three.core.js 1.4 MB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805180618071808180918101811181218131814181518161817181818191820182118221823182418251826182718281829183018311832183318341835183618371838183918401841184218431844184518461847184818491850185118521853185418551856185718581859186018611862186318641865186618671868186918701871187218731874187518761877187818791880188118821883188418851886188718881889189018911892189318941895189618971898189919001901190219031904190519061907190819091910191119121913191419151916191719181919192019211922192319241925192619271928192919301931193219331934193519361937193819391940194119421943194419451946194719481949195019511952195319541955195619571958195919601961196219631964196519661967196819691970197119721973197419751976197719781979198019811982198319841985198619871988198919901991199219931994199519961997199819992000200120022003200420052006200720082009201020112012201320142015201620172018201920202021202220232024202520262027202820292030203120322033203420352036203720382039204020412042204320442045204620472048204920502051205220532054205520562057205820592060206120622063206420652066206720682069207020712072207320742075207620772078207920802081208220832084208520862087208820892090209120922093209420952096209720982099210021012102210321042105210621072108210921102111211221132114211521162117211821192120212121222123212421252126212721282129213021312132213321342135213621372138213921402141214221432144214521462147214821492150215121522153215421552156215721582159216021612162216321642165216621672168216921702171217221732174217521762177217821792180218121822183218421852186218721882189219021912192219321942195219621972198219922002201220222032204220522062207220822092210221122122213221422152216221722182219222022212222222322242225222622272228222922302231223222332234223522362237223822392240224122422243224422452246224722482249225022512252225322542255225622572258225922602261226222632264226522662267226822692270227122722273227422752276227722782279228022812282228322842285228622872288228922902291229222932294229522962297229822992300230123022303230423052306230723082309231023112312231323142315231623172318231923202321232223232324232523262327232823292330233123322333233423352336233723382339234023412342234323442345234623472348234923502351235223532354235523562357235823592360236123622363236423652366236723682369237023712372237323742375237623772378237923802381238223832384238523862387238823892390239123922393239423952396239723982399240024012402240324042405240624072408240924102411241224132414241524162417241824192420242124222423242424252426242724282429243024312432243324342435243624372438243924402441244224432444244524462447244824492450245124522453245424552456245724582459246024612462246324642465246624672468246924702471247224732474247524762477247824792480248124822483248424852486248724882489249024912492249324942495249624972498249925002501250225032504250525062507250825092510251125122513251425152516251725182519252025212522252325242525252625272528252925302531253225332534253525362537253825392540254125422543254425452546254725482549255025512552255325542555255625572558255925602561256225632564256525662567256825692570257125722573257425752576257725782579258025812582258325842585258625872588258925902591259225932594259525962597259825992600260126022603260426052606260726082609261026112612261326142615261626172618261926202621262226232624262526262627262826292630263126322633263426352636263726382639264026412642264326442645264626472648264926502651265226532654265526562657265826592660266126622663266426652666266726682669267026712672267326742675267626772678267926802681268226832684268526862687268826892690269126922693269426952696269726982699270027012702270327042705270627072708270927102711271227132714271527162717271827192720272127222723272427252726272727282729273027312732273327342735273627372738273927402741274227432744274527462747274827492750275127522753275427552756275727582759276027612762276327642765276627672768276927702771277227732774277527762777277827792780278127822783278427852786278727882789279027912792279327942795279627972798279928002801280228032804280528062807280828092810281128122813281428152816281728182819282028212822282328242825282628272828282928302831283228332834283528362837283828392840284128422843284428452846284728482849285028512852285328542855285628572858285928602861286228632864286528662867286828692870287128722873287428752876287728782879288028812882288328842885288628872888288928902891289228932894289528962897289828992900290129022903290429052906290729082909291029112912291329142915291629172918291929202921292229232924292529262927292829292930293129322933293429352936293729382939294029412942294329442945294629472948294929502951295229532954295529562957295829592960296129622963296429652966296729682969297029712972297329742975297629772978297929802981298229832984298529862987298829892990299129922993299429952996299729982999300030013002300330043005300630073008300930103011301230133014301530163017301830193020302130223023302430253026302730283029303030313032303330343035303630373038303930403041304230433044304530463047304830493050305130523053305430553056305730583059306030613062306330643065306630673068306930703071307230733074307530763077307830793080308130823083308430853086308730883089309030913092309330943095309630973098309931003101310231033104310531063107310831093110311131123113311431153116311731183119312031213122312331243125312631273128312931303131313231333134313531363137313831393140314131423143314431453146314731483149315031513152315331543155315631573158315931603161316231633164316531663167316831693170317131723173317431753176317731783179318031813182318331843185318631873188318931903191319231933194319531963197319831993200320132023203320432053206320732083209321032113212321332143215321632173218321932203221322232233224322532263227322832293230323132323233323432353236323732383239324032413242324332443245324632473248324932503251325232533254325532563257325832593260326132623263326432653266326732683269327032713272327332743275327632773278327932803281328232833284328532863287328832893290329132923293329432953296329732983299330033013302330333043305330633073308330933103311331233133314331533163317331833193320332133223323332433253326332733283329333033313332333333343335333633373338333933403341334233433344334533463347334833493350335133523353335433553356335733583359336033613362336333643365336633673368336933703371337233733374337533763377337833793380338133823383338433853386338733883389339033913392339333943395339633973398339934003401340234033404340534063407340834093410341134123413341434153416341734183419342034213422342334243425342634273428342934303431343234333434343534363437343834393440344134423443344434453446344734483449345034513452345334543455345634573458345934603461346234633464346534663467346834693470347134723473347434753476347734783479348034813482348334843485348634873488348934903491349234933494349534963497349834993500350135023503350435053506350735083509351035113512351335143515351635173518351935203521352235233524352535263527352835293530353135323533353435353536353735383539354035413542354335443545354635473548354935503551355235533554355535563557355835593560356135623563356435653566356735683569357035713572357335743575357635773578357935803581358235833584358535863587358835893590359135923593359435953596359735983599360036013602360336043605360636073608360936103611361236133614361536163617361836193620362136223623362436253626362736283629363036313632363336343635363636373638363936403641364236433644364536463647364836493650365136523653365436553656365736583659366036613662366336643665366636673668366936703671367236733674367536763677367836793680368136823683368436853686368736883689369036913692369336943695369636973698369937003701370237033704370537063707370837093710371137123713371437153716371737183719372037213722372337243725372637273728372937303731373237333734373537363737373837393740374137423743374437453746374737483749375037513752375337543755375637573758375937603761376237633764376537663767376837693770377137723773377437753776377737783779378037813782378337843785378637873788378937903791379237933794379537963797379837993800380138023803380438053806380738083809381038113812381338143815381638173818381938203821382238233824382538263827382838293830383138323833383438353836383738383839384038413842384338443845384638473848384938503851385238533854385538563857385838593860386138623863386438653866386738683869387038713872387338743875387638773878387938803881388238833884388538863887388838893890389138923893389438953896389738983899390039013902390339043905390639073908390939103911391239133914391539163917391839193920392139223923392439253926392739283929393039313932393339343935393639373938393939403941394239433944394539463947394839493950395139523953395439553956395739583959396039613962396339643965396639673968396939703971397239733974397539763977397839793980398139823983398439853986398739883989399039913992399339943995399639973998399940004001400240034004400540064007400840094010401140124013401440154016401740184019402040214022402340244025402640274028402940304031403240334034403540364037403840394040404140424043404440454046404740484049405040514052405340544055405640574058405940604061406240634064406540664067406840694070407140724073407440754076407740784079408040814082408340844085408640874088408940904091409240934094409540964097409840994100410141024103410441054106410741084109411041114112411341144115411641174118411941204121412241234124412541264127412841294130413141324133413441354136413741384139414041414142414341444145414641474148414941504151415241534154415541564157415841594160416141624163416441654166416741684169417041714172417341744175417641774178417941804181418241834184418541864187418841894190419141924193419441954196419741984199420042014202420342044205420642074208420942104211421242134214421542164217421842194220422142224223422442254226422742284229423042314232423342344235423642374238423942404241424242434244424542464247424842494250425142524253425442554256425742584259426042614262426342644265426642674268426942704271427242734274427542764277427842794280428142824283428442854286428742884289429042914292429342944295429642974298429943004301430243034304430543064307430843094310431143124313431443154316431743184319432043214322432343244325432643274328432943304331433243334334433543364337433843394340434143424343434443454346434743484349435043514352435343544355435643574358435943604361436243634364436543664367436843694370437143724373437443754376437743784379438043814382438343844385438643874388438943904391439243934394439543964397439843994400440144024403440444054406440744084409441044114412441344144415441644174418441944204421442244234424442544264427442844294430443144324433443444354436443744384439444044414442444344444445444644474448444944504451445244534454445544564457445844594460446144624463446444654466446744684469447044714472447344744475447644774478447944804481448244834484448544864487448844894490449144924493449444954496449744984499450045014502450345044505450645074508450945104511451245134514451545164517451845194520452145224523452445254526452745284529453045314532453345344535453645374538453945404541454245434544454545464547454845494550455145524553455445554556455745584559456045614562456345644565456645674568456945704571457245734574457545764577457845794580458145824583458445854586458745884589459045914592459345944595459645974598459946004601460246034604460546064607460846094610461146124613461446154616461746184619462046214622462346244625462646274628462946304631463246334634463546364637463846394640464146424643464446454646464746484649465046514652465346544655465646574658465946604661466246634664466546664667466846694670467146724673467446754676467746784679468046814682468346844685468646874688468946904691469246934694469546964697469846994700470147024703470447054706470747084709471047114712471347144715471647174718471947204721472247234724472547264727472847294730473147324733473447354736473747384739474047414742474347444745474647474748474947504751475247534754475547564757475847594760476147624763476447654766476747684769477047714772477347744775477647774778477947804781478247834784478547864787478847894790479147924793479447954796479747984799480048014802480348044805480648074808480948104811481248134814481548164817481848194820482148224823482448254826482748284829483048314832483348344835483648374838483948404841484248434844484548464847484848494850485148524853485448554856485748584859486048614862486348644865486648674868486948704871487248734874487548764877487848794880488148824883488448854886488748884889489048914892489348944895489648974898489949004901490249034904490549064907490849094910491149124913491449154916491749184919492049214922492349244925492649274928492949304931493249334934493549364937493849394940494149424943494449454946494749484949495049514952495349544955495649574958495949604961496249634964496549664967496849694970497149724973497449754976497749784979498049814982498349844985498649874988498949904991499249934994499549964997499849995000500150025003500450055006500750085009501050115012501350145015501650175018501950205021502250235024502550265027502850295030503150325033503450355036503750385039504050415042504350445045504650475048504950505051505250535054505550565057505850595060506150625063506450655066506750685069507050715072507350745075507650775078507950805081508250835084508550865087508850895090509150925093509450955096509750985099510051015102510351045105510651075108510951105111511251135114511551165117511851195120512151225123512451255126512751285129513051315132513351345135513651375138513951405141514251435144514551465147514851495150515151525153515451555156515751585159516051615162516351645165516651675168516951705171517251735174517551765177517851795180518151825183518451855186518751885189519051915192519351945195519651975198519952005201520252035204520552065207520852095210521152125213521452155216521752185219522052215222522352245225522652275228522952305231523252335234523552365237523852395240524152425243524452455246524752485249525052515252525352545255525652575258525952605261526252635264526552665267526852695270527152725273527452755276527752785279528052815282528352845285528652875288528952905291529252935294529552965297529852995300530153025303530453055306530753085309531053115312531353145315531653175318531953205321532253235324532553265327532853295330533153325333533453355336533753385339534053415342534353445345534653475348534953505351535253535354535553565357535853595360536153625363536453655366536753685369537053715372537353745375537653775378537953805381538253835384538553865387538853895390539153925393539453955396539753985399540054015402540354045405540654075408540954105411541254135414541554165417541854195420542154225423542454255426542754285429543054315432543354345435543654375438543954405441544254435444544554465447544854495450545154525453545454555456545754585459546054615462546354645465546654675468546954705471547254735474547554765477547854795480548154825483548454855486548754885489549054915492549354945495549654975498549955005501550255035504550555065507550855095510551155125513551455155516551755185519552055215522552355245525552655275528552955305531553255335534553555365537553855395540554155425543554455455546554755485549555055515552555355545555555655575558555955605561556255635564556555665567556855695570557155725573557455755576557755785579558055815582558355845585558655875588558955905591559255935594559555965597559855995600560156025603560456055606560756085609561056115612561356145615561656175618561956205621562256235624562556265627562856295630563156325633563456355636563756385639564056415642564356445645564656475648564956505651565256535654565556565657565856595660566156625663566456655666566756685669567056715672567356745675567656775678567956805681568256835684568556865687568856895690569156925693569456955696569756985699570057015702570357045705570657075708570957105711571257135714571557165717571857195720572157225723572457255726572757285729573057315732573357345735573657375738573957405741574257435744574557465747574857495750575157525753575457555756575757585759576057615762576357645765576657675768576957705771577257735774577557765777577857795780578157825783578457855786578757885789579057915792579357945795579657975798579958005801580258035804580558065807580858095810581158125813581458155816581758185819582058215822582358245825582658275828582958305831583258335834583558365837583858395840584158425843584458455846584758485849585058515852585358545855585658575858585958605861586258635864586558665867586858695870587158725873587458755876587758785879588058815882588358845885588658875888588958905891589258935894589558965897589858995900590159025903590459055906590759085909591059115912591359145915591659175918591959205921592259235924592559265927592859295930593159325933593459355936593759385939594059415942594359445945594659475948594959505951595259535954595559565957595859595960596159625963596459655966596759685969597059715972597359745975597659775978597959805981598259835984598559865987598859895990599159925993599459955996599759985999600060016002600360046005600660076008600960106011601260136014601560166017601860196020602160226023602460256026602760286029603060316032603360346035603660376038603960406041604260436044604560466047604860496050605160526053605460556056605760586059606060616062606360646065606660676068606960706071607260736074607560766077607860796080608160826083608460856086608760886089609060916092609360946095609660976098609961006101610261036104610561066107610861096110611161126113611461156116611761186119612061216122612361246125612661276128612961306131613261336134613561366137613861396140614161426143614461456146614761486149615061516152615361546155615661576158615961606161616261636164616561666167616861696170617161726173617461756176617761786179618061816182618361846185618661876188618961906191619261936194619561966197619861996200620162026203620462056206620762086209621062116212621362146215621662176218621962206221622262236224622562266227622862296230623162326233623462356236623762386239624062416242624362446245624662476248624962506251625262536254625562566257625862596260626162626263626462656266626762686269627062716272627362746275627662776278627962806281628262836284628562866287628862896290629162926293629462956296629762986299630063016302630363046305630663076308630963106311631263136314631563166317631863196320632163226323632463256326632763286329633063316332633363346335633663376338633963406341634263436344634563466347634863496350635163526353635463556356635763586359636063616362636363646365636663676368636963706371637263736374637563766377637863796380638163826383638463856386638763886389639063916392639363946395639663976398639964006401640264036404640564066407640864096410641164126413641464156416641764186419642064216422642364246425642664276428642964306431643264336434643564366437643864396440644164426443644464456446644764486449645064516452645364546455645664576458645964606461646264636464646564666467646864696470647164726473647464756476647764786479648064816482648364846485648664876488648964906491649264936494649564966497649864996500650165026503650465056506650765086509651065116512651365146515651665176518651965206521652265236524652565266527652865296530653165326533653465356536653765386539654065416542654365446545654665476548654965506551655265536554655565566557655865596560656165626563656465656566656765686569657065716572657365746575657665776578657965806581658265836584658565866587658865896590659165926593659465956596659765986599660066016602660366046605660666076608660966106611661266136614661566166617661866196620662166226623662466256626662766286629663066316632663366346635663666376638663966406641664266436644664566466647664866496650665166526653665466556656665766586659666066616662666366646665666666676668666966706671667266736674667566766677667866796680668166826683668466856686668766886689669066916692669366946695669666976698669967006701670267036704670567066707670867096710671167126713671467156716671767186719672067216722672367246725672667276728672967306731673267336734673567366737673867396740674167426743674467456746674767486749675067516752675367546755675667576758675967606761676267636764676567666767676867696770677167726773677467756776677767786779678067816782678367846785678667876788678967906791679267936794679567966797679867996800680168026803680468056806680768086809681068116812681368146815681668176818681968206821682268236824682568266827682868296830683168326833683468356836683768386839684068416842684368446845684668476848684968506851685268536854685568566857685868596860686168626863686468656866686768686869687068716872687368746875687668776878687968806881688268836884688568866887688868896890689168926893689468956896689768986899690069016902690369046905690669076908690969106911691269136914691569166917691869196920692169226923692469256926692769286929693069316932693369346935693669376938693969406941694269436944694569466947694869496950695169526953695469556956695769586959696069616962696369646965696669676968696969706971697269736974697569766977697869796980698169826983698469856986698769886989699069916992699369946995699669976998699970007001700270037004700570067007700870097010701170127013701470157016701770187019702070217022702370247025702670277028702970307031703270337034703570367037703870397040704170427043704470457046704770487049705070517052705370547055705670577058705970607061706270637064706570667067706870697070707170727073707470757076707770787079708070817082708370847085708670877088708970907091709270937094709570967097709870997100710171027103710471057106710771087109711071117112711371147115711671177118711971207121712271237124712571267127712871297130713171327133713471357136713771387139714071417142714371447145714671477148714971507151715271537154715571567157715871597160716171627163716471657166716771687169717071717172717371747175717671777178717971807181718271837184718571867187718871897190719171927193719471957196719771987199720072017202720372047205720672077208720972107211721272137214721572167217721872197220722172227223722472257226722772287229723072317232723372347235723672377238723972407241724272437244724572467247724872497250725172527253725472557256725772587259726072617262726372647265726672677268726972707271727272737274727572767277727872797280728172827283728472857286728772887289729072917292729372947295729672977298729973007301730273037304730573067307730873097310731173127313731473157316731773187319732073217322732373247325732673277328732973307331733273337334733573367337733873397340734173427343734473457346734773487349735073517352735373547355735673577358735973607361736273637364736573667367736873697370737173727373737473757376737773787379738073817382738373847385738673877388738973907391739273937394739573967397739873997400740174027403740474057406740774087409741074117412741374147415741674177418741974207421742274237424742574267427742874297430743174327433743474357436743774387439744074417442744374447445744674477448744974507451745274537454745574567457745874597460746174627463746474657466746774687469747074717472747374747475747674777478747974807481748274837484748574867487748874897490749174927493749474957496749774987499750075017502750375047505750675077508750975107511751275137514751575167517751875197520752175227523752475257526752775287529753075317532753375347535753675377538753975407541754275437544754575467547754875497550755175527553755475557556755775587559756075617562756375647565756675677568756975707571757275737574757575767577757875797580758175827583758475857586758775887589759075917592759375947595759675977598759976007601760276037604760576067607760876097610761176127613761476157616761776187619762076217622762376247625762676277628762976307631763276337634763576367637763876397640764176427643764476457646764776487649765076517652765376547655765676577658765976607661766276637664766576667667766876697670767176727673767476757676767776787679768076817682768376847685768676877688768976907691769276937694769576967697769876997700770177027703770477057706770777087709771077117712771377147715771677177718771977207721772277237724772577267727772877297730773177327733773477357736773777387739774077417742774377447745774677477748774977507751775277537754775577567757775877597760776177627763776477657766776777687769777077717772777377747775777677777778777977807781778277837784778577867787778877897790779177927793779477957796779777987799780078017802780378047805780678077808780978107811781278137814781578167817781878197820782178227823782478257826782778287829783078317832783378347835783678377838783978407841784278437844784578467847784878497850785178527853785478557856785778587859786078617862786378647865786678677868786978707871787278737874787578767877787878797880788178827883788478857886788778887889789078917892789378947895789678977898789979007901790279037904790579067907790879097910791179127913791479157916791779187919792079217922792379247925792679277928792979307931793279337934793579367937793879397940794179427943794479457946794779487949795079517952795379547955795679577958795979607961796279637964796579667967796879697970797179727973797479757976797779787979798079817982798379847985798679877988798979907991799279937994799579967997799879998000800180028003800480058006800780088009801080118012801380148015801680178018801980208021802280238024802