  37860. */
  37861. this.blendMode = blendMode;
  37862. const tracks = clip.tracks,
  37863. nTracks = tracks.length,
  37864. interpolants = new Array( nTracks );
  37865. const interpolantSettings = {
  37866. endingStart: ZeroCurvatureEnding,
  37867. endingEnd: ZeroCurvatureEnding
  37868. };
  37869. for ( let i = 0; i !== nTracks; ++ i ) {
  37870. const interpolant = tracks[ i ].createInterpolant( null );
  37871. interpolants[ i ] = interpolant;
  37872. interpolant.settings = interpolantSettings;
  37873. }
  37874. this._interpolantSettings = interpolantSettings;
  37875. this._interpolants = interpolants; // bound by the mixer
  37876. // inside: PropertyMixer (managed by the mixer)
  37877. this._propertyBindings = new Array( nTracks );
  37878. this._cacheIndex = null; // for the memory manager
  37879. this._byClipCacheIndex = null; // for the memory manager
  37880. this._timeScaleInterpolant = null;
  37881. this._weightInterpolant = null;
  37882. /**
  37883. * The loop mode, set via {@link AnimationAction#setLoop}.
  37884. *
  37885. * @type {(LoopRepeat|LoopOnce|LoopPingPong)}
  37886. * @default LoopRepeat
  37887. */
  37888. this.loop = LoopRepeat;
  37889. this._loopCount = -1;
  37890. // global mixer time when the action is to be started
  37891. // it's set back to 'null' upon start of the action
  37892. this._startTime = null;
  37893. /**
  37894. * The local time of this action (in seconds, starting with `0`).
  37895. *
  37896. * The value gets clamped or wrapped to `[0,clip.duration]` (according to the
  37897. * loop state).
  37898. *
  37899. * @type {number}
  37900. * @default Infinity
  37901. */
  37902. this.time = 0;
  37903. /**
  37904. * Scaling factor for the {@link AnimationAction#time}. A value of `0` causes the
  37905. * animation to pause. Negative values cause the animation to play backwards.
  37906. *
  37907. * @type {number}
  37908. * @default 1
  37909. */
  37910. this.timeScale = 1;
  37911. this._effectiveTimeScale = 1;
  37912. /**
  37913. * The degree of influence of this action (in the interval `[0, 1]`). Values
  37914. * between `0` (no impact) and `1` (full impact) can be used to blend between
  37915. * several actions.
  37916. *
  37917. * @type {number}
  37918. * @default 1
  37919. */
  37920. this.weight = 1;
  37921. this._effectiveWeight = 1;
  37922. /**
  37923. * The number of repetitions of the performed clip over the course of this action.
  37924. * Can be set via {@link AnimationAction#setLoop}.
  37925. *
  37926. * Setting this number has no effect if {@link AnimationAction#loop} is set to
  37927. * `THREE:LoopOnce`.
  37928. *
  37929. * @type {number}
  37930. * @default Infinity
  37931. */
  37932. this.repetitions = Infinity;
  37933. /**
  37934. * If set to `true`, the playback of the action is paused.
  37935. *
  37936. * @type {boolean}
  37937. * @default false
  37938. */
  37939. this.paused = false;
  37940. /**
  37941. * If set to `false`, the action is disabled so it has no impact.
  37942. *
  37943. * When the action is re-enabled, the animation continues from its current
  37944. * time (setting `enabled` to `false` doesn't reset the action).
  37945. *
  37946. * @type {boolean}
  37947. * @default true
  37948. */
  37949. this.enabled = true;
  37950. /**
  37951. * If set to true the animation will automatically be paused on its last frame.
  37952. *
  37953. * If set to false, {@link AnimationAction#enabled} will automatically be switched
  37954. * to `false` when the last loop of the action has finished, so that this action has
  37955. * no further impact.
  37956. *
  37957. * Note: This member has no impact if the action is interrupted (it
  37958. * has only an effect if its last loop has really finished).
  37959. *
  37960. * @type {boolean}
  37961. * @default false
  37962. */
  37963. this.clampWhenFinished = false;
  37964. /**
  37965. * Enables smooth interpolation without separate clips for start, loop and end.
  37966. *
  37967. * @type {boolean}
  37968. * @default true
  37969. */
  37970. this.zeroSlopeAtStart = true;
  37971. /**
  37972. * Enables smooth interpolation without separate clips for start, loop and end.
  37973. *
  37974. * @type {boolean}
  37975. * @default true
  37976. */
  37977. this.zeroSlopeAtEnd = true;
  37978. }
  37979. /**
  37980. * Starts the playback of the animation.
  37981. *
  37982. * @return {AnimationAction} A reference to this animation action.
  37983. */
  37984. play() {
  37985. this._mixer._activateAction( this );
  37986. return this;
  37987. }
  37988. /**
  37989. * Stops the playback of the animation.
  37990. *
  37991. * @return {AnimationAction} A reference to this animation action.
  37992. */
  37993. stop() {
  37994. this._mixer._deactivateAction( this );
  37995. return this.reset();
  37996. }
  37997. /**
  37998. * Resets the playback of the animation.
  37999. *
  38000. * @return {AnimationAction} A reference to this animation action.
  38001. */
  38002. reset() {
  38003. this.paused = false;
  38004. this.enabled = true;
  38005. this.time = 0; // restart clip
  38006. this._loopCount = -1;// forget previous loops
  38007. this._startTime = null;// forget scheduling
  38008. return this.stopFading().stopWarping();
  38009. }
  38010. /**
  38011. * Returns `true` if the animation is running.
  38012. *
  38013. * @return {boolean} Whether the animation is running or not.
  38014. */
  38015. isRunning() {
  38016. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  38017. this._startTime === null && this._mixer._isActiveAction( this );
  38018. }
  38019. /**
  38020. * Returns `true` when {@link AnimationAction#play} has been called.
  38021. *
  38022. * @return {boolean} Whether the animation is scheduled or not.
  38023. */
  38024. isScheduled() {
  38025. return this._mixer._isActiveAction( this );
  38026. }
  38027. /**
  38028. * Defines the time when the animation should start.
  38029. *
  38030. * @param {number} time - The start time in seconds.
  38031. * @return {AnimationAction} A reference to this animation action.
  38032. */
  38033. startAt( time ) {
  38034. this._startTime = time;
  38035. return this;
  38036. }
  38037. /**
  38038. * Configures the loop settings for this action.
  38039. *
  38040. * @param {(LoopRepeat|LoopOnce|LoopPingPong)} mode - The loop mode.
  38041. * @param {number} repetitions - The number of repetitions.
  38042. * @return {AnimationAction} A reference to this animation action.
  38043. */
  38044. setLoop( mode, repetitions ) {
  38045. this.loop = mode;
  38046. this.repetitions = repetitions;
  38047. return this;
  38048. }
  38049. /**
  38050. * Sets the effective weight of this action.
  38051. *
  38052. * An action has no effect and thus an effective weight of zero when the
  38053. * action is disabled.
  38054. *
  38055. * @param {number} weight - The weight to set.
  38056. * @return {AnimationAction} A reference to this animation action.
  38057. */
  38058. setEffectiveWeight( weight ) {
  38059. this.weight = weight;
  38060. // note: same logic as when updated at runtime
  38061. this._effectiveWeight = this.enabled ? weight : 0;
  38062. return this.stopFading();
  38063. }
  38064. /**
  38065. * Returns the effective weight of this action.
  38066. *
  38067. * @return {number} The effective weight.
  38068. */
  38069. getEffectiveWeight() {
  38070. return this._effectiveWeight;
  38071. }
  38072. /**
  38073. * Fades the animation in by increasing its weight gradually from `0` to `1`,
  38074. * within the passed time interval.
  38075. *
  38076. * @param {number} duration - The duration of the fade.
  38077. * @return {AnimationAction} A reference to this animation action.
  38078. */
  38079. fadeIn( duration ) {
  38080. return this._scheduleFading( duration, 0, 1 );
  38081. }
  38082. /**
  38083. * Fades the animation out by decreasing its weight gradually from `1` to `0`,
  38084. * within the passed time interval.
  38085. *
  38086. * @param {number} duration - The duration of the fade.
  38087. * @return {AnimationAction} A reference to this animation action.
  38088. */
  38089. fadeOut( duration ) {
  38090. return this._scheduleFading( duration, 1, 0 );
  38091. }
  38092. /**
  38093. * Causes this action to fade in and the given action to fade out,
  38094. * within the passed time interval.
  38095. *
  38096. * @param {AnimationAction} fadeOutAction - The animation action to fade out.
  38097. * @param {number} duration - The duration of the fade.
  38098. * @param {boolean} [warp=false] - Whether warping should be used or not.
  38099. * @return {AnimationAction} A reference to this animation action.
  38100. */
  38101. crossFadeFrom( fadeOutAction, duration, warp = false ) {
  38102. fadeOutAction.fadeOut( duration );
  38103. this.fadeIn( duration );
  38104. if ( warp === true ) {
  38105. const fadeInDuration = this._clip.duration,
  38106. fadeOutDuration = fadeOutAction._clip.duration,
  38107. startEndRatio = fadeOutDuration / fadeInDuration,
  38108. endStartRatio = fadeInDuration / fadeOutDuration;
  38109. fadeOutAction.warp( 1.0, startEndRatio, duration );
  38110. this.warp( endStartRatio, 1.0, duration );
  38111. }
  38112. return this;
  38113. }
  38114. /**
  38115. * Causes this action to fade out and the given action to fade in,
  38116. * within the passed time interval.
  38117. *
  38118. * @param {AnimationAction} fadeInAction - The animation action to fade in.
  38119. * @param {number} duration - The duration of the fade.
  38120. * @param {boolean} [warp=false] - Whether warping should be used or not.
  38121. * @return {AnimationAction} A reference to this animation action.
  38122. */
  38123. crossFadeTo( fadeInAction, duration, warp = false ) {
  38124. return fadeInAction.crossFadeFrom( this, duration, warp );
  38125. }
  38126. /**
  38127. * Stops any fading which is applied to this action.
  38128. *
  38129. * @return {AnimationAction} A reference to this animation action.
  38130. */
  38131. stopFading() {
  38132. const weightInterpolant = this._weightInterpolant;
  38133. if ( weightInterpolant !== null ) {
  38134. this._weightInterpolant = null;
  38135. this._mixer._takeBackControlInterpolant( weightInterpolant );
  38136. }
  38137. return this;
  38138. }
  38139. /**
  38140. * Sets the effective time scale of this action.
  38141. *
  38142. * An action has no effect and thus an effective time scale of zero when the
  38143. * action is paused.
  38144. *
  38145. * @param {number} timeScale - The time scale to set.
  38146. * @return {AnimationAction} A reference to this animation action.
  38147. */
  38148. setEffectiveTimeScale( timeScale ) {
  38149. this.timeScale = timeScale;
  38150. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  38151. return this.stopWarping();
  38152. }
  38153. /**
  38154. * Returns the effective time scale of this action.
  38155. *
  38156. * @return {number} The effective time scale.
  38157. */
  38158. getEffectiveTimeScale() {
  38159. return this._effectiveTimeScale;
  38160. }
  38161. /**
  38162. * Sets the duration for a single loop of this action.
  38163. *
  38164. * @param {number} duration - The duration to set.
  38165. * @return {AnimationAction} A reference to this animation action.
  38166. */
  38167. setDuration( duration ) {
  38168. this.timeScale = this._clip.duration / duration;
  38169. return this.stopWarping();
  38170. }
  38171. /**
  38172. * Synchronizes this action with the passed other action.
  38173. *
  38174. * @param {AnimationAction} action - The action to sync with.
  38175. * @return {AnimationAction} A reference to this animation action.
  38176. */
  38177. syncWith( action ) {
  38178. this.time = action.time;
  38179. this.timeScale = action.timeScale;
  38180. return this.stopWarping();
  38181. }
  38182. /**
  38183. * Decelerates this animation's speed to `0` within the passed time interval.
  38184. *
  38185. * @param {number} duration - The duration.
  38186. * @return {AnimationAction} A reference to this animation action.
  38187. */
  38188. halt( duration ) {
  38189. return this.warp( this._effectiveTimeScale, 0, duration );
  38190. }
  38191. /**
  38192. * Changes the playback speed, within the passed time interval, by modifying
  38193. * {@link AnimationAction#timeScale} gradually from `startTimeScale` to
  38194. * `endTimeScale`.
  38195. *
  38196. * @param {number} startTimeScale - The start time scale.
  38197. * @param {number} endTimeScale - The end time scale.
  38198. * @param {number} duration - The duration.
  38199. * @return {AnimationAction} A reference to this animation action.
  38200. */
  38201. warp( startTimeScale, endTimeScale, duration ) {
  38202. const mixer = this._mixer,
  38203. now = mixer.time,
  38204. timeScale = this.timeScale;
  38205. let interpolant = this._timeScaleInterpolant;
  38206. if ( interpolant === null ) {
  38207. interpolant = mixer._lendControlInterpolant();
  38208. this._timeScaleInterpolant = interpolant;
  38209. }
  38210. const times = interpolant.parameterPositions,
  38211. values = interpolant.sampleValues;
  38212. times[ 0 ] = now;
  38213. times[ 1 ] = now + duration;
  38214. values[ 0 ] = startTimeScale / timeScale;
  38215. values[ 1 ] = endTimeScale / timeScale;
  38216. return this;
  38217. }
  38218. /**
  38219. * Stops any scheduled warping which is applied to this action.
  38220. *
  38221. * @return {AnimationAction} A reference to this animation action.
  38222. */
  38223. stopWarping() {
  38224. const timeScaleInterpolant = this._timeScaleInterpolant;
  38225. if ( timeScaleInterpolant !== null ) {
  38226. this._timeScaleInterpolant = null;
  38227. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  38228. }
  38229. return this;
  38230. }
  38231. /**
  38232. * Returns the animation mixer of this animation action.
  38233. *
  38234. * @return {AnimationMixer} The animation mixer.
  38235. */
  38236. getMixer() {
  38237. return this._mixer;
  38238. }
  38239. /**
  38240. * Returns the animation clip of this animation action.
  38241. *
  38242. * @return {AnimationClip} The animation clip.
  38243. */
  38244. getClip() {
  38245. return this._clip;
  38246. }
  38247. /**
  38248. * Returns the root object of this animation action.
  38249. *
  38250. * @return {Object3D} The root object.
  38251. */
  38252. getRoot() {
  38253. return this._localRoot || this._mixer._root;
  38254. }
  38255. // Interna
  38256. _update( time, deltaTime, timeDirection, accuIndex ) {
  38257. // called by the mixer
  38258. if ( ! this.enabled ) {
  38259. // call ._updateWeight() to update ._effectiveWeight
  38260. this._updateWeight( time );
  38261. return;
  38262. }
  38263. const startTime = this._startTime;
  38264. if ( startTime !== null ) {
  38265. // check for scheduled start of action
  38266. const timeRunning = ( time - startTime ) * timeDirection;
  38267. if ( timeRunning < 0 || timeDirection === 0 ) {
  38268. deltaTime = 0;
  38269. } else {
  38270. this._startTime = null; // unschedule
  38271. deltaTime = timeDirection * timeRunning;
  38272. }
  38273. }
  38274. // apply time scale and advance time
  38275. deltaTime *= this._updateTimeScale( time );
  38276. const clipTime = this._updateTime( deltaTime );
  38277. // note: _updateTime may disable the action resulting in
  38278. // an effective weight of 0
  38279. const weight = this._updateWeight( time );
  38280. if ( weight > 0 ) {
  38281. const interpolants = this._interpolants;
  38282. const propertyMixers = this._propertyBindings;
  38283. switch ( this.blendMode ) {
  38284. case AdditiveAnimationBlendMode:
  38285. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  38286. interpolants[ j ].evaluate( clipTime );
  38287. propertyMixers[ j ].accumulateAdditive( weight );
  38288. }
  38289. break;
  38290. case NormalAnimationBlendMode:
  38291. default:
  38292. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  38293. interpolants[ j ].evaluate( clipTime );
  38294. propertyMixers[ j ].accumulate( accuIndex, weight );
  38295. }
  38296. }
  38297. }
  38298. }
  38299. _updateWeight( time ) {
  38300. let weight = 0;
  38301. if ( this.enabled ) {
  38302. weight = this.weight;
  38303. const interpolant = this._weightInterpolant;
  38304. if ( interpolant !== null ) {
  38305. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  38306. weight *= interpolantValue;
  38307. if ( time > interpolant.parameterPositions[ 1 ] ) {
  38308. this.stopFading();
  38309. if ( interpolantValue === 0 ) {
  38310. // faded out, disable
  38311. this.enabled = false;
  38312. }
  38313. }
  38314. }
  38315. }
  38316. this._effectiveWeight = weight;
  38317. return weight;
  38318. }
  38319. _updateTimeScale( time ) {
  38320. let timeScale = 0;
  38321. if ( ! this.paused ) {
  38322. timeScale = this.timeScale;
  38323. const interpolant = this._timeScaleInterpolant;
  38324. if ( interpolant !== null ) {
  38325. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  38326. timeScale *= interpolantValue;
  38327. if ( time > interpolant.parameterPositions[ 1 ] ) {
  38328. this.stopWarping();
  38329. if ( timeScale === 0 ) {
  38330. // motion has halted, pause
  38331. this.paused = true;
  38332. } else {
  38333. // warp done - apply final time scale
  38334. this.timeScale = timeScale;
  38335. }
  38336. }
  38337. }
  38338. }
  38339. this._effectiveTimeScale = timeScale;
  38340. return timeScale;
  38341. }
  38342. _updateTime( deltaTime ) {
  38343. const duration = this._clip.duration;
  38344. const loop = this.loop;
  38345. let time = this.time + deltaTime;
  38346. let loopCount = this._loopCount;
  38347. const pingPong = ( loop === LoopPingPong );
  38348. if ( deltaTime === 0 ) {
  38349. if ( loopCount === -1 ) return time;
  38350. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  38351. }
  38352. if ( loop === LoopOnce ) {
  38353. if ( loopCount === -1 ) {
  38354. // just started
  38355. this._loopCount = 0;
  38356. this._setEndings( true, true, false );
  38357. }
  38358. handle_stop: {
  38359. if ( time >= duration ) {
  38360. time = duration;
  38361. } else if ( time < 0 ) {
  38362. time = 0;
  38363. } else {
  38364. this.time = time;
  38365. break handle_stop;
  38366. }
  38367. if ( this.clampWhenFinished ) this.paused = true;
  38368. else this.enabled = false;
  38369. this.time = time;
  38370. this._mixer.dispatchEvent( {
  38371. type: 'finished', action: this,
  38372. direction: deltaTime < 0 ? -1 : 1
  38373. } );
  38374. }
  38375. } else { // repetitive Repeat or PingPong
  38376. if ( loopCount === -1 ) {
  38377. // just started
  38378. if ( deltaTime >= 0 ) {
  38379. loopCount = 0;
  38380. this._setEndings( true, this.repetitions === 0, pingPong );
  38381. } else {
  38382. // when looping in reverse direction, the initial
  38383. // transition through zero counts as a repetition,
  38384. // so leave loopCount at -1
  38385. this._setEndings( this.repetitions === 0, true, pingPong );
  38386. }
  38387. }
  38388. if ( time >= duration || time < 0 ) {
  38389. // wrap around
  38390. const loopDelta = Math.floor( time / duration ); // signed
  38391. time -= duration * loopDelta;
  38392. loopCount += Math.abs( loopDelta );
  38393. const pending = this.repetitions - loopCount;
  38394. if ( pending <= 0 ) {
  38395. // have to stop (switch state, clamp time, fire event)
  38396. if ( this.clampWhenFinished ) this.paused = true;
  38397. else this.enabled = false;
  38398. time = deltaTime > 0 ? duration : 0;
  38399. this.time = time;
  38400. this._mixer.dispatchEvent( {
  38401. type: 'finished', action: this,
  38402. direction: deltaTime > 0 ? 1 : -1
  38403. } );
  38404. } else {
  38405. // keep running
  38406. if ( pending === 1 ) {
  38407. // entering the last round
  38408. const atStart = deltaTime < 0;
  38409. this._setEndings( atStart, ! atStart, pingPong );
  38410. } else {
  38411. this._setEndings( false, false, pingPong );
  38412. }
  38413. this._loopCount = loopCount;
  38414. this.time = time;
  38415. this._mixer.dispatchEvent( {
  38416. type: 'loop', action: this, loopDelta: loopDelta
  38417. } );
  38418. }
  38419. } else {
  38420. this.time = time;
  38421. }
  38422. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  38423. // invert time for the "pong round"
  38424. return duration - time;
  38425. }
  38426. }
  38427. return time;
  38428. }
  38429. _setEndings( atStart, atEnd, pingPong ) {
  38430. const settings = this._interpolantSettings;
  38431. if ( pingPong ) {
  38432. settings.endingStart = ZeroSlopeEnding;
  38433. settings.endingEnd = ZeroSlopeEnding;
  38434. } else {
  38435. // assuming for LoopOnce atStart == atEnd == true
  38436. if ( atStart ) {
  38437. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  38438. } else {
  38439. settings.endingStart = WrapAroundEnding;
  38440. }
  38441. if ( atEnd ) {
  38442. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  38443. } else {
  38444. settings.endingEnd = WrapAroundEnding;
  38445. }
  38446. }
  38447. }
  38448. _scheduleFading( duration, weightNow, weightThen ) {
  38449. const mixer = this._mixer, now = mixer.time;
  38450. let interpolant = this._weightInterpolant;
  38451. if ( interpolant === null ) {
  38452. interpolant = mixer._lendControlInterpolant();
  38453. this._weightInterpolant = interpolant;
  38454. }
  38455. const times = interpolant.parameterPositions,
  38456. values = interpolant.sampleValues;
  38457. times[ 0 ] = now;
  38458. values[ 0 ] = weightNow;
  38459. times[ 1 ] = now + duration;
  38460. values[ 1 ] = weightThen;
  38461. return this;
  38462. }
  38463. }
  38464. const _controlInterpolantsResultBuffer = new Float32Array( 1 );
  38465. /**
  38466. * `AnimationMixer` is a player for animations on a particular object in
  38467. * the scene. When multiple objects in the scene are animated independently,
  38468. * one `AnimationMixer` may be used for each object.
  38469. */
  38470. class AnimationMixer extends EventDispatcher {
  38471. /**
  38472. * Constructs a new animation mixer.
  38473. *
  38474. * @param {Object3D} root - The object whose animations shall be played by this mixer.
  38475. */
  38476. constructor( root ) {
  38477. super();
  38478. this._root = root;
  38479. this._initMemoryManager();
  38480. this._accuIndex = 0;
  38481. /**
  38482. * The global mixer time (in seconds; starting with `0` on the mixer's creation).
  38483. *
  38484. * @type {number}
  38485. * @default 0
  38486. */
  38487. this.time = 0;
  38488. /**
  38489. * A scaling factor for the global time.
  38490. *
  38491. * Note: Setting this member to `0` and later back to `1` is a
  38492. * possibility to pause/unpause all actions that are controlled by this
  38493. * mixer.
  38494. *
  38495. * @type {number}
  38496. * @default 1
  38497. */
  38498. this.timeScale = 1.0;
  38499. }
  38500. _bindAction( action, prototypeAction ) {
  38501. const root = action._localRoot || this._root,
  38502. tracks = action._clip.tracks,
  38503. nTracks = tracks.length,
  38504. bindings = action._propertyBindings,
  38505. interpolants = action._interpolants,
  38506. rootUuid = root.uuid,
  38507. bindingsByRoot = this._bindingsByRootAndName;
  38508. let bindingsByName = bindingsByRoot[ rootUuid ];
  38509. if ( bindingsByName === undefined ) {
  38510. bindingsByName = {};
  38511. bindingsByRoot[ rootUuid ] = bindingsByName;
  38512. }
  38513. for ( let i = 0; i !== nTracks; ++ i ) {
  38514. const track = tracks[ i ],
  38515. trackName = track.name;
  38516. let binding = bindingsByName[ trackName ];
  38517. if ( binding !== undefined ) {
  38518. ++ binding.referenceCount;
  38519. bindings[ i ] = binding;
  38520. } else {
  38521. binding = bindings[ i ];
  38522. if ( binding !== undefined ) {
  38523. // existing binding, make sure the cache knows
  38524. if ( binding._cacheIndex === null ) {
  38525. ++ binding.referenceCount;
  38526. this._addInactiveBinding( binding, rootUuid, trackName );
  38527. }
  38528. continue;
  38529. }
  38530. const path = prototypeAction && prototypeAction.
  38531. _propertyBindings[ i ].binding.parsedPath;
  38532. binding = new PropertyMixer(
  38533. PropertyBinding.create( root, trackName, path ),
  38534. track.ValueTypeName, track.getValueSize() );
  38535. ++ binding.referenceCount;
  38536. this._addInactiveBinding( binding, rootUuid, trackName );
  38537. bindings[ i ] = binding;
  38538. }
  38539. interpolants[ i ].resultBuffer = binding.buffer;
  38540. }
  38541. }
  38542. _activateAction( action ) {
  38543. if ( ! this._isActiveAction( action ) ) {
  38544. if ( action._cacheIndex === null ) {
  38545. // this action has been forgotten by the cache, but the user
  38546. // appears to be still using it -> rebind
  38547. const rootUuid = ( action._localRoot || this._root ).uuid,
  38548. clipUuid = action._clip.uuid,
  38549. actionsForClip = this._actionsByClip[ clipUuid ];
  38550. this._bindAction( action,
  38551. actionsForClip && actionsForClip.knownActions[ 0 ] );
  38552. this._addInactiveAction( action, clipUuid, rootUuid );
  38553. }
  38554. const bindings = action._propertyBindings;
  38555. // increment reference counts / sort out state
  38556. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38557. const binding = bindings[ i ];
  38558. if ( binding.useCount ++ === 0 ) {
  38559. this._lendBinding( binding );
  38560. binding.saveOriginalState();
  38561. }
  38562. }
  38563. this._lendAction( action );
  38564. }
  38565. }
  38566. _deactivateAction( action ) {
  38567. if ( this._isActiveAction( action ) ) {
  38568. const bindings = action._propertyBindings;
  38569. // decrement reference counts / sort out state
  38570. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38571. const binding = bindings[ i ];
  38572. if ( -- binding.useCount === 0 ) {
  38573. binding.restoreOriginalState();
  38574. this._takeBackBinding( binding );
  38575. }
  38576. }
  38577. this._takeBackAction( action );
  38578. }
  38579. }
  38580. // Memory manager
  38581. _initMemoryManager() {
  38582. this._actions = []; // 'nActiveActions' followed by inactive ones
  38583. this._nActiveActions = 0;
  38584. this._actionsByClip = {};
  38585. // inside:
  38586. // {
  38587. // knownActions: Array< AnimationAction > - used as prototypes
  38588. // actionByRoot: AnimationAction - lookup
  38589. // }
  38590. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  38591. this._nActiveBindings = 0;
  38592. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  38593. this._controlInterpolants = []; // same game as above
  38594. this._nActiveControlInterpolants = 0;
  38595. const scope = this;
  38596. this.stats = {
  38597. actions: {
  38598. get total() {
  38599. return scope._actions.length;
  38600. },
  38601. get inUse() {
  38602. return scope._nActiveActions;
  38603. }
  38604. },
  38605. bindings: {
  38606. get total() {
  38607. return scope._bindings.length;
  38608. },
  38609. get inUse() {
  38610. return scope._nActiveBindings;
  38611. }
  38612. },
  38613. controlInterpolants: {
  38614. get total() {
  38615. return scope._controlInterpolants.length;
  38616. },
  38617. get inUse() {
  38618. return scope._nActiveControlInterpolants;
  38619. }
  38620. }
  38621. };
  38622. }
  38623. // Memory management for AnimationAction objects
  38624. _isActiveAction( action ) {
  38625. const index = action._cacheIndex;
  38626. return index !== null && index < this._nActiveActions;
  38627. }
  38628. _addInactiveAction( action, clipUuid, rootUuid ) {
  38629. const actions = this._actions,
  38630. actionsByClip = this._actionsByClip;
  38631. let actionsForClip = actionsByClip[ clipUuid ];
  38632. if ( actionsForClip === undefined ) {
  38633. actionsForClip = {
  38634. knownActions: [ action ],
  38635. actionByRoot: {}
  38636. };
  38637. action._byClipCacheIndex = 0;
  38638. actionsByClip[ clipUuid ] = actionsForClip;
  38639. } else {
  38640. const knownActions = actionsForClip.knownActions;
  38641. action._byClipCacheIndex = knownActions.length;
  38642. knownActions.push( action );
  38643. }
  38644. action._cacheIndex = actions.length;
  38645. actions.push( action );
  38646. actionsForClip.actionByRoot[ rootUuid ] = action;
  38647. }
  38648. _removeInactiveAction( action ) {
  38649. const actions = this._actions,
  38650. lastInactiveAction = actions[ actions.length - 1 ],
  38651. cacheIndex = action._cacheIndex;
  38652. lastInactiveAction._cacheIndex = cacheIndex;
  38653. actions[ cacheIndex ] = lastInactiveAction;
  38654. actions.pop();
  38655. action._cacheIndex = null;
  38656. const clipUuid = action._clip.uuid,
  38657. actionsByClip = this._actionsByClip,
  38658. actionsForClip = actionsByClip[ clipUuid ],
  38659. knownActionsForClip = actionsForClip.knownActions,
  38660. lastKnownAction =
  38661. knownActionsForClip[ knownActionsForClip.length - 1 ],
  38662. byClipCacheIndex = action._byClipCacheIndex;
  38663. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  38664. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  38665. knownActionsForClip.pop();
  38666. action._byClipCacheIndex = null;
  38667. const actionByRoot = actionsForClip.actionByRoot,
  38668. rootUuid = ( action._localRoot || this._root ).uuid;
  38669. delete actionByRoot[ rootUuid ];
  38670. if ( knownActionsForClip.length === 0 ) {
  38671. delete actionsByClip[ clipUuid ];
  38672. }
  38673. this._removeInactiveBindingsForAction( action );
  38674. }
  38675. _removeInactiveBindingsForAction( action ) {
  38676. const bindings = action._propertyBindings;
  38677. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38678. const binding = bindings[ i ];
  38679. if ( -- binding.referenceCount === 0 ) {
  38680. this._removeInactiveBinding( binding );
  38681. }
  38682. }
  38683. }
  38684. _lendAction( action ) {
  38685. // [ active actions | inactive actions ]
  38686. // [ active actions >| inactive actions ]
  38687. // s a
  38688. // <-swap->
  38689. // a s
  38690. const actions = this._actions,
  38691. prevIndex = action._cacheIndex,
  38692. lastActiveIndex = this._nActiveActions ++,
  38693. firstInactiveAction = actions[ lastActiveIndex ];
  38694. action._cacheIndex = lastActiveIndex;
  38695. actions[ lastActiveIndex ] = action;
  38696. firstInactiveAction._cacheIndex = prevIndex;
  38697. actions[ prevIndex ] = firstInactiveAction;
  38698. }
  38699. _takeBackAction( action ) {
  38700. // [ active actions | inactive actions ]
  38701. // [ active actions |< inactive actions ]
  38702. // a s
  38703. // <-swap->
  38704. // s a
  38705. const actions = this._actions,
  38706. prevIndex = action._cacheIndex,
  38707. firstInactiveIndex = -- this._nActiveActions,
  38708. lastActiveAction = actions[ firstInactiveIndex ];
  38709. action._cacheIndex = firstInactiveIndex;
  38710. actions[ firstInactiveIndex ] = action;
  38711. lastActiveAction._cacheIndex = prevIndex;
  38712. actions[ prevIndex ] = lastActiveAction;
  38713. }
  38714. // Memory management for PropertyMixer objects
  38715. _addInactiveBinding( binding, rootUuid, trackName ) {
  38716. const bindingsByRoot = this._bindingsByRootAndName,
  38717. bindings = this._bindings;
  38718. let bindingByName = bindingsByRoot[ rootUuid ];
  38719. if ( bindingByName === undefined ) {
  38720. bindingByName = {};
  38721. bindingsByRoot[ rootUuid ] = bindingByName;
  38722. }
  38723. bindingByName[ trackName ] = binding;
  38724. binding._cacheIndex = bindings.length;
  38725. bindings.push( binding );
  38726. }
  38727. _removeInactiveBinding( binding ) {
  38728. const bindings = this._bindings,
  38729. propBinding = binding.binding,
  38730. rootUuid = propBinding.rootNode.uuid,
  38731. trackName = propBinding.path,
  38732. bindingsByRoot = this._bindingsByRootAndName,
  38733. bindingByName = bindingsByRoot[ rootUuid ],
  38734. lastInactiveBinding = bindings[ bindings.length - 1 ],
  38735. cacheIndex = binding._cacheIndex;
  38736. lastInactiveBinding._cacheIndex = cacheIndex;
  38737. bindings[ cacheIndex ] = lastInactiveBinding;
  38738. bindings.pop();
  38739. delete bindingByName[ trackName ];
  38740. if ( Object.keys( bindingByName ).length === 0 ) {
  38741. delete bindingsByRoot[ rootUuid ];
  38742. }
  38743. }
  38744. _lendBinding( binding ) {
  38745. const bindings = this._bindings,
  38746. prevIndex = binding._cacheIndex,
  38747. lastActiveIndex = this._nActiveBindings ++,
  38748. firstInactiveBinding = bindings[ lastActiveIndex ];
  38749. binding._cacheIndex = lastActiveIndex;
  38750. bindings[ lastActiveIndex ] = binding;
  38751. firstInactiveBinding._cacheIndex = prevIndex;
  38752. bindings[ prevIndex ] = firstInactiveBinding;
  38753. }
  38754. _takeBackBinding( binding ) {
  38755. const bindings = this._bindings,
  38756. prevIndex = binding._cacheIndex,
  38757. firstInactiveIndex = -- this._nActiveBindings,
  38758. lastActiveBinding = bindings[ firstInactiveIndex ];
  38759. binding._cacheIndex = firstInactiveIndex;
  38760. bindings[ firstInactiveIndex ] = binding;
  38761. lastActiveBinding._cacheIndex = prevIndex;
  38762. bindings[ prevIndex ] = lastActiveBinding;
  38763. }
  38764. // Memory management of Interpolants for weight and time scale
  38765. _lendControlInterpolant() {
  38766. const interpolants = this._controlInterpolants,
  38767. lastActiveIndex = this._nActiveControlInterpolants ++;
  38768. let interpolant = interpolants[ lastActiveIndex ];
  38769. if ( interpolant === undefined ) {
  38770. interpolant = new LinearInterpolant(
  38771. new Float32Array( 2 ), new Float32Array( 2 ),
  38772. 1, _controlInterpolantsResultBuffer );
  38773. interpolant.__cacheIndex = lastActiveIndex;
  38774. interpolants[ lastActiveIndex ] = interpolant;
  38775. }
  38776. return interpolant;
  38777. }
  38778. _takeBackControlInterpolant( interpolant ) {
  38779. const interpolants = this._controlInterpolants,
  38780. prevIndex = interpolant.__cacheIndex,
  38781. firstInactiveIndex = -- this._nActiveControlInterpolants,
  38782. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  38783. interpolant.__cacheIndex = firstInactiveIndex;
  38784. interpolants[ firstInactiveIndex ] = interpolant;
  38785. lastActiveInterpolant.__cacheIndex = prevIndex;
  38786. interpolants[ prevIndex ] = lastActiveInterpolant;
  38787. }
  38788. /**
  38789. * Returns an instance of {@link AnimationAction} for the passed clip.
  38790. *
  38791. * If an action fitting the clip and root parameters doesn't yet exist, it
  38792. * will be created by this method. Calling this method several times with the
  38793. * same clip and root parameters always returns the same action.
  38794. *
  38795. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  38796. * @param {Object3D} [optionalRoot] - An alternative root object.
  38797. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  38798. * @return {?AnimationAction} The animation action.
  38799. */
  38800. clipAction( clip, optionalRoot, blendMode ) {
  38801. const root = optionalRoot || this._root,
  38802. rootUuid = root.uuid;
  38803. let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  38804. const clipUuid = clipObject !== null ? clipObject.uuid : clip;
  38805. const actionsForClip = this._actionsByClip[ clipUuid ];
  38806. let prototypeAction = null;
  38807. if ( blendMode === undefined ) {
  38808. if ( clipObject !== null ) {
  38809. blendMode = clipObject.blendMode;
  38810. } else {
  38811. blendMode = NormalAnimationBlendMode;
  38812. }
  38813. }
  38814. if ( actionsForClip !== undefined ) {
  38815. const existingAction = actionsForClip.actionByRoot[ rootUuid ];
  38816. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  38817. return existingAction;
  38818. }
  38819. // we know the clip, so we don't have to parse all
  38820. // the bindings again but can just copy
  38821. prototypeAction = actionsForClip.knownActions[ 0 ];
  38822. // also, take the clip from the prototype action
  38823. if ( clipObject === null )
  38824. clipObject = prototypeAction._clip;
  38825. }
  38826. // clip must be known when specified via string
  38827. if ( clipObject === null ) return null;
  38828. // allocate all resources required to run it
  38829. const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  38830. this._bindAction( newAction, prototypeAction );
  38831. // and make the action known to the memory manager
  38832. this._addInactiveAction( newAction, clipUuid, rootUuid );
  38833. return newAction;
  38834. }
  38835. /**
  38836. * Returns an existing animation action for the passed clip.
  38837. *
  38838. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  38839. * @param {Object3D} [optionalRoot] - An alternative root object.
  38840. * @return {?AnimationAction} The animation action. Returns `null` if no action was found.
  38841. */
  38842. existingAction( clip, optionalRoot ) {
  38843. const root = optionalRoot || this._root,
  38844. rootUuid = root.uuid,
  38845. clipObject = typeof clip === 'string' ?
  38846. AnimationClip.findByName( root, clip ) : clip,
  38847. clipUuid = clipObject ? clipObject.uuid : clip,
  38848. actionsForClip = this._actionsByClip[ clipUuid ];
  38849. if ( actionsForClip !== undefined ) {
  38850. return actionsForClip.actionByRoot[ rootUuid ] || null;
  38851. }
  38852. return null;
  38853. }
  38854. /**
  38855. * Deactivates all previously scheduled actions on this mixer.
  38856. *
  38857. * @return {AnimationMixer} A reference to thi animation mixer.
  38858. */
  38859. stopAllAction() {
  38860. const actions = this._actions,
  38861. nActions = this._nActiveActions;
  38862. for ( let i = nActions - 1; i >= 0; -- i ) {
  38863. actions[ i ].stop();
  38864. }
  38865. return this;
  38866. }
  38867. /**
  38868. * Advances the global mixer time and updates the animation.
  38869. *
  38870. * This is usually done in the render loop by passing the delta
  38871. * time from {@link Clock} or {@link Timer}.
  38872. *
  38873. * @param {number} deltaTime - The delta time in seconds.
  38874. * @return {AnimationMixer} A reference to thi animation mixer.