580268027802880298030803180328033803480358036803780388039804080418042804380448045804680478048804980508051805280538054805580568057805880598060806180628063806480658066806780688069807080718072807380748075807680778078807980808081808280838084808580868087808880898090809180928093809480958096809780988099810081018102810381048105810681078108810981108111811281138114811581168117811881198120812181228123812481258126812781288129813081318132813381348135813681378138813981408141814281438144814581468147814881498150815181528153815481558156815781588159816081618162816381648165816681678168816981708171817281738174817581768177817881798180818181828183818481858186818781888189819081918192819381948195819681978198819982008201820282038204820582068207820882098210821182128213821482158216821782188219822082218222822382248225822682278228822982308231823282338234823582368237823882398240824182428243824482458246824782488249825082518252825382548255825682578258825982608261826282638264826582668267826882698270827182728273827482758276827782788279828082818282828382848285828682878288828982908291829282938294829582968297829882998300830183028303830483058306830783088309831083118312831383148315831683178318831983208321832283238324832583268327832883298330833183328333833483358336833783388339834083418342834383448345834683478348834983508351835283538354835583568357835883598360836183628363836483658366836783688369837083718372837383748375837683778378837983808381838283838384838583868387838883898390839183928393839483958396839783988399840084018402840384048405840684078408840984108411841284138414841584168417841884198420842184228423842484258426842784288429843084318432843384348435843684378438843984408441844284438444844584468447844884498450845184528453845484558456845784588459846084618462846384648465846684678468846984708471847284738474847584768477847884798480848184828483848484858486848784888489849084918492849384948495849684978498849985008501850285038504850585068507850885098510851185128513851485158516851785188519852085218522852385248525852685278528852985308531853285338534853585368537853885398540854185428543854485458546854785488549855085518552855385548555855685578558855985608561856285638564856585668567856885698570857185728573857485758576857785788579858085818582858385848585858685878588858985908591859285938594859585968597859885998600860186028603860486058606860786088609861086118612861386148615861686178618861986208621862286238624862586268627862886298630863186328633863486358636863786388639864086418642864386448645864686478648864986508651865286538654865586568657865886598660866186628663866486658666866786688669867086718672867386748675867686778678867986808681868286838684868586868687868886898690869186928693869486958696869786988699870087018702870387048705870687078708870987108711871287138714871587168717871887198720872187228723872487258726872787288729873087318732873387348735873687378738873987408741874287438744874587468747874887498750875187528753875487558756875787588759876087618762876387648765876687678768876987708771877287738774877587768777877887798780878187828783878487858786878787888789879087918792879387948795879687978798879988008801880288038804880588068807880888098810881188128813881488158816881788188819882088218822882388248825882688278828882988308831883288338834883588368837883888398840884188428843884488458846884788488849885088518852885388548855885688578858885988608861886288638864886588668867886888698870887188728873887488758876887788788879888088818882888388848885888688878888888988908891889288938894889588968897889888998900890189028903890489058906890789088909891089118912891389148915891689178918891989208921892289238924892589268927892889298930893189328933893489358936893789388939894089418942894389448945894689478948894989508951895289538954895589568957895889598960896189628963896489658966896789688969897089718972897389748975897689778978897989808981898289838984898589868987898889898990899189928993899489958996899789988999900090019002900390049005900690079008900990109011901290139014901590169017901890199020902190229023902490259026902790289029903090319032903390349035903690379038903990409041904290439044904590469047904890499050905190529053905490559056905790589059906090619062906390649065906690679068906990709071907290739074907590769077907890799080908190829083908490859086908790889089909090919092909390949095909690979098909991009101910291039104910591069107910891099110911191129113911491159116911791189119912091219122912391249125912691279128912991309131913291339134913591369137913891399140914191429143914491459146914791489149915091519152915391549155915691579158915991609161916291639164916591669167916891699170917191729173917491759176917791789179918091819182918391849185918691879188918991909191919291939194919591969197919891999200920192029203920492059206920792089209921092119212921392149215921692179218921992209221922292239224922592269227922892299230923192329233923492359236923792389239924092419242924392449245924692479248924992509251925292539254925592569257925892599260926192629263926492659266926792689269927092719272927392749275927692779278927992809281928292839284928592869287928892899290929192929293929492959296929792989299930093019302930393049305930693079308930993109311931293139314931593169317931893199320932193229323932493259326932793289329933093319332933393349335933693379338933993409341934293439344934593469347934893499350935193529353935493559356935793589359936093619362936393649365936693679368936993709371937293739374937593769377937893799380938193829383938493859386938793889389939093919392939393949395939693979398939994009401940294039404940594069407940894099410941194129413941494159416941794189419942094219422942394249425942694279428942994309431943294339434943594369437943894399440944194429443944494459446944794489449945094519452945394549455945694579458945994609461946294639464946594669467946894699470947194729473947494759476947794789479948094819482948394849485948694879488948994909491949294939494949594969497949894999500950195029503950495059506950795089509951095119512951395149515951695179518951995209521952295239524952595269527952895299530953195329533953495359536953795389539954095419542954395449545954695479548954995509551955295539554955595569557955895599560956195629563956495659566956795689569957095719572957395749575957695779578957995809581958295839584958595869587958895899590959195929593959495959596959795989599960096019602960396049605960696079608960996109611961296139614961596169617961896199620962196229623962496259626962796289629963096319632963396349635963696379638963996409641964296439644964596469647964896499650965196529653965496559656965796589659966096619662966396649665966696679668966996709671967296739674967596769677967896799680968196829683968496859686968796889689969096919692969396949695969696979698969997009701970297039704970597069707970897099710971197129713971497159716971797189719972097219722972397249725972697279728972997309731973297339734973597369737973897399740974197429743974497459746974797489749975097519752975397549755975697579758975997609761976297639764976597669767976897699770977197729773977497759776977797789779978097819782978397849785978697879788978997909791979297939794979597969797979897999800980198029803980498059806980798089809981098119812981398149815981698179818981998209821982298239824982598269827982898299830983198329833983498359836983798389839984098419842984398449845984698479848984998509851985298539854985598569857985898599860986198629863986498659866986798689869987098719872987398749875987698779878987998809881988298839884988598869887988898899890989198929893989498959896989798989899990099019902990399049905990699079908990999109911991299139914991599169917991899199920992199229923992499259926992799289929993099319932993399349935993699379938993999409941994299439944994599469947994899499950995199529953995499559956995799589959996099619962996399649965996699679968996999709971997299739974997599769977997899799980998199829983998499859986998799889989999099919992999399949995999699979998999910000100011000210003100041000510006100071000810009100101001110012100131001410015100161001710018100191002010021100221002310024100251002610027100281002910030100311003210033100341003510036100371003810039100401004110042100431004410045100461004710048100491005010051100521005310054100551005610057100581005910060100611006210063100641006510066100671006810069100701007110072100731007410075100761007710078100791008010081100821008310084100851008610087100881008910090100911009210093100941009510096100971009810099101001010110102101031010410105101061010710108101091011010111101121011310114101151011610117101181011910120101211012210123101241012510126101271012810129101301013110132101331013410135101361013710138101391014010141101421014310144101451014610147101481014910150101511015210153101541015510156101571015810159101601016110162101631016410165101661016710168101691017010171101721017310174101751017610177101781017910180101811018210183101841018510186101871018810189101901019110192101931019410195101961019710198101991020010201102021020310204102051020610207102081020910210102111021210213102141021510216102171021810219102201022110222102231022410225102261022710228102291023010231102321023310234102351023610237102381023910240102411024210243102441024510246102471024810249102501025110252102531025410255102561025710258102591026010261102621026310264102651026610267102681026910270102711027210273102741027510276102771027810279102801028110282102831028410285102861028710288102891029010291102921029310294102951029610297102981029910300103011030210303103041030510306103071030810309103101031110312103131031410315103161031710318103191032010321103221032310324103251032610327103281032910330103311033210333103341033510336103371033810339103401034110342103431034410345103461034710348103491035010351103521035310354103551035610357103581035910360103611036210363103641036510366103671036810369103701037110372103731037410375103761037710378103791038010381103821038310384103851038610387103881038910390103911039210393103941039510396103971039810399104001040110402104031040410405104061040710408104091041010411104121041310414104151041610417104181041910420104211042210423104241042510426104271042810429104301043110432104331043410435104361043710438104391044010441104421044310444104451044610447104481044910450104511045210453104541045510456104571045810459104601046110462104631046410465104661046710468104691047010471104721047310474104751047610477104781047910480104811048210483104841048510486104871048810489104901049110492104931049410495104961049710498104991050010501105021050310504105051050610507105081050910510105111051210513105141051510516105171051810519105201052110522105231052410525105261052710528105291053010531105321053310534105351053610537105381053910540105411054210543105441054510546105471054810549105501055110552105531055410555105561055710558105591056010561105621056310564105651056610567105681056910570105711057210573105741057510576105771057810579105801058110582105831058410585105861058710588105891059010591105921059310594105951059610597105981059910600106011060210603106041060510606106071060810609106101061110612106131061410615106161061710618106191062010621106221062310624106251062610627106281062910630106311063210633106341063510636106371063810639106401064110642106431064410645106461064710648106491065010651106521065310654106551065610657106581065910660106611066210663106641066510666106671066810669106701067110672106731067410675106761067710678106791068010681106821068310684106851068610687106881068910690106911069210693106941069510696106971069810699107001070110702107031070410705107061070710708107091071010711107121071310714107151071610717107181071910720107211072210723107241072510726107271072810729107301073110732107331073410735107361073710738107391074010741107421074310744107451074610747107481074910750107511075210753107541075510756107571075810759107601076110762107631076410765107661076710768107691077010771107721077310774107751077610777107781077910780107811078210783107841078510786107871078810789107901079110792107931079410795107961079710798107991080010801108021080310804108051080610807108081080910810108111081210813108141081510816108171081810819108201082110822108231082410825108261082710828108291083010831108321083310834108351083610837108381083910840108411084210843108441084510846108471084810849108501085110852108531085410855108561085710858108591086010861108621086310864108651086610867108681086910870108711087210873108741087510876108771087810879108801088110882108831088410885108861088710888108891089010891108921089310894108951089610897108981089910900109011090210903109041090510906109071090810909109101091110912109131091410915109161091710918109191092010921109221092310924109251092610927109281092910930109311093210933109341093510936109371093810939109401094110942109431094410945109461094710948109491095010951109521095310954109551095610957109581095910960109611096210963109641096510966109671096810969109701097110972109731097410975109761097710978109791098010981109821098310984109851098610987109881098910990109911099210993109941099510996109971099810999110001100111002110031100411005110061100711008110091101011011110121101311014110151101611017110181101911020110211102211023110241102511026110271102811029110301103111032110331103411035110361103711038110391104011041110421104311044110451104611047110481104911050110511105211053110541105511056110571105811059110601106111062110631106411065110661106711068110691107011071110721107311074110751107611077110781107911080110811108211083110841108511086110871108811089110901109111092110931109411095110961109711098110991110011101111021110311104111051110611107111081110911110111111111211113111141111511116111171111811119111201112111122111231112411125111261112711128111291113011131111321113311134111351113611137111381113911140111411114211143111441114511146111471114811149111501115111152111531115411155111561115711158111591116011161111621116311164111651116611167111681116911170111711117211173111741117511176111771117811179111801118111182111831118411185111861118711188111891119011191111921119311194111951119611197111981119911200112011120211203112041120511206112071120811209112101121111212112131121411215112161121711218112191122011221112221122311224112251122611227112281122911230112311123211233112341123511236112371123811239112401124111242112431124411245112461124711248112491125011251112521125311254112551125611257112581125911260112611126211263112641126511266112671126811269112701127111272112731127411275112761127711278112791128011281112821128311284112851128611287112881128911290112911129211293112941129511296112971129811299113001130111302113031130411305113061130711308113091131011311113121131311314113151131611317113181131911320113211132211323113241132511326113271132811329113301133111332113331133411335113361133711338113391134011341113421134311344113451134611347113481134911350113511135211353113541135511356113571135811359113601136111362113631136411365113661136711368113691137011371113721137311374113751137611377113781137911380113811138211383113841138511386113871138811389113901139111392113931139411395113961139711398113991140011401114021140311404114051140611407114081140911410114111141211413114141141511416114171141811419114201142111422114231142411425114261142711428114291143011431114321143311434114351143611437114381143911440114411144211443114441144511446114471144811449114501145111452114531145411455114561145711458114591146011461114621146311464114651146611467114681146911470114711147211473114741147511476114771147811479114801148111482114831148411485114861148711488114891149011491114921149311494114951149611497114981149911500115011150211503115041150511506115071150811509115101151111512115131151411515115161151711518115191152011521115221152311524115251152611527115281152911530115311153211533115341153511536115371153811539115401154111542115431154411545115461154711548115491155011551115521155311554115551155611557115581155911560115611156211563115641156511566115671156811569115701157111572115731157411575115761157711578115791158011581115821158311584115851158611587115881158911590115911159211593115941159511596115971159811599116001160111602116031160411605116061160711608116091161011611116121161311614116151161611617116181161911620116211162211623116241162511626116271162811629116301163111632116331163411635116361163711638116391164011641116421164311644116451164611647116481164911650116511165211653116541165511656116571165811659116601166111662116631166411665116661166711668116691167011671116721167311674116751167611677116781167911680116811168211683116841168511686116871168811689116901169111692116931169411695116961169711698116991170011701117021170311704117051170611707117081170911710117111171211713117141171511716117171171811719117201172111722117231172411725117261172711728117291173011731117321173311734117351173611737117381173911740117411174211743117441174511746117471174811749117501175111752117531175411755117561175711758117591176011761117621176311764117651176611767117681176911770117711177211773117741177511776117771177811779117801178111782117831178411785117861178711788117891179011791117921179311794117951179611797117981179911800118011180211803118041180511806118071180811809118101181111812118131181411815118161181711818118191182011821118221182311824118251182611827118281182911830118311183211833118341183511836118371183811839118401184111842118431184411845118461184711848118491185011851118521185311854118551185611857118581185911860118611186211863118641186511866118671186811869118701187111872118731187411875118761187711878118791188011881118821188311884118851188611887118881188911890118911189211893118941189511896118971189811899119001190111902119031190411905119061190711908119091191011911119121191311914119151191611917119181191911920119211192211923119241192511926119271192811929119301193111932119331193411935119361193711938119391194011941119421194311944119451194611947119481194911950119511195211953119541195511956119571195811959119601196111962119631196411965119661196711968119691197011971119721197311974119751197611977119781197911980119811198211983119841198511986119871198811989119901199111992119931199411995119961199711998119991200012001120021200312004120051200612007120081200912010120111201212013120141201512016120171201812019120201202112022120231202412025120261202712028120291203012031120321203312034120351203612037120381203912040120411204212043120441204512046120471204812049120501205112052120531205412055120561205712058120591206012061120621206312064120651206612067120681206912070120711207212073120741207512076120771207812079120801208112082120831208412085120861208712088120891209012091120921209312094120951209612097120981209912100121011210212103121041210512106121071210812109121101211112112121131211412115121161211712118121191212012121121221212312124121251212612127121281212912130121311213212133121341213512136121371213812139121401214112142121431214412145121461214712148121491215012151121521215312154121551215612157121581215912160121611216212163121641216512166121671216812169121701217112172121731217412175121761217712178121791218012181121821218312184121851218612187121881218912190121911219212193121941219512196121971219812199122001220112202122031220412205122061220712208122091221012211122121221312214122151221612217122181221912220122211222212223122241222512226122271222812229122301223112232122331223412235122361223712238122391224012241122421224312244122451224612247122481224912250122511225212253122541225512256122571225812259122601226112262122631226412265122661226712268122691227012271122721227312274122751227612277122781227912280122811228212283122841228512286122871228812289122901229112292122931229412295122961229712298122991230012301123021230312304123051230612307123081230912310123111231212313123141231512316123171231812319123201232112322123231232412325123261232712328123291233012331123321233312334123351233612337123381233912340123411234212343123441234512346123471234812349123501235112352123531235412355123561235712358123591236012361123621236312364123651236612367123681236912370123711237212373123741237512376123771237812379123801238112382123831238412385123861238712388123891239012391123921239312394123951239612397123981239912400124011240212403124041240512406124071240812409124101241112412124131241412415124161241712418124191242012421124221242312424124251242612427124281242912430124311243212433124341243512436124371243812439124401244112442124431244412445124461244712448124491245012451124521245312454124551245612457124581245912460124611246212463124641246512466124671246812469124701247112472124731247412475124761247712478124791248012481124821248312484124851248612487124881248912490124911249212493124941249512496124971249812499125001250112502125031250412505125061250712508125091251012511125121251312514125151251612517125181251912520125211252212523125241252512526125271252812529125301253112532125331253412535125361253712538125391254012541125421254312544125451254612547125481254912550125511255212553125541255512556125571255812559125601256112562125631256412565125661256712568125691257012571125721257312574125751257612577125781257912580125811258212583125841258512586125871258812589125901259112592125931259412595125961259712598125991260012601126021260312604126051260612607126081260912610126111261212613126141261512616126171261812619126201262112622126231262412625126261262712628126291263012631126321263312634126351263612637126381263912640126411264212643126441264512646126471264812649126501265112652126531265412655126561265712658126591266012661126621266312664126651266612667126681266912670126711267212673126741267512676126771267812679126801268112682126831268412685126861268712688126891269012691126921269312694126951269612697126981269912700127011270212703127041270512706127071270812709127101271112712127131271412715127161271712718127191272012721127221272312724127251272612727127281272912730127311273212733127341273512736127371273812739127401274112742127431274412745127461274712748127491275012751127521275312754127551275612757127581275912760127611276212763127641276512766127671276812769127701277112772127731277412775127761277712778127791278012781127821278312784127851278612787127881278912790127911279212793127941279512796127971279812799128001280112802128031280412805128061280712808128091281012811128121281312814128151281612817128181281912820128211282212823128241282512826128271282812829128301283112832128331283412835128361283712838128391284012841128421284312844128451284612847128481284912850128511285212853128541285512856128571285812859128601286112862128631286412865128661286712868128691287012871128721287312874128751287612877128781287912880128811288212883128841288512886128871288812889128901289112892128931289412895128961289712898128991290012901129021290312904129051290612907129081290912910129111291212913129141291512916129171291812919129201292112922129231292412925129261292712928129291293012931129321293312934129351293612937129381293912940129411294212943129441294512946129471294812949129501295112952129531295412955129561295712958129591296012961129621296312964129651296612967129681296912970129711297212973129741297512976129771297812979129801298112982129831298412985129861298712988129891299012991129921299312994129951299612997129981299913000130011300213003130041300513006130071300813009130101301113012130131301413015130161301713018130191302013021130221302313024130251302613027130281302913030130311303213033130341303513036130371303813039130401304113042130431304413045130461304713048130491305013051130521305313054130551305613057130581305913060130611306213063130641306513066130671306813069130701307113072130731307413075130761307713078130791308013081130821308313084130851308613087130881308913090130911309213093130941309513096130971309813099131001310113102131031310413105131061310713108131091311013111131121311313114131151311613117131181311913120131211312213123131241312513126131271312813129131301313113132131331313413135131361313713138131391314013141131421314313144131451314613147131481314913150131511315213153131541315513156131571315813159131601316113162131631316413165131661316713168131691317013171131721317313174131751317613177131781317913180131811318213183131841318513186131871318813189131901319113192131931319413195131961319713198131991320013201132021320313204132051320613207132081320913210132111321213213132141321513216132171321813219132201322113222132231322413225132261322713228132291323013231132321323313234132351323613237132381323913240132411324213243132441324513246132471324813249132501325113252132531325413255132561325713258132591326013261132621326313264132651326613267132681326913270132711327213273132741327513276132771327813279132801328113282132831328413285132861328713288132891329013291132921329313294132951329613297132981329913300133011330213303133041330513306133071330813309133101331113312133131331413315133161331713318133191332013321133221332313324133251332613327133281332913330133311333213333133341333513336133371333813339133401334113342133431334413345133461334713348133491335013351133521335313354133551335613357133581335913360133611336213363133641336513366133671336813369133701337113372133731337413375133761337713378133791338013381133821338313384133851338613387133881338913390133911339213393133941339513396133971339813399134001340113402134031340413405134061340713408134091341013411