  38875. */
  38876. update( deltaTime ) {
  38877. deltaTime *= this.timeScale;
  38878. const actions = this._actions,
  38879. nActions = this._nActiveActions,
  38880. time = this.time += deltaTime,
  38881. timeDirection = Math.sign( deltaTime ),
  38882. accuIndex = this._accuIndex ^= 1;
  38883. // run active actions
  38884. for ( let i = 0; i !== nActions; ++ i ) {
  38885. const action = actions[ i ];
  38886. action._update( time, deltaTime, timeDirection, accuIndex );
  38887. }
  38888. // update scene graph
  38889. const bindings = this._bindings,
  38890. nBindings = this._nActiveBindings;
  38891. for ( let i = 0; i !== nBindings; ++ i ) {
  38892. bindings[ i ].apply( accuIndex );
  38893. }
  38894. return this;
  38895. }
  38896. /**
  38897. * Sets the global mixer to a specific time and updates the animation accordingly.
  38898. *
  38899. * This is useful when you need to jump to an exact time in an animation. The
  38900. * input parameter will be scaled by {@link AnimationMixer#timeScale}
  38901. *
  38902. * @param {number} time - The time to set in seconds.
  38903. * @return {AnimationMixer} A reference to thi animation mixer.
  38904. */
  38905. setTime( time ) {
  38906. this.time = 0; // Zero out time attribute for AnimationMixer object;
  38907. for ( let i = 0; i < this._actions.length; i ++ ) {
  38908. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  38909. }
  38910. return this.update( time ); // Update used to set exact time. Returns "this" AnimationMixer object.
  38911. }
  38912. /**
  38913. * Returns this mixer's root object.
  38914. *
  38915. * @return {Object3D} The mixer's root object.
  38916. */
  38917. getRoot() {
  38918. return this._root;
  38919. }
  38920. /**
  38921. * Deallocates all memory resources for a clip. Before using this method make
  38922. * sure to call {@link AnimationAction#stop} for all related actions.
  38923. *
  38924. * @param {AnimationClip} clip - The clip to uncache.
  38925. */
  38926. uncacheClip( clip ) {
  38927. const actions = this._actions,
  38928. clipUuid = clip.uuid,
  38929. actionsByClip = this._actionsByClip,
  38930. actionsForClip = actionsByClip[ clipUuid ];
  38931. if ( actionsForClip !== undefined ) {
  38932. // note: just calling _removeInactiveAction would mess up the
  38933. // iteration state and also require updating the state we can
  38934. // just throw away
  38935. const actionsToRemove = actionsForClip.knownActions;
  38936. for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  38937. const action = actionsToRemove[ i ];
  38938. this._deactivateAction( action );
  38939. const cacheIndex = action._cacheIndex,
  38940. lastInactiveAction = actions[ actions.length - 1 ];
  38941. action._cacheIndex = null;
  38942. action._byClipCacheIndex = null;
  38943. lastInactiveAction._cacheIndex = cacheIndex;
  38944. actions[ cacheIndex ] = lastInactiveAction;
  38945. actions.pop();
  38946. this._removeInactiveBindingsForAction( action );
  38947. }
  38948. delete actionsByClip[ clipUuid ];
  38949. }
  38950. }
  38951. /**
  38952. * Deallocates all memory resources for a root object. Before using this
  38953. * method make sure to call {@link AnimationAction#stop} for all related
  38954. * actions or alternatively {@link AnimationMixer#stopAllAction} when the
  38955. * mixer operates on a single root.
  38956. *
  38957. * @param {Object3D} root - The root object to uncache.
  38958. */
  38959. uncacheRoot( root ) {
  38960. const rootUuid = root.uuid,
  38961. actionsByClip = this._actionsByClip;
  38962. for ( const clipUuid in actionsByClip ) {
  38963. const actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  38964. action = actionByRoot[ rootUuid ];
  38965. if ( action !== undefined ) {
  38966. this._deactivateAction( action );
  38967. this._removeInactiveAction( action );
  38968. }
  38969. }
  38970. const bindingsByRoot = this._bindingsByRootAndName,
  38971. bindingByName = bindingsByRoot[ rootUuid ];
  38972. if ( bindingByName !== undefined ) {
  38973. for ( const trackName in bindingByName ) {
  38974. const binding = bindingByName[ trackName ];
  38975. binding.restoreOriginalState();
  38976. this._removeInactiveBinding( binding );
  38977. }
  38978. }
  38979. }
  38980. /**
  38981. * Deallocates all memory resources for an action. The action is identified by the
  38982. * given clip and an optional root object. Before using this method make
  38983. * sure to call {@link AnimationAction#stop} to deactivate the action.
  38984. *
  38985. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  38986. * @param {Object3D} [optionalRoot] - An alternative root object.
  38987. */
  38988. uncacheAction( clip, optionalRoot ) {
  38989. const action = this.existingAction( clip, optionalRoot );
  38990. if ( action !== null ) {
  38991. this._deactivateAction( action );
  38992. this._removeInactiveAction( action );
  38993. }
  38994. }
  38995. }
  38996. /**
  38997. * Represents a 3D render target.
  38998. *
  38999. * @augments RenderTarget
  39000. */
  39001. class RenderTarget3D extends RenderTarget {
  39002. /**
  39003. * Constructs a new 3D render target.
  39004. *
  39005. * @param {number} [width=1] - The width of the render target.
  39006. * @param {number} [height=1] - The height of the render target.
  39007. * @param {number} [depth=1] - The height of the render target.
  39008. * @param {RenderTarget~Options} [options] - The configuration object.
  39009. */
  39010. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  39011. super( width, height, options );
  39012. /**
  39013. * This flag can be used for type testing.
  39014. *
  39015. * @type {boolean}
  39016. * @readonly
  39017. * @default true
  39018. */
  39019. this.isRenderTarget3D = true;
  39020. this.depth = depth;
  39021. /**
  39022. * Overwritten with a different texture type.
  39023. *
  39024. * @type {Data3DTexture}
  39025. */
  39026. this.texture = new Data3DTexture( null, width, height, depth );
  39027. this._setTextureOptions( options );
  39028. this.texture.isRenderTargetTexture = true;
  39029. }
  39030. }
  39031. /**
  39032. * Represents a uniform which is a global shader variable. They are passed to shader programs.
  39033. *
  39034. * When declaring a uniform of a {@link ShaderMaterial}, it is declared by value or by object.
  39035. * ```js
  39036. * uniforms: {
  39037. * time: { value: 1.0 },
  39038. * resolution: new Uniform( new Vector2() )
  39039. * };
  39040. * ```
  39041. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  39042. * in {@link WebGLRenderer}.
  39043. */
  39044. class Uniform {
  39045. /**
  39046. * Constructs a new uniform.
  39047. *
  39048. * @param {any} value - The uniform value.
  39049. */
  39050. constructor( value ) {
  39051. /**
  39052. * The uniform value.
  39053. *
  39054. * @type {any}
  39055. */
  39056. this.value = value;
  39057. }
  39058. /**
  39059. * Returns a new uniform with copied values from this instance.
  39060. * If the value has a `clone()` method, the value is cloned as well.
  39061. *
  39062. * @return {Uniform} A clone of this instance.
  39063. */
  39064. clone() {
  39065. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  39066. }
  39067. }
  39068. let _id = 0;
  39069. /**
  39070. * A class for managing multiple uniforms in a single group. The renderer will process
  39071. * such a definition as a single UBO.
  39072. *
  39073. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  39074. * in {@link WebGLRenderer}.
  39075. *
  39076. * @augments EventDispatcher
  39077. */
  39078. class UniformsGroup extends EventDispatcher {
  39079. /**
  39080. * Constructs a new uniforms group.
  39081. */
  39082. constructor() {
  39083. super();
  39084. /**
  39085. * This flag can be used for type testing.
  39086. *
  39087. * @type {boolean}
  39088. * @readonly
  39089. * @default true
  39090. */
  39091. this.isUniformsGroup = true;
  39092. /**
  39093. * The ID of the 3D object.
  39094. *
  39095. * @name UniformsGroup#id
  39096. * @type {number}
  39097. * @readonly
  39098. */
  39099. Object.defineProperty( this, 'id', { value: _id ++ } );
  39100. /**
  39101. * The name of the uniforms group.
  39102. *
  39103. * @type {string}
  39104. */
  39105. this.name = '';
  39106. /**
  39107. * The buffer usage.
  39108. *
  39109. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  39110. * @default StaticDrawUsage
  39111. */
  39112. this.usage = StaticDrawUsage;
  39113. /**
  39114. * An array holding the uniforms.
  39115. *
  39116. * @type {Array<Uniform>}
  39117. */
  39118. this.uniforms = [];
  39119. }
  39120. /**
  39121. * Adds the given uniform to this uniforms group.
  39122. *
  39123. * @param {Uniform} uniform - The uniform to add.
  39124. * @return {UniformsGroup} A reference to this uniforms group.
  39125. */
  39126. add( uniform ) {
  39127. this.uniforms.push( uniform );
  39128. return this;
  39129. }
  39130. /**
  39131. * Removes the given uniform from this uniforms group.
  39132. *
  39133. * @param {Uniform} uniform - The uniform to remove.
  39134. * @return {UniformsGroup} A reference to this uniforms group.
  39135. */
  39136. remove( uniform ) {
  39137. const index = this.uniforms.indexOf( uniform );
  39138. if ( index !== -1 ) this.uniforms.splice( index, 1 );
  39139. return this;
  39140. }
  39141. /**
  39142. * Sets the name of this uniforms group.
  39143. *
  39144. * @param {string} name - The name to set.
  39145. * @return {UniformsGroup} A reference to this uniforms group.
  39146. */
  39147. setName( name ) {
  39148. this.name = name;
  39149. return this;
  39150. }
  39151. /**
  39152. * Sets the usage of this uniforms group.
  39153. *
  39154. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  39155. * @return {UniformsGroup} A reference to this uniforms group.
  39156. */
  39157. setUsage( value ) {
  39158. this.usage = value;
  39159. return this;
  39160. }
  39161. /**
  39162. * Frees the GPU-related resources allocated by this instance. Call this
  39163. * method whenever this instance is no longer used in your app.
  39164. *
  39165. * @fires Texture#dispose
  39166. */
  39167. dispose() {
  39168. this.dispatchEvent( { type: 'dispose' } );
  39169. }
  39170. /**
  39171. * Copies the values of the given uniforms group to this instance.
  39172. *
  39173. * @param {UniformsGroup} source - The uniforms group to copy.
  39174. * @return {UniformsGroup} A reference to this uniforms group.
  39175. */
  39176. copy( source ) {
  39177. this.name = source.name;
  39178. this.usage = source.usage;
  39179. const uniformsSource = source.uniforms;
  39180. this.uniforms.length = 0;
  39181. for ( let i = 0, l = uniformsSource.length; i < l; i ++ ) {
  39182. const uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ];
  39183. for ( let j = 0; j < uniforms.length; j ++ ) {
  39184. this.uniforms.push( uniforms[ j ].clone() );
  39185. }
  39186. }
  39187. return this;
  39188. }
  39189. /**
  39190. * Returns a new uniforms group with copied values from this instance.
  39191. *
  39192. * @return {UniformsGroup} A clone of this instance.
  39193. */
  39194. clone() {
  39195. return new this.constructor().copy( this );
  39196. }
  39197. }
  39198. /**
  39199. * An instanced version of an interleaved buffer.
  39200. *
  39201. * @augments InterleavedBuffer
  39202. */
  39203. class InstancedInterleavedBuffer extends InterleavedBuffer {
  39204. /**
  39205. * Constructs a new instanced interleaved buffer.
  39206. *
  39207. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  39208. * @param {number} stride - The number of typed-array elements per vertex.
  39209. * @param {number} [meshPerAttribute=1] - Defines how often a value of this interleaved buffer should be repeated.
  39210. */
  39211. constructor( array, stride, meshPerAttribute = 1 ) {
  39212. super( array, stride );
  39213. /**
  39214. * This flag can be used for type testing.
  39215. *
  39216. * @type {boolean}
  39217. * @readonly
  39218. * @default true
  39219. */
  39220. this.isInstancedInterleavedBuffer = true;
  39221. /**
  39222. * Defines how often a value of this buffer attribute should be repeated,
  39223. * see {@link InstancedBufferAttribute#meshPerAttribute}.
  39224. *
  39225. * @type {number}
  39226. * @default 1
  39227. */
  39228. this.meshPerAttribute = meshPerAttribute;
  39229. }
  39230. copy( source ) {
  39231. super.copy( source );
  39232. this.meshPerAttribute = source.meshPerAttribute;
  39233. return this;
  39234. }
  39235. clone( data ) {
  39236. const ib = super.clone( data );
  39237. ib.meshPerAttribute = this.meshPerAttribute;
  39238. return ib;
  39239. }
  39240. toJSON( data ) {
  39241. const json = super.toJSON( data );
  39242. json.isInstancedInterleavedBuffer = true;
  39243. json.meshPerAttribute = this.meshPerAttribute;
  39244. return json;
  39245. }
  39246. }
  39247. /**
  39248. * An alternative version of a buffer attribute with more control over the VBO.
  39249. *
  39250. * The renderer does not construct a VBO for this kind of attribute. Instead, it uses
  39251. * whatever VBO is passed in constructor and can later be altered via the `buffer` property.
  39252. *
  39253. * The most common use case for this class is when some kind of GPGPU calculation interferes
  39254. * or even produces the VBOs in question.
  39255. *
  39256. * Notice that this class can only be used with {@link WebGLRenderer}.
  39257. */
  39258. class GLBufferAttribute {
  39259. /**
  39260. * Constructs a new GL buffer attribute.
  39261. *
  39262. * @param {WebGLBuffer} buffer - The native WebGL buffer.
  39263. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  39264. * @param {number} itemSize - The item size.
  39265. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  39266. * @param {number} count - The expected number of vertices in VBO.
  39267. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  39268. */
  39269. constructor( buffer, type, itemSize, elementSize, count, normalized = false ) {
  39270. /**
  39271. * This flag can be used for type testing.
  39272. *
  39273. * @type {boolean}
  39274. * @readonly
  39275. * @default true
  39276. */
  39277. this.isGLBufferAttribute = true;
  39278. /**
  39279. * The name of the buffer attribute.
  39280. *
  39281. * @type {string}
  39282. */
  39283. this.name = '';
  39284. /**
  39285. * The native WebGL buffer.
  39286. *
  39287. * @type {WebGLBuffer}
  39288. */
  39289. this.buffer = buffer;
  39290. /**
  39291. * The native data type.
  39292. *
  39293. * @type {number}
  39294. */
  39295. this.type = type;
  39296. /**
  39297. * The item size, see {@link BufferAttribute#itemSize}.
  39298. *
  39299. * @type {number}
  39300. */
  39301. this.itemSize = itemSize;
  39302. /**
  39303. * The corresponding size (in bytes) for the given `type` parameter.
  39304. *
  39305. * @type {number}
  39306. */
  39307. this.elementSize = elementSize;
  39308. /**
  39309. * The expected number of vertices in VBO.
  39310. *
  39311. * @type {number}
  39312. */
  39313. this.count = count;
  39314. /**
  39315. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  39316. * the values in the GLSL code. For instance, if `buffer` contains data of `gl.UNSIGNED_SHORT`,
  39317. * and `normalized` is `true`, the values `0 - +65535` in the buffer data will be mapped to
  39318. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  39319. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  39320. *
  39321. * @type {boolean}
  39322. */
  39323. this.normalized = normalized;
  39324. /**
  39325. * A version number, incremented every time the `needsUpdate` is set to `true`.
  39326. *
  39327. * @type {number}
  39328. */
  39329. this.version = 0;
  39330. }
  39331. /**
  39332. * Flag to indicate that this attribute has changed and should be re-sent to
  39333. * the GPU. Set this to `true` when you modify the value of the array.
  39334. *
  39335. * @type {number}
  39336. * @default false
  39337. * @param {boolean} value
  39338. */
  39339. set needsUpdate( value ) {
  39340. if ( value === true ) this.version ++;
  39341. }
  39342. /**
  39343. * Sets the given native WebGL buffer.
  39344. *
  39345. * @param {WebGLBuffer} buffer - The buffer to set.
  39346. * @return {BufferAttribute} A reference to this instance.
  39347. */
  39348. setBuffer( buffer ) {
  39349. this.buffer = buffer;
  39350. return this;
  39351. }
  39352. /**
  39353. * Sets the given native data type and element size.
  39354. *
  39355. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  39356. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  39357. * @return {BufferAttribute} A reference to this instance.
  39358. */
  39359. setType( type, elementSize ) {
  39360. this.type = type;
  39361. this.elementSize = elementSize;
  39362. return this;
  39363. }
  39364. /**
  39365. * Sets the item size.
  39366. *
  39367. * @param {number} itemSize - The item size.
  39368. * @return {BufferAttribute} A reference to this instance.
  39369. */
  39370. setItemSize( itemSize ) {
  39371. this.itemSize = itemSize;
  39372. return this;
  39373. }
  39374. /**
  39375. * Sets the count (the expected number of vertices in VBO).
  39376. *
  39377. * @param {number} count - The count.
  39378. * @return {BufferAttribute} A reference to this instance.
  39379. */
  39380. setCount( count ) {
  39381. this.count = count;
  39382. return this;
  39383. }
  39384. }
  39385. const _matrix = /*@__PURE__*/ new Matrix4();
  39386. /**
  39387. * This class is designed to assist with raycasting. Raycasting is used for
  39388. * mouse picking (working out what objects in the 3d space the mouse is over)
  39389. * amongst other things.
  39390. */
  39391. class Raycaster {
  39392. /**
  39393. * Constructs a new raycaster.
  39394. *
  39395. * @param {Vector3} origin - The origin vector where the ray casts from.
  39396. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  39397. * @param {number} [near=0] - All results returned are further away than near. Near can't be negative.
  39398. * @param {number} [far=Infinity] - All results returned are closer than far. Far can't be lower than near.
  39399. */
  39400. constructor( origin, direction, near = 0, far = Infinity ) {
  39401. /**
  39402. * The ray used for raycasting.
  39403. *
  39404. * @type {Ray}
  39405. */
  39406. this.ray = new Ray( origin, direction );
  39407. /**
  39408. * All results returned are further away than near. Near can't be negative.
  39409. *
  39410. * @type {number}
  39411. * @default 0
  39412. */
  39413. this.near = near;
  39414. /**
  39415. * All results returned are further away than near. Near can't be negative.
  39416. *
  39417. * @type {number}
  39418. * @default Infinity
  39419. */
  39420. this.far = far;
  39421. /**
  39422. * The camera to use when raycasting against view-dependent objects such as
  39423. * billboarded objects like sprites. This field can be set manually or
  39424. * is set when calling `setFromCamera()`.
  39425. *
  39426. * @type {?Camera}
  39427. * @default null
  39428. */
  39429. this.camera = null;
  39430. /**
  39431. * Allows to selectively ignore 3D objects when performing intersection tests.
  39432. * The following code example ensures that only 3D objects on layer `1` will be
  39433. * honored by raycaster.
  39434. * ```js
  39435. * raycaster.layers.set( 1 );
  39436. * object.layers.enable( 1 );
  39437. * ```
  39438. *
  39439. * @type {Layers}
  39440. */
  39441. this.layers = new Layers();
  39442. /**
  39443. * A parameter object that configures the raycasting. It has the structure:
  39444. *
  39445. * ```
  39446. * {
  39447. * Mesh: {},
  39448. * Line: { threshold: 1 },
  39449. * LOD: {},
  39450. * Points: { threshold: 1 },
  39451. * Sprite: {}
  39452. * }
  39453. * ```
  39454. * Where `threshold` is the precision of the raycaster when intersecting objects, in world units.
  39455. *
  39456. * @type {Object}
  39457. */
  39458. this.params = {
  39459. Mesh: {},
  39460. Line: { threshold: 1 },
  39461. LOD: {},
  39462. Points: { threshold: 1 },
  39463. Sprite: {}
  39464. };
  39465. }
  39466. /**
  39467. * Updates the ray with a new origin and direction by copying the values from the arguments.
  39468. *
  39469. * @param {Vector3} origin - The origin vector where the ray casts from.
  39470. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  39471. */
  39472. set( origin, direction ) {
  39473. // direction is assumed to be normalized (for accurate distance calculations)
  39474. this.ray.set( origin, direction );
  39475. }
  39476. /**
  39477. * Uses the given coordinates and camera to compute a new origin and direction for the internal ray.
  39478. *
  39479. * @param {Vector2} coords - 2D coordinates of the mouse, in normalized device coordinates (NDC).
  39480. * X and Y components should be between `-1` and `1`.
  39481. * @param {Camera} camera - The camera from which the ray should originate.
  39482. */
  39483. setFromCamera( coords, camera ) {
  39484. if ( camera.isPerspectiveCamera ) {
  39485. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  39486. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  39487. this.camera = camera;
  39488. } else if ( camera.isOrthographicCamera ) {
  39489. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  39490. this.ray.direction.set( 0, 0, -1 ).transformDirection( camera.matrixWorld );
  39491. this.camera = camera;
  39492. } else {
  39493. console.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type );
  39494. }
  39495. }
  39496. /**
  39497. * Uses the given WebXR controller to compute a new origin and direction for the internal ray.
  39498. *
  39499. * @param {WebXRController} controller - The controller to copy the position and direction from.
  39500. * @return {Raycaster} A reference to this raycaster.
  39501. */
  39502. setFromXRController( controller ) {
  39503. _matrix.identity().extractRotation( controller.matrixWorld );
  39504. this.ray.origin.setFromMatrixPosition( controller.matrixWorld );
  39505. this.ray.direction.set( 0, 0, -1 ).applyMatrix4( _matrix );
  39506. return this;
  39507. }
  39508. /**
  39509. * The intersection point of a raycaster intersection test.
  39510. * @typedef {Object} Raycaster~Intersection
  39511. * @property {number} distance - The distance from the ray's origin to the intersection point.
  39512. * @property {number} distanceToRay - Some 3D objects e.g. {@link Points} provide the distance of the
  39513. * intersection to the nearest point on the ray. For other objects it will be `undefined`.
  39514. * @property {Vector3} point - The intersection point, in world coordinates.
  39515. * @property {Object} face - The face that has been intersected.
  39516. * @property {number} faceIndex - The face index.
  39517. * @property {Object3D} object - The 3D object that has been intersected.
  39518. * @property {Vector2} uv - U,V coordinates at point of intersection.
  39519. * @property {Vector2} uv1 - Second set of U,V coordinates at point of intersection.
  39520. * @property {Vector3} uv1 - Interpolated normal vector at point of intersection.
  39521. * @property {number} instanceId - The index number of the instance where the ray
  39522. * intersects the {@link InstancedMesh}.
  39523. */
  39524. /**
  39525. * Checks all intersection between the ray and the object with or without the
  39526. * descendants. Intersections are returned sorted by distance, closest first.
  39527. *
  39528. * `Raycaster` delegates to the `raycast()` method of the passed 3D object, when
  39529. * evaluating whether the ray intersects the object or not. This allows meshes to respond
  39530. * differently to ray casting than lines or points.
  39531. *
  39532. * Note that for meshes, faces must be pointed towards the origin of the ray in order
  39533. * to be detected; intersections of the ray passing through the back of a face will not
  39534. * be detected. To raycast against both faces of an object, you'll want to set {@link Material#side}
  39535. * to `THREE.DoubleSide`.
  39536. *
  39537. * @param {Object3D} object - The 3D object to check for intersection with the ray.
  39538. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  39539. * Otherwise it only checks intersection with the object.
  39540. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  39541. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  39542. */
  39543. intersectObject( object, recursive = true, intersects = [] ) {
  39544. intersect( object, this, intersects, recursive );
  39545. intersects.sort( ascSort );
  39546. return intersects;
  39547. }
  39548. /**
  39549. * Checks all intersection between the ray and the objects with or without
  39550. * the descendants. Intersections are returned sorted by distance, closest first.
  39551. *
  39552. * @param {Array<Object3D>} objects - The 3D objects to check for intersection with the ray.
  39553. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  39554. * Otherwise it only checks intersection with the object.
  39555. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  39556. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  39557. */
  39558. intersectObjects( objects, recursive = true, intersects = [] ) {
  39559. for ( let i = 0, l = objects.length; i < l; i ++ ) {
  39560. intersect( objects[ i ], this, intersects, recursive );
  39561. }
  39562. intersects.sort( ascSort );
  39563. return intersects;
  39564. }
  39565. }
  39566. function ascSort( a, b ) {
  39567. return a.distance - b.distance;
  39568. }
  39569. function intersect( object, raycaster, intersects, recursive ) {
  39570. let propagate = true;
  39571. if ( object.layers.test( raycaster.layers ) ) {
  39572. const result = object.raycast( raycaster, intersects );
  39573. if ( result === false ) propagate = false;
  39574. }
  39575. if ( propagate === true && recursive === true ) {
  39576. const children = object.children;
  39577. for ( let i = 0, l = children.length; i < l; i ++ ) {
  39578. intersect( children[ i ], raycaster, intersects, true );
  39579. }
  39580. }
  39581. }
  39582. /**
  39583. * This class can be used to represent points in 3D space as
  39584. * [Spherical coordinates]{@link https://en.wikipedia.org/wiki/Spherical_coordinate_system}.
  39585. */
  39586. class Spherical {
  39587. /**
  39588. * Constructs a new spherical.
  39589. *
  39590. * @param {number} [radius=1] - The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  39591. * @param {number} [phi=0] - The polar angle in radians from the y (up) axis.
  39592. * @param {number} [theta=0] - The equator/azimuthal angle in radians around the y (up) axis.
  39593. */
  39594. constructor( radius = 1, phi = 0, theta = 0 ) {
  39595. /**
  39596. * The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  39597. *
  39598. * @type {number}
  39599. * @default 1
  39600. */
  39601. this.radius = radius;
  39602. /**
  39603. * The polar angle in radians from the y (up) axis.
  39604. *
  39605. * @type {number}
  39606. * @default 0
  39607. */
  39608. this.phi = phi;
  39609. /**
  39610. * The equator/azimuthal angle in radians around the y (up) axis.
  39611. *
  39612. * @type {number}
  39613. * @default 0
  39614. */
  39615. this.theta = theta;
  39616. }
  39617. /**
  39618. * Sets the spherical components by copying the given values.
  39619. *
  39620. * @param {number} radius - The radius.
  39621. * @param {number} phi - The polar angle.
  39622. * @param {number} theta - The azimuthal angle.
  39623. * @return {Spherical} A reference to this spherical.
  39624. */
  39625. set( radius, phi, theta ) {
  39626. this.radius = radius;
  39627. this.phi = phi;
  39628. this.theta = theta;
  39629. return this;
  39630. }
  39631. /**
  39632. * Copies the values of the given spherical to this instance.
  39633. *
  39634. * @param {Spherical} other - The spherical to copy.
  39635. * @return {Spherical} A reference to this spherical.
  39636. */
  39637. copy( other ) {
  39638. this.radius = other.radius;
  39639. this.phi = other.phi;
  39640. this.theta = other.theta;
  39641. return this;
  39642. }
  39643. /**
  39644. * Restricts the polar angle [page:.phi phi] to be between `0.000001` and pi -
  39645. * `0.000001`.
  39646. *
  39647. * @return {Spherical} A reference to this spherical.
  39648. */
  39649. makeSafe() {
  39650. const EPS = 0.000001;
  39651. this.phi = clamp( this.phi, EPS, Math.PI - EPS );
  39652. return this;
  39653. }
  39654. /**
  39655. * Sets the spherical components from the given vector which is assumed to hold
  39656. * Cartesian coordinates.
  39657. *
  39658. * @param {Vector3} v - The vector to set.
  39659. * @return {Spherical} A reference to this spherical.
  39660. */
  39661. setFromVector3( v ) {
  39662. return this.setFromCartesianCoords( v.x, v.y, v.z );
  39663. }
  39664. /**
  39665. * Sets the spherical components from the given Cartesian coordinates.
  39666. *
  39667. * @param {number} x - The x value.
  39668. * @param {number} y - The x value.
  39669. * @param {number} z - The x value.
  39670. * @return {Spherical} A reference to this spherical.
  39671. */
  39672. setFromCartesianCoords( x, y, z ) {
  39673. this.radius = Math.sqrt( x * x + y * y + z * z );
  39674. if ( this.radius === 0 ) {
  39675. this.theta = 0;
  39676. this.phi = 0;
  39677. } else {
  39678. this.theta = Math.atan2( x, z );
  39679. this.phi = Math.acos( clamp( y / this.radius, -1, 1 ) );
  39680. }
  39681. return this;
  39682. }
  39683. /**
  39684. * Returns a new spherical with copied values from this instance.
  39685. *
  39686. * @return {Spherical} A clone of this instance.
  39687. */
  39688. clone() {
  39689. return new this.constructor().copy( this );
  39690. }
  39691. }
  39692. /**
  39693. * This class can be used to represent points in 3D space as
  39694. * [Cylindrical coordinates]{@link https://en.wikipedia.org/wiki/Cylindrical_coordinate_system}.
  39695. */
  39696. class Cylindrical {
  39697. /**
  39698. * Constructs a new cylindrical.
  39699. *
  39700. * @param {number} [radius=1] - The distance from the origin to a point in the x-z plane.
  39701. * @param {number} [theta=0] - A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  39702. * @param {number} [y=0] - The height above the x-z plane.
  39703. */
  39704. constructor( radius = 1, theta = 0, y = 0 ) {
  39705. /**
  39706. * The distance from the origin to a point in the x-z plane.
  39707. *
  39708. * @type {number}
  39709. * @default 1
  39710. */
  39711. this.radius = radius;
  39712. /**
  39713. * A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  39714. *
  39715. * @type {number}
  39716. * @default 0
  39717. */
  39718. this.theta = theta;
  39719. /**
  39720. * The height above the x-z plane.
  39721. *
  39722. * @type {number}
  39723. * @default 0
  39724. */
  39725. this.y = y;
  39726. }
  39727. /**
  39728. * Sets the cylindrical components by copying the given values.
  39729. *
  39730. * @param {number} radius - The radius.
  39731. * @param {number} theta - The theta angle.
  39732. * @param {number} y - The height value.
  39733. * @return {Cylindrical} A reference to this cylindrical.
  39734. */
  39735. set( radius, theta, y ) {
  39736. this.radius = radius;
  39737. this.theta = theta;
  39738. this.y = y;
  39739. return this;
  39740. }
  39741. /**
  39742. * Copies the values of the given cylindrical to this instance.
  39743. *
  39744. * @param {Cylindrical} other - The cylindrical to copy.
  39745. * @return {Cylindrical} A reference to this cylindrical.
  39746. */
  39747. copy( other ) {
  39748. this.radius = other.radius;
  39749. this.theta = other.theta;
  39750. this.y = other.y;
  39751. return this;
  39752. }
  39753. /**
  39754. * Sets the cylindrical components from the given vector which is assumed to hold
  39755. * Cartesian coordinates.
  39756. *
  39757. * @param {Vector3} v - The vector to set.
  39758. * @return {Cylindrical} A reference to this cylindrical.
  39759. */
  39760. setFromVector3( v ) {
  39761. return this.setFromCartesianCoords( v.x, v.y, v.z );
  39762. }
  39763. /**
  39764. * Sets the cylindrical components from the given Cartesian coordinates.
  39765. *
  39766. * @param {number} x - The x value.
  39767. * @param {number} y - The x value.
  39768. * @param {number} z - The x value.
  39769. * @return {Cylindrical} A reference to this cylindrical.
  39770. */
  39771. setFromCartesianCoords( x, y, z ) {
  39772. this.radius = Math.sqrt( x * x + z * z );
  39773. this.theta = Math.atan2( x, z );
  39774. this.y = y;
  39775. return this;
  39776. }
  39777. /**
  39778. * Returns a new cylindrical with copied values from this instance.
  39779. *
  39780. * @return {Cylindrical} A clone of this instance.
  39781. */
  39782. clone() {
  39783. return new this.constructor().copy( this );
  39784. }
  39785. }
  39786. /**
  39787. * Represents a 2x2 matrix.
  39788. *
  39789. * A Note on Row-Major and Column-Major Ordering:
  39790. *
  39791. * The constructor and {@link Matrix2#set} method take arguments in
  39792. * [row-major]{@link https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order}
  39793. * order, while internally they are stored in the {@link Matrix2#elements} array in column-major order.
  39794. * This means that calling:
  39795. * ```js
  39796. * const m = new THREE.Matrix2();
  39797. * m.set( 11, 12,
  39798. * 21, 22 );
  39799. * ```
  39800. * will result in the elements array containing:
  39801. * ```js
  39802. * m.elements = [ 11, 21,
  39803. * 12, 22 ];
  39804. * ```
  39805. * and internally all calculations are performed using column-major ordering.
  39806. * However, as the actual ordering makes no difference mathematically and
  39807. * most people are used to thinking about matrices in row-major order, the
  39808. * three.js documentation shows matrices in row-major order. Just bear in
  39809. * mind that if you are reading the source code, you'll have to take the
  39810. * transpose of any matrices outlined here to make sense of the calculations.
  39811. */
  39812. class Matrix2 {
  39813. /**
  39814. * Constructs a new 2x2 matrix. The arguments are supposed to be
  39815. * in row-major order. If no arguments are provided, the constructor
  39816. * initializes the matrix as an identity matrix.
  39817. *
  39818. * @param {number} [n11] - 1-1 matrix element.
  39819. * @param {number} [n12] - 1-2 matrix element.
  39820. * @param {number} [n21] - 2-1 matrix element.
  39821. * @param {number} [n22] - 2-2 matrix element.
  39822. */
  39823. constructor( n11, n12, n21, n22 ) {
  39824. /**
  39825. * This flag can be used for type testing.
  39826. *
  39827. * @type {boolean}
  39828. * @readonly
  39829. * @default true
  39830. */
  39831. Matrix2.prototype.isMatrix2 = true;
  39832. /**
  39833. * A column-major list of matrix values.
  39834. *
  39835. * @type {Array<number>}
  39836. */
  39837. this.elements = [
  39838. 1, 0,
  39839. 0, 1,
  39840. ];
  39841. if ( n11 !== undefined ) {
  39842. this.set( n11, n12, n21, n22 );
  39843. }
  39844. }
  39845. /**
  39846. * Sets this matrix to the 2x2 identity matrix.
  39847. *
  39848. * @return {Matrix2} A reference to this matrix.
  39849. */
  39850. identity() {
  39851. this.set(
  39852. 1, 0,
  39853. 0, 1,
  39854. );
  39855. return this;
  39856. }
  39857. /**
  39858. * Sets the elements of the matrix from the given array.
  39859. *
  39860. * @param {Array<number>} array - The matrix elements in column-major order.
  39861. * @param {number} [offset=0] - Index of the first element in the array.
  39862. * @return {Matrix2} A reference to this matrix.
  39863. */
  39864. fromArray( array, offset = 0 ) {
  39865. for ( let i = 0; i < 4; i ++ ) {
  39866. this.elements[ i ] = array[ i + offset ];
  39867. }
  39868. return this;
  39869. }
  39870. /**
  39871. * Sets the elements of the matrix.The arguments are supposed to be
  39872. * in row-major order.
  39873. *
  39874. * @param {number} n11 - 1-1 matrix element.
  39875. * @param {number} n12 - 1-2 matrix element.
  39876. * @param {number} n21 - 2-1 matrix element.
  39877. * @param {number} n22 - 2-2 matrix element.
  39878. * @return {Matrix2} A reference to this matrix.
  39879. */
  39880. set( n11, n12, n21, n22 ) {
  39881. const te = this.elements;
  39882. te[ 0 ] = n11; te[ 2 ] = n12;
  39883. te[ 1 ] = n21; te[ 3 ] = n22;
  39884. return this;
  39885. }
  39886. }
  39887. const _vector$4 = /*@__PURE__*/ new Vector2();
  39888. /**
  39889. * Represents an axis-aligned bounding box (AABB) in 2D space.
  39890. */
  39891. class Box2 {
  39892. /**
  39893. * Constructs a new bounding box.
  39894. *
  39895. * @param {Vector2} [min=(Infinity,Infinity)] - A vector representing the lower boundary of the box.
  39896. * @param {Vector2} [max=(-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  39897. */
  39898. constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {
  39899. /**
  39900. * This flag can be used for type testing.
  39901. *
  39902. * @type {boolean}
  39903. * @readonly
  39904. * @default true
  39905. */
  39906. this.isBox2 = true;
  39907. /**
  39908. * The lower boundary of the box.
  39909. *
  39910. * @type {Vector2}
  39911. */
  39912. this.min = min;
  39913. /**
  39914. * The upper boundary of the box.
  39915. *
  39916. * @type {Vector2}
  39917. */
  39918. this.max = max;
  39919. }
  39920. /**
  39921. * Sets the lower and upper boundaries of this box.
  39922. * Please note that this method only copies the values from the given objects.
  39923. *
  39924. * @param {Vector2} min - The lower boundary of the box.
  39925. * @param {Vector2} max - The upper boundary of the box.
  39926. * @return {Box2} A reference to this bounding box.
  39927. */
  39928. set( min, max ) {
  39929. this.min.copy( min );
  39930. this.max.copy( max );
  39931. return this;
  39932. }
  39933. /**
  39934. * Sets the upper and lower bounds of this box so it encloses the position data
  39935. * in the given array.
  39936. *
  39937. * @param {Array<Vector2>} points - An array holding 2D position data as instances of {@link Vector2}.
  39938. * @return {Box2} A reference to this bounding box.
  39939. */
  39940. setFromPoints( points ) {
  39941. this.makeEmpty();
  39942. for ( let i = 0, il = points.length; i < il; i ++ ) {
  39943. this.expandByPoint( points[ i ] );
  39944. }
  39945. return this;
  39946. }
  39947. /**
  39948. * Centers this box on the given center vector and sets this box's width, height and
  39949. * depth to the given size values.
  39950. *
  39951. * @param {Vector2} center - The center of the box.
  39952. * @param {Vector2} size - The x and y dimensions of the box.
  39953. * @return {Box2} A reference to this bounding box.
  39954. */
  39955. setFromCenterAndSize( center, size ) {
  39956. const halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );
  39957. this.min.copy( center ).sub( halfSize );
  39958. this.max.copy( center ).add( halfSize );
  39959. return this;
  39960. }
  39961. /**
  39962. * Returns a new box with copied values from this instance.
  39963. *
  39964. * @return {Box2} A clone of this instance.
  39965. */
  39966. clone() {
  39967. return new this.constructor().copy( this );
  39968. }
  39969. /**
  39970. * Copies the values of the given box to this instance.
  39971. *
  39972. * @param {Box2} box - The box to copy.
  39973. * @return {Box2} A reference to this bounding box.
  39974. */
  39975. copy( box ) {
  39976. this.min.copy( box.min );
  39977. this.max.copy( box.max );
  39978. return this;
  39979. }
  39980. /**
  39981. * Makes this box empty which means in encloses a zero space in 2D.
  39982. *
  39983. * @return {Box2} A reference to this bounding box.
  39984. */
  39985. makeEmpty() {
  39986. this.min.x = this.min.y = + Infinity;
  39987. this.max.x = this.max.y = - Infinity;
  39988. return this;
  39989. }
  39990. /**
  39991. * Returns true if this box includes zero points within its bounds.