134121341313414134151341613417134181341913420134211342213423134241342513426134271342813429134301343113432134331343413435134361343713438134391344013441134421344313444134451344613447134481344913450134511345213453134541345513456134571345813459134601346113462134631346413465134661346713468134691347013471134721347313474134751347613477134781347913480134811348213483134841348513486134871348813489134901349113492134931349413495134961349713498134991350013501135021350313504135051350613507135081350913510135111351213513135141351513516135171351813519135201352113522135231352413525135261352713528135291353013531135321353313534135351353613537135381353913540135411354213543135441354513546135471354813549135501355113552135531355413555135561355713558135591356013561135621356313564135651356613567135681356913570135711357213573135741357513576135771357813579135801358113582135831358413585135861358713588135891359013591135921359313594135951359613597135981359913600136011360213603136041360513606136071360813609136101361113612136131361413615136161361713618136191362013621136221362313624136251362613627136281362913630136311363213633136341363513636136371363813639136401364113642136431364413645136461364713648136491365013651136521365313654136551365613657136581365913660136611366213663136641366513666136671366813669136701367113672136731367413675136761367713678136791368013681136821368313684136851368613687136881368913690136911369213693136941369513696136971369813699137001370113702137031370413705137061370713708137091371013711137121371313714137151371613717137181371913720137211372213723137241372513726137271372813729137301373113732137331373413735137361373713738137391374013741137421374313744137451374613747137481374913750137511375213753137541375513756137571375813759137601376113762137631376413765137661376713768137691377013771137721377313774137751377613777137781377913780137811378213783137841378513786137871378813789137901379113792137931379413795137961379713798137991380013801138021380313804138051380613807138081380913810138111381213813138141381513816138171381813819138201382113822138231382413825138261382713828138291383013831138321383313834138351383613837138381383913840138411384213843138441384513846138471384813849138501385113852138531385413855138561385713858138591386013861138621386313864138651386613867138681386913870138711387213873138741387513876138771387813879138801388113882138831388413885138861388713888138891389013891138921389313894138951389613897138981389913900139011390213903139041390513906139071390813909139101391113912139131391413915139161391713918139191392013921139221392313924139251392613927139281392913930139311393213933139341393513936139371393813939139401394113942139431394413945139461394713948139491395013951139521395313954139551395613957139581395913960139611396213963139641396513966139671396813969139701397113972139731397413975139761397713978139791398013981139821398313984139851398613987139881398913990139911399213993139941399513996139971399813999140001400114002140031400414005140061400714008140091401014011140121401314014140151401614017140181401914020140211402214023140241402514026140271402814029140301403114032140331403414035140361403714038140391404014041140421404314044140451404614047140481404914050140511405214053140541405514056140571405814059140601406114062140631406414065140661406714068140691407014071140721407314074140751407614077140781407914080140811408214083140841408514086140871408814089140901409114092140931409414095140961409714098140991410014101141021410314104141051410614107141081410914110141111411214113141141411514116141171411814119141201412114122141231412414125141261412714128141291413014131141321413314134141351413614137141381413914140141411414214143141441414514146141471414814149141501415114152141531415414155141561415714158141591416014161141621416314164141651416614167141681416914170141711417214173141741417514176141771417814179141801418114182141831418414185141861418714188141891419014191141921419314194141951419614197141981419914200142011420214203142041420514206142071420814209142101421114212142131421414215142161421714218142191422014221142221422314224142251422614227142281422914230142311423214233142341423514236142371423814239142401424114242142431424414245142461424714248142491425014251142521425314254142551425614257142581425914260142611426214263142641426514266142671426814269142701427114272142731427414275142761427714278142791428014281142821428314284142851428614287142881428914290142911429214293142941429514296142971429814299143001430114302143031430414305143061430714308143091431014311143121431314314143151431614317143181431914320143211432214323143241432514326143271432814329143301433114332143331433414335143361433714338143391434014341143421434314344143451434614347143481434914350143511435214353143541435514356143571435814359143601436114362143631436414365143661436714368143691437014371143721437314374143751437614377143781437914380143811438214383143841438514386143871438814389143901439114392143931439414395143961439714398143991440014401144021440314404144051440614407144081440914410144111441214413144141441514416144171441814419144201442114422144231442414425144261442714428144291443014431144321443314434144351443614437144381443914440144411444214443144441444514446144471444814449144501445114452144531445414455144561445714458144591446014461144621446314464144651446614467144681446914470144711447214473144741447514476144771447814479144801448114482144831448414485144861448714488144891449014491144921449314494144951449614497144981449914500145011450214503145041450514506145071450814509145101451114512145131451414515145161451714518145191452014521145221452314524145251452614527145281452914530145311453214533145341453514536145371453814539145401454114542145431454414545145461454714548145491455014551145521455314554145551455614557145581455914560145611456214563145641456514566145671456814569145701457114572145731457414575145761457714578145791458014581145821458314584145851458614587145881458914590145911459214593145941459514596145971459814599146001460114602146031460414605146061460714608146091461014611146121461314614146151461614617146181461914620146211462214623146241462514626146271462814629146301463114632146331463414635146361463714638146391464014641146421464314644146451464614647146481464914650146511465214653146541465514656146571465814659146601466114662146631466414665146661466714668146691467014671146721467314674146751467614677146781467914680146811468214683146841468514686146871468814689146901469114692146931469414695146961469714698146991470014701147021470314704147051470614707147081470914710147111471214713147141471514716147171471814719147201472114722147231472414725147261472714728147291473014731147321473314734147351473614737147381473914740147411474214743147441474514746147471474814749147501475114752147531475414755147561475714758147591476014761147621476314764147651476614767147681476914770147711477214773147741477514776147771477814779147801478114782147831478414785147861478714788147891479014791147921479314794147951479614797147981479914800148011480214803148041480514806148071480814809148101481114812148131481414815148161481714818148191482014821148221482314824148251482614827148281482914830148311483214833148341483514836148371483814839148401484114842148431484414845148461484714848148491485014851148521485314854148551485614857148581485914860148611486214863148641486514866148671486814869148701487114872148731487414875148761487714878148791488014881148821488314884148851488614887148881488914890148911489214893148941489514896148971489814899149001490114902149031490414905149061490714908149091491014911149121491314914149151491614917149181491914920149211492214923149241492514926149271492814929149301493114932149331493414935149361493714938149391494014941149421494314944149451494614947149481494914950149511495214953149541495514956149571495814959149601496114962149631496414965149661496714968149691497014971149721497314974149751497614977149781497914980149811498214983149841498514986149871498814989149901499114992149931499414995149961499714998149991500015001150021500315004150051500615007150081500915010150111501215013150141501515016150171501815019150201502115022150231502415025150261502715028150291503015031150321503315034150351503615037150381503915040150411504215043150441504515046150471504815049150501505115052150531505415055150561505715058150591506015061150621506315064150651506615067150681506915070150711507215073150741507515076150771507815079150801508115082150831508415085150861508715088150891509015091150921509315094150951509615097150981509915100151011510215103151041510515106151071510815109151101511115112151131511415115151161511715118151191512015121151221512315124151251512615127151281512915130151311513215133151341513515136151371513815139151401514115142151431514415145151461514715148151491515015151151521515315154151551515615157151581515915160151611516215163151641516515166151671516815169151701517115172151731517415175151761517715178151791518015181151821518315184151851518615187151881518915190151911519215193151941519515196151971519815199152001520115202152031520415205152061520715208152091521015211152121521315214152151521615217152181521915220152211522215223152241522515226152271522815229152301523115232152331523415235152361523715238152391524015241152421524315244152451524615247152481524915250152511525215253152541525515256152571525815259152601526115262152631526415265152661526715268152691527015271152721527315274152751527615277152781527915280152811528215283152841528515286152871528815289152901529115292152931529415295152961529715298152991530015301153021530315304153051530615307153081530915310153111531215313153141531515316153171531815319153201532115322153231532415325153261532715328153291533015331153321533315334153351533615337153381533915340153411534215343153441534515346153471534815349153501535115352153531535415355153561535715358153591536015361153621536315364153651536615367153681536915370153711537215373153741537515376153771537815379153801538115382153831538415385153861538715388153891539015391153921539315394153951539615397153981539915400154011540215403154041540515406154071540815409154101541115412154131541415415154161541715418154191542015421154221542315424154251542615427154281542915430154311543215433154341543515436154371543815439154401544115442154431544415445154461544715448154491545015451154521545315454154551545615457154581545915460154611546215463154641546515466154671546815469154701547115472154731547415475154761547715478154791548015481154821548315484154851548615487154881548915490154911549215493154941549515496154971549815499155001550115502155031550415505155061550715508155091551015511155121551315514155151551615517155181551915520155211552215523155241552515526155271552815529155301553115532155331553415535155361553715538155391554015541155421554315544155451554615547155481554915550155511555215553155541555515556155571555815559155601556115562155631556415565155661556715568155691557015571155721557315574155751557615577155781557915580155811558215583155841558515586155871558815589155901559115592155931559415595155961559715598155991560015601156021560315604156051560615607156081560915610156111561215613156141561515616156171561815619156201562115622156231562415625156261562715628156291563015631156321563315634156351563615637156381563915640156411564215643156441564515646156471564815649156501565115652156531565415655156561565715658156591566015661156621566315664156651566615667156681566915670156711567215673156741567515676156771567815679156801568115682156831568415685156861568715688156891569015691156921569315694156951569615697156981569915700157011570215703157041570515706157071570815709157101571115712157131571415715157161571715718157191572015721157221572315724157251572615727157281572915730157311573215733157341573515736157371573815739157401574115742157431574415745157461574715748157491575015751157521575315754157551575615757157581575915760157611576215763157641576515766157671576815769157701577115772157731577415775157761577715778157791578015781157821578315784157851578615787157881578915790157911579215793157941579515796157971579815799158001580115802158031580415805158061580715808158091581015811158121581315814158151581615817158181581915820158211582215823158241582515826158271582815829158301583115832158331583415835158361583715838158391584015841158421584315844158451584615847158481584915850158511585215853158541585515856158571585815859158601586115862158631586415865158661586715868158691587015871158721587315874158751587615877158781587915880158811588215883158841588515886158871588815889158901589115892158931589415895158961589715898158991590015901159021590315904159051590615907159081590915910159111591215913159141591515916159171591815919159201592115922159231592415925159261592715928159291593015931159321593315934159351593615937159381593915940159411594215943159441594515946159471594815949159501595115952159531595415955159561595715958159591596015961159621596315964159651596615967159681596915970159711597215973159741597515976159771597815979159801598115982159831598415985159861598715988159891599015991159921599315994159951599615997159981599916000160011600216003160041600516006160071600816009160101601116012160131601416015160161601716018160191602016021160221602316024160251602616027160281602916030160311603216033160341603516036160371603816039160401604116042160431604416045160461604716048160491605016051160521605316054160551605616057160581605916060160611606216063160641606516066160671606816069160701607116072160731607416075160761607716078160791608016081160821608316084160851608616087160881608916090160911609216093160941609516096160971609816099161001610116102161031610416105161061610716108161091611016111161121611316114161151611616117161181611916120161211612216123161241612516126161271612816129161301613116132161331613416135161361613716138161391614016141161421614316144161451614616147161481614916150161511615216153161541615516156161571615816159161601616116162161631616416165161661616716168161691617016171161721617316174161751617616177161781617916180161811618216183161841618516186161871618816189161901619116192161931619416195161961619716198161991620016201162021620316204162051620616207162081620916210162111621216213162141621516216162171621816219162201622116222162231622416225162261622716228162291623016231162321623316234162351623616237162381623916240162411624216243162441624516246162471624816249162501625116252162531625416255162561625716258162591626016261162621626316264162651626616267162681626916270162711627216273162741627516276162771627816279162801628116282162831628416285162861628716288162891629016291162921629316294162951629616297162981629916300163011630216303163041630516306163071630816309163101631116312163131631416315163161631716318163191632016321163221632316324163251632616327163281632916330163311633216333163341633516336163371633816339163401634116342163431634416345163461634716348163491635016351163521635316354163551635616357163581635916360163611636216363163641636516366163671636816369163701637116372163731637416375163761637716378163791638016381163821638316384163851638616387163881638916390163911639216393163941639516396163971639816399164001640116402164031640416405164061640716408164091641016411164121641316414164151641616417164181641916420164211642216423164241642516426164271642816429164301643116432164331643416435164361643716438164391644016441164421644316444164451644616447164481644916450164511645216453164541645516456164571645816459164601646116462164631646416465164661646716468164691647016471164721647316474164751647616477164781647916480164811648216483164841648516486164871648816489164901649116492164931649416495164961649716498164991650016501165021650316504165051650616507165081650916510165111651216513165141651516516165171651816519165201652116522165231652416525165261652716528165291653016531165321653316534165351653616537165381653916540165411654216543165441654516546165471654816549165501655116552165531655416555165561655716558165591656016561165621656316564165651656616567165681656916570165711657216573165741657516576165771657816579165801658116582165831658416585165861658716588165891659016591165921659316594165951659616597165981659916600166011660216603166041660516606166071660816609166101661116612166131661416615166161661716618166191662016621166221662316624166251662616627166281662916630166311663216633166341663516636166371663816639166401664116642166431664416645166461664716648166491665016651166521665316654166551665616657166581665916660166611666216663166641666516666166671666816669166701667116672166731667416675166761667716678166791668016681166821668316684166851668616687166881668916690166911669216693166941669516696166971669816699167001670116702167031670416705167061670716708167091671016711167121671316714167151671616717167181671916720167211672216723167241672516726167271672816729167301673116732167331673416735167361673716738167391674016741167421674316744167451674616747167481674916750167511675216753167541675516756167571675816759167601676116762167631676416765167661676716768167691677016771167721677316774167751677616777167781677916780167811678216783167841678516786167871678816789167901679116792167931679416795167961679716798167991680016801168021680316804168051680616807168081680916810168111681216813168141681516816168171681816819168201682116822168231682416825168261682716828168291683016831168321683316834168351683616837168381683916840168411684216843168441684516846168471684816849168501685116852168531685416855168561685716858168591686016861168621686316864168651686616867168681686916870168711687216873168741687516876168771687816879168801688116882168831688416885168861688716888168891689016891168921689316894168951689616897168981689916900169011690216903169041690516906169071690816909169101691116912169131691416915169161691716918169191692016921169221692316924169251692616927169281692916930169311693216933169341693516936169371693816939169401694116942169431694416945169461694716948169491695016951169521695316954169551695616957169581695916960169611696216963169641696516966169671696816969169701697116972169731697416975169761697716978169791698016981169821698316984169851698616987169881698916990169911699216993169941699516996169971699816999170001700117002170031700417005170061700717008170091701017011170121701317014170151701617017170181701917020170211702217023170241702517026170271702817029170301703117032170331703417035170361703717038170391704017041170421704317044170451704617047170481704917050170511705217053170541705517056170571705817059170601706117062170631706417065170661706717068170691707017071170721707317074170751707617077170781707917080170811708217083170841708517086170871708817089170901709117092170931709417095170961709717098170991710017101171021710317104171051710617107171081710917110171111711217113171141711517116171171711817119171201712117122171231712417125171261712717128171291713017131171321713317134171351713617137171381713917140171411714217143171441714517146171471714817149171501715117152171531715417155171561715717158171591716017161171621716317164171651716617167171681716917170171711717217173171741717517176171771717817179171801718117182171831718417185171861718717188171891719017191171921719317194171951719617197171981719917200172011720217203172041720517206172071720817209172101721117212172131721417215172161721717218172191722017221172221722317224172251722617227172281722917230172311723217233172341723517236172371723817239172401724117242172431724417245172461724717248172491725017251172521725317254172551725617257172581725917260172611726217263172641726517266172671726817269172701727117272172731727417275172761727717278172791728017281172821728317284172851728617287172881728917290172911729217293172941729517296172971729817299173001730117302173031730417305173061730717308173091731017311173121731317314173151731617317173181731917320173211732217323173241732517326173271732817329173301733117332173331733417335173361733717338173391734017341173421734317344173451734617347173481734917350173511735217353173541735517356173571735817359173601736117362173631736417365173661736717368173691737017371173721737317374173751737617377173781737917380173811738217383173841738517386173871738817389173901739117392173931739417395173961739717398173991740017401174021740317404174051740617407174081740917410174111741217413174141741517416174171741817419174201742117422174231742417425174261742717428174291743017431174321743317434174351743617437174381743917440174411744217443174441744517446174471744817449174501745117452174531745417455174561745717458174591746017461174621746317464174651746617467174681746917470174711747217473174741747517476174771747817479174801748117482174831748417485174861748717488174891749017491174921749317494174951749617497174981749917500175011750217503175041750517506175071750817509175101751117512175131751417515175161751717518175191752017521175221752317524175251752617527175281752917530175311753217533175341753517536175371753817539175401754117542175431754417545175461754717548175491755017551175521755317554175551755617557175581755917560175611756217563175641756517566175671756817569175701757117572175731757417575175761757717578175791758017581175821758317584175851758617587175881758917590175911759217593175941759517596175971759817599176001760117602176031760417605176061760717608176091761017611176121761317614176151761617617176181761917620176211762217623176241762517626176271762817629176301763117632176331763417635176361763717638176391764017641176421764317644176451764617647176481764917650176511765217653176541765517656176571765817659176601766117662176631766417665176661766717668176691767017671176721767317674176751767617677176781767917680176811768217683176841768517686176871768817689176901769117692176931769417695176961769717698176991770017701177021770317704177051770617707177081770917710177111771217713177141771517716177171771817719177201772117722177231772417725177261772717728177291773017731177321773317734177351773617737177381773917740177411774217743177441774517746177471774817749177501775117752177531775417755177561775717758177591776017761177621776317764177651776617767177681776917770177711777217773177741777517776177771777817779177801778117782177831778417785177861778717788177891779017791177921779317794177951779617797177981779917800178011780217803178041780517806178071780817809178101781117812178131781417815178161781717818178191782017821178221782317824178251782617827178281782917830178311783217833178341783517836178371783817839178401784117842178431784417845178461784717848178491785017851178521785317854178551785617857178581785917860178611786217863178641786517866178671786817869178701787117872178731787417875178761787717878178791788017881178821788317884178851788617887178881788917890178911789217893178941789517896178971789817899179001790117902179031790417905179061790717908179091791017911179121791317914179151791617917179181791917920179211792217923179241792517926179271792817929179301793117932179331793417935179361793717938179391794017941179421794317944179451794617947179481794917950179511795217953179541795517956179571795817959179601796117962179631796417965179661796717968179691797017971179721797317974179751797617977179781797917980179811798217983179841798517986179871798817989179901799117992179931799417995179961799717998179991800018001180021800318004180051800618007180081800918010180111801218013180141801518016180171801818019180201802118022180231802418025180261802718028180291803018031180321803318034180351803618037180381803918040180411804218043180441804518046180471804818049180501805118052180531805418055180561805718058180591806018061180621806318064180651806618067180681806918070180711807218073180741807518076180771807818079180801808118082180831808418085180861808718088180891809018091180921809318094180951809618097180981809918100181011810218103181041810518106181071810818109181101811118112181131811418115181161811718118181191812018121181221812318124181251812618127181281812918130181311813218133181341813518136181371813818139181401814118142181431814418145181461814718148181491815018151181521815318154181551815618157181581815918160181611816218163181641816518166181671816818169181701817118172181731817418175181761817718178181791818018181181821818318184181851818618187181881818918190181911819218193181941819518196181971819818199182001820118202182031820418205182061820718208182091821018211182121821318214182151821618217182181821918220182211822218223182241822518226182271822818229182301823118232182331823418235182361823718238182391824018241182421824318244182451824618247182481824918250182511825218253182541825518256182571825818259182601826118262182631826418265182661826718268182691827018271182721827318274182751827618277182781827918280182811828218283182841828518286182871828818289182901829118292182931829418295182961829718298182991830018301183021830318304183051830618307183081830918310183111831218313183141831518316183171831818319183201832118322183231832418325183261832718328183291833018331183321833318334183351833618337183381833918340183411834218343183441834518346183471834818349183501835118352183531835418355183561835718358183591836018361183621836318364183651836618367183681836918370183711837218373183741837518376183771837818379183801838118382183831838418385183861838718388183891839018391183921839318394183951839618397183981839918400184011840