  39992. * Note that a box with equal lower and upper bounds still includes one
  39993. * point, the one both bounds share.
  39994. *
  39995. * @return {boolean} Whether this box is empty or not.
  39996. */
  39997. isEmpty() {
  39998. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  39999. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  40000. }
  40001. /**
  40002. * Returns the center point of this box.
  40003. *
  40004. * @param {Vector2} target - The target vector that is used to store the method's result.
  40005. * @return {Vector2} The center point.
  40006. */
  40007. getCenter( target ) {
  40008. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  40009. }
  40010. /**
  40011. * Returns the dimensions of this box.
  40012. *
  40013. * @param {Vector2} target - The target vector that is used to store the method's result.
  40014. * @return {Vector2} The size.
  40015. */
  40016. getSize( target ) {
  40017. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  40018. }
  40019. /**
  40020. * Expands the boundaries of this box to include the given point.
  40021. *
  40022. * @param {Vector2} point - The point that should be included by the bounding box.
  40023. * @return {Box2} A reference to this bounding box.
  40024. */
  40025. expandByPoint( point ) {
  40026. this.min.min( point );
  40027. this.max.max( point );
  40028. return this;
  40029. }
  40030. /**
  40031. * Expands this box equilaterally by the given vector. The width of this
  40032. * box will be expanded by the x component of the vector in both
  40033. * directions. The height of this box will be expanded by the y component of
  40034. * the vector in both directions.
  40035. *
  40036. * @param {Vector2} vector - The vector that should expand the bounding box.
  40037. * @return {Box2} A reference to this bounding box.
  40038. */
  40039. expandByVector( vector ) {
  40040. this.min.sub( vector );
  40041. this.max.add( vector );
  40042. return this;
  40043. }
  40044. /**
  40045. * Expands each dimension of the box by the given scalar. If negative, the
  40046. * dimensions of the box will be contracted.
  40047. *
  40048. * @param {number} scalar - The scalar value that should expand the bounding box.
  40049. * @return {Box2} A reference to this bounding box.
  40050. */
  40051. expandByScalar( scalar ) {
  40052. this.min.addScalar( - scalar );
  40053. this.max.addScalar( scalar );
  40054. return this;
  40055. }
  40056. /**
  40057. * Returns `true` if the given point lies within or on the boundaries of this box.
  40058. *
  40059. * @param {Vector2} point - The point to test.
  40060. * @return {boolean} Whether the bounding box contains the given point or not.
  40061. */
  40062. containsPoint( point ) {
  40063. return point.x >= this.min.x && point.x <= this.max.x &&
  40064. point.y >= this.min.y && point.y <= this.max.y;
  40065. }
  40066. /**
  40067. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  40068. * If this box and the given one are identical, this function also returns `true`.
  40069. *
  40070. * @param {Box2} box - The bounding box to test.
  40071. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  40072. */
  40073. containsBox( box ) {
  40074. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  40075. this.min.y <= box.min.y && box.max.y <= this.max.y;
  40076. }
  40077. /**
  40078. * Returns a point as a proportion of this box's width and height.
  40079. *
  40080. * @param {Vector2} point - A point in 2D space.
  40081. * @param {Vector2} target - The target vector that is used to store the method's result.
  40082. * @return {Vector2} A point as a proportion of this box's width and height.
  40083. */
  40084. getParameter( point, target ) {
  40085. // This can potentially have a divide by zero if the box
  40086. // has a size dimension of 0.
  40087. return target.set(
  40088. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  40089. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  40090. );
  40091. }
  40092. /**
  40093. * Returns `true` if the given bounding box intersects with this bounding box.
  40094. *
  40095. * @param {Box2} box - The bounding box to test.
  40096. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  40097. */
  40098. intersectsBox( box ) {
  40099. // using 4 splitting planes to rule out intersections
  40100. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  40101. box.max.y >= this.min.y && box.min.y <= this.max.y;
  40102. }
  40103. /**
  40104. * Clamps the given point within the bounds of this box.
  40105. *
  40106. * @param {Vector2} point - The point to clamp.
  40107. * @param {Vector2} target - The target vector that is used to store the method's result.
  40108. * @return {Vector2} The clamped point.
  40109. */
  40110. clampPoint( point, target ) {
  40111. return target.copy( point ).clamp( this.min, this.max );
  40112. }
  40113. /**
  40114. * Returns the euclidean distance from any edge of this box to the specified point. If
  40115. * the given point lies inside of this box, the distance will be `0`.
  40116. *
  40117. * @param {Vector2} point - The point to compute the distance to.
  40118. * @return {number} The euclidean distance.
  40119. */
  40120. distanceToPoint( point ) {
  40121. return this.clampPoint( point, _vector$4 ).distanceTo( point );
  40122. }
  40123. /**
  40124. * Computes the intersection of this bounding box and the given one, setting the upper
  40125. * bound of this box to the lesser of the two boxes' upper bounds and the
  40126. * lower bound of this box to the greater of the two boxes' lower bounds. If
  40127. * there's no overlap, makes this box empty.
  40128. *
  40129. * @param {Box2} box - The bounding box to intersect with.
  40130. * @return {Box2} A reference to this bounding box.
  40131. */
  40132. intersect( box ) {
  40133. this.min.max( box.min );
  40134. this.max.min( box.max );
  40135. if ( this.isEmpty() ) this.makeEmpty();
  40136. return this;
  40137. }
  40138. /**
  40139. * Computes the union of this box and another and the given one, setting the upper
  40140. * bound of this box to the greater of the two boxes' upper bounds and the
  40141. * lower bound of this box to the lesser of the two boxes' lower bounds.
  40142. *
  40143. * @param {Box2} box - The bounding box that will be unioned with this instance.
  40144. * @return {Box2} A reference to this bounding box.
  40145. */
  40146. union( box ) {
  40147. this.min.min( box.min );
  40148. this.max.max( box.max );
  40149. return this;
  40150. }
  40151. /**
  40152. * Adds the given offset to both the upper and lower bounds of this bounding box,
  40153. * effectively moving it in 2D space.
  40154. *
  40155. * @param {Vector2} offset - The offset that should be used to translate the bounding box.
  40156. * @return {Box2} A reference to this bounding box.
  40157. */
  40158. translate( offset ) {
  40159. this.min.add( offset );
  40160. this.max.add( offset );
  40161. return this;
  40162. }
  40163. /**
  40164. * Returns `true` if this bounding box is equal with the given one.
  40165. *
  40166. * @param {Box2} box - The box to test for equality.
  40167. * @return {boolean} Whether this bounding box is equal with the given one.
  40168. */
  40169. equals( box ) {
  40170. return box.min.equals( this.min ) && box.max.equals( this.max );
  40171. }
  40172. }
  40173. const _startP = /*@__PURE__*/ new Vector3();
  40174. const _startEnd = /*@__PURE__*/ new Vector3();
  40175. /**
  40176. * An analytical line segment in 3D space represented by a start and end point.
  40177. */
  40178. class Line3 {
  40179. /**
  40180. * Constructs a new line segment.
  40181. *
  40182. * @param {Vector3} [start=(0,0,0)] - Start of the line segment.
  40183. * @param {Vector3} [end=(0,0,0)] - End of the line segment.
  40184. */
  40185. constructor( start = new Vector3(), end = new Vector3() ) {
  40186. /**
  40187. * Start of the line segment.
  40188. *
  40189. * @type {Vector3}
  40190. */
  40191. this.start = start;
  40192. /**
  40193. * End of the line segment.
  40194. *
  40195. * @type {Vector3}
  40196. */
  40197. this.end = end;
  40198. }
  40199. /**
  40200. * Sets the start and end values by copying the given vectors.
  40201. *
  40202. * @param {Vector3} start - The start point.
  40203. * @param {Vector3} end - The end point.
  40204. * @return {Line3} A reference to this line segment.
  40205. */
  40206. set( start, end ) {
  40207. this.start.copy( start );
  40208. this.end.copy( end );
  40209. return this;
  40210. }
  40211. /**
  40212. * Copies the values of the given line segment to this instance.
  40213. *
  40214. * @param {Line3} line - The line segment to copy.
  40215. * @return {Line3} A reference to this line segment.
  40216. */
  40217. copy( line ) {
  40218. this.start.copy( line.start );
  40219. this.end.copy( line.end );
  40220. return this;
  40221. }
  40222. /**
  40223. * Returns the center of the line segment.
  40224. *
  40225. * @param {Vector3} target - The target vector that is used to store the method's result.
  40226. * @return {Vector3} The center point.
  40227. */
  40228. getCenter( target ) {
  40229. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  40230. }
  40231. /**
  40232. * Returns the delta vector of the line segment's start and end point.
  40233. *
  40234. * @param {Vector3} target - The target vector that is used to store the method's result.
  40235. * @return {Vector3} The delta vector.
  40236. */
  40237. delta( target ) {
  40238. return target.subVectors( this.end, this.start );
  40239. }
  40240. /**
  40241. * Returns the squared Euclidean distance between the line' start and end point.
  40242. *
  40243. * @return {number} The squared Euclidean distance.
  40244. */
  40245. distanceSq() {
  40246. return this.start.distanceToSquared( this.end );
  40247. }
  40248. /**
  40249. * Returns the Euclidean distance between the line' start and end point.
  40250. *
  40251. * @return {number} The Euclidean distance.
  40252. */
  40253. distance() {
  40254. return this.start.distanceTo( this.end );
  40255. }
  40256. /**
  40257. * Returns a vector at a certain position along the line segment.
  40258. *
  40259. * @param {number} t - A value between `[0,1]` to represent a position along the line segment.
  40260. * @param {Vector3} target - The target vector that is used to store the method's result.
  40261. * @return {Vector3} The delta vector.
  40262. */
  40263. at( t, target ) {
  40264. return this.delta( target ).multiplyScalar( t ).add( this.start );
  40265. }
  40266. /**
  40267. * Returns a point parameter based on the closest point as projected on the line segment.
  40268. *
  40269. * @param {Vector3} point - The point for which to return a point parameter.
  40270. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  40271. * @return {number} The point parameter.
  40272. */
  40273. closestPointToPointParameter( point, clampToLine ) {
  40274. _startP.subVectors( point, this.start );
  40275. _startEnd.subVectors( this.end, this.start );
  40276. const startEnd2 = _startEnd.dot( _startEnd );
  40277. const startEnd_startP = _startEnd.dot( _startP );
  40278. let t = startEnd_startP / startEnd2;
  40279. if ( clampToLine ) {
  40280. t = clamp( t, 0, 1 );
  40281. }
  40282. return t;
  40283. }
  40284. /**
  40285. * Returns the closets point on the line for a given point.
  40286. *
  40287. * @param {Vector3} point - The point to compute the closest point on the line for.
  40288. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  40289. * @param {Vector3} target - The target vector that is used to store the method's result.
  40290. * @return {Vector3} The closest point on the line.
  40291. */
  40292. closestPointToPoint( point, clampToLine, target ) {
  40293. const t = this.closestPointToPointParameter( point, clampToLine );
  40294. return this.delta( target ).multiplyScalar( t ).add( this.start );
  40295. }
  40296. /**
  40297. * Applies a 4x4 transformation matrix to this line segment.
  40298. *
  40299. * @param {Matrix4} matrix - The transformation matrix.
  40300. * @return {Line3} A reference to this line segment.
  40301. */
  40302. applyMatrix4( matrix ) {
  40303. this.start.applyMatrix4( matrix );
  40304. this.end.applyMatrix4( matrix );
  40305. return this;
  40306. }
  40307. /**
  40308. * Returns `true` if this line segment is equal with the given one.
  40309. *
  40310. * @param {Line3} line - The line segment to test for equality.
  40311. * @return {boolean} Whether this line segment is equal with the given one.
  40312. */
  40313. equals( line ) {
  40314. return line.start.equals( this.start ) && line.end.equals( this.end );
  40315. }
  40316. /**
  40317. * Returns a new line segment with copied values from this instance.
  40318. *
  40319. * @return {Line3} A clone of this instance.
  40320. */
  40321. clone() {
  40322. return new this.constructor().copy( this );
  40323. }
  40324. }
  40325. const _vector$3 = /*@__PURE__*/ new Vector3();
  40326. /**
  40327. * This displays a cone shaped helper object for a {@link SpotLight}.
  40328. *
  40329. * ```js
  40330. * const spotLight = new THREE.SpotLight( 0xffffff );
  40331. * spotLight.position.set( 10, 10, 10 );
  40332. * scene.add( spotLight );
  40333. *
  40334. * const spotLightHelper = new THREE.SpotLightHelper( spotLight );
  40335. * scene.add( spotLightHelper );
  40336. * ```
  40337. *
  40338. * @augments Object3D
  40339. */
  40340. class SpotLightHelper extends Object3D {
  40341. /**
  40342. * Constructs a new spot light helper.
  40343. *
  40344. * @param {HemisphereLight} light - The light to be visualized.
  40345. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  40346. * the color of the light.
  40347. */
  40348. constructor( light, color ) {
  40349. super();
  40350. /**
  40351. * The light being visualized.
  40352. *
  40353. * @type {SpotLight}
  40354. */
  40355. this.light = light;
  40356. this.matrixAutoUpdate = false;
  40357. /**
  40358. * The color parameter passed in the constructor.
  40359. * If not set, the helper will take the color of the light.
  40360. *
  40361. * @type {number|Color|string}
  40362. */
  40363. this.color = color;
  40364. this.type = 'SpotLightHelper';
  40365. const geometry = new BufferGeometry();
  40366. const positions = [
  40367. 0, 0, 0, 0, 0, 1,
  40368. 0, 0, 0, 1, 0, 1,
  40369. 0, 0, 0, -1, 0, 1,
  40370. 0, 0, 0, 0, 1, 1,
  40371. 0, 0, 0, 0, -1, 1
  40372. ];
  40373. for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  40374. const p1 = ( i / l ) * Math.PI * 2;
  40375. const p2 = ( j / l ) * Math.PI * 2;
  40376. positions.push(
  40377. Math.cos( p1 ), Math.sin( p1 ), 1,
  40378. Math.cos( p2 ), Math.sin( p2 ), 1
  40379. );
  40380. }
  40381. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  40382. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  40383. this.cone = new LineSegments( geometry, material );
  40384. this.add( this.cone );
  40385. this.update();
  40386. }
  40387. /**
  40388. * Frees the GPU-related resources allocated by this instance. Call this
  40389. * method whenever this instance is no longer used in your app.
  40390. */
  40391. dispose() {
  40392. this.cone.geometry.dispose();
  40393. this.cone.material.dispose();
  40394. }
  40395. /**
  40396. * Updates the helper to match the position and direction of the
  40397. * light being visualized.
  40398. */
  40399. update() {
  40400. this.light.updateWorldMatrix( true, false );
  40401. this.light.target.updateWorldMatrix( true, false );
  40402. // update the local matrix based on the parent and light target transforms
  40403. if ( this.parent ) {
  40404. this.parent.updateWorldMatrix( true );
  40405. this.matrix
  40406. .copy( this.parent.matrixWorld )
  40407. .invert()
  40408. .multiply( this.light.matrixWorld );
  40409. } else {
  40410. this.matrix.copy( this.light.matrixWorld );
  40411. }
  40412. this.matrixWorld.copy( this.light.matrixWorld );
  40413. const coneLength = this.light.distance ? this.light.distance : 1000;
  40414. const coneWidth = coneLength * Math.tan( this.light.angle );
  40415. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  40416. _vector$3.setFromMatrixPosition( this.light.target.matrixWorld );
  40417. this.cone.lookAt( _vector$3 );
  40418. if ( this.color !== undefined ) {
  40419. this.cone.material.color.set( this.color );
  40420. } else {
  40421. this.cone.material.color.copy( this.light.color );
  40422. }
  40423. }
  40424. }
  40425. const _vector$2 = /*@__PURE__*/ new Vector3();
  40426. const _boneMatrix = /*@__PURE__*/ new Matrix4();
  40427. const _matrixWorldInv = /*@__PURE__*/ new Matrix4();
  40428. /**
  40429. * A helper object to assist with visualizing a {@link Skeleton}.
  40430. *
  40431. * ```js
  40432. * const helper = new THREE.SkeletonHelper( skinnedMesh );
  40433. * scene.add( helper );
  40434. * ```
  40435. *
  40436. * @augments LineSegments
  40437. */
  40438. class SkeletonHelper extends LineSegments {
  40439. /**
  40440. * Constructs a new hemisphere light helper.
  40441. *
  40442. * @param {Object3D} object - Usually an instance of {@link SkinnedMesh}. However, any 3D object
  40443. * can be used if it represents a hierarchy of bones (see {@link Bone}).
  40444. */
  40445. constructor( object ) {
  40446. const bones = getBoneList( object );
  40447. const geometry = new BufferGeometry();
  40448. const vertices = [];
  40449. const colors = [];
  40450. const color1 = new Color( 0, 0, 1 );
  40451. const color2 = new Color( 0, 1, 0 );
  40452. for ( let i = 0; i < bones.length; i ++ ) {
  40453. const bone = bones[ i ];
  40454. if ( bone.parent && bone.parent.isBone ) {
  40455. vertices.push( 0, 0, 0 );
  40456. vertices.push( 0, 0, 0 );
  40457. colors.push( color1.r, color1.g, color1.b );
  40458. colors.push( color2.r, color2.g, color2.b );
  40459. }
  40460. }
  40461. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  40462. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  40463. const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  40464. super( geometry, material );
  40465. /**
  40466. * This flag can be used for type testing.
  40467. *
  40468. * @type {boolean}
  40469. * @readonly
  40470. * @default true
  40471. */
  40472. this.isSkeletonHelper = true;
  40473. this.type = 'SkeletonHelper';
  40474. /**
  40475. * The object being visualized.
  40476. *
  40477. * @type {Object3D}
  40478. */
  40479. this.root = object;
  40480. /**
  40481. * The list of bones that the helper visualizes.
  40482. *
  40483. * @type {Array<Bone>}
  40484. */
  40485. this.bones = bones;
  40486. this.matrix = object.matrixWorld;
  40487. this.matrixAutoUpdate = false;
  40488. }
  40489. updateMatrixWorld( force ) {
  40490. const bones = this.bones;
  40491. const geometry = this.geometry;
  40492. const position = geometry.getAttribute( 'position' );
  40493. _matrixWorldInv.copy( this.root.matrixWorld ).invert();
  40494. for ( let i = 0, j = 0; i < bones.length; i ++ ) {
  40495. const bone = bones[ i ];
  40496. if ( bone.parent && bone.parent.isBone ) {
  40497. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  40498. _vector$2.setFromMatrixPosition( _boneMatrix );
  40499. position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );
  40500. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  40501. _vector$2.setFromMatrixPosition( _boneMatrix );
  40502. position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );
  40503. j += 2;
  40504. }
  40505. }
  40506. geometry.getAttribute( 'position' ).needsUpdate = true;
  40507. super.updateMatrixWorld( force );
  40508. }
  40509. /**
  40510. * Frees the GPU-related resources allocated by this instance. Call this
  40511. * method whenever this instance is no longer used in your app.
  40512. */
  40513. dispose() {
  40514. this.geometry.dispose();
  40515. this.material.dispose();
  40516. }
  40517. }
  40518. function getBoneList( object ) {
  40519. const boneList = [];
  40520. if ( object.isBone === true ) {
  40521. boneList.push( object );
  40522. }
  40523. for ( let i = 0; i < object.children.length; i ++ ) {
  40524. boneList.push( ...getBoneList( object.children[ i ] ) );
  40525. }
  40526. return boneList;
  40527. }
  40528. /**
  40529. * This displays a helper object consisting of a spherical mesh for
  40530. * visualizing an instance of {@link PointLight}.
  40531. *
  40532. * ```js
  40533. * const pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
  40534. * pointLight.position.set( 10, 10, 10 );
  40535. * scene.add( pointLight );
  40536. *
  40537. * const sphereSize = 1;
  40538. * const pointLightHelper = new THREE.PointLightHelper( pointLight, sphereSize );
  40539. * scene.add( pointLightHelper );
  40540. * ```
  40541. *
  40542. * @augments Mesh
  40543. */
  40544. class PointLightHelper extends Mesh {
  40545. /**
  40546. * Constructs a new point light helper.
  40547. *
  40548. * @param {PointLight} light - The light to be visualized.
  40549. * @param {number} [sphereSize=1] - The size of the sphere helper.
  40550. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  40551. * the color of the light.
  40552. */
  40553. constructor( light, sphereSize, color ) {
  40554. const geometry = new SphereGeometry( sphereSize, 4, 2 );
  40555. const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  40556. super( geometry, material );
  40557. /**
  40558. * The light being visualized.
  40559. *
  40560. * @type {HemisphereLight}
  40561. */
  40562. this.light = light;
  40563. /**
  40564. * The color parameter passed in the constructor.
  40565. * If not set, the helper will take the color of the light.
  40566. *
  40567. * @type {number|Color|string}
  40568. */
  40569. this.color = color;
  40570. this.type = 'PointLightHelper';
  40571. this.matrix = this.light.matrixWorld;
  40572. this.matrixAutoUpdate = false;
  40573. this.update();
  40574. /*
  40575. // TODO: delete this comment?
  40576. const distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
  40577. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  40578. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  40579. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  40580. const d = light.distance;
  40581. if ( d === 0.0 ) {
  40582. this.lightDistance.visible = false;
  40583. } else {
  40584. this.lightDistance.scale.set( d, d, d );
  40585. }
  40586. this.add( this.lightDistance );
  40587. */
  40588. }
  40589. /**
  40590. * Frees the GPU-related resources allocated by this instance. Call this
  40591. * method whenever this instance is no longer used in your app.
  40592. */
  40593. dispose() {
  40594. this.geometry.dispose();
  40595. this.material.dispose();
  40596. }
  40597. /**
  40598. * Updates the helper to match the position of the
  40599. * light being visualized.
  40600. */
  40601. update() {
  40602. this.light.updateWorldMatrix( true, false );
  40603. if ( this.color !== undefined ) {
  40604. this.material.color.set( this.color );
  40605. } else {
  40606. this.material.color.copy( this.light.color );
  40607. }
  40608. /*
  40609. const d = this.light.distance;
  40610. if ( d === 0.0 ) {
  40611. this.lightDistance.visible = false;
  40612. } else {
  40613. this.lightDistance.visible = true;
  40614. this.lightDistance.scale.set( d, d, d );
  40615. }
  40616. */
  40617. }
  40618. }
  40619. const _vector$1 = /*@__PURE__*/ new Vector3();
  40620. const _color1 = /*@__PURE__*/ new Color();
  40621. const _color2 = /*@__PURE__*/ new Color();
  40622. /**
  40623. * Creates a visual aid consisting of a spherical mesh for a
  40624. * given {@link HemisphereLight}.
  40625. *
  40626. * ```js
  40627. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  40628. * const helper = new THREE.HemisphereLightHelper( light, 5 );
  40629. * scene.add( helper );
  40630. * ```
  40631. *
  40632. * @augments Object3D
  40633. */
  40634. class HemisphereLightHelper extends Object3D {
  40635. /**
  40636. * Constructs a new hemisphere light helper.
  40637. *
  40638. * @param {HemisphereLight} light - The light to be visualized.
  40639. * @param {number} [size=1] - The size of the mesh used to visualize the light.
  40640. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  40641. * the color of the light.
  40642. */
  40643. constructor( light, size, color ) {
  40644. super();
  40645. /**
  40646. * The light being visualized.
  40647. *
  40648. * @type {HemisphereLight}
  40649. */
  40650. this.light = light;
  40651. this.matrix = light.matrixWorld;
  40652. this.matrixAutoUpdate = false;
  40653. /**
  40654. * The color parameter passed in the constructor.
  40655. * If not set, the helper will take the color of the light.
  40656. *
  40657. * @type {number|Color|string}
  40658. */
  40659. this.color = color;
  40660. this.type = 'HemisphereLightHelper';
  40661. const geometry = new OctahedronGeometry( size );
  40662. geometry.rotateY( Math.PI * 0.5 );
  40663. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  40664. if ( this.color === undefined ) this.material.vertexColors = true;
  40665. const position = geometry.getAttribute( 'position' );
  40666. const colors = new Float32Array( position.count * 3 );
  40667. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  40668. this.add( new Mesh( geometry, this.material ) );
  40669. this.update();
  40670. }
  40671. /**
  40672. * Frees the GPU-related resources allocated by this instance. Call this
  40673. * method whenever this instance is no longer used in your app.
  40674. */
  40675. dispose() {
  40676. this.children[ 0 ].geometry.dispose();
  40677. this.children[ 0 ].material.dispose();
  40678. }
  40679. /**
  40680. * Updates the helper to match the position and direction of the
  40681. * light being visualized.
  40682. */
  40683. update() {
  40684. const mesh = this.children[ 0 ];
  40685. if ( this.color !== undefined ) {
  40686. this.material.color.set( this.color );
  40687. } else {
  40688. const colors = mesh.geometry.getAttribute( 'color' );
  40689. _color1.copy( this.light.color );
  40690. _color2.copy( this.light.groundColor );
  40691. for ( let i = 0, l = colors.count; i < l; i ++ ) {
  40692. const color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  40693. colors.setXYZ( i, color.r, color.g, color.b );
  40694. }
  40695. colors.needsUpdate = true;
  40696. }
  40697. this.light.updateWorldMatrix( true, false );
  40698. mesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  40699. }
  40700. }
  40701. /**
  40702. * The helper is an object to define grids. Grids are two-dimensional
  40703. * arrays of lines.
  40704. *
  40705. * ```js
  40706. * const size = 10;
  40707. * const divisions = 10;
  40708. *
  40709. * const gridHelper = new THREE.GridHelper( size, divisions );
  40710. * scene.add( gridHelper );
  40711. * ```
  40712. *
  40713. * @augments LineSegments
  40714. */
  40715. class GridHelper extends LineSegments {
  40716. /**
  40717. * Constructs a new grid helper.
  40718. *
  40719. * @param {number} [size=10] - The size of the grid.
  40720. * @param {number} [divisions=10] - The number of divisions across the grid.
  40721. * @param {number|Color|string} [color1=0x444444] - The color of the center line.
  40722. * @param {number|Color|string} [color2=0x888888] - The color of the lines of the grid.
  40723. */
  40724. constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {
  40725. color1 = new Color( color1 );
  40726. color2 = new Color( color2 );
  40727. const center = divisions / 2;
  40728. const step = size / divisions;
  40729. const halfSize = size / 2;
  40730. const vertices = [], colors = [];
  40731. for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  40732. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  40733. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  40734. const color = i === center ? color1 : color2;
  40735. color.toArray( colors, j ); j += 3;
  40736. color.toArray( colors, j ); j += 3;
  40737. color.toArray( colors, j ); j += 3;
  40738. color.toArray( colors, j ); j += 3;
  40739. }
  40740. const geometry = new BufferGeometry();
  40741. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  40742. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  40743. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  40744. super( geometry, material );
  40745. this.type = 'GridHelper';
  40746. }
  40747. /**
  40748. * Frees the GPU-related resources allocated by this instance. Call this
  40749. * method whenever this instance is no longer used in your app.
  40750. */
  40751. dispose() {
  40752. this.geometry.dispose();
  40753. this.material.dispose();
  40754. }
  40755. }
  40756. /**
  40757. * This helper is an object to define polar grids. Grids are
  40758. * two-dimensional arrays of lines.
  40759. *
  40760. * ```js
  40761. * const radius = 10;
  40762. * const sectors = 16;
  40763. * const rings = 8;
  40764. * const divisions = 64;
  40765. *
  40766. * const helper = new THREE.PolarGridHelper( radius, sectors, rings, divisions );
  40767. * scene.add( helper );
  40768. * ```
  40769. *
  40770. * @augments LineSegments
  40771. */
  40772. class PolarGridHelper extends LineSegments {
  40773. /**
  40774. * Constructs a new polar grid helper.
  40775. *
  40776. * @param {number} [radius=10] - The radius of the polar grid. This can be any positive number.
  40777. * @param {number} [sectors=16] - The number of sectors the grid will be divided into. This can be any positive integer.
  40778. * @param {number} [rings=16] - The number of rings. This can be any positive integer.
  40779. * @param {number} [divisions=64] - The number of line segments used for each circle. This can be any positive integer.
  40780. * @param {number|Color|string} [color1=0x444444] - The first color used for grid elements.
  40781. * @param {number|Color|string} [color2=0x888888] - The second color used for grid elements.
  40782. */
  40783. constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {
  40784. color1 = new Color( color1 );
  40785. color2 = new Color( color2 );
  40786. const vertices = [];
  40787. const colors = [];
  40788. // create the sectors
  40789. if ( sectors > 1 ) {
  40790. for ( let i = 0; i < sectors; i ++ ) {
  40791. const v = ( i / sectors ) * ( Math.PI * 2 );
  40792. const x = Math.sin( v ) * radius;
  40793. const z = Math.cos( v ) * radius;
  40794. vertices.push( 0, 0, 0 );
  40795. vertices.push( x, 0, z );
  40796. const color = ( i & 1 ) ? color1 : color2;
  40797. colors.push( color.r, color.g, color.b );
  40798. colors.push( color.r, color.g, color.b );
  40799. }
  40800. }
  40801. // create the rings
  40802. for ( let i = 0; i < rings; i ++ ) {
  40803. const color = ( i & 1 ) ? color1 : color2;
  40804. const r = radius - ( radius / rings * i );
  40805. for ( let j = 0; j < divisions; j ++ ) {
  40806. // first vertex
  40807. let v = ( j / divisions ) * ( Math.PI * 2 );
  40808. let x = Math.sin( v ) * r;
  40809. let z = Math.cos( v ) * r;
  40810. vertices.push( x, 0, z );
  40811. colors.push( color.r, color.g, color.b );
  40812. // second vertex
  40813. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  40814. x = Math.sin( v ) * r;
  40815. z = Math.cos( v ) * r;
  40816. vertices.push( x, 0, z );
  40817. colors.push( color.r, color.g, color.b );
  40818. }
  40819. }
  40820. const geometry = new BufferGeometry();
  40821. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  40822. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  40823. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  40824. super( geometry, material );
  40825. this.type = 'PolarGridHelper';
  40826. }
  40827. /**
  40828. * Frees the GPU-related resources allocated by this instance. Call this
  40829. * method whenever this instance is no longer used in your app.
  40830. */
  40831. dispose() {
  40832. this.geometry.dispose();
  40833. this.material.dispose();
  40834. }
  40835. }
  40836. const _v1 = /*@__PURE__*/ new Vector3();
  40837. const _v2 = /*@__PURE__*/ new Vector3();
  40838. const _v3 = /*@__PURE__*/ new Vector3();
  40839. /**
  40840. * Helper object to assist with visualizing a {@link DirectionalLight}'s
  40841. * effect on the scene. This consists of plane and a line representing the
  40842. * light's position and direction.
  40843. *
  40844. * ```js
  40845. * const light = new THREE.DirectionalLight( 0xFFFFFF );
  40846. * scene.add( light );
  40847. *
  40848. * const helper = new THREE.DirectionalLightHelper( light, 5 );
  40849. * scene.add( helper );
  40850. * ```
  40851. *
  40852. * @augments Object3D
  40853. */
  40854. class DirectionalLightHelper extends Object3D {
  40855. /**
  40856. * Constructs a new directional light helper.
  40857. *
  40858. * @param {DirectionalLight} light - The light to be visualized.
  40859. * @param {number} [size=1] - The dimensions of the plane.
  40860. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  40861. * the color of the light.
  40862. */
  40863. constructor( light, size, color ) {
  40864. super();
  40865. /**
  40866. * The light being visualized.
  40867. *
  40868. * @type {DirectionalLight}
  40869. */
  40870. this.light = light;
  40871. this.matrix = light.matrixWorld;
  40872. this.matrixAutoUpdate = false;
  40873. /**
  40874. * The color parameter passed in the constructor.
  40875. * If not set, the helper will take the color of the light.
  40876. *
  40877. * @type {number|Color|string}
  40878. */
  40879. this.color = color;
  40880. this.type = 'DirectionalLightHelper';
  40881. if ( size === undefined ) size = 1;
  40882. let geometry = new BufferGeometry();
  40883. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  40884. - size, size, 0,
  40885. size, size, 0,
  40886. size, - size, 0,
  40887. - size, - size, 0,
  40888. - size, size, 0
  40889. ], 3 ) );
  40890. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  40891. /**
  40892. * Contains the line showing the location of the directional light.
  40893. *
  40894. * @type {Line}
  40895. */
  40896. this.lightPlane = new Line( geometry, material );
  40897. this.add( this.lightPlane );
  40898. geometry = new BufferGeometry();
  40899. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  40900. /**
  40901. * Represents the target line of the directional light.
  40902. *
  40903. * @type {Line}
  40904. */
  40905. this.targetLine = new Line( geometry, material );
  40906. this.add( this.targetLine );
  40907. this.update();
  40908. }
  40909. /**
  40910. * Frees the GPU-related resources allocated by this instance. Call this
  40911. * method whenever this instance is no longer used in your app.
  40912. */
  40913. dispose() {
  40914. this.lightPlane.geometry.dispose();
  40915. this.lightPlane.material.dispose();
  40916. this.targetLine.geometry.dispose();
  40917. this.targetLine.material.dispose();
  40918. }
  40919. /**
  40920. * Updates the helper to match the position and direction of the
  40921. * light being visualized.
  40922. */
  40923. update() {
  40924. this.light.updateWorldMatrix( true, false );
  40925. this.light.target.updateWorldMatrix( true, false );
  40926. _v1.setFromMatrixPosition( this.light.matrixWorld );
  40927. _v2.setFromMatrixPosition( this.light.target.matrixWorld );
  40928. _v3.subVectors( _v2, _v1 );
  40929. this.lightPlane.lookAt( _v2 );
  40930. if ( this.color !== undefined ) {
  40931. this.lightPlane.material.color.set( this.color );
  40932. this.targetLine.material.color.set( this.color );
  40933. } else {
  40934. this.lightPlane.material.color.copy( this.light.color );
  40935. this.targetLine.material.color.copy( this.light.color );
  40936. }
  40937. this.targetLine.lookAt( _v2 );
  40938. this.targetLine.scale.z = _v3.length();
  40939. }
  40940. }
  40941. const _vector = /*@__PURE__*/ new Vector3();
  40942. const _camera = /*@__PURE__*/ new Camera();
  40943. /**
  40944. * This helps with visualizing what a camera contains in its frustum. It
  40945. * visualizes the frustum of a camera using a line segments.
  40946. *
  40947. * Based on frustum visualization in [lightgl.js shadowmap example]{@link https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html}.
  40948. *
  40949. * `CameraHelper` must be a child of the scene.
  40950. *
  40951. * ```js
  40952. * const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
  40953. * const helper = new THREE.CameraHelper( camera );
  40954. * scene.add( helper );
  40955. * ```
  40956. *
  40957. * @augments LineSegments
  40958. */
  40959. class CameraHelper extends LineSegments {
  40960. /**
  40961. * Constructs a new arrow helper.
  40962. *
  40963. * @param {Camera} camera - The camera to visualize.
  40964. */
  40965. constructor( camera ) {
  40966. const geometry = new BufferGeometry();
  40967. const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  40968. const vertices = [];
  40969. const colors = [];
  40970. const pointMap = {};
  40971. // near
  40972. addLine( 'n1', 'n2' );
  40973. addLine( 'n2', 'n4' );
  40974. addLine( 'n4', 'n3' );
  40975. addLine( 'n3', 'n1' );
  40976. // far
  40977. addLine( 'f1', 'f2' );
  40978. addLine( 'f2', 'f4' );
  40979. addLine( 'f4', 'f3' );
  40980. addLine( 'f3', 'f1' );
  40981. // sides
  40982. addLine( 'n1', 'f1' );
  40983. addLine( 'n2', 'f2' );
  40984. addLine( 'n3', 'f3' );
  40985. addLine( 'n4', 'f4' );
  40986. // cone
  40987. addLine( 'p', 'n1' );
  40988. addLine( 'p', 'n2' );
  40989. addLine( 'p', 'n3' );
  40990. addLine( 'p', 'n4' );
  40991. // up
  40992. addLine( 'u1', 'u2' );
  40993. addLine( 'u2', 'u3' );
  40994. addLine( 'u3', 'u1' );
  40995. // target
  40996. addLine( 'c', 't' );
  40997. addLine( 'p', 'c' );
  40998. // cross
  40999. addLine( 'cn1', 'cn2' );
  41000. addLine( 'cn3', 'cn4' );
  41001. addLine( 'cf1', 'cf2' );
  41002. addLine( 'cf3', 'cf4' );
  41003. function addLine( a, b ) {
  41004. addPoint( a );
  41005. addPoint( b );
  41006. }
  41007. function addPoint( id ) {
  41008. vertices.push( 0, 0, 0 );
  41009. colors.push( 0, 0, 0 );
  41010. if ( pointMap[ id ] === undefined ) {
  41011. pointMap[ id ] = [];
  41012. }
  41013. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  41014. }
  41015. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41016. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41017. super( geometry, material );
  41018. this.type = 'CameraHelper';
  41019. /**
  41020. * The camera being visualized.
  41021. *
  41022. * @type {Camera}
  41023. */
  41024. this.camera = camera;
  41025. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  41026. this.matrix = camera.matrixWorld;
  41027. this.matrixAutoUpdate = false;
  41028. /**
  41029. * This contains the points used to visualize the camera.
  41030. *
  41031. * @type {Object<string,Array<number>>}
  41032. */
  41033. this.pointMap = pointMap;
  41034. this.update();
  41035. // colors
  41036. const colorFrustum = new Color( 0xffaa00 );
  41037. const colorCone = new Color( 0xff0000 );
  41038. const colorUp = new Color( 0x00aaff );
  41039. const colorTarget = new Color( 0xffffff );
  41040. const colorCross = new Color( 0x333333 );
  41041. this.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross );
  41042. }
  41043. /**
  41044. * Defines the colors of the helper.
  41045. *
  41046. * @param {Color} frustum - The frustum line color.
  41047. * @param {Color} cone - The cone line color.
  41048. * @param {Color} up - The up line color.
  41049. * @param {Color} target - The target line color.
  41050. * @param {Color} cross - The cross line color.
  41051. */
  41052. setColors( frustum, cone, up, target, cross ) {
  41053. const geometry = this.geometry;
  41054. const colorAttribute = geometry.getAttribute( 'color' );
  41055. // near
  41056. colorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2
  41057. colorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4
  41058. colorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3
  41059. colorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1
  41060. // far
  41061. colorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2
  41062. colorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4
  41063. colorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3
  41064. colorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1
  41065. // sides
  41066. colorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1
  41067. colorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2
  41068. colorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3
  41069. colorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4
  41070. // cone
  41071. colorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1
  41072. colorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2
  41073. colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3
  41074. colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4
  41075. // up
  41076. colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2
  41077. colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3
  41078. colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1
  41079. // target
  41080. colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t
  41081. colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c
  41082. // cross
  41083. colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2
  41084. colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4
  41085. colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2
  41086. colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4
  41087. colorAttribute.needsUpdate = true;
  41088. }
  41089. /**
  41090. * Updates the helper based on the projection matrix of the camera.