218403184041840518406184071840818409184101841118412184131841418415184161841718418184191842018421184221842318424184251842618427184281842918430184311843218433184341843518436184371843818439184401844118442184431844418445184461844718448184491845018451184521845318454184551845618457184581845918460184611846218463184641846518466184671846818469184701847118472184731847418475184761847718478184791848018481184821848318484184851848618487184881848918490184911849218493184941849518496184971849818499185001850118502185031850418505185061850718508185091851018511185121851318514185151851618517185181851918520185211852218523185241852518526185271852818529185301853118532185331853418535185361853718538185391854018541185421854318544185451854618547185481854918550185511855218553185541855518556185571855818559185601856118562185631856418565185661856718568185691857018571185721857318574185751857618577185781857918580185811858218583185841858518586185871858818589185901859118592185931859418595185961859718598185991860018601186021860318604186051860618607186081860918610186111861218613186141861518616186171861818619186201862118622186231862418625186261862718628186291863018631186321863318634186351863618637186381863918640186411864218643186441864518646186471864818649186501865118652186531865418655186561865718658186591866018661186621866318664186651866618667186681866918670186711867218673186741867518676186771867818679186801868118682186831868418685186861868718688186891869018691186921869318694186951869618697186981869918700187011870218703187041870518706187071870818709187101871118712187131871418715187161871718718187191872018721187221872318724187251872618727187281872918730187311873218733187341873518736187371873818739187401874118742187431874418745187461874718748187491875018751187521875318754187551875618757187581875918760187611876218763187641876518766187671876818769187701877118772187731877418775187761877718778187791878018781187821878318784187851878618787187881878918790187911879218793187941879518796187971879818799188001880118802188031880418805188061880718808188091881018811188121881318814188151881618817188181881918820188211882218823188241882518826188271882818829188301883118832188331883418835188361883718838188391884018841188421884318844188451884618847188481884918850188511885218853188541885518856188571885818859188601886118862188631886418865188661886718868188691887018871188721887318874188751887618877188781887918880188811888218883188841888518886188871888818889188901889118892188931889418895188961889718898188991890018901189021890318904189051890618907189081890918910189111891218913189141891518916189171891818919189201892118922189231892418925189261892718928189291893018931189321893318934189351893618937189381893918940189411894218943189441894518946189471894818949189501895118952189531895418955189561895718958189591896018961189621896318964189651896618967189681896918970189711897218973189741897518976189771897818979189801898118982189831898418985189861898718988189891899018991189921899318994189951899618997189981899919000190011900219003190041900519006190071900819009190101901119012190131901419015190161901719018190191902019021190221902319024190251902619027190281902919030190311903219033190341903519036190371903819039190401904119042190431904419045190461904719048190491905019051190521905319054190551905619057190581905919060190611906219063190641906519066190671906819069190701907119072190731907419075190761907719078190791908019081190821908319084190851908619087190881908919090190911909219093190941909519096190971909819099191001910119102191031910419105191061910719108191091911019111191121911319114191151911619117191181911919120191211912219123191241912519126191271912819129191301913119132191331913419135191361913719138191391914019141191421914319144191451914619147191481914919150191511915219153191541915519156191571915819159191601916119162191631916419165191661916719168191691917019171191721917319174191751917619177191781917919180191811918219183191841918519186191871918819189191901919119192191931919419195191961919719198191991920019201192021920319204192051920619207192081920919210192111921219213192141921519216192171921819219192201922119222192231922419225192261922719228192291923019231192321923319234192351923619237192381923919240192411924219243192441924519246192471924819249192501925119252192531925419255192561925719258192591926019261192621926319264192651926619267192681926919270192711927219273192741927519276192771927819279192801928119282192831928419285192861928719288192891929019291192921929319294192951929619297192981929919300193011930219303193041930519306193071930819309193101931119312193131931419315193161931719318193191932019321193221932319324193251932619327193281932919330193311933219333193341933519336193371933819339193401934119342193431934419345193461934719348193491935019351193521935319354193551935619357193581935919360193611936219363193641936519366193671936819369193701937119372193731937419375193761937719378193791938019381193821938319384193851938619387193881938919390193911939219393193941939519396193971939819399194001940119402194031940419405194061940719408194091941019411194121941319414194151941619417194181941919420194211942219423194241942519426194271942819429194301943119432194331943419435194361943719438194391944019441194421944319444194451944619447194481944919450194511945219453194541945519456194571945819459194601946119462194631946419465194661946719468194691947019471194721947319474194751947619477194781947919480194811948219483194841948519486194871948819489194901949119492194931949419495194961949719498194991950019501195021950319504195051950619507195081950919510195111951219513195141951519516195171951819519195201952119522195231952419525195261952719528195291953019531195321953319534195351953619537195381953919540195411954219543195441954519546195471954819549195501955119552195531955419555195561955719558195591956019561195621956319564195651956619567195681956919570195711957219573195741957519576195771957819579195801958119582195831958419585195861958719588195891959019591195921959319594195951959619597195981959919600196011960219603196041960519606196071960819609196101961119612196131961419615196161961719618196191962019621196221962319624196251962619627196281962919630196311963219633196341963519636196371963819639196401964119642196431964419645196461964719648196491965019651196521965319654196551965619657196581965919660196611966219663196641966519666196671966819669196701967119672196731967419675196761967719678196791968019681196821968319684196851968619687196881968919690196911969219693196941969519696196971969819699197001970119702197031970419705197061970719708197091971019711197121971319714197151971619717197181971919720197211972219723197241972519726197271972819729197301973119732197331973419735197361973719738197391974019741197421974319744197451974619747197481974919750197511975219753197541975519756197571975819759197601976119762197631976419765197661976719768197691977019771197721977319774197751977619777197781977919780197811978219783197841978519786197871978819789197901979119792197931979419795197961979719798197991980019801198021980319804198051980619807198081980919810198111981219813198141981519816198171981819819198201982119822198231982419825198261982719828198291983019831198321983319834198351983619837198381983919840198411984219843198441984519846198471984819849198501985119852198531985419855198561985719858198591986019861198621986319864198651986619867198681986919870198711987219873198741987519876198771987819879198801988119882198831988419885198861988719888198891989019891198921989319894198951989619897198981989919900199011990219903199041990519906199071990819909199101991119912199131991419915199161991719918199191992019921199221992319924199251992619927199281992919930199311993219933199341993519936199371993819939199401994119942199431994419945199461994719948199491995019951199521995319954199551995619957199581995919960199611996219963199641996519966199671996819969199701997119972199731997419975199761997719978199791998019981199821998319984199851998619987199881998919990199911999219993199941999519996199971999819999200002000120002200032000420005200062000720008200092001020011200122001320014200152001620017200182001920020200212002220023200242002520026200272002820029200302003120032200332003420035200362003720038200392004020041200422004320044200452004620047200482004920050200512005220053200542005520056200572005820059200602006120062200632006420065200662006720068200692007020071200722007320074200752007620077200782007920080200812008220083200842008520086200872008820089200902009120092200932009420095200962009720098200992010020101201022010320104201052010620107201082010920110201112011220113201142011520116201172011820119201202012120122201232012420125201262012720128201292013020131201322013320134201352013620137201382013920140201412014220143201442014520146201472014820149201502015120152201532015420155201562015720158201592016020161201622016320164201652016620167201682016920170201712017220173201742017520176201772017820179201802018120182201832018420185201862018720188201892019020191201922019320194201952019620197201982019920200202012020220203202042020520206202072020820209202102021120212202132021420215202162021720218202192022020221202222022320224202252022620227202282022920230202312023220233202342023520236202372023820239202402024120242202432024420245202462024720248202492025020251202522025320254202552025620257202582025920260202612026220263202642026520266202672026820269202702027120272202732027420275202762027720278202792028020281202822028320284202852028620287202882028920290202912029220293202942029520296202972029820299203002030120302203032030420305203062030720308203092031020311203122031320314203152031620317203182031920320203212032220323203242032520326203272032820329203302033120332203332033420335203362033720338203392034020341203422034320344203452034620347203482034920350203512035220353203542035520356203572035820359203602036120362203632036420365203662036720368203692037020371203722037320374203752037620377203782037920380203812038220383203842038520386203872038820389203902039120392203932039420395203962039720398203992040020401204022040320404204052040620407204082040920410204112041220413204142041520416204172041820419204202042120422204232042420425204262042720428204292043020431204322043320434204352043620437204382043920440204412044220443204442044520446204472044820449204502045120452204532045420455204562045720458204592046020461204622046320464204652046620467204682046920470204712047220473204742047520476204772047820479204802048120482204832048420485204862048720488204892049020491204922049320494204952049620497204982049920500205012050220503205042050520506205072050820509205102051120512205132051420515205162051720518205192052020521205222052320524205252052620527205282052920530205312053220533205342053520536205372053820539205402054120542205432054420545205462054720548205492055020551205522055320554205552055620557205582055920560205612056220563205642056520566205672056820569205702057120572205732057420575205762057720578205792058020581205822058320584205852058620587205882058920590205912059220593205942059520596205972059820599206002060120602206032060420605206062060720608206092061020611206122061320614206152061620617206182061920620206212062220623206242062520626206272062820629206302063120632206332063420635206362063720638206392064020641206422064320644206452064620647206482064920650206512065220653206542065520656206572065820659206602066120662206632066420665206662066720668206692067020671206722067320674206752067620677206782067920680206812068220683206842068520686206872068820689206902069120692206932069420695206962069720698206992070020701207022070320704207052070620707207082070920710207112071220713207142071520716207172071820719207202072120722207232072420725207262072720728207292073020731207322073320734207352073620737207382073920740207412074220743207442074520746207472074820749207502075120752207532075420755207562075720758207592076020761207622076320764207652076620767207682076920770207712077220773207742077520776207772077820779207802078120782207832078420785207862078720788207892079020791207922079320794207952079620797207982079920800208012080220803208042080520806208072080820809208102081120812208132081420815208162081720818208192082020821208222082320824208252082620827208282082920830208312083220833208342083520836208372083820839208402084120842208432084420845208462084720848208492085020851208522085320854208552085620857208582085920860208612086220863208642086520866208672086820869208702087120872208732087420875208762087720878208792088020881208822088320884208852088620887208882088920890208912089220893208942089520896208972089820899209002090120902209032090420905209062090720908209092091020911209122091320914209152091620917209182091920920209212092220923209242092520926209272092820929209302093120932209332093420935209362093720938209392094020941209422094320944209452094620947209482094920950209512095220953209542095520956209572095820959209602096120962209632096420965209662096720968209692097020971209722097320974209752097620977209782097920980209812098220983209842098520986209872098820989209902099120992209932099420995209962099720998209992100021001210022100321004210052100621007210082100921010210112101221013210142101521016210172101821019210202102121022210232102421025210262102721028210292103021031210322103321034210352103621037210382103921040210412104221043210442104521046210472104821049210502105121052210532105421055210562105721058210592106021061210622106321064210652106621067210682106921070210712107221073210742107521076210772107821079210802108121082210832108421085210862108721088210892109021091210922109321094210952109621097210982109921100211012110221103211042110521106211072110821109211102111121112211132111421115211162111721118211192112021121211222112321124211252112621127211282112921130211312113221133211342113521136211372113821139211402114121142211432114421145211462114721148211492115021151211522115321154211552115621157211582115921160211612116221163211642116521166211672116821169211702117121172211732117421175211762117721178211792118021181211822118321184211852118621187211882118921190211912119221193211942119521196211972119821199212002120121202212032120421205212062120721208212092121021211212122121321214212152121621217212182121921220212212122221223212242122521226212272122821229212302123121232212332123421235212362123721238212392124021241212422124321244212452124621247212482124921250212512125221253212542125521256212572125821259212602126121262212632126421265212662126721268212692127021271212722127321274212752127621277212782127921280212812128221283212842128521286212872128821289212902129121292212932129421295212962129721298212992130021301213022130321304213052130621307213082130921310213112131221313213142131521316213172131821319213202132121322213232132421325213262132721328213292133021331213322133321334213352133621337213382133921340213412134221343213442134521346213472134821349213502135121352213532135421355213562135721358213592136021361213622136321364213652136621367213682136921370213712137221373213742137521376213772137821379213802138121382213832138421385213862138721388213892139021391213922139321394213952139621397213982139921400214012140221403214042140521406214072140821409214102141121412214132141421415214162141721418214192142021421214222142321424214252142621427214282142921430214312143221433214342143521436214372143821439214402144121442214432144421445214462144721448214492145021451214522145321454214552145621457214582145921460214612146221463214642146521466214672146821469214702147121472214732147421475214762147721478214792148021481214822148321484214852148621487214882148921490214912149221493214942149521496214972149821499215002150121502215032150421505215062150721508215092151021511215122151321514215152151621517215182151921520215212152221523215242152521526215272152821529215302153121532215332153421535215362153721538215392154021541215422154321544215452154621547215482154921550215512155221553215542155521556215572155821559215602156121562215632156421565215662156721568215692157021571215722157321574215752157621577215782157921580215812158221583215842158521586215872158821589215902159121592215932159421595215962159721598215992160021601216022160321604216052160621607216082160921610216112161221613216142161521616216172161821619216202162121622216232162421625216262162721628216292163021631216322163321634216352163621637216382163921640216412164221643216442164521646216472164821649216502165121652216532165421655216562165721658216592166021661216622166321664216652166621667216682166921670216712167221673216742167521676216772167821679216802168121682216832168421685216862168721688216892169021691216922169321694216952169621697216982169921700217012170221703217042170521706217072170821709217102171121712217132171421715217162171721718217192172021721217222172321724217252172621727217282172921730217312173221733217342173521736217372173821739217402174121742217432174421745217462174721748217492175021751217522175321754217552175621757217582175921760217612176221763217642176521766217672176821769217702177121772217732177421775217762177721778217792178021781217822178321784217852178621787217882178921790217912179221793217942179521796217972179821799218002180121802218032180421805218062180721808218092181021811218122181321814218152181621817218182181921820218212182221823218242182521826218272182821829218302183121832218332183421835218362183721838218392184021841218422184321844218452184621847218482184921850218512185221853218542185521856218572185821859218602186121862218632186421865218662186721868218692187021871218722187321874218752187621877218782187921880218812188221883218842188521886218872188821889218902189121892218932189421895218962189721898218992190021901219022190321904219052190621907219082190921910219112191221913219142191521916219172191821919219202192121922219232192421925219262192721928219292193021931219322193321934219352193621937219382193921940219412194221943219442194521946219472194821949219502195121952219532195421955219562195721958219592196021961219622196321964219652196621967219682196921970219712197221973219742197521976219772197821979219802198121982219832198421985219862198721988219892199021991219922199321994219952199621997219982199922000220012200222003220042200522006220072200822009220102201122012220132201422015220162201722018220192202022021220222202322024220252202622027220282202922030220312203222033220342203522036220372203822039220402204122042220432204422045220462204722048220492205022051220522205322054220552205622057220582205922060220612206222063220642206522066220672206822069220702207122072220732207422075220762207722078220792208022081220822208322084220852208622087220882208922090220912209222093220942209522096220972209822099221002210122102221032210422105221062210722108221092211022111221122211322114221152211622117221182211922120221212212222123221242212522126221272212822129221302213122132221332213422135221362213722138221392214022141221422214322144221452214622147221482214922150221512215222153221542215522156221572215822159221602216122162221632216422165221662216722168221692217022171221722217322174221752217622177221782217922180221812218222183221842218522186221872218822189221902219122192221932219422195221962219722198221992220022201222022220322204222052220622207222082220922210222112221222213222142221522216222172221822219222202222122222222232222422225222262222722228222292223022231222322223322234222352223622237222382223922240222412224222243222442224522246222472224822249222502225122252222532225422255222562225722258222592226022261222622226322264222652226622267222682226922270222712227222273222742227522276222772227822279222802228122282222832228422285222862228722288222892229022291222922229322294222952229622297222982229922300223012230222303223042230522306223072230822309223102231122312223132231422315223162231722318223192232022321223222232322324223252232622327223282232922330223312233222333223342233522336223372233822339223402234122342223432234422345223462234722348223492235022351223522235322354223552235622357223582235922360223612236222363223642236522366223672236822369223702237122372223732237422375223762237722378223792238022381223822238322384223852238622387223882238922390223912239222393223942239522396223972239822399224002240122402224032240422405224062240722408224092241022411224122241322414224152241622417224182241922420224212242222423224242242522426224272242822429224302243122432224332243422435224362243722438224392244022441224422244322444224452244622447224482244922450224512245222453224542245522456224572245822459224602246122462224632246422465224662246722468224692247022471224722247322474224752247622477224782247922480224812248222483224842248522486224872248822489224902249122492224932249422495224962249722498224992250022501225022250322504225052250622507225082250922510225112251222513225142251522516225172251822519225202252122522225232252422525225262252722528225292253022531225322253322534225352253622537225382253922540225412254222543225442254522546225472254822549225502255122552225532255422555225562255722558225592256022561225622256322564225652256622567225682256922570225712257222573225742257522576225772257822579225802258122582225832258422585225862258722588225892259022591225922259322594225952259622597225982259922600226012260222603226042260522606226072260822609226102261122612226132261422615226162261722618226192262022621226222262322624226252262622627226282262922630226312263222633226342263522636226372263822639226402264122642226432264422645226462264722648226492265022651226522265322654226552265622657226582265922660226612266222663226642266522666226672266822669226702267122672226732267422675226762267722678226792268022681226822268322684226852268622687226882268922690226912269222693226942269522696226972269822699227002270122702227032270422705227062270722708227092271022711227122271322714227152271622717227182271922720227212272222723227242272522726227272272822729227302273122732227332273422735227362273722738227392274022741227422274322744227452274622747227482274922750227512275222753227542275522756227572275822759227602276122762227632276422765227662276722768227692277022771227722277322774227752277622777227782277922780227812278222783227842278522786227872278822789227902279122792227932279422795227962279722798227992280022801228022280322804228052280622807228082280922810228112281222813228142281522816228172281822819228202282122822228232282422825228262282722828228292283022831228322283322834228352283622837228382283922840228412284222843228442284522846228472284822849228502285122852228532285422855228562285722858228592286022861228622286322864228652286622867228682286922870228712287222873228742287522876228772287822879228802288122882228832288422885228862288722888228892289022891228922289322894228952289622897228982289922900229012290222903229042290522906229072290822909229102291122912229132291422915229162291722918229192292022921229222292322924229252292622927229282292922930229312293222933229342293522936229372293822939229402294122942229432294422945229462294722948229492295022951229522295322954229552295622957229582295922960229612296222963229642296522966229672296822969229702297122972229732297422975229762297722978229792298022981229822298322984229852298622987229882298922990229912299222993229942299522996229972299822999230002300123002230032300423005230062300723008230092301023011230122301323014230152301623017230182301923020230212302223023230242302523026230272302823029230302303123032230332303423035230362303723038230392304023041230422304323044230452304623047230482304923050230512305223053230542305523056230572305823059230602306123062230632306423065230662306723068230692307023071230722307323074230752307623077230782307923080230812308223083230842308523086230872308823089230902309123092230932309423095230962309723098230992310023101231022310323104231052310623107231082310923110231112311223113231142311523116231172311823119231202312123122231232312423125231262312723128231292313023131231322313323134231352313623137231382313923140231412314223143231442314523146231472314823149231502315123152231532315423155231562315723158231592316023161231622316323164231652316623167231682316923170231712317223173231742317523176231772317823179231802318123182231832318423185231862318723188231892319023191231922319323194231952319623197231982319923200232012320223203232042320523206232072320823209232102321123212232132321423215232162321723218232192322023221232222322323224232252322623227232282322923230232312323223233232342323523236232372323823239232402324123242232432324423245232462324723248232492325023251232522325323254232552325623257232582325923260232612326223263232642326523266232672326823269232702327123272232732327423275232762327723278232792328023281232822328323284232852328623287232882328923290232912329223293232942329523296232972329823299233002330123302233032330423305233062330723308233092331023311233122331323314233152331623317233182331923320233212332223323233242332523326233272332823329233302333123332233332333423335233362333723338233392334023341233422334323344233452334623347233482334923350233512335223353233542335523356233572335823359233602336123362233632336423365233662336723368233692337023371233722337323374233752337623377233782337923380233812338223383233842338523386233872338823389233902339123392233932339423395233962339723398233992340023401234022340323404234052340623407234082340923410234112341223413234142341523416234172341823419234202342123422234232342423425234262342723428234292343023431234322343323434234352343623437234382343923440234412344223443234442344523446234472344823449234502345123452234532345423455234562345723458234592346023461234622346323464234652346623467234682346923470234712347223473234742347523476234772347823479234802348123482234832348423485234862348723488234892349023491234922349323494234952349623497234982349923500235012350223503235042350523506235072350823509235102351123512235132351423515235162351723518235192352023521235222352323524235252352623527235282352923530235312353223533235342353523536235372353823539235402354123542235432354423545235462354723548235492355023551235522355323554235552355623557235582355923560235612356223563235642356523566235672356823569235702357123572235732357423575235762357723578235792358023581235822358323584235852358623587235882358923590235912359223593235942359523596235972359823599236002360123602236032360423605236062360723608236092361023611236122361323614236152361623617236182361923620236212362223623236242362523626236272362823629236302363123632236332363423635236362363723638236392364023641236422364323644236452364623647236482364923650236512365223653236542365523656236572365823659236602366123662236632366423665236662366723668236692367023671236722367323674236752367623677236782367923680236812368223683236842368523686236872368823689236902369123692236932369423695236962369723698236992370023701237022370323704237052370623707237082370923710237112371223713237142371523716237172371823719237202372123722237232372423725237262372723728237292373023731237322373323734237352373623737237382373923740237412374223743237442374523746237472374823749237502375123752237532375423755237562375723758237592376023761237622376323764237652376623767237682376923770237712377223773237742377523776237772377823779237802378123782237832378423785237862378723788237892379023791237922379323794237952379623797237982379923800238012380223803238042380523806238072380823809238102381123812238132381423815238162381723818238192382023821238222382323824238252382623827238282382923830238312383223833238342383523836238372383823839238402384123842238432384423845238462384723848238492385023851238522385323854238552385623857238582385923860238612386223863238642386523866238672386823869238702387123872238732387423875238762387723878238792388023881238822388323884238852388623887238882388923890238912389223893238942389523896238972389823899239002390123902239032390423905239062390723908239092391023911239122391323914239152391623917239182391923920239212392223923239242392523926239272392823929239302393123932239332393423935239362393723938239392394023941239422394323944239452394623947239482394923950239512395223953239542395523956239572395823959239602396123962239632396423965239662396723968239692397023971239722397323974239752397623977239782397923980239812398223983239842398523986239872398823989239902399123992239932399423995239962399723998239992400024001240022400324004240052400624007240082400924010240112401224013240142401524016240172401824019240202402124022240232402424025240262402724028240292403024031240322403324034240352403624037240382403924040240412404224043240442404524046240472404824049240502405124052240532405424055240562405724058240592406024061240622406324064240652406624067240682406924070240712407224073240742407524076240772407824079240802408124082240832408424085240862408724088240892409024091240922409324094240952409624097240982409924100241012410224103241042410524106241072410824109241102411124112241132411424115241162411724118241192412024121241222412324124241252412624127241282412924130241312413224133241342413524136241372413824139241402414124142241432414424145241462414724148241492415024151241522415324154241552415624157241582415924160241612416224163241642416524166241672416824169241702417124172241732417424175241762417724178241792418024181241822418324184241852418624187241882418924190241912419224193241942419524196241972419824199242002420124202242032420424205242062420724208242092421024211242122421324214242152421624217242182421924220242212422224223242242422524226242272422824229242302423124232242332423424235242362423724238242392424024241242422424324244242452424624247242482424924250242512425224253242542425524256242572425824259242602426124262242632426424265242662426724268242692427024271242722427324274242752427624277242782427924280242812428224283242842428524286242872428824289242902429124292242932429424295242962429724298242992430024301243022430324304243052430624307243082430924310243112431224313243142431524316243172431824319243202432124322243232432424325243262432724328243292433024331243322433324334243352433624337243382433924340243412434224343243442434524346243472434824349243502435124352243532435424355243562435724358243592436024361243622436324364243652436624367243682436924370243712437224373243742437524376243772437824379243802438124382243832438424385243862438724388243892439024391243922439324394243952439624397243982439924400244012440224403244042440524406244072440824409244102441124412244132441424415244162441724418244192442024421244222442324424244252442624427244282442924430244312443224433244342443524436244372443824439244402444124442244432444424445244462444724448244492445024451244522445324454244552445624457244582445924460244612446224463244642446524466244672446824469244702447124472244732447424475244762447724478244792448024481244822448324484244852448624487244882448924490244912449224493244942449524496244972449824499245002450124502245032450424505245062450724508245092451024511245122451324514245152451624517245182451924520245212452224523245242452524526245272452824529245302453124532245332453424535245362453724538245392454024541245422454324544245452454624547245482454924550245512455224553245542455524556245572455824559245602456124562245632456424565245662456724568245692457024571245722457324574245752457624577245782457924580245812458224583245842458524586245872458824589245902459124592245932459424595245962459724598245992460024601246022460324604246052460624607246082460924610246112461224613246142461524616246172461824619246202462124622246232462424625246262462724628246292463024631246322463324634246352463624637246382463924640246412464224643246442464524646246472464824649246502465124652246532465424655246562465724658246592466024661246622466324664246652466624667246682466924670246712467224673246742467524676246772467824679246802468124682246832468424685246862468724688246892469024691246922469324694246952469624697246982469924700247012470224703247042470524706247072470824709247102471124712247132471424715247162471724718247192472024721247222472324724247252472624727247282472924730247312473224733247342473524736247372473824739247402474124742247432474424745247462474724748247492475024751247522475324754247552475624757247582475924760247612476224763247642476524766247672476824769247702477124772247732477424775247762477724778247792478024781247822478324784247852478624787247882478924790247912479224793247942479524796247972479824799248002480124802248032480424805248062480724808248092481024811248122481324814248152481624817248182481924820248212482224823248242482524826248272482824829248302483124832248332483424835248362483724838248392484024841248422484324844248452484624847248482484924850248512485224853248542485524856248572485824859248602486124862248632486424865248662486724868248692487024871248722487324874248752487624877248782487924880248812488224883248842488524886248872488824889248902489124892248932489424895248962489724898248992490024901249022490324904249052490624907249082490924910249112491224913249142491524916249172491824919249202492124922249232492424925249262492724928249292493024931249322493324934249352493624937249382493924940249412494224943249442494524946249472494824949249502495124952249532495424955249562495724958249592496024961249622496324964249652496624967249682496924970249712497224973249742497524976249772497824979249802498124982249832498424985249862498724988249892499024991249922499324994249952499624997249982499925000250012500225003250042500525006250072500825009250102501125012250132501425015250162501725018250192502025021250222502325024250252502625027250282502925030250312503225033250342503525036250372503825039250402504125042250432504425045250462504725048250492505025051250522505325054250552505625057250582505925060250612506225063250642506525066250672506825069250702507125072250732507425075250762507725078250792508025081250822508325084250852508625087250882508925090250912509225093250942509525096250972509825099251002510125102251032510425105251062510725108251092511025111251122511325114251152511625117251182511925120251212512225123251242512525126251272512825129251302513125132251332513425135251362513725138251392514025141251422514325144251452514625147251482514925150251512515225153251542515525156251572515825159251602516125162251632516425165251662516725168251692517025171251722517325174251752517625177251782517925180251812518225183251842518525186251872518825189251902519125192251932519425195251962519725198251992520025201252022520325204252052520625207252082520925210252112521225213252142521525216252172521825219252202522125222252232522425225252262522725228252292523025231252322523325234252352523625237252382523925240252412524225243252442524525246252472524825249252502525125252252532525425255252562525725258252592526025261252622526325264252652526625267252682526925270252712527225273252742527525276252772527825279252802528125282252832528425285252862528725288252892529025291252922529325294252952529625297252982529925300253012530225303253042530525306253072530825309253102531125312253132531425315253162531725318253192532025321253222532325324253252532625327253282532925330253312533225333253342533525336253372533825339253402534125342253432534425345253462534725348253492535025351253522535325354253552535625357253582535925360253612536225363253642536525366253672536825369253702537125372253732537425375253762537725378253792538025381253822538325384253852538625387253882538925390253912539225393253942539525396253972539825399254002540125402254032540425405254062540725408254092541025411254122541325414254152541625417254182541925420254212542225423254242542525426254272542825429254302543125432254332543425435254362543725438254392544025441254422544325444254452544625447254482544925450254512545225453254542545525456254572545825459254602546125462254632546425465254662546725468254692547025471254722547325474254752547625477254782547925480254812548225483254842548525486254872548825489254902549125492254932549425495254962549725498254992550025501255022550325504255052550625507255082550925510255112551225513255142551525516255172551825519255202552125522255232552425525255262552725528255292553025531255322553325534255352553625537255382553925540255412554225543255442554525546255472554825549255502555125552255532555425555255562555725558255592556025561255622556325564255652556625567255682556925570255712557225573255742557525576255772557825579255802558125582255832558425585255862558725588255892559025591255922559325594255952559625597255982559925600256012560225603256042560525606256072560825609256102561125612256132561425615256162561725618256192562025621256222562325624256252562625627256282562925630256312563225633256342563525636256372563825639256402564125642256432564425645256462564725648256492565025651256522565325654256552565625657256582565925660256612566225663256642566525666256672566825669256702567125672256732567425675256762567725678256792568025681256822568325684256852568625687256882568925690256912569225693256942569525696256972569825699257002570125702257032570425705257062570725708257092571025711257122571325714257152571625717257182571925720257212572225723257242572525726257272572825729257302573125732257332573425735257362573725738257392574025741257422574325744257452574625747257482574925750257512575225753257542575525756257572575825759257602576125762257632576425765257662576725768257692577025771257722577325774257752577625777257782577925780257812578225783257842578525786257872578825789257902579125792257932579425795257962579725798257992580025801258022580325804258052580625807258082580925810258112581225813258142581525816258172581825819258202582125822258232582425825258262582725828258292583025831258322583325834258352583625837258382583925840258412584225843258442584525846258472584825849258502585125852258532585425855258562585725858258592586025861258622586325864258652586625867258682586925870258712587225873258742587525876258772587825879258802588125882258832588425885258862588725888258892589025891258922589325894258952589625897258982589925900259012590225903259042590525906259072590825909259102591125912259132591425915259162591725918259192592025921259222592325924259252592625927259282592925930259312593225933259342593525936259372593825939259402594125942259432594425945259462594725948259492595025951259522595325954259552595625957259582595925960259612596225963259642596525966259672596825969259702597125972259732597425975259762597725978259792598025981259822598325984259852598625987259882598925990259912599225993259942599525996259972599825999260002600126002260032600426005260062600726008260092601026011260122601326014260152601626017260182601926020260212602226023260242602526026260272602826029260302603126032260332603426035260362603726038260392604026041260422604326044260452604626047260482604926050260512605226053260542605526056260572605826059260602606126062260632606426065260662606726068260692607026071260722607326074260752607626077260782607926080260812608226083260842608526086260872608826089260902609126092260932609426095260962609726098260992610026101261022610326104261052610626107261082610926110261112611226113261142611526116261172611826119261202612126122261232612426125261262612726128261292613026131261322613326134261352613626137261382613926140261412614226143261442614526146261472614826149261502615126152261532615426155261562615726158261592616026161261622616326164261652616626167261682616926170261712617226173261742617526176261772617826179261802618126182261832618426185261862618726188261892619026191261922619326194261952619626197261982619926200262012620226203262042620526206262072620826209262102621126212262132621426215262162621726218262192622026221262222622326224262252622626227262282622926230262312623226233262342623526236262372623826239262402624126242262432624426245262462624726248262492625026251262522625326254262552625626257262582625926260262612626226263262642626526266262672626826269262702627126272262732627426275262762627726278262792628026281262822628326284262852628626287262882628926290262912629226293262942629526296262972629826299263002630126302263032630426305263062630726308263092631026311263122631326314263152631626317263182631926320263212632226323263242632526326263272632826329263302633126332263332633426335263362633726338263392634026341263422634326344263452634626347263482634926350263512635226353263542635526356263572635826359263602636126362263632636426365263662636726368263692637026371263722637326374263752637626377263782637926380263812638226383263842638526386263872638826389263902639126392263932639426395263962639726398263992640026401264022640326404264052640626407264082640926410264112641226413264142641526416264172641826419264202642126422264232642426425264262642726428264292643026431264322643326434264352643626437264382643926440264412644226443264442644526446264472644826449264502645126452264532645426455264562645726458264592646026461264622646326464264652646626467264682646926470264712647226473264742647526476264772647826479264802648126482264832648426485264862648726488264892649026491264922649326494264952649626497264982649926500265012650226503265042650526506265072650826509265102651126512265132651426515265162651726518265192652026521265222652326524265252652626527265282652926530265312653226533265342653526536265372653826539265402654126542265432654426545265462654726548265492655026551265522655326554265552655626557265582655926560265612656226563265642656526566265672656826569265702657126572265732657426575265762657726578265792658026581265822658326584265852658626587265882658926590265912659226593265942659526596265972659826599266002660126602266032660426605266062660726608266092661026611266122661326614266152661626617266182661926620266212662226623266242662526626266272662826629266302663126632266332663426635266362663726638266392664026641266422664326644266452664626647266482664926650266512665226653266542665526656266572665826659266602666126662266632666426665266662666726668266692667026671266722667326674266752667626677266782667926680266812668226683266842668526686266872668826689266902669126692266932669426695266962669726698266992670026701267022670326704267052670626707267082670926710267112671226713267142671526716267172671826719267202672126722267232672426725267262672726728267292673026731267322673326734267352673626737267382673926740267412674226743267442674526746267472674826749267502675126752267532675426755267562675726758267592676026761267622676326764267652676626767267682676926770267712677226773267742677526776267772677826779267802678126782267832678426785267862678726788267892679026791267922679326794267952679626797267982679926800268012680226803268042680526806268072680826809268102681126812268132681426815268162681726818268192682026821268222682326824268252682626827268282682926830268312683226833268342683526836268372683826839268402684126842268432684426845268462684726848268492685026851268522685326854268552685626857268582685926860268612686226863268642686526866268672686826869268702687126872268732687426875268762687726878268792688026881268822688326884268852688626887268882688926890268912689226893268942689526896268972689826899269002690126902269032690426905269062690726908269092691026911269122691326914269152691626917269182691926920269212692226923269242692526926269272692826929269302693126932269332693426935269362693726938269392694026941269422694326944269452694626947269482694926950269512695226953269542695526956269572695826959269602696126962269632696426965269662696726968269692697026971269722697326974269752697626977269782697926980269812698226983269842698526986269872698826989269902699126992269932699426995269962699726998269992700027001270022700327004270052700627007270082700927010270112701227013270142701527016270172701827019270202702127022270232702427025270262702727028270292703027031270322703327034270352703627037270382703927040270412704227043270442704527046270472704827049270502705127052270532705427055270562705727058270592706027061270622706327064270652706627067270682706927070270712707227073270742707527076270772707827079270802708127082270832708427085270862708727088270892709027091270922709327094270952709627097270982709927100271012710227103271042710527106271072710827109271102711127112271132711427115271162711727118271192712027121271222712327124271252712627127271282712927130271312713227133271342713527136271372713827139271402714127142271432714427145271462714727148271492715027151271522715327154271552715627157271582715927160271612716227163271642716527166271672716827169271702717127172271732717427175271762717727178271792718027181271822718327184271852718627187271882718927190271912719227193271942719527196271972719827199272002720127202272032720427205272062720727208272092721027211272122721327214272152721627217272182721927220272212722227223272242722527226272272722827229272302723127232272332723427235272362723727238272392724027241272422724327244272452724627247272482724927250272512725227253272542725527256272572725827259272602726127262272632726427265272662726727268272692727027271272722727327274272752727627277272782727927280272812728227283272842728527286272872728827289272902729127292272932729427295272962729727298272992730027301273022730327304273052730627307273082730927310273112731227313273142731527316273172731827319273202732127322273232732427325273262732727328273292733027331273322733327334273352733627337273382733927340273412734227343273442734527346273472734827349273502735127352273532735427355273562735727358273592736027361273622736327364273652736627367273682736927370273712737227373273742737527376273772737827379273802738127382273832738427385273862738727388273892739027391273922739327394273952739627397273982739927400274012740227403274042740527406274072740827409274102741127412274132741427415274162741727418274192742027421274222742327424274252742627427274282742927430274312743227433274342743527436274372743827439274402744127442274432744427445274462744727448274492745027451274522745327454274552745627457274582745927460274612746227463274642746527466274672746827469274702747127472274732747427475274762747727478274792748027481274822748327484274852748627487274882748927490274912749227493274942749527496274972749827499275002750127502275032750427505275062750727508275092751027511275122751327514275152751627517275182751927520275212752227523275242752527526275272752827529275302753127532275332753427535275362753727538275392754027541275422754327544275452754627547275482754927550275512755227553275542755527556275572755827559275602756127562275632756427565275662756727568275692757027571275722757327574275752757627577275782757927580275812758227583275842758527586275872758827589275902759127592275932759427595275962759727598275992760027601276022760327604276052760627607276082760927610276112761227613276142761527616276172761827619276202762127622276232762427625276262762727628276292763027631276322763327634276352763627637276382763927640276412764227643276442764527646276472764827649276502765127652276532765427655276562765727658276592766027661276622766327664276652766627667276682766927670276712767227673276742767527676276772767827679276802768127682276832768427685276862768727688276892769027691276922769327694276952769627697276982769927700277012770227703277042770527706277072770827709277102771127712277132771427715277162771727718277192772027721277222772327724277252772627727277282772927730277312773227733277342773527736277372773827739277402774127742277432774427745277462774727748277492775027751277522775327754277552775627757277582775927760277612776227763277642776527766277672776827769277702777127772277732777427775277762777727778277792778027781277822778327784277852778627787277882778927790277912779227793277942779527796277972779827799278002780127802278032780427805278062780727808278092781027811278122781327814278152781627817278182781927820278212782227823278242782527826278272782827829278302783127832278332783427835278362783727838278392784027841278422784327844278452784627847278482784927850278512785227853278542785527856278572785827859278602786127862278632786427865278662786727868278692787027871278722787327874278752787627877278782787927880278812788227883278842788527886278872788827889278902789127892278932789427895278962789727898278992790027901279022790327904279052790627907279082790927910279112791227913279142791527916279172791827919279202792127922279232792427925279262792727928279292793027931279322793327934279352793627937279382793927940279412794227943279442794527946279472794827949279502795127952279532795427955279562795727958279592796027961279622796327964279652796627967279682796927970279712797227973279742797527976279772797827979279802798127982279832798427985279862798727988279892799027991279922799327994279952799627997279982799928000280012800228003280042800528006280072800828009280102801128012280132801428015280162801728018280192802028021280222802328024280252802628027280282802928030280312803228033280342803528036280372803828039280402804128042280432804428045280462804728048280492805028051280522805328054280552805628057280582805928060280612806228063280642806528066280672806828069280702807128072280732807428075280762807728078280792808028081280822808328084280852808628087280882808928090280912809228093280942809528096280972809828099281002810128102281032810428105281062810728108281092811028111281122811328114281152811628117281182811928120281212812228123281242812528126281272812828129281302813128132281332813428135281362813728138281392814028141281422814328144281452814628147281482814928150281512815228153281542815528156281572815828159281602816128162281632816428165281662816728168281692817028171281722817328174281752817628177281782817928180281812818228183281842818528186281872818828189281902819128192281932819428195281962819728198281992820028201282022820328204282052820628207282082820928210282112821228213282142821528216282172821828219282202822128222282232822428225282262822728228282292823028231282322823328234282352823628237282382823928240282412824228243282442824528246282472824828249282502825128252282532825428255282562825728258282592826028261282622826328264282652826628267282682826928270282712827228273282742827528276282772827828279282802828128282282832828428285282862828728288282892829028291282922829328294282952829628297282982829928300283012830228303283042830528306283072830828309283102831128312283132831428315283162831728318283192832028321283222832328324283252832628327283282832928330283312833228333283342833528336283372833828339283402834128342283432834428345283462834728348283492835028351283522835328354283552835628357283582835928360283612836228363283642836528366283672836828369283702837128372283732837428375283762837728378283792838028381283822838328