  41091. */
  41092. update() {
  41093. const geometry = this.geometry;
  41094. const pointMap = this.pointMap;
  41095. const w = 1, h = 1;
  41096. // we need just camera projection matrix inverse
  41097. // world matrix must be identity
  41098. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  41099. // Adjust z values based on coordinate system
  41100. const nearZ = this.camera.coordinateSystem === WebGLCoordinateSystem ? -1 : 0;
  41101. // center / target
  41102. setPoint( 'c', pointMap, geometry, _camera, 0, 0, nearZ );
  41103. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  41104. // near
  41105. setPoint( 'n1', pointMap, geometry, _camera, -1, -1, nearZ );
  41106. setPoint( 'n2', pointMap, geometry, _camera, w, -1, nearZ );
  41107. setPoint( 'n3', pointMap, geometry, _camera, -1, h, nearZ );
  41108. setPoint( 'n4', pointMap, geometry, _camera, w, h, nearZ );
  41109. // far
  41110. setPoint( 'f1', pointMap, geometry, _camera, -1, -1, 1 );
  41111. setPoint( 'f2', pointMap, geometry, _camera, w, -1, 1 );
  41112. setPoint( 'f3', pointMap, geometry, _camera, -1, h, 1 );
  41113. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  41114. // up
  41115. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, nearZ );
  41116. setPoint( 'u2', pointMap, geometry, _camera, -1 * 0.7, h * 1.1, nearZ );
  41117. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, nearZ );
  41118. // cross
  41119. setPoint( 'cf1', pointMap, geometry, _camera, -1, 0, 1 );
  41120. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  41121. setPoint( 'cf3', pointMap, geometry, _camera, 0, -1, 1 );
  41122. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  41123. setPoint( 'cn1', pointMap, geometry, _camera, -1, 0, nearZ );
  41124. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, nearZ );
  41125. setPoint( 'cn3', pointMap, geometry, _camera, 0, -1, nearZ );
  41126. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, nearZ );
  41127. geometry.getAttribute( 'position' ).needsUpdate = true;
  41128. }
  41129. /**
  41130. * Frees the GPU-related resources allocated by this instance. Call this
  41131. * method whenever this instance is no longer used in your app.
  41132. */
  41133. dispose() {
  41134. this.geometry.dispose();
  41135. this.material.dispose();
  41136. }
  41137. }
  41138. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  41139. _vector.set( x, y, z ).unproject( camera );
  41140. const points = pointMap[ point ];
  41141. if ( points !== undefined ) {
  41142. const position = geometry.getAttribute( 'position' );
  41143. for ( let i = 0, l = points.length; i < l; i ++ ) {
  41144. position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );
  41145. }
  41146. }
  41147. }
  41148. const _box = /*@__PURE__*/ new Box3();
  41149. /**
  41150. * Helper object to graphically show the world-axis-aligned bounding box
  41151. * around an object. The actual bounding box is handled with {@link Box3},
  41152. * this is just a visual helper for debugging. It can be automatically
  41153. * resized with {@link BoxHelper#update} when the object it's created from
  41154. * is transformed. Note that the object must have a geometry for this to work,
  41155. * so it won't work with sprites.
  41156. *
  41157. * ```js
  41158. * const sphere = new THREE.SphereGeometry();
  41159. * const object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
  41160. * const box = new THREE.BoxHelper( object, 0xffff00 );
  41161. * scene.add( box );
  41162. * ```
  41163. *
  41164. * @augments LineSegments
  41165. */
  41166. class BoxHelper extends LineSegments {
  41167. /**
  41168. * Constructs a new box helper.
  41169. *
  41170. * @param {Object3D} [object] - The 3D object to show the world-axis-aligned bounding box.
  41171. * @param {number|Color|string} [color=0xffff00] - The box's color.
  41172. */
  41173. constructor( object, color = 0xffff00 ) {
  41174. const indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
  41175. const positions = new Float32Array( 8 * 3 );
  41176. const geometry = new BufferGeometry();
  41177. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  41178. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  41179. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41180. /**
  41181. * The 3D object being visualized.
  41182. *
  41183. * @type {Object3D}
  41184. */
  41185. this.object = object;
  41186. this.type = 'BoxHelper';
  41187. this.matrixAutoUpdate = false;
  41188. this.update();
  41189. }
  41190. /**
  41191. * Updates the helper's geometry to match the dimensions of the object,
  41192. * including any children.
  41193. */
  41194. update() {
  41195. if ( this.object !== undefined ) {
  41196. _box.setFromObject( this.object );
  41197. }
  41198. if ( _box.isEmpty() ) return;
  41199. const min = _box.min;
  41200. const max = _box.max;
  41201. /*
  41202. 5____4
  41203. 1/___0/|
  41204. | 6__|_7
  41205. 2/___3/
  41206. 0: max.x, max.y, max.z
  41207. 1: min.x, max.y, max.z
  41208. 2: min.x, min.y, max.z
  41209. 3: max.x, min.y, max.z
  41210. 4: max.x, max.y, min.z
  41211. 5: min.x, max.y, min.z
  41212. 6: min.x, min.y, min.z
  41213. 7: max.x, min.y, min.z
  41214. */
  41215. const position = this.geometry.attributes.position;
  41216. const array = position.array;
  41217. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  41218. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  41219. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  41220. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  41221. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  41222. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  41223. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  41224. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  41225. position.needsUpdate = true;
  41226. this.geometry.computeBoundingSphere();
  41227. }
  41228. /**
  41229. * Updates the wireframe box for the passed object.
  41230. *
  41231. * @param {Object3D} object - The 3D object to create the helper for.
  41232. * @return {BoxHelper} A reference to this instance.
  41233. */
  41234. setFromObject( object ) {
  41235. this.object = object;
  41236. this.update();
  41237. return this;
  41238. }
  41239. copy( source, recursive ) {
  41240. super.copy( source, recursive );
  41241. this.object = source.object;
  41242. return this;
  41243. }
  41244. /**
  41245. * Frees the GPU-related resources allocated by this instance. Call this
  41246. * method whenever this instance is no longer used in your app.
  41247. */
  41248. dispose() {
  41249. this.geometry.dispose();
  41250. this.material.dispose();
  41251. }
  41252. }
  41253. /**
  41254. * A helper object to visualize an instance of {@link Box3}.
  41255. *
  41256. * ```js
  41257. * const box = new THREE.Box3();
  41258. * box.setFromCenterAndSize( new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 2, 1, 3 ) );
  41259. *
  41260. * const helper = new THREE.Box3Helper( box, 0xffff00 );
  41261. * scene.add( helper )
  41262. * ```
  41263. *
  41264. * @augments LineSegments
  41265. */
  41266. class Box3Helper extends LineSegments {
  41267. /**
  41268. * Constructs a new box3 helper.
  41269. *
  41270. * @param {Box3} box - The box to visualize.
  41271. * @param {number|Color|string} [color=0xffff00] - The box's color.
  41272. */
  41273. constructor( box, color = 0xffff00 ) {
  41274. const indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
  41275. const positions = [ 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1 ];
  41276. const geometry = new BufferGeometry();
  41277. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  41278. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41279. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41280. /**
  41281. * The box being visualized.
  41282. *
  41283. * @type {Box3}
  41284. */
  41285. this.box = box;
  41286. this.type = 'Box3Helper';
  41287. this.geometry.computeBoundingSphere();
  41288. }
  41289. updateMatrixWorld( force ) {
  41290. const box = this.box;
  41291. if ( box.isEmpty() ) return;
  41292. box.getCenter( this.position );
  41293. box.getSize( this.scale );
  41294. this.scale.multiplyScalar( 0.5 );
  41295. super.updateMatrixWorld( force );
  41296. }
  41297. /**
  41298. * Frees the GPU-related resources allocated by this instance. Call this
  41299. * method whenever this instance is no longer used in your app.
  41300. */
  41301. dispose() {
  41302. this.geometry.dispose();
  41303. this.material.dispose();
  41304. }
  41305. }
  41306. /**
  41307. * A helper object to visualize an instance of {@link Plane}.
  41308. *
  41309. * ```js
  41310. * const plane = new THREE.Plane( new THREE.Vector3( 1, 1, 0.2 ), 3 );
  41311. * const helper = new THREE.PlaneHelper( plane, 1, 0xffff00 );
  41312. * scene.add( helper );
  41313. * ```
  41314. *
  41315. * @augments Line
  41316. */
  41317. class PlaneHelper extends Line {
  41318. /**
  41319. * Constructs a new plane helper.
  41320. *
  41321. * @param {Plane} plane - The plane to be visualized.
  41322. * @param {number} [size=1] - The side length of plane helper.
  41323. * @param {number|Color|string} [hex=0xffff00] - The helper's color.
  41324. */
  41325. constructor( plane, size = 1, hex = 0xffff00 ) {
  41326. const color = hex;
  41327. const positions = [ 1, -1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, 1, 0, -1, -1, 0, 1, -1, 0, 1, 1, 0 ];
  41328. const geometry = new BufferGeometry();
  41329. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41330. geometry.computeBoundingSphere();
  41331. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41332. this.type = 'PlaneHelper';
  41333. /**
  41334. * The plane being visualized.
  41335. *
  41336. * @type {Plane}
  41337. */
  41338. this.plane = plane;
  41339. /**
  41340. * The side length of plane helper.
  41341. *
  41342. * @type {number}
  41343. * @default 1
  41344. */
  41345. this.size = size;
  41346. const positions2 = [ 1, 1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0 ];
  41347. const geometry2 = new BufferGeometry();
  41348. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  41349. geometry2.computeBoundingSphere();
  41350. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  41351. }
  41352. updateMatrixWorld( force ) {
  41353. this.position.set( 0, 0, 0 );
  41354. this.scale.set( 0.5 * this.size, 0.5 * this.size, 1 );
  41355. this.lookAt( this.plane.normal );
  41356. this.translateZ( - this.plane.constant );
  41357. super.updateMatrixWorld( force );
  41358. }
  41359. /**
  41360. * Updates the helper to match the position and direction of the
  41361. * light being visualized.
  41362. */
  41363. dispose() {
  41364. this.geometry.dispose();
  41365. this.material.dispose();
  41366. this.children[ 0 ].geometry.dispose();
  41367. this.children[ 0 ].material.dispose();
  41368. }
  41369. }
  41370. const _axis = /*@__PURE__*/ new Vector3();
  41371. let _lineGeometry, _coneGeometry;
  41372. /**
  41373. * An 3D arrow object for visualizing directions.
  41374. *
  41375. * ```js
  41376. * const dir = new THREE.Vector3( 1, 2, 0 );
  41377. *
  41378. * //normalize the direction vector (convert to vector of length 1)
  41379. * dir.normalize();
  41380. *
  41381. * const origin = new THREE.Vector3( 0, 0, 0 );
  41382. * const length = 1;
  41383. * const hex = 0xffff00;
  41384. *
  41385. * const arrowHelper = new THREE.ArrowHelper( dir, origin, length, hex );
  41386. * scene.add( arrowHelper );
  41387. * ```
  41388. *
  41389. * @augments Object3D
  41390. */
  41391. class ArrowHelper extends Object3D {
  41392. /**
  41393. * Constructs a new arrow helper.
  41394. *
  41395. * @param {Vector3} [dir=(0, 0, 1)] - The (normalized) direction vector.
  41396. * @param {Vector3} [origin=(0, 0, 0)] - Point at which the arrow starts.
  41397. * @param {number} [length=1] - Length of the arrow in world units.
  41398. * @param {(number|Color|string)} [color=0xffff00] - Color of the arrow.
  41399. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  41400. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  41401. */
  41402. constructor( dir = new Vector3( 0, 0, 1 ), origin = new Vector3( 0, 0, 0 ), length = 1, color = 0xffff00, headLength = length * 0.2, headWidth = headLength * 0.2 ) {
  41403. super();
  41404. this.type = 'ArrowHelper';
  41405. if ( _lineGeometry === undefined ) {
  41406. _lineGeometry = new BufferGeometry();
  41407. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  41408. _coneGeometry = new ConeGeometry( 0.5, 1, 5, 1 );
  41409. _coneGeometry.translate( 0, -0.5, 0 );
  41410. }
  41411. this.position.copy( origin );
  41412. /**
  41413. * The line part of the arrow helper.
  41414. *
  41415. * @type {Line}
  41416. */
  41417. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41418. this.line.matrixAutoUpdate = false;
  41419. this.add( this.line );
  41420. /**
  41421. * The cone part of the arrow helper.
  41422. *
  41423. * @type {Mesh}
  41424. */
  41425. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  41426. this.cone.matrixAutoUpdate = false;
  41427. this.add( this.cone );
  41428. this.setDirection( dir );
  41429. this.setLength( length, headLength, headWidth );
  41430. }
  41431. /**
  41432. * Sets the direction of the helper.
  41433. *
  41434. * @param {Vector3} dir - The normalized direction vector.
  41435. */
  41436. setDirection( dir ) {
  41437. // dir is assumed to be normalized
  41438. if ( dir.y > 0.99999 ) {
  41439. this.quaternion.set( 0, 0, 0, 1 );
  41440. } else if ( dir.y < -0.99999 ) {
  41441. this.quaternion.set( 1, 0, 0, 0 );
  41442. } else {
  41443. _axis.set( dir.z, 0, - dir.x ).normalize();
  41444. const radians = Math.acos( dir.y );
  41445. this.quaternion.setFromAxisAngle( _axis, radians );
  41446. }
  41447. }
  41448. /**
  41449. * Sets the length of the helper.
  41450. *
  41451. * @param {number} length - Length of the arrow in world units.
  41452. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  41453. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  41454. */
  41455. setLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {
  41456. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  41457. this.line.updateMatrix();
  41458. this.cone.scale.set( headWidth, headLength, headWidth );
  41459. this.cone.position.y = length;
  41460. this.cone.updateMatrix();
  41461. }
  41462. /**
  41463. * Sets the color of the helper.
  41464. *
  41465. * @param {number|Color|string} color - The color to set.
  41466. */
  41467. setColor( color ) {
  41468. this.line.material.color.set( color );
  41469. this.cone.material.color.set( color );
  41470. }
  41471. copy( source ) {
  41472. super.copy( source, false );
  41473. this.line.copy( source.line );
  41474. this.cone.copy( source.cone );
  41475. return this;
  41476. }
  41477. /**
  41478. * Frees the GPU-related resources allocated by this instance. Call this
  41479. * method whenever this instance is no longer used in your app.
  41480. */
  41481. dispose() {
  41482. this.line.geometry.dispose();
  41483. this.line.material.dispose();
  41484. this.cone.geometry.dispose();
  41485. this.cone.material.dispose();
  41486. }
  41487. }
  41488. /**
  41489. * An axis object to visualize the 3 axes in a simple way.
  41490. * The X axis is red. The Y axis is green. The Z axis is blue.
  41491. *
  41492. * ```js
  41493. * const axesHelper = new THREE.AxesHelper( 5 );
  41494. * scene.add( axesHelper );
  41495. * ```
  41496. *
  41497. * @augments LineSegments
  41498. */
  41499. class AxesHelper extends LineSegments {
  41500. /**
  41501. * Constructs a new axes helper.
  41502. *
  41503. * @param {number} [size=1] - Size of the lines representing the axes.
  41504. */
  41505. constructor( size = 1 ) {
  41506. const vertices = [
  41507. 0, 0, 0, size, 0, 0,
  41508. 0, 0, 0, 0, size, 0,
  41509. 0, 0, 0, 0, 0, size
  41510. ];
  41511. const colors = [
  41512. 1, 0, 0, 1, 0.6, 0,
  41513. 0, 1, 0, 0.6, 1, 0,
  41514. 0, 0, 1, 0, 0.6, 1
  41515. ];
  41516. const geometry = new BufferGeometry();
  41517. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41518. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41519. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41520. super( geometry, material );
  41521. this.type = 'AxesHelper';
  41522. }
  41523. /**
  41524. * Defines the colors of the axes helper.
  41525. *
  41526. * @param {number|Color|string} xAxisColor - The color for the x axis.
  41527. * @param {number|Color|string} yAxisColor - The color for the y axis.
  41528. * @param {number|Color|string} zAxisColor - The color for the z axis.
  41529. * @return {AxesHelper} A reference to this axes helper.
  41530. */
  41531. setColors( xAxisColor, yAxisColor, zAxisColor ) {
  41532. const color = new Color();
  41533. const array = this.geometry.attributes.color.array;
  41534. color.set( xAxisColor );
  41535. color.toArray( array, 0 );
  41536. color.toArray( array, 3 );
  41537. color.set( yAxisColor );
  41538. color.toArray( array, 6 );
  41539. color.toArray( array, 9 );
  41540. color.set( zAxisColor );
  41541. color.toArray( array, 12 );
  41542. color.toArray( array, 15 );
  41543. this.geometry.attributes.color.needsUpdate = true;
  41544. return this;
  41545. }
  41546. /**
  41547. * Frees the GPU-related resources allocated by this instance. Call this
  41548. * method whenever this instance is no longer used in your app.
  41549. */
  41550. dispose() {
  41551. this.geometry.dispose();
  41552. this.material.dispose();
  41553. }
  41554. }
  41555. /**
  41556. * This class is used to convert a series of paths to an array of
  41557. * shapes. It is specifically used in context of fonts and SVG.
  41558. */
  41559. class ShapePath {
  41560. /**
  41561. * Constructs a new shape path.
  41562. */
  41563. constructor() {
  41564. this.type = 'ShapePath';
  41565. /**
  41566. * The color of the shape.
  41567. *
  41568. * @type {Color}
  41569. */
  41570. this.color = new Color();
  41571. /**
  41572. * The paths that have been generated for this shape.
  41573. *
  41574. * @type {Array<Path>}
  41575. * @default null
  41576. */
  41577. this.subPaths = [];
  41578. /**
  41579. * The current path that is being generated.
  41580. *
  41581. * @type {?Path}
  41582. * @default null
  41583. */
  41584. this.currentPath = null;
  41585. }
  41586. /**
  41587. * Creates a new path and moves it current point to the given one.
  41588. *
  41589. * @param {number} x - The x coordinate.
  41590. * @param {number} y - The y coordinate.
  41591. * @return {ShapePath} A reference to this shape path.
  41592. */
  41593. moveTo( x, y ) {
  41594. this.currentPath = new Path();
  41595. this.subPaths.push( this.currentPath );
  41596. this.currentPath.moveTo( x, y );
  41597. return this;
  41598. }
  41599. /**
  41600. * Adds an instance of {@link LineCurve} to the path by connecting
  41601. * the current point with the given one.
  41602. *
  41603. * @param {number} x - The x coordinate of the end point.
  41604. * @param {number} y - The y coordinate of the end point.
  41605. * @return {ShapePath} A reference to this shape path.
  41606. */
  41607. lineTo( x, y ) {
  41608. this.currentPath.lineTo( x, y );
  41609. return this;
  41610. }
  41611. /**
  41612. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  41613. * the current point with the given one.
  41614. *
  41615. * @param {number} aCPx - The x coordinate of the control point.
  41616. * @param {number} aCPy - The y coordinate of the control point.
  41617. * @param {number} aX - The x coordinate of the end point.
  41618. * @param {number} aY - The y coordinate of the end point.
  41619. * @return {ShapePath} A reference to this shape path.
  41620. */
  41621. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  41622. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  41623. return this;
  41624. }
  41625. /**
  41626. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  41627. * the current point with the given one.
  41628. *
  41629. * @param {number} aCP1x - The x coordinate of the first control point.
  41630. * @param {number} aCP1y - The y coordinate of the first control point.