384283852838628387283882838928390283912839228393283942839528396283972839828399284002840128402284032840428405284062840728408284092841028411284122841328414284152841628417284182841928420284212842228423284242842528426284272842828429284302843128432284332843428435284362843728438284392844028441284422844328444284452844628447284482844928450284512845228453284542845528456284572845828459284602846128462284632846428465284662846728468284692847028471284722847328474284752847628477284782847928480284812848228483284842848528486284872848828489284902849128492284932849428495284962849728498284992850028501285022850328504285052850628507285082850928510285112851228513285142851528516285172851828519285202852128522285232852428525285262852728528285292853028531285322853328534285352853628537285382853928540285412854228543285442854528546285472854828549285502855128552285532855428555285562855728558285592856028561285622856328564285652856628567285682856928570285712857228573285742857528576285772857828579285802858128582285832858428585285862858728588285892859028591285922859328594285952859628597285982859928600286012860228603286042860528606286072860828609286102861128612286132861428615286162861728618286192862028621286222862328624286252862628627286282862928630286312863228633286342863528636286372863828639286402864128642286432864428645286462864728648286492865028651286522865328654286552865628657286582865928660286612866228663286642866528666286672866828669286702867128672286732867428675286762867728678286792868028681286822868328684286852868628687286882868928690286912869228693286942869528696286972869828699287002870128702287032870428705287062870728708287092871028711287122871328714287152871628717287182871928720287212872228723287242872528726287272872828729287302873128732287332873428735287362873728738287392874028741287422874328744287452874628747287482874928750287512875228753287542875528756287572875828759287602876128762287632876428765287662876728768287692877028771287722877328774287752877628777287782877928780287812878228783287842878528786287872878828789287902879128792287932879428795287962879728798287992880028801288022880328804288052880628807288082880928810288112881228813288142881528816288172881828819288202882128822288232882428825288262882728828288292883028831288322883328834288352883628837288382883928840288412884228843288442884528846288472884828849288502885128852288532885428855288562885728858288592886028861288622886328864288652886628867288682886928870288712887228873288742887528876288772887828879288802888128882288832888428885288862888728888288892889028891288922889328894288952889628897288982889928900289012890228903289042890528906289072890828909289102891128912289132891428915289162891728918289192892028921289222892328924289252892628927289282892928930289312893228933289342893528936289372893828939289402894128942289432894428945289462894728948289492895028951289522895328954289552895628957289582895928960289612896228963289642896528966289672896828969289702897128972289732897428975289762897728978289792898028981289822898328984289852898628987289882898928990289912899228993289942899528996289972899828999290002900129002290032900429005290062900729008290092901029011290122901329014290152901629017290182901929020290212902229023290242902529026290272902829029290302903129032290332903429035290362903729038290392904029041290422904329044290452904629047290482904929050290512905229053290542905529056290572905829059290602906129062290632906429065290662906729068290692907029071290722907329074290752907629077290782907929080290812908229083290842908529086290872908829089290902909129092290932909429095290962909729098290992910029101291022910329104291052910629107291082910929110291112911229113291142911529116291172911829119291202912129122291232912429125291262912729128291292913029131291322913329134291352913629137291382913929140291412914229143291442914529146291472914829149291502915129152291532915429155291562915729158291592916029161291622916329164291652916629167291682916929170291712917229173291742917529176291772917829179291802918129182291832918429185291862918729188291892919029191291922919329194291952919629197291982919929200292012920229203292042920529206292072920829209292102921129212292132921429215292162921729218292192922029221292222922329224292252922629227292282922929230292312923229233292342923529236292372923829239292402924129242292432924429245292462924729248292492925029251292522925329254292552925629257292582925929260292612926229263292642926529266292672926829269292702927129272292732927429275292762927729278292792928029281292822928329284292852928629287292882928929290292912929229293292942929529296292972929829299293002930129302293032930429305293062930729308293092931029311293122931329314293152931629317293182931929320293212932229323293242932529326293272932829329293302933129332293332933429335293362933729338293392934029341293422934329344293452934629347293482934929350293512935229353293542935529356293572935829359293602936129362293632936429365293662936729368293692937029371293722937329374293752937629377293782937929380293812938229383293842938529386293872938829389293902939129392293932939429395293962939729398293992940029401294022940329404294052940629407294082940929410294112941229413294142941529416294172941829419294202942129422294232942429425294262942729428294292943029431294322943329434294352943629437294382943929440294412944229443294442944529446294472944829449294502945129452294532945429455294562945729458294592946029461294622946329464294652946629467294682946929470294712947229473294742947529476294772947829479294802948129482294832948429485294862948729488294892949029491294922949329494294952949629497294982949929500295012950229503295042950529506295072950829509295102951129512295132951429515295162951729518295192952029521295222952329524295252952629527295282952929530295312953229533295342953529536295372953829539295402954129542295432954429545295462954729548295492955029551295522955329554295552955629557295582955929560295612956229563295642956529566295672956829569295702957129572295732957429575295762957729578295792958029581295822958329584295852958629587295882958929590295912959229593295942959529596295972959829599296002960129602296032960429605296062960729608296092961029611296122961329614296152961629617296182961929620296212962229623296242962529626296272962829629296302963129632296332963429635296362963729638296392964029641296422964329644296452964629647296482964929650296512965229653296542965529656296572965829659296602966129662296632966429665296662966729668296692967029671296722967329674296752967629677296782967929680296812968229683296842968529686296872968829689296902969129692296932969429695296962969729698296992970029701297022970329704297052970629707297082970929710297112971229713297142971529716297172971829719297202972129722297232972429725297262972729728297292973029731297322973329734297352973629737297382973929740297412974229743297442974529746297472974829749297502975129752297532975429755297562975729758297592976029761297622976329764297652976629767297682976929770297712977229773297742977529776297772977829779297802978129782297832978429785297862978729788297892979029791297922979329794297952979629797297982979929800298012980229803298042980529806298072980829809298102981129812298132981429815298162981729818298192982029821298222982329824298252982629827298282982929830298312983229833298342983529836298372983829839298402984129842298432984429845298462984729848298492985029851298522985329854298552985629857298582985929860298612986229863298642986529866298672986829869298702987129872298732987429875298762987729878298792988029881298822988329884298852988629887298882988929890298912989229893298942989529896298972989829899299002990129902299032990429905299062990729908299092991029911299122991329914299152991629917299182991929920299212992229923299242992529926299272992829929299302993129932299332993429935299362993729938299392994029941299422994329944299452994629947299482994929950299512995229953299542995529956299572995829959299602996129962299632996429965299662996729968299692997029971299722997329974299752997629977299782997929980299812998229983299842998529986299872998829989299902999129992299932999429995299962999729998299993000030001300023000330004300053000630007300083000930010300113001230013300143001530016300173001830019300203002130022300233002430025300263002730028300293003030031300323003330034300353003630037300383003930040300413004230043300443004530046300473004830049300503005130052300533005430055300563005730058300593006030061300623006330064300653006630067300683006930070300713007230073300743007530076300773007830079300803008130082300833008430085300863008730088300893009030091300923009330094300953009630097300983009930100301013010230103301043010530106301073010830109301103011130112301133011430115301163011730118301193012030121301223012330124301253012630127301283012930130301313013230133301343013530136301373013830139301403014130142301433014430145301463014730148301493015030151301523015330154301553015630157301583015930160301613016230163301643016530166301673016830169301703017130172301733017430175301763017730178301793018030181301823018330184301853018630187301883018930190301913019230193301943019530196301973019830199302003020130202302033020430205302063020730208302093021030211302123021330214302153021630217302183021930220302213022230223302243022530226302273022830229302303023130232302333023430235302363023730238302393024030241302423024330244302453024630247302483024930250302513025230253302543025530256302573025830259302603026130262302633026430265302663026730268302693027030271302723027330274302753027630277302783027930280302813028230283302843028530286302873028830289302903029130292302933029430295302963029730298302993030030301303023030330304303053030630307303083030930310303113031230313303143031530316303173031830319303203032130322303233032430325303263032730328303293033030331303323033330334303353033630337303383033930340303413034230343303443034530346303473034830349303503035130352303533035430355303563035730358303593036030361303623036330364303653036630367303683036930370303713037230373303743037530376303773037830379303803038130382303833038430385303863038730388303893039030391303923039330394303953039630397303983039930400304013040230403304043040530406304073040830409304103041130412304133041430415304163041730418304193042030421304223042330424304253042630427304283042930430304313043230433304343043530436304373043830439304403044130442304433044430445304463044730448304493045030451304523045330454304553045630457304583045930460304613046230463304643046530466304673046830469304703047130472304733047430475304763047730478304793048030481304823048330484304853048630487304883048930490304913049230493304943049530496304973049830499305003050130502305033050430505305063050730508305093051030511305123051330514305153051630517305183051930520305213052230523305243052530526305273052830529305303053130532305333053430535305363053730538305393054030541305423054330544305453054630547305483054930550305513055230553305543055530556305573055830559305603056130562305633056430565305663056730568305693057030571305723057330574305753057630577305783057930580305813058230583305843058530586305873058830589305903059130592305933059430595305963059730598305993060030601306023060330604306053060630607306083060930610306113061230613306143061530616306173061830619306203062130622306233062430625306263062730628306293063030631306323063330634306353063630637306383063930640306413064230643306443064530646306473064830649306503065130652306533065430655306563065730658306593066030661306623066330664306653066630667306683066930670306713067230673306743067530676306773067830679306803068130682306833068430685306863068730688306893069030691306923069330694306953069630697306983069930700307013070230703307043070530706307073070830709307103071130712307133071430715307163071730718307193072030721307223072330724307253072630727307283072930730307313073230733307343073530736307373073830739307403074130742307433074430745307463074730748307493075030751307523075330754307553075630757307583075930760307613076230763307643076530766307673076830769307703077130772307733077430775307763077730778307793078030781307823078330784307853078630787307883078930790307913079230793307943079530796307973079830799308003080130802308033080430805308063080730808308093081030811308123081330814308153081630817308183081930820308213082230823308243082530826308273082830829308303083130832308333083430835308363083730838308393084030841308423084330844308453084630847308483084930850308513085230853308543085530856308573085830859308603086130862308633086430865308663086730868308693087030871308723087330874308753087630877308783087930880308813088230883308843088530886308873088830889308903089130892308933089430895308963089730898308993090030901309023090330904309053090630907309083090930910309113091230913309143091530916309173091830919309203092130922309233092430925309263092730928309293093030931309323093330934309353093630937309383093930940309413094230943309443094530946309473094830949309503095130952309533095430955309563095730958309593096030961309623096330964309653096630967309683096930970309713097230973309743097530976309773097830979309803098130982309833098430985309863098730988309893099030991309923099330994309953099630997309983099931000310013100231003310043100531006310073100831009310103101131012310133101431015310163101731018310193102031021310223102331024310253102631027310283102931030310313103231033310343103531036310373103831039310403104131042310433104431045310463104731048310493105031051310523105331054310553105631057310583105931060310613106231063310643106531066310673106831069310703107131072310733107431075310763107731078310793108031081310823108331084310853108631087310883108931090310913109231093310943109531096310973109831099311003110131102311033110431105311063110731108311093111031111311123111331114311153111631117311183111931120311213112231123311243112531126311273112831129311303113131132311333113431135311363113731138311393114031141311423114331144311453114631147311483114931150311513115231153311543115531156311573115831159311603116131162311633116431165311663116731168311693117031171311723117331174311753117631177311783117931180311813118231183311843118531186311873118831189311903119131192311933119431195311963119731198311993120031201312023120331204312053120631207312083120931210312113121231213312143121531216312173121831219312203122131222312233122431225312263122731228312293123031231312323123331234312353123631237312383123931240312413124231243312443124531246312473124831249312503125131252312533125431255312563125731258312593126031261312623126331264312653126631267312683126931270312713127231273312743127531276312773127831279312803128131282312833128431285312863128731288312893129031291312923129331294312953129631297312983129931300313013130231303313043130531306313073130831309313103131131312313133131431315313163131731318313193132031321313223132331324313253132631327313283132931330313313133231333313343133531336313373133831339313403134131342313433134431345313463134731348313493135031351313523135331354313553135631357313583135931360313613136231363313643136531366313673136831369313703137131372313733137431375313763137731378313793138031381313823138331384313853138631387313883138931390313913139231393313943139531396313973139831399314003140131402314033140431405314063140731408314093141031411314123141331414314153141631417314183141931420314213142231423314243142531426314273142831429314303143131432314333143431435314363143731438314393144031441314423144331444314453144631447314483144931450314513145231453314543145531456314573145831459314603146131462314633146431465314663146731468314693147031471314723147331474314753147631477314783147931480314813148231483314843148531486314873148831489314903149131492314933149431495314963149731498314993150031501315023150331504315053150631507315083150931510315113151231513315143151531516315173151831519315203152131522315233152431525315263152731528315293153031531315323153331534315353153631537315383153931540315413154231543315443154531546315473154831549315503155131552315533155431555315563155731558315593156031561315623156331564315653156631567315683156931570315713157231573315743157531576315773157831579315803158131582315833158431585315863158731588315893159031591315923159331594315953159631597315983159931600316013160231603316043160531606316073160831609316103161131612316133161431615316163161731618316193162031621316223162331624316253162631627316283162931630316313163231633316343163531636316373163831639316403164131642316433164431645316463164731648316493165031651316523165331654316553165631657316583165931660316613166231663316643166531666316673166831669316703167131672316733167431675316763167731678316793168031681316823168331684316853168631687316883168931690316913169231693316943169531696316973169831699317003170131702317033170431705317063170731708317093171031711317123171331714317153171631717317183171931720317213172231723317243172531726317273172831729317303173131732317333173431735317363173731738317393174031741317423174331744317453174631747317483174931750317513175231753317543175531756317573175831759317603176131762317633176431765317663176731768317693177031771317723177331774317753177631777317783177931780317813178231783317843178531786317873178831789317903179131792317933179431795317963179731798317993180031801318023180331804318053180631807318083180931810318113181231813318143181531816318173181831819318203182131822318233182431825318263182731828318293183031831318323183331834318353183631837318383183931840318413184231843318443184531846318473184831849318503185131852318533185431855318563185731858318593186031861318623186331864318653186631867318683186931870318713187231873318743187531876318773187831879318803188131882318833188431885318863188731888318893189031891318923189331894318953189631897318983189931900319013190231903319043190531906319073190831909319103191131912319133191431915319163191731918319193192031921319223192331924319253192631927319283192931930319313193231933319343193531936319373193831939319403194131942319433194431945319463194731948319493195031951319523195331954319553195631957319583195931960319613196231963319643196531966319673196831969319703197131972319733197431975319763197731978319793198031981319823198331984319853198631987319883198931990319913199231993319943199531996319973199831999320003200132002320033200432005320063200732008320093201032011320123201332014320153201632017320183201932020320213202232023320243202532026320273202832029320303203132032320333203432035320363203732038320393204032041320423204332044320453204632047320483204932050320513205232053320543205532056320573205832059320603206132062320633206432065320663206732068320693207032071320723207332074320753207632077320783207932080320813208232083320843208532086320873208832089320903209132092320933209432095320963209732098320993210032101321023210332104321053210632107321083210932110321113211232113321143211532116321173211832119321203212132122321233212432125321263212732128321293213032131321323213332134321353213632137321383213932140321413214232143321443214532146321473214832149321503215132152321533215432155321563215732158321593216032161321623216332164321653216632167321683216932170321713217232173321743217532176321773217832179321803218132182321833218432185321863218732188321893219032191321923219332194321953219632197321983219932200322013220232203322043220532206322073220832209322103221132212322133221432215322163221732218322193222032221322223222332224322253222632227322283222932230322313223232233322343223532236322373223832239322403224132242322433224432245322463224732248322493225032251322523225332254322553225632257322583225932260322613226232263322643226532266322673226832269322703227132272322733227432275322763227732278322793228032281322823228332284322853228632287322883228932290322913229232293322943229532296322973229832299323003230132302323033230432305323063230732308323093231032311323123231332314323153231632317323183231932320323213232232323323243232532326323273232832329323303233132332323333233432335323363233732338323393234032341323423234332344323453234632347323483234932350323513235232353323543235532356323573235832359323603236132362323633236432365323663236732368323693237032371323723237332374323753237632377323783237932380323813238232383323843238532386323873238832389323903239132392323933239432395323963239732398323993240032401324023240332404324053240632407324083240932410324113241232413324143241532416324173241832419324203242132422324233242432425324263242732428324293243032431324323243332434324353243632437324383243932440324413244232443324443244532446324473244832449324503245132452324533245432455324563245732458324593246032461324623246332464324653246632467324683246932470324713247232473324743247532476324773247832479324803248132482324833248432485324863248732488324893249032491324923249332494324953249632497324983249932500325013250232503325043250532506325073250832509325103251132512325133251432515325163251732518325193252032521325223252332524325253252632527325283252932530325313253232533325343253532536325373253832539325403254132542325433254432545325463254732548325493255032551325523255332554325553255632557325583255932560325613256232563325643256532566325673256832569325703257132572325733257432575325763257732578325793258032581325823258332584325853258632587325883258932590325913259232593325943259532596325973259832599326003260132602326033260432605326063260732608326093261032611326123261332614326153261632617326183261932620326213262232623326243262532626326273262832629326303263132632326333263432635326363263732638326393264032641326423264332644326453264632647326483264932650326513265232653326543265532656326573265832659326603266132662326633266432665326663266732668326693267032671326723267332674326753267632677326783267932680326813268232683326843268532686326873268832689326903269132692326933269432695326963269732698326993270032701327023270332704327053270632707327083270932710327113271232713327143271532716327173271832719327203272132722327233272432725327263272732728327293273032731327323273332734327353273632737327383273932740327413274232743327443274532746327473274832749327503275132752327533275432755327563275732758327593276032761327623276332764327653276632767327683276932770327713277232773327743277532776327773277832779327803278132782327833278432785327863278732788327893279032791327923279332794327953279632797327983279932800328013280232803328043280532806328073280832809328103281132812328133281432815328163281732818328193282032821328223282332824328253282632827328283282932830328313283232833328343283532836328373283832839328403284132842328433284432845328463284732848328493285032851328523285332854328553285632857328583285932860328613286232863328643286532866328673286832869328703287132872328733287432875328763287732878328793288032881328823288332884328853288632887328883288932890328913289232893328943289532896328973289832899329003290132902329033290432905329063290732908329093291032911329123291332914329153291632917329183291932920329213292232923329243292532926329273292832929329303293132932329333293432935329363293732938329393294032941329423294332944329453294632947329483294932950329513295232953329543295532956329573295832959329603296132962329633296432965329663296732968329693297032971329723297332974329753297632977329783297932980329813298232983329843298532986329873298832989329903299132992329933299432995329963299732998329993300033001330023300333004330053300633007330083300933010330113301233013330143301533016330173301833019330203302133022330233302433025330263302733028330293303033031330323303333034330353303633037330383303933040330413304233043330443304533046330473304833049330503305133052330533305433055330563305733058330593306033061330623306333064330653306633067330683306933070330713307233073330743307533076330773307833079330803308133082330833308433085330863308733088330893309033091330923309333094330953309633097330983309933100331013310233103331043310533106331073310833109331103311133112331133311433115331163311733118331193312033121331223312333124331253312633127331283312933130331313313233133331343313533136331373313833139331403314133142331433314433145331463314733148331493315033151331523315333154331553315633157331583315933160331613316233163331643316533166331673316833169331703317133172331733317433175331763317733178331793318033181331823318333184331853318633187331883318933190331913319233193331943319533196331973319833199332003320133202332033320433205332063320733208332093321033211332123321333214332153321633217332183321933220332213322233223332243322533226332273322833229332303323133232332333323433235332363323733238332393324033241332423324333244332453324633247332483324933250332513325233253332543325533256332573325833259332603326133262332633326433265332663326733268332693327033271332723327333274332753327633277332783327933280332813328233283332843328533286332873328833289332903329133292332933329433295332963329733298332993330033301333023330333304333053330633307333083330933310333113331233313333143331533316333173331833319333203332133322333233332433325333263332733328333293333033331333323333333334333353333633337333383333933340333413334233343333443334533346333473334833349333503335133352333533335433355333563335733358333593336033361333623336333364333653336633367333683336933370333713337233373333743337533376333773337833379333803338133382333833338433385333863338733388333893339033391333923339333394333953339633397333983339933400334013340233403334043340533406334073340833409334103341133412334133341433415334163341733418334193342033421334223342333424334253342633427334283342933430334313343233433334343343533436334373343833439334403344133442334433344433445334463344733448334493345033451334523345333454334553345633457334583345933460334613346233463334643346533466334673346833469334703347133472334733347433475334763347733478334793348033481334823348333484334853348633487334883348933490334913349233493334943349533496334973349833499335003350133502335033350433505335063350733508335093351033511335123351333514335153351633517335183351933520335213352233523335243352533526335273352833529335303353133532335333353433535335363353733538335393354033541335423354333544335453354633547335483354933550335513355233553335543355533556335573355833559335603356133562335633356433565335663356733568335693357033571335723357333574335753357633577335783357933580335813358233583335843358533586335873358833589335903359133592335933359433595335963359733598335993360033601336023360333604336053360633607336083360933610336113361233613336143361533616336173361833619336203362133622336233362433625336263362733628336293363033631336323363333634336353363633637336383363933640336413364233643336443364533646336473364833649336503365133652336533365433655336563365733658336593366033661336623366333664336653366633667336683366933670336713367233673336743367533676336773367833679336803368133682336833368433685336863368733688336893369033691336923369333694336953369633697336983369933700337013370233703337043370533706337073370833709337103371133712337133371433715337163371733718337193372033721337223372333724337253372633727337283372933730337313373233733337343373533736337373373833739337403374133742337433374433745337463374733748337493375033751337523375333754337553375633757337583375933760337613376233763337643376533766337673376833769337703377133772337733377433775337763377733778337793378033781337823378333784337853378633787337883378933790337913379233793337943379533796337973379833799338003380133802338033380433805338063380733808338093381033811338123381333814338153381633817338183381933820338213382233823338243382533826338273382833829338303383133832338333383433835338363383733838338393384033841338423384333844338453384633847338483384933850338513385233853338543385533856338573385833859338603386133862338633386433865338663386733868338693387033871338723387333874338753387633877338783387933880338813388233883338843388533886338873388833889338903389133892338933389433895338963389733898338993390033901339023390333904339053390633907339083390933910339113391233913339143391533916339173391833919339203392133922339233392433925339263392733928339293393033931339323393333934339353393633937339383393933940339413394233943339443394533946339473394833949339503395133952339533395433955339563395733958339593396033961339623396333964339653396633967339683396933970339713397233973339743397533976339773397833979339803398133982339833398433985339863398733988339893399033991339923399333994339953399633997339983399934000340013400234003340043400534006340073400834009340103401134012340133401434015340163401734018340193402034021340223402334024340253402634027340283402934030340313403234033340343403534036340373403834039340403404134042340433404434045340463404734048340493405034051340523405334054340553405634057340583405934060340613406234063340643406534066340673406834069340703407134072340733407434075340763407734078340793408034081340823408334084340853408634087340883408934090340913409234093340943409534096340973409834099341003410134102341033410434105341063410734108341093411034111341123411334114341153411634117341183411934120341213412234123341243412534126341273412834129341303413134132341333413434135341363413734138341393414034141341423414334144341453414634147341483414934150341513415234153341543415534156341573415834159341603416134162341633416434165341663416734168341693417034171341723417334174341753417634177341783417934180341813418234183341843418534186341873418834189341903419134192341933419434195341963419734198341993420034201342023420334204342053420634207342083420934210342113421234213342143421534216342173421834219342203422134222342233422434225342263422734228342293423034231342323423334234342353423634237342383423934240342413424234243342443424534246342473424834249342503425134252342533425434255342563425734258342593426034261342623426334264342653426634267342683426934270342713427234273342743427534276342773427834279342803428134282342833428434285342863428734288342893429034291342923429334294342953429634297342983429934300343013430234303343043430534306343073430834309343103431134312343133431434315343163431734318343193432034321343223432334324343253432634327343283432934330343313433234333343343433534336343373433834339343403434134342343433434434345343463434734348343493435034351343523435334354343553435634357343583435934360343613436234363343643436534366343673436834369343703437134372343733437434375343763437734378343793438034381343823438334384343853438634387343883438934390343913439234393343943439534396343973439834399344003440134402344033440434405344063440734408344093441034411344123441334414344153441634417344183441934420344213442234423344243442534426344273442834429344303443134432344333443434435344363443734438344393444034441344423444334444344453444634447344483444934450344513445234453344543445534456344573445834459344603446134462344633446434465344663446734468344693447034471344723447334474344753447634477344783447934480344813448234483344843448534486344873448834489344903449134492344933449434495344963449734498344993450034501345023450334504345053450634507345083450934510345113451234513345143451534516345173451834519345203452134522345233452434525345263452734528345293453034531345323453334534345353453634537345383453934540345413454234543345443454534546345473454834549345503455134552345533455434555345563455734558345593456034561345623456334564345653456634567345683456934570345713457234573345743457534576345773457834579345803458134582345833458434585345863458734588345893459034591345923459334594345953459634597345983459934600346013460234603346043460534606346073460834609346103461134612346133461434615346163461734618346193462034621346223462334624346253462634627346283462934630346313463234633346343463534636346373463834639346403464134642346433464434645346463464734648346493465034651346523465334654346553465634657346583465934660346613466234663346643466534666346673466834669346703467134672346733467434675346763467734678346793468034681346823468334684346853468634687346883468934690346913469234693346943469534696346973469834699347003470134702347033470434705347063470734708347093471034711347123471334714347153471634717347183471934720347213472234723347243472534726347273472834729347303473134732347333473434735347363473734738347393474034741347423474334744347453474634747347483474934750347513475234753347543475534756347573475834759347603476134762347633476434765347663476734768347693477034771347723477334774347753477634777347783477934780347813478234783347843478534786347873478834789347903479134792347933479434795347963479734798347993480034801348023480334804348053480634807348083480934810348113481234813348143481534816348173481834819348203482134822348233482434825348263482734828348293483034831348323483334834348353483634837348383483934840348413484234843348443484534846348473484834849348503485134852348533485434855348563485734858348593486034861348623486334864348653486634867348683486934870348713487234873348743487534876348773487834879348803488134882348833488434885348863488734888348893489034891348923489334894348953489634897348983489934900349013490234903349043490534906349073490834909349103491134912349133491434915349163491734918349193492034921349223492334924349253492634927349283492934930349313493234933349343493534936349373493834939349403494134942349433494434945349463494734948349493495034951349523495334954349553495634957349583495934960349613496234963349643496534966349673496834969349703497134972349733497434975349763497734978349793498034981349823498334984349853498634987349883498934990349913499234993349943499534996349973499834999350003500135002350033500435005350063500735008350093501035011350123501335014350153501635017350183501935020350213502235023350243502535026350273502835029350303503135032350333503435035350363503735038350393504035041350423504335044350453504635047350483504935050350513505235053350543505535056350573505835059350603506135062350633506435065350663506735068350693507035071350723507335074350753507635077350783507935080350813508235083350843508535086350873508835089350903509135092350933509435095350963509735098350993510035101351023510335104351053510635107351083510935110351113511235113351143511535116351173511835119351203512135122351233512435125351263512735128351293513035131351323513335134351353513635137351383513935140351413514235143351443514535146351473514835149351503515135152351533515435155351563515735158351593516035161351623516335164351653516635167351683516935170351713517235173351743517535176351773517835179351803518135182351833518435185351863518735188351893519035191351923519335194351953519635197351983519935200352013520235203352043520535206352073520835209352103521135212352133521435215352163521735218352193522035221352223522335224352253522635227352283522935230352313523235233352343523535236352373523835239352403524135242352433524435245352463524735248352493525035251352523525335254352553525635257352583525935260352613526235263352643526535266352673526835269352703527135272352733527435275352763527735278352793528035281352823528335284352853528635287352883528935290352913529235293352943529535296352973529835299353003530135302353033530435305353063530735308353093531035311353123531335314353153531635317353183531935320353213532235323353243532535326353273532835329353303533135332353333533435335353363533735338353393534035341353423534335344353453534635347353483534935350353513535235353353543535535356353573535835359353603536135362353633536435365353663536735368353693537035371353723537335374353753537635377353783537935380353813538235383353843538535386353873538835389353903539135392353933539435395353963539735398353993540035401354023540335404354053540635407354083540935410354113541235413354143541535416354173541835419354203542135422354233542435425354263542735428354293543035431354323543335434354353543635437354383543935440354413544235443354443544535446354473544835449354503545135452354533545435455354563545735458354593546035461354623546335464354653546635467354683546935470354713547235473354743547535476354773547835479354803548135482354833548435485354863548735488354893549035491354923549335494354953549635497354983549935500355013550235503355043550535506355073550835509355103551135512355133551435515355163551735518355193552035521355223552335524355253552635527355283552935530355313553235533355343553535536355373553835539355403554135542355433554435545355463554735548355493555035551355523555335554355553555635557355583555935560355613556235563355643556535566355673556835569355703557135572355733557435575355763557735578355793558035581355823558335584355853558635587355883558935590355913559235593355943559535596355973559835599356003560135602356033560435605356063560735608356093561035611356123561335614356153561635617356183561935620356213562235623356243562535626356273562835629356303563135632356333563435635356363563735638356393564035641356423564335644356453564635647356483564935650356513565235653356543565535656356573565835659356603566135662356633566435665356663566735668356693567035671356723567335674356753567635677356783567935680356813568235683356843568535686356873568835689356903569135692356933569435695356963569735698356993570035701357023570335704357053570635707357083570935710357113571235713357143571535716357173571835719357203572135722357233572435725357263572735728357293573035731357323573335734357353573635737357383573935740357413574235743357443574535746357473574835749357503575135752357533575435755357563575735758357593576035761357623576335764357653576635767357683576935770357713577235773357743577535776357773577835779357803578135782357833578435785357863578735788357893579035791357923579335794357953579635797357983579935800358013580235803358043580535806358073580835809358103581135812358133581435815358163581735818358193582035821358223582335824358253582635827358283582935830358313583235833358343583535836358373583835839358403584135842358433584435845358463584735848358493585035851358523585335854358553585635857358583585935860358613586235863358643586535866358673586835869358703587135872358733587435875358763587735878358793588035881358823588335884358853588635887358883588935890358913589235893358943589535896358973589835899359003590135902359033590435905359063590735908359093591035911359123591335914359153591635917359183591935920359213592235923359243592535926359273592835929359303593135932359333593435935359363593735938359393594035941359423594335944359453594635947359483594935950359513595235953359543595535956359573595835959359603596135962359633596435965359663596735968359693597035971359723597335974359753597635977359783597935980359813598235983359843598535986359873598835989359903599135992359933599435995359963599735998359993600036001360023600336004360053600636007360083600936010360113601236013360143601536016360173601836019360203602136022360233602436025360263602736028360293603036031360323603336034360353603636037360383603936040360413604236043360443604536046360473604836049360503605136052360533605436055360563605736058360593606036061360623606336064360653606636067360683606936070360713607236073360743607536076360773607836079360803608136082360833608436085360863608736088360893609036091360923609336094360953609636097360983609936100361013610236103361043610536106361073610836109361103611136112361133611436115361163611736118361193612036121361223612336124361253612636127361283612936130361313613236133361343613536136361373613836139361403614136142361433614436145361463614736148361493615036151361523615336154361553615636157361583615936160361613616236163361643616536166361673616836169361703617136172361733617436175361763617736178361793618036181361823618336184361853618636187361883618936190361913619236193361943619536196361973619836199362003620136202362033620436205362063620736208362093621036211362123621336214362153621636217362183621936220362213622236223362243622536226362273622836229362303623136232362333623436235362363623736238362393624036241362423624336244362453624636247362483624936250362513625236253362543625536256362573625836259362603626136262362633626436265362663626736268362693627036271362723627336274362753627636277362783627936280362813628236283362843628536286362873628836289362903629136292362933629436295362963629736298362993630036301363023630336304363053630636307363083630936310363113631236313363143631536316363173631836319363203632136322363233632436325363263632736328363293633036331363323633336334363353633636337363383633936340363413634236343363443634536346363473634836349363503635136352363533635436355363563635736358363593636036361363623636336364363653636636367363683636936370363713637236373363743637536376363773637836379363803638136382363833638436385363863638736388363893639036391363923639336394363953639636397363983639936400364013640236403364043640536406364073640836409364103641136412364133641436415364163641736418364193642036421364223642336424364253642636427364283642936430364313643236433364343643536436364373643836439364403644136442364433644436445364463644736448364493645036451364523645336454364553645636457364583645936460364613646236463364643646536466364673646836469364703647136472364733647436475364763647736478364793648036481364823648336484364853648636487364883648936490364913649236493364943649536496364973649836499365003650136502365033650436505365063650736508365093651036511365123651336514365153651636517365183651936520365213652236523365243652536526365273652836529365303653136532365333653436535365363653736538365393654036541365423654336544365453654636547365483654936550365513655236553365543655536556365573655836559365603656136562365633656436565365663656736568365693657036571365723657336574365753657636577365783657936580365813658236583365843658536586365873658836589365903659136592365933659436595365963659736598365993660036601366023660336604366053660636607366083660936610366113661236613366143661536616366173661836619366203662136622366233662436625366263662736628366293663036631366323663336634366353663636637366383663936640366413664236643366443664536646366473664836649366503665136652366533665436655366563665736658366593666036661366623666336664366653666636667366683666936670366713667236673366743667536676366773667836679366803668136682366833668436685366863668736688366893669036691366923669336694366953669636697366983669936700367013670236703367043670536706367073670836709367103671136712367133671436715367163671736718367193672036721367223672336724367253672636727367283672936730367313673236733367343673536736367373673836739367403674136742367433674436745367463674736748367493675036751367523675336754367553675636757367583675936760367613676236763367643676536766367673676836769367703677136772367733677436775367763677736778367793678036781367823678336784367853678636787367883678936790367913679236793367943679536796367973679836799368003680136802368033680436805368063680736808368093681036811368123681336814368153681636817368183681936820368213682236823368243682536826368273682836829368303683136832368333683436835368363683736838368393684036841368423684336844368453684636847368483684936850368513685236853368543685536856368573685836859368603686136862368633686436865368663686736868368693687036871368723687336874368753687636877368783687936880368813688236883368843688536886368873688836889368903689136892368933689436895368963689736898368993690036901369023690336904369053690636907369083690936910369113691236913369143691536916369173691836919369203692136922369233692436925369263692736928369293693036931369323693336934369353693636937369383693936940369413694236943369443694536946369473694836949369503695136952369533695436955369563695736958369593696036961369623696336964369653696636967369683696936970369713697236973369743697536976369773697836979369803698136982369833698436985369863698736988369893699036991369923699336994369953699636997369983699937000370013700237003370043700537006370073700837009370103701137012370133701437015370163701737018370193702037021370223702337024370253702637027370283702937030370313703237033370343703537036370373703837039370403704137042370433704437045370463704737048370493705037051370523705337054370553705637057370583705937060370613706237063370643706537066370673706837069370703707137072370733707437075370763707737078370793708037081370823708337084370853708637087370883708937090370913709237093370943709537096370973709837099371003710137102371033710437105371063710737108371093711037111371123711337114371153711637117371183711937120371213712237123371243712537126371273712837129371303713137132371333713437135371363713737138371393714037141371423714337144371453714637147371483714937150371513715237153371543715537156371573715837159371603716137162371633716437165371663716737168371693717037171371723717337174371753717637177371783717937180371813718237183371843718537186371873718837189371903719137192371933719437195371963719737198371993720037201372023720337204372053720637207372083720937210372113721237213372143721537216372173721837219372203722137222372233722437225372263722737228372293723037231372323723337234372353723637237372383723937240372413724237243372443724537246372473724837249372503725137252372533725437255372563725737258372593726037261372623726337264372653726637267372683726937270372713727237273372743727537276372773727837279372803728137282372833728437285372863728737288372893729037291372923729337294372953729637297372983729937300373013730237303373043730537306373073730837309373103731137312373133731437315373163731737318373193732037321373223732337324373253732637327373283732937330373313733237333373343733537336373373733837339373403734137342373433734437345373463734737348373493735037351373523735337354373553735637357373583735937360373613736237363373643736537366373673736837369373703737137372373733737437375373763737737378373793738037381373823738337384373853738637387373883738937390373913739237393373943739537396373973739837399374003740137402374033740437405374063740737408374093741037411374123741337414374153741637417374183741937420374213742237423374243742537426374273742837429374303743137432374333743437435374363743737438374393744037441374423744337444374453744637447374483744937450374513745237453374543745537456374573745837459374603746137462374633746437465374663746737468374693747037471374723747337474374753747637477374783747937480374813748237483374843748537486374873748837489374903749137492374933749437495374963749737498374993750037501375023750337504375053750637507375083750937510375113751237513375143751537516375173751837519375203752137522375233752437525375263752737528375293753037531375323753337534375353753637537375383753937540375413754237543375443754537546375473754837549375503755137552375533755437555375563755737558375593756037561375623756337564375653756637567375683756937570375713757237573375743757537576375773757837579375803758137582375833758437585375863758737588375893759037591375923759337594375953759637597375983759937600376013760237603376043760537606376073760837609376103761137612376133761437615376163761737618376193762037621376223762337624376253762637627376283762937630376313763237633376343763537636376373763837639376403764137642376433764437645376463764737648376493765037651376523765337654376553765637657376583765937660376613766237663376643766537666376673766837669376703767137672376733767437675376763767737678376793768037681376823768337684376853768637687376883768937690376913769237693376943769537696376973769837699377003770137702377033770437705377063770737708377093771037711377123771337714377153771637717377183771937720377213772237723377243772537726377273772837729377303773137732377333773437735377363773737738377393774037741377423774337744377453774637747377483774937750377513775237753377543775537756377573775837759377603776137762377633776437765377663776737768377693777037771377723777337774377753777637777377783777937780377813778237783377843778537786377873778837789377903779137792377933779437795377963779737798377993780037801378023780337804378053780637807378083780937810378113781237813378143781537816378173781837819378203782137822378233782437825378263782737828378293783037831378323783337834378353783637837378383783937840378413784237843378443784537846378473784837849378503785137852378533785437855378563785737858378593786037861378623786337864378653786637867378683786937870378713787237873378743787537876378773787837879378803788137882378833788437885378863788737888378893789037891378923789337894378953789637897378983789937900379013790237903379043790537906379073790837909379103791137912379133791437915379163791737918379193792037921379223792337924379253792637927379283792937930379313793237933379343793537936379373793837939379403794137942379433794437945379463794737948379493795037951379523795337954379553795637957379583795937960379613796237963379643796537966379673796837969379703797137972379733797437975379763797737978379793798037981379823798337984379853798637987379883798937990379913799237993379943799537996379973799837999380003800138002380033800438005380063800738008380093801038011380123801338014380153801638017380183801938020380213802238023380243802538026380273802838029380303803138032380333803438035380363803738038380393804038041380423804338044380453804638047380483804938050380513805238053380543805538056380573805838059380603806138062380633806438065380663806738068380693807038071380723807338074380753807638077380783807938080380813808238083380843808538086380873808838089380903809138092380933809438095380963809738098380993810038101381023810338104381053810638107381083810938110381113811238113381143811538116381173811838119381203812138122381233812438125381263812738128381293813038131381323813338134381353813638137381383813938140381413814238143381443814538146381473814838149381503815138152381533815438155381563815738158381593816038161381623816338164381653816638167381683816938170381713817238173381743817538176381773817838179381803818138182381833818438185381863818738188381893819038191381923819338194381953819638197381983819938200382013820238203382043820538206382073820838209382103821138212382133821438215382163821738218382193822038221382223822338224382253822638227382283822938230382313823238233382343823538236382373823838239382403824138242382433824438245382463824738248382493825038251382523825338254382553825638257382583825938260382613826238263382643826538266382673826838269382703827138272382733827438275382763827738278382793828038281382823828338284382853828638287382883828938290382913829238293382943829538296382973829838299383003830138302383033830438305383063830738308383093831038311383123831338314383153831638317383183831938320383213832238323383243832538326383273832838329383303833138332383333833438335383363833738338383393834038341383423834338344383453834638347383483834938350383513835238353383543835538356383573835838359383603836138362383633836438365383