  41631. * @param {number} aCP2x - The x coordinate of the second control point.
  41632. * @param {number} aCP2y - The y coordinate of the second control point.
  41633. * @param {number} aX - The x coordinate of the end point.
  41634. * @param {number} aY - The y coordinate of the end point.
  41635. * @return {ShapePath} A reference to this shape path.
  41636. */
  41637. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  41638. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  41639. return this;
  41640. }
  41641. /**
  41642. * Adds an instance of {@link SplineCurve} to the path by connecting
  41643. * the current point with the given list of points.
  41644. *
  41645. * @param {Array<Vector2>} pts - An array of points in 2D space.
  41646. * @return {ShapePath} A reference to this shape path.
  41647. */
  41648. splineThru( pts ) {
  41649. this.currentPath.splineThru( pts );
  41650. return this;
  41651. }
  41652. /**
  41653. * Converts the paths into an array of shapes.
  41654. *
  41655. * @param {boolean} isCCW - By default solid shapes are defined clockwise (CW) and holes are defined counterclockwise (CCW).
  41656. * If this flag is set to `true`, then those are flipped.
  41657. * @return {Array<Shape>} An array of shapes.
  41658. */
  41659. toShapes( isCCW ) {
  41660. function toShapesNoHoles( inSubpaths ) {
  41661. const shapes = [];
  41662. for ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {
  41663. const tmpPath = inSubpaths[ i ];
  41664. const tmpShape = new Shape();
  41665. tmpShape.curves = tmpPath.curves;
  41666. shapes.push( tmpShape );
  41667. }
  41668. return shapes;
  41669. }
  41670. function isPointInsidePolygon( inPt, inPolygon ) {
  41671. const polyLen = inPolygon.length;
  41672. // inPt on polygon contour => immediate success or
  41673. // toggling of inside/outside at every single! intersection point of an edge
  41674. // with the horizontal line through inPt, left of inPt
  41675. // not counting lowerY endpoints of edges and whole edges on that line
  41676. let inside = false;
  41677. for ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  41678. let edgeLowPt = inPolygon[ p ];
  41679. let edgeHighPt = inPolygon[ q ];
  41680. let edgeDx = edgeHighPt.x - edgeLowPt.x;
  41681. let edgeDy = edgeHighPt.y - edgeLowPt.y;
  41682. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  41683. // not parallel
  41684. if ( edgeDy < 0 ) {
  41685. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  41686. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  41687. }
  41688. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  41689. if ( inPt.y === edgeLowPt.y ) {
  41690. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  41691. // continue; // no intersection or edgeLowPt => doesn't count !!!
  41692. } else {
  41693. const perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  41694. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  41695. if ( perpEdge < 0 ) continue;
  41696. inside = ! inside; // true intersection left of inPt
  41697. }
  41698. } else {
  41699. // parallel or collinear
  41700. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  41701. // edge lies on the same horizontal line as inPt
  41702. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  41703. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  41704. // continue;
  41705. }
  41706. }
  41707. return inside;
  41708. }
  41709. const isClockWise = ShapeUtils.isClockWise;
  41710. const subPaths = this.subPaths;
  41711. if ( subPaths.length === 0 ) return [];
  41712. let solid, tmpPath, tmpShape;
  41713. const shapes = [];
  41714. if ( subPaths.length === 1 ) {
  41715. tmpPath = subPaths[ 0 ];
  41716. tmpShape = new Shape();
  41717. tmpShape.curves = tmpPath.curves;
  41718. shapes.push( tmpShape );
  41719. return shapes;
  41720. }
  41721. let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  41722. holesFirst = isCCW ? ! holesFirst : holesFirst;
  41723. // console.log("Holes first", holesFirst);
  41724. const betterShapeHoles = [];
  41725. const newShapes = [];
  41726. let newShapeHoles = [];
  41727. let mainIdx = 0;
  41728. let tmpPoints;
  41729. newShapes[ mainIdx ] = undefined;
  41730. newShapeHoles[ mainIdx ] = [];
  41731. for ( let i = 0, l = subPaths.length; i < l; i ++ ) {
  41732. tmpPath = subPaths[ i ];
  41733. tmpPoints = tmpPath.getPoints();
  41734. solid = isClockWise( tmpPoints );
  41735. solid = isCCW ? ! solid : solid;
  41736. if ( solid ) {
  41737. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  41738. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  41739. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  41740. if ( holesFirst ) mainIdx ++;
  41741. newShapeHoles[ mainIdx ] = [];
  41742. //console.log('cw', i);
  41743. } else {
  41744. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  41745. //console.log('ccw', i);
  41746. }
  41747. }
  41748. // only Holes? -> probably all Shapes with wrong orientation
  41749. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  41750. if ( newShapes.length > 1 ) {
  41751. let ambiguous = false;
  41752. let toChange = 0;
  41753. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  41754. betterShapeHoles[ sIdx ] = [];
  41755. }
  41756. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  41757. const sho = newShapeHoles[ sIdx ];
  41758. for ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  41759. const ho = sho[ hIdx ];
  41760. let hole_unassigned = true;
  41761. for ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  41762. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  41763. if ( sIdx !== s2Idx ) toChange ++;
  41764. if ( hole_unassigned ) {
  41765. hole_unassigned = false;
  41766. betterShapeHoles[ s2Idx ].push( ho );
  41767. } else {
  41768. ambiguous = true;
  41769. }
  41770. }
  41771. }
  41772. if ( hole_unassigned ) {
  41773. betterShapeHoles[ sIdx ].push( ho );
  41774. }
  41775. }
  41776. }
  41777. if ( toChange > 0 && ambiguous === false ) {
  41778. newShapeHoles = betterShapeHoles;
  41779. }
  41780. }
  41781. let tmpHoles;
  41782. for ( let i = 0, il = newShapes.length; i < il; i ++ ) {
  41783. tmpShape = newShapes[ i ].s;
  41784. shapes.push( tmpShape );
  41785. tmpHoles = newShapeHoles[ i ];
  41786. for ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  41787. tmpShape.holes.push( tmpHoles[ j ].h );
  41788. }
  41789. }
  41790. //console.log("shape", shapes);
  41791. return shapes;
  41792. }
  41793. }
  41794. /**
  41795. * Abstract base class for controls.
  41796. *
  41797. * @abstract
  41798. * @augments EventDispatcher
  41799. */
  41800. class Controls extends EventDispatcher {
  41801. /**
  41802. * Constructs a new controls instance.
  41803. *
  41804. * @param {Object3D} object - The object that is managed by the controls.
  41805. * @param {?HTMLDOMElement} domElement - The HTML element used for event listeners.
  41806. */
  41807. constructor( object, domElement = null ) {
  41808. super();
  41809. /**
  41810. * The object that is managed by the controls.
  41811. *
  41812. * @type {Object3D}
  41813. */
  41814. this.object = object;
  41815. /**
  41816. * The HTML element used for event listeners.
  41817. *
  41818. * @type {?HTMLDOMElement}
  41819. * @default null
  41820. */
  41821. this.domElement = domElement;
  41822. /**
  41823. * Whether the controls responds to user input or not.
  41824. *
  41825. * @type {boolean}
  41826. * @default true
  41827. */
  41828. this.enabled = true;
  41829. /**
  41830. * The internal state of the controls.
  41831. *
  41832. * @type {number}
  41833. * @default -1
  41834. */
  41835. this.state = -1;
  41836. /**
  41837. * This object defines the keyboard input of the controls.
  41838. *
  41839. * @type {Object}
  41840. */
  41841. this.keys = {};
  41842. /**
  41843. * This object defines what type of actions are assigned to the available mouse buttons.
  41844. * It depends on the control implementation what kind of mouse buttons and actions are supported.
  41845. *
  41846. * @type {{LEFT: ?number, MIDDLE: ?number, RIGHT: ?number}}
  41847. */
  41848. this.mouseButtons = { LEFT: null, MIDDLE: null, RIGHT: null };
  41849. /**
  41850. * This object defines what type of actions are assigned to what kind of touch interaction.
  41851. * It depends on the control implementation what kind of touch interaction and actions are supported.
  41852. *
  41853. * @type {{ONE: ?number, TWO: ?number}}
  41854. */
  41855. this.touches = { ONE: null, TWO: null };
  41856. }
  41857. /**
  41858. * Connects the controls to the DOM. This method has so called "side effects" since
  41859. * it adds the module's event listeners to the DOM.
  41860. *
  41861. * @param {HTMLDOMElement} element - The DOM element to connect to.
  41862. */
  41863. connect( element ) {
  41864. if ( element === undefined ) {
  41865. console.warn( 'THREE.Controls: connect() now requires an element.' ); // @deprecated, the warning can be removed with r185
  41866. return;
  41867. }
  41868. if ( this.domElement !== null ) this.disconnect();
  41869. this.domElement = element;
  41870. }
  41871. /**
  41872. * Disconnects the controls from the DOM.
  41873. */
  41874. disconnect() {}
  41875. /**
  41876. * Call this method if you no longer want use to the controls. It frees all internal
  41877. * resources and removes all event listeners.
  41878. */
  41879. dispose() {}
  41880. /**
  41881. * Controls should implement this method if they have to update their internal state
  41882. * per simulation step.
  41883. *
  41884. * @param {number} [delta] - The time delta in seconds.
  41885. */
  41886. update( /* delta */ ) {}
  41887. }
  41888. /**
  41889. * Scales the texture as large as possible within its surface without cropping
  41890. * or stretching the texture. The method preserves the original aspect ratio of
  41891. * the texture. Akin to CSS `object-fit: contain`
  41892. *
  41893. * @param {Texture} texture - The texture.
  41894. * @param {number} aspect - The texture's aspect ratio.
  41895. * @return {Texture} The updated texture.
  41896. */
  41897. function contain( texture, aspect ) {
  41898. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  41899. if ( imageAspect > aspect ) {
  41900. texture.repeat.x = 1;
  41901. texture.repeat.y = imageAspect / aspect;
  41902. texture.offset.x = 0;
  41903. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  41904. } else {
  41905. texture.repeat.x = aspect / imageAspect;
  41906. texture.repeat.y = 1;
  41907. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  41908. texture.offset.y = 0;
  41909. }
  41910. return texture;
  41911. }
  41912. /**
  41913. * Scales the texture to the smallest possible size to fill the surface, leaving
  41914. * no empty space. The method preserves the original aspect ratio of the texture.
  41915. * Akin to CSS `object-fit: cover`.
  41916. *
  41917. * @param {Texture} texture - The texture.
  41918. * @param {number} aspect - The texture's aspect ratio.
  41919. * @return {Texture} The updated texture.
  41920. */
  41921. function cover( texture, aspect ) {
  41922. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  41923. if ( imageAspect > aspect ) {
  41924. texture.repeat.x = aspect / imageAspect;
  41925. texture.repeat.y = 1;
  41926. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  41927. texture.offset.y = 0;
  41928. } else {
  41929. texture.repeat.x = 1;
  41930. texture.repeat.y = imageAspect / aspect;
  41931. texture.offset.x = 0;
  41932. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  41933. }
  41934. return texture;
  41935. }
  41936. /**
  41937. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  41938. *
  41939. * @param {Texture} texture - The texture.
  41940. * @return {Texture} The updated texture.
  41941. */
  41942. function fill( texture ) {
  41943. texture.repeat.x = 1;
  41944. texture.repeat.y = 1;
  41945. texture.offset.x = 0;
  41946. texture.offset.y = 0;
  41947. return texture;
  41948. }
  41949. /**
  41950. * Determines how many bytes must be used to represent the texture.
  41951. *
  41952. * @param {number} width - The width of the texture.
  41953. * @param {number} height - The height of the texture.
  41954. * @param {number} format - The texture's format.
  41955. * @param {number} type - The texture's type.
  41956. * @return {number} The byte length.
  41957. */
  41958. function getByteLength( width, height, format, type ) {
  41959. const typeByteLength = getTextureTypeByteLength( type );
  41960. switch ( format ) {
  41961. // https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
  41962. case AlphaFormat:
  41963. return width * height;
  41964. case RedFormat:
  41965. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  41966. case RedIntegerFormat:
  41967. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  41968. case RGFormat:
  41969. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  41970. case RGIntegerFormat:
  41971. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  41972. case RGBFormat:
  41973. return ( ( width * height * 3 ) / typeByteLength.components ) * typeByteLength.byteLength;
  41974. case RGBAFormat:
  41975. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  41976. case RGBAIntegerFormat:
  41977. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  41978. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_s3tc_srgb/
  41979. case RGB_S3TC_DXT1_Format:
  41980. case RGBA_S3TC_DXT1_Format:
  41981. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  41982. case RGBA_S3TC_DXT3_Format:
  41983. case RGBA_S3TC_DXT5_Format:
  41984. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  41985. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_pvrtc/
  41986. case RGB_PVRTC_2BPPV1_Format:
  41987. case RGBA_PVRTC_2BPPV1_Format:
  41988. return ( Math.max( width, 16 ) * Math.max( height, 8 ) ) / 4;
  41989. case RGB_PVRTC_4BPPV1_Format:
  41990. case RGBA_PVRTC_4BPPV1_Format:
  41991. return ( Math.max( width, 8 ) * Math.max( height, 8 ) ) / 2;
  41992. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_etc/
  41993. case RGB_ETC1_Format:
  41994. case RGB_ETC2_Format:
  41995. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  41996. case RGBA_ETC2_EAC_Format:
  41997. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  41998. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/
  41999. case RGBA_ASTC_4x4_Format:
  42000. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42001. case RGBA_ASTC_5x4_Format:
  42002. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42003. case RGBA_ASTC_5x5_Format:
  42004. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42005. case RGBA_ASTC_6x5_Format:
  42006. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42007. case RGBA_ASTC_6x6_Format:
  42008. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42009. case RGBA_ASTC_8x5_Format:
  42010. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42011. case RGBA_ASTC_8x6_Format:
  42012. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42013. case RGBA_ASTC_8x8_Format:
  42014. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  42015. case RGBA_ASTC_10x5_Format:
  42016. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42017. case RGBA_ASTC_10x6_Format:
  42018. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42019. case RGBA_ASTC_10x8_Format:
  42020. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  42021. case RGBA_ASTC_10x10_Format:
  42022. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  42023. case RGBA_ASTC_12x10_Format:
  42024. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  42025. case RGBA_ASTC_12x12_Format:
  42026. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 11 ) / 12 ) * 16;
  42027. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/
  42028. case RGBA_BPTC_Format:
  42029. case RGB_BPTC_SIGNED_Format:
  42030. case RGB_BPTC_UNSIGNED_Format:
  42031. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  42032. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/
  42033. case RED_RGTC1_Format:
  42034. case SIGNED_RED_RGTC1_Format:
  42035. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 8;
  42036. case RED_GREEN_RGTC2_Format:
  42037. case SIGNED_RED_GREEN_RGTC2_Format:
  42038. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  42039. }
  42040. throw new Error(
  42041. `Unable to determine texture byte length for ${format} format.`,
  42042. );
  42043. }
  42044. function getTextureTypeByteLength( type ) {
  42045. switch ( type ) {
  42046. case UnsignedByteType:
  42047. case ByteType:
  42048. return { byteLength: 1, components: 1 };
  42049. case UnsignedShortType:
  42050. case ShortType:
  42051. case HalfFloatType:
  42052. return { byteLength: 2, components: 1 };
  42053. case UnsignedShort4444Type:
  42054. case UnsignedShort5551Type:
  42055. return { byteLength: 2, components: 4 };
  42056. case UnsignedIntType:
  42057. case IntType:
  42058. case FloatType:
  42059. return { byteLength: 4, components: 1 };
  42060. case UnsignedInt5999Type:
  42061. return { byteLength: 4, components: 3 };
  42062. }
  42063. throw new Error( `Unknown texture type ${type}.` );
  42064. }
  42065. /**
  42066. * A class containing utility functions for textures.
  42067. *
  42068. * @hideconstructor
  42069. */
  42070. class TextureUtils {
  42071. /**
  42072. * Scales the texture as large as possible within its surface without cropping
  42073. * or stretching the texture. The method preserves the original aspect ratio of
  42074. * the texture. Akin to CSS `object-fit: contain`
  42075. *
  42076. * @param {Texture} texture - The texture.
  42077. * @param {number} aspect - The texture's aspect ratio.
  42078. * @return {Texture} The updated texture.
  42079. */
  42080. static contain( texture, aspect ) {
  42081. return contain( texture, aspect );
  42082. }
  42083. /**
  42084. * Scales the texture to the smallest possible size to fill the surface, leaving
  42085. * no empty space. The method preserves the original aspect ratio of the texture.
  42086. * Akin to CSS `object-fit: cover`.
  42087. *
  42088. * @param {Texture} texture - The texture.
  42089. * @param {number} aspect - The texture's aspect ratio.
  42090. * @return {Texture} The updated texture.
  42091. */
  42092. static cover( texture, aspect ) {
  42093. return cover( texture, aspect );
  42094. }
  42095. /**
  42096. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  42097. *
  42098. * @param {Texture} texture - The texture.
  42099. * @return {Texture} The updated texture.
  42100. */
  42101. static fill( texture ) {
  42102. return fill( texture );
  42103. }
  42104. /**
  42105. * Determines how many bytes must be used to represent the texture.
  42106. *
  42107. * @param {number} width - The width of the texture.
  42108. * @param {number} height - The height of the texture.
  42109. * @param {number} format - The texture's format.
  42110. * @param {number} type - The texture's type.
  42111. * @return {number} The byte length.
  42112. */
  42113. static getByteLength( width, height, format, type ) {
  42114. return getByteLength( width, height, format, type );
  42115. }
  42116. }
  42117. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  42118. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  42119. revision: REVISION,
  42120. } } ) );
  42121. }
  42122. if ( typeof window !== 'undefined' ) {
  42123. if ( window.__THREE__ ) {
  42124. console.warn( 'WARNING: Multiple instances of Three.js being imported.' );
  42125. } else {
  42126. window.__THREE__ = REVISION;
  42127. }
  42128. }
  42129. export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BackSide, BasicDepthPacking, BasicShadowMap, BatchedMesh, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CineonToneMapping, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, ColorManagement, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, ConstantAlphaFactor, ConstantColorFactor, Controls, CubeCamera, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry, Cylindrical, Data3DTexture, DataArrayTexture, DataTexture, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualCompare, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Float32BufferAttribute, FloatType, Fog, FogExp2, FramebufferTexture, FrontSide, Frustum, FrustumArray, GLBufferAttribute, GLSL1, GLSL3, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InterpolationSamplingMode, InterpolationSamplingType, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, Layers, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, LinearTransfer, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, MOUSE, Material, MaterialLoader, MathUtils, Matrix2, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeutralToneMapping, NeverCompare, NeverDepth, NeverStencilFunc, NoBlending, NoColorSpace, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NotEqualCompare, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronGeometry, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, Path, PerspectiveCamera, Plane, PlaneGeometry, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, RAD2DEG, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDepthPacking, RGBFormat, RGBIntegerFormat, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGDepthPacking, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RenderTarget, RenderTarget3D, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingGeometry, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SRGBColorSpace, SRGBTransfer, Scene, ShaderMaterial, ShadowMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronGeometry, Texture, TextureLoader, TextureUtils, TimestampQuery, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, UniformsUtils, UnsignedByteType, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, VideoFrameTexture, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLCoordinateSystem, WebGLCubeRenderTarget, WebGLRenderTarget, WebGPUCoordinateSystem, WebXRController, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, arrayNeedsUint32, cloneUniforms, createCanvasElement, createElementNS, getByteLength, getUnlitUniformColorSpace, mergeUniforms, probeAsync, toNormalizedProjectionMatrix, toReversedProjectionMatrix, warnOnce };
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