663836738368383693837038371383723837338374383753837638377383783837938380383813838238383383843838538386383873838838389383903839138392383933839438395383963839738398383993840038401384023840338404384053840638407384083840938410384113841238413384143841538416384173841838419384203842138422384233842438425384263842738428384293843038431384323843338434384353843638437384383843938440384413844238443384443844538446384473844838449384503845138452384533845438455384563845738458384593846038461384623846338464384653846638467384683846938470384713847238473384743847538476384773847838479384803848138482384833848438485384863848738488384893849038491384923849338494384953849638497384983849938500385013850238503385043850538506385073850838509385103851138512385133851438515385163851738518385193852038521385223852338524385253852638527385283852938530385313853238533385343853538536385373853838539385403854138542385433854438545385463854738548385493855038551385523855338554385553855638557385583855938560385613856238563385643856538566385673856838569385703857138572385733857438575385763857738578385793858038581385823858338584385853858638587385883858938590385913859238593385943859538596385973859838599386003860138602386033860438605386063860738608386093861038611386123861338614386153861638617386183861938620386213862238623386243862538626386273862838629386303863138632386333863438635386363863738638386393864038641386423864338644386453864638647386483864938650386513865238653386543865538656386573865838659386603866138662386633866438665386663866738668386693867038671386723867338674386753867638677386783867938680386813868238683386843868538686386873868838689386903869138692386933869438695386963869738698386993870038701387023870338704387053870638707387083870938710387113871238713387143871538716387173871838719387203872138722387233872438725387263872738728387293873038731387323873338734387353873638737387383873938740387413874238743387443874538746387473874838749387503875138752387533875438755387563875738758387593876038761387623876338764387653876638767387683876938770387713877238773387743877538776387773877838779387803878138782387833878438785387863878738788387893879038791387923879338794387953879638797387983879938800388013880238803388043880538806388073880838809388103881138812388133881438815388163881738818388193882038821388223882338824388253882638827388283882938830388313883238833388343883538836388373883838839388403884138842388433884438845388463884738848388493885038851388523885338854388553885638857388583885938860388613886238863388643886538866388673886838869388703887138872388733887438875388763887738878388793888038881388823888338884388853888638887388883888938890388913889238893388943889538896388973889838899389003890138902389033890438905389063890738908389093891038911389123891338914389153891638917389183891938920389213892238923389243892538926389273892838929389303893138932389333893438935389363893738938389393894038941389423894338944389453894638947389483894938950389513895238953389543895538956389573895838959389603896138962389633896438965389663896738968389693897038971389723897338974389753897638977389783897938980389813898238983389843898538986389873898838989389903899138992389933899438995389963899738998389993900039001390023900339004390053900639007390083900939010390113901239013390143901539016390173901839019390203902139022390233902439025390263902739028390293903039031390323903339034390353903639037390383903939040390413904239043390443904539046390473904839049390503905139052390533905439055390563905739058390593906039061390623906339064390653906639067390683906939070390713907239073390743907539076390773907839079390803908139082390833908439085390863908739088390893909039091390923909339094390953909639097390983909939100391013910239103391043910539106391073910839109391103911139112391133911439115391163911739118391193912039121391223912339124391253912639127391283912939130391313913239133391343913539136391373913839139391403914139142391433914439145391463914739148391493915039151391523915339154391553915639157391583915939160391613916239163391643916539166391673916839169391703917139172391733917439175391763917739178391793918039181391823918339184391853918639187391883918939190391913919239193391943919539196391973919839199392003920139202392033920439205392063920739208392093921039211392123921339214392153921639217392183921939220392213922239223392243922539226392273922839229392303923139232392333923439235392363923739238392393924039241392423924339244392453924639247392483924939250392513925239253392543925539256392573925839259392603926139262392633926439265392663926739268392693927039271392723927339274392753927639277392783927939280392813928239283392843928539286392873928839289392903929139292392933929439295392963929739298392993930039301393023930339304393053930639307393083930939310393113931239313393143931539316393173931839319393203932139322393233932439325393263932739328393293933039331393323933339334393353933639337393383933939340393413934239343393443934539346393473934839349393503935139352393533935439355393563935739358393593936039361393623936339364393653936639367393683936939370393713937239373393743937539376393773937839379393803938139382393833938439385393863938739388393893939039391393923939339394393953939639397393983939939400394013940239403394043940539406394073940839409394103941139412394133941439415394163941739418394193942039421394223942339424394253942639427394283942939430394313943239433394343943539436394373943839439394403944139442394433944439445394463944739448394493945039451394523945339454394553945639457394583945939460394613946239463394643946539466394673946839469394703947139472394733947439475394763947739478394793948039481394823948339484394853948639487394883948939490394913949239493394943949539496394973949839499395003950139502395033950439505395063950739508395093951039511395123951339514395153951639517395183951939520395213952239523395243952539526395273952839529395303953139532395333953439535395363953739538395393954039541395423954339544395453954639547395483954939550395513955239553395543955539556395573955839559395603956139562395633956439565395663956739568395693957039571395723957339574395753957639577395783957939580395813958239583395843958539586395873958839589395903959139592395933959439595395963959739598395993960039601396023960339604396053960639607396083960939610396113961239613396143961539616396173961839619396203962139622396233962439625396263962739628396293963039631396323963339634396353963639637396383963939640396413964239643396443964539646396473964839649396503965139652396533965439655396563965739658396593966039661396623966339664396653966639667396683966939670396713967239673396743967539676396773967839679396803968139682396833968439685396863968739688396893969039691396923969339694396953969639697396983969939700397013970239703397043970539706397073970839709397103971139712397133971439715397163971739718397193972039721397223972339724397253972639727397283972939730397313973239733397343973539736397373973839739397403974139742397433974439745397463974739748397493975039751397523975339754397553975639757397583975939760397613976239763397643976539766397673976839769397703977139772397733977439775397763977739778397793978039781397823978339784397853978639787397883978939790397913979239793397943979539796397973979839799398003980139802398033980439805398063980739808398093981039811398123981339814398153981639817398183981939820398213982239823398243982539826398273982839829398303983139832398333983439835398363983739838398393984039841398423984339844398453984639847398483984939850398513985239853398543985539856398573985839859398603986139862398633986439865398663986739868398693987039871398723987339874398753987639877398783987939880398813988239883398843988539886398873988839889398903989139892398933989439895398963989739898398993990039901399023990339904399053990639907399083990939910399113991239913399143991539916399173991839919399203992139922399233992439925399263992739928399293993039931399323993339934399353993639937399383993939940399413994239943399443994539946399473994839949399503995139952399533995439955399563995739958399593996039961399623996339964399653996639967399683996939970399713997239973399743997539976399773997839979399803998139982399833998439985399863998739988399893999039991399923999339994399953999639997399983999940000400014000240003400044000540006400074000840009400104001140012400134001440015400164001740018400194002040021400224002340024400254002640027400284002940030400314003240033400344003540036400374003840039400404004140042400434004440045400464004740048400494005040051400524005340054400554005640057400584005940060400614006240063400644006540066400674006840069400704007140072400734007440075400764007740078400794008040081400824008340084400854008640087400884008940090400914009240093400944009540096400974009840099401004010140102401034010440105401064010740108401094011040111401124011340114401154011640117401184011940120401214012240123401244012540126401274012840129401304013140132401334013440135401364013740138401394014040141401424014340144401454014640147401484014940150401514015240153401544015540156401574015840159401604016140162401634016440165401664016740168401694017040171401724017340174401754017640177401784017940180401814018240183401844018540186401874018840189401904019140192401934019440195401964019740198401994020040201402024020340204402054020640207402084020940210402114021240213402144021540216402174021840219402204022140222402234022440225402264022740228402294023040231402324023340234402354023640237402384023940240402414024240243402444024540246402474024840249402504025140252402534025440255402564025740258402594026040261402624026340264402654026640267402684026940270402714027240273402744027540276402774027840279402804028140282402834028440285402864028740288402894029040291402924029340294402954029640297402984029940300403014030240303403044030540306403074030840309403104031140312403134031440315403164031740318403194032040321403224032340324403254032640327403284032940330403314033240333403344033540336403374033840339403404034140342403434034440345403464034740348403494035040351403524035340354403554035640357403584035940360403614036240363403644036540366403674036840369403704037140372403734037440375403764037740378403794038040381403824038340384403854038640387403884038940390403914039240393403944039540396403974039840399404004040140402404034040440405404064040740408404094041040411404124041340414404154041640417404184041940420404214042240423404244042540426404274042840429404304043140432404334043440435404364043740438404394044040441404424044340444404454044640447404484044940450404514045240453404544045540456404574045840459404604046140462404634046440465404664046740468404694047040471404724047340474404754047640477404784047940480404814048240483404844048540486404874048840489404904049140492404934049440495404964049740498404994050040501405024050340504405054050640507405084050940510405114051240513405144051540516405174051840519405204052140522405234052440525405264052740528405294053040531405324053340534405354053640537405384053940540405414054240543405444054540546405474054840549405504055140552405534055440555405564055740558405594056040561405624056340564405654056640567405684056940570405714057240573405744057540576405774057840579405804058140582405834058440585405864058740588405894059040591405924059340594405954059640597405984059940600406014060240603406044060540606406074060840609406104061140612406134061440615406164061740618406194062040621406224062340624406254062640627406284062940630406314063240633406344063540636406374063840639406404064140642406434064440645406464064740648406494065040651406524065340654406554065640657406584065940660406614066240663406644066540666406674066840669406704067140672406734067440675406764067740678406794068040681406824068340684406854068640687406884068940690406914069240693406944069540696406974069840699407004070140702407034070440705407064070740708407094071040711407124071340714407154071640717407184071940720407214072240723407244072540726407274072840729407304073140732407334073440735407364073740738407394074040741407424074340744407454074640747407484074940750407514075240753407544075540756407574075840759407604076140762407634076440765407664076740768407694077040771407724077340774407754077640777407784077940780407814078240783407844078540786407874078840789407904079140792407934079440795407964079740798407994080040801408024080340804408054080640807408084080940810408114081240813408144081540816408174081840819408204082140822408234082440825408264082740828408294083040831408324083340834408354083640837408384083940840408414084240843408444084540846408474084840849408504085140852408534085440855408564085740858408594086040861408624086340864408654086640867408684086940870408714087240873408744087540876408774087840879408804088140882408834088440885408864088740888408894089040891408924089340894408954089640897408984089940900409014090240903409044090540906409074090840909409104091140912409134091440915409164091740918409194092040921409224092340924409254092640927409284092940930409314093240933409344093540936409374093840939409404094140942409434094440945409464094740948409494095040951409524095340954409554095640957409584095940960409614096240963409644096540966409674096840969409704097140972409734097440975409764097740978409794098040981409824098340984409854098640987409884098940990409914099240993409944099540996409974099840999410004100141002410034100441005410064100741008410094101041011410124101341014410154101641017410184101941020410214102241023410244102541026410274102841029410304103141032410334103441035410364103741038410394104041041410424104341044410454104641047410484104941050410514105241053410544105541056410574105841059410604106141062410634106441065410664106741068410694107041071410724107341074410754107641077410784107941080410814108241083410844108541086410874108841089410904109141092410934109441095410964109741098410994110041101411024110341104411054110641107411084110941110411114111241113411144111541116411174111841119411204112141122411234112441125411264112741128411294113041131411324113341134411354113641137411384113941140411414114241143411444114541146411474114841149411504115141152411534115441155411564115741158411594116041161411624116341164411654116641167411684116941170411714117241173411744117541176411774117841179411804118141182411834118441185411864118741188411894119041191411924119341194411954119641197411984119941200412014120241203412044120541206412074120841209412104121141212412134121441215412164121741218412194122041221412224122341224412254122641227412284122941230412314123241233412344123541236412374123841239412404124141242412434124441245412464124741248412494125041251412524125341254412554125641257412584125941260412614126241263412644126541266412674126841269412704127141272412734127441275412764127741278412794128041281412824128341284412854128641287412884128941290412914129241293412944129541296412974129841299413004130141302413034130441305413064130741308413094131041311413124131341314413154131641317413184131941320413214132241323413244132541326413274132841329413304133141332413334133441335413364133741338413394134041341413424134341344413454134641347413484134941350413514135241353413544135541356413574135841359413604136141362413634136441365413664136741368413694137041371413724137341374413754137641377413784137941380413814138241383413844138541386413874138841389413904139141392413934139441395413964139741398413994140041401414024140341404414054140641407414084140941410414114141241413414144141541416414174141841419414204142141422414234142441425414264142741428414294143041431414324143341434414354143641437414384143941440414414144241443414444144541446414474144841449414504145141452414534145441455414564145741458414594146041461414624146341464414654146641467414684146941470414714147241473414744147541476414774147841479414804148141482414834148441485414864148741488414894149041491414924149341494414954149641497414984149941500415014150241503415044150541506415074150841509415104151141512415134151441515415164151741518415194152041521415224152341524415254152641527415284152941530415314153241533415344153541536415374153841539415404154141542415434154441545415464154741548415494155041551415524155341554415554155641557415584155941560415614156241563415644156541566415674156841569415704157141572415734157441575415764157741578415794158041581415824158341584415854158641587415884158941590415914159241593415944159541596415974159841599416004160141602416034160441605416064160741608416094161041611416124161341614416154161641617416184161941620416214162241623416244162541626416274162841629416304163141632416334163441635416364163741638416394164041641416424164341644416454164641647416484164941650416514165241653416544165541656416574165841659416604166141662416634166441665416664166741668416694167041671416724167341674416754167641677416784167941680416814168241683416844168541686416874168841689416904169141692416934169441695416964169741698416994170041701417024170341704417054170641707417084170941710417114171241713417144171541716417174171841719417204172141722417234172441725417264172741728417294173041731417324173341734417354173641737417384173941740417414174241743417444174541746417474174841749417504175141752417534175441755417564175741758417594176041761417624176341764417654176641767417684176941770417714177241773417744177541776417774177841779417804178141782417834178441785417864178741788417894179041791417924179341794417954179641797417984179941800418014180241803418044180541806418074180841809418104181141812418134181441815418164181741818418194182041821418224182341824418254182641827418284182941830418314183241833418344183541836418374183841839418404184141842418434184441845418464184741848418494185041851418524185341854418554185641857418584185941860418614186241863418644186541866418674186841869418704187141872418734187441875418764187741878418794188041881418824188341884418854188641887418884188941890418914189241893418944189541896418974189841899419004190141902419034190441905419064190741908419094191041911419124191341914419154191641917419184191941920419214192241923419244192541926419274192841929419304193141932419334193441935419364193741938419394194041941419424194341944419454194641947419484194941950419514195241953419544195541956419574195841959419604196141962419634196441965419664196741968419694197041971419724197341974419754197641977419784197941980419814198241983419844198541986419874198841989419904199141992419934199441995419964199741998419994200042001420024200342004420054200642007420084200942010420114201242013420144201542016420174201842019420204202142022420234202442025420264202742028420294203042031420324203342034420354203642037420384203942040420414204242043420444204542046420474204842049420504205142052420534205442055420564205742058420594206042061420624206342064420654206642067420684206942070420714207242073420744207542076420774207842079420804208142082420834208442085420864208742088420894209042091420924209342094420954209642097420984209942100421014210242103421044210542106421074210842109421104211142112421134211442115421164211742118421194212042121421224212342124421254212642127421284212942130421314213242133421344213542136421374213842139421404214142142421434214442145421464214742148421494215042151421524215342154421554215642157421584215942160421614216242163421644216542166421674216842169421704217142172421734217442175421764217742178421794218042181421824218342184421854218642187421884218942190421914219242193421944219542196421974219842199422004220142202422034220442205422064220742208422094221042211422124221342214422154221642217422184221942220422214222242223422244222542226422274222842229422304223142232422334223442235422364223742238422394224042241422424224342244422454224642247422484224942250422514225242253422544225542256422574225842259422604226142262422634226442265422664226742268422694227042271422724227342274422754227642277422784227942280422814228242283422844228542286422874228842289422904229142292422934229442295422964229742298422994230042301423024230342304423054230642307423084230942310423114231242313423144231542316423174231842319423204232142322423234232442325423264232742328423294233042331423324233342334423354233642337423384233942340423414234242343423444234542346423474234842349423504235142352423534235442355423564235742358423594236042361423624236342364423654236642367423684236942370423714237242373423744237542376423774237842379423804238142382423834238442385423864238742388423894239042391423924239342394423954239642397423984239942400424014240242403424044240542406424074240842409424104241142412424134241442415424164241742418424194242042421424224242342424424254242642427424284242942430424314243242433424344243542436424374243842439424404244142442424434244442445424464244742448424494245042451424524245342454424554245642457424584245942460424614246242463424644246542466424674246842469424704247142472424734247442475424764247742478424794248042481424824248342484424854248642487424884248942490424914249242493424944249542496424974249842499425004250142502425034250442505425064250742508425094251042511425124251342514425154251642517425184251942520425214252242523425244252542526425274252842529425304253142532425334253442535425364253742538425394254042541425424254342544425454254642547425484254942550425514255242553425544255542556425574255842559425604256142562425634256442565425664256742568425694257042571425724257342574425754257642577425784257942580425814258242583425844258542586425874258842589425904259142592425934259442595425964259742598425994260042601426024260342604426054260642607426084260942610426114261242613426144261542616426174261842619426204262142622426234262442625426264262742628426294263042631426324263342634426354263642637426384263942640426414264242643426444264542646426474264842649426504265142652426534265442655426564265742658426594266042661426624266342664426654266642667426684266942670426714267242673426744267542676426774267842679426804268142682426834268442685426864268742688426894269042691426924269342694426954269642697426984269942700427014270242703427044270542706427074270842709427104271142712427134271442715427164271742718427194272042721427224272342724427254272642727427284272942730427314273242733427344273542736427374273842739427404274142742427434274442745427464274742748427494275042751427524275342754427554275642757427584275942760427614276242763427644276542766427674276842769427704277142772427734277442775427764277742778427794278042781427824278342784427854278642787427884278942790427914279242793427944279542796427974279842799428004280142802428034280442805428064280742808428094281042811428124281342814428154281642817428184281942820428214282242823428244282542826428274282842829428304283142832428334283442835428364283742838428394284042841428424284342844428454284642847428484284942850428514285242853428544285542856428574285842859428604286142862428634286442865428664286742868428694287042871428724287342874428754287642877428784287942880428814288242883428844288542886428874288842889428904289142892428934289442895428964289742898428994290042901429024290342904429054290642907429084290942910429114291242913429144291542916429174291842919429204292142922429234292442925429264292742928429294293042931429324293342934429354293642937429384293942940429414294242943429444294542946429474294842949429504295142952429534295442955429564295742958429594296042961429624296342964429654296642967429684296942970429714297242973429744297542976429774297842979429804298142982429834298442985429864298742988429894299042991429924299342994429954299642997429984299943000430014300243003430044300543006430074300843009430104301143012430134301443015430164301743018430194302043021430224302343024430254302643027430284302943030430314303243033430344303543036430374303843039430404304143042430434304443045430464304743048430494305043051430524305343054430554305643057430584305943060430614306243063430644306543066430674306843069430704307143072430734307443075430764307743078430794308043081430824308343084430854308643087430884308943090430914309243093430944309543096430974309843099431004310143102431034310443105431064310743108431094311043111431124311343114431154311643117431184311943120431214312243123431244312543126431274312843129431304313143132431334313443135431364313743138431394314043141431424314343144431454314643147431484314943150431514315243153431544315543156431574315843159431604316143162431634316443165431664316743168431694317043171431724317343174431754317643177431784317943180431814318243183431844318543186431874318843189431904319143192431934319443195431964319743198431994320043201432024320343204432054320643207432084320943210432114321243213432144321543216432174321843219432204322143222432234322443225432264322743228432294323043231432324323343234432354323643237432384323943240432414324243243432444324543246432474324843249432504325143252432534325443255432564325743258432594326043261432624326343264432654326643267432684326943270432714327243273432744327543276432774327843279432804328143282432834328443285432864328743288432894329043291432924329343294432954329643297432984329943300433014330243303433044330543306433074330843309433104331143312433134331443315433164331743318433194332043321433224332343324433254332643327433284332943330433314333243333433344333543336433374333843339433404334143342433434334443345433464334743348433494335043351433524335343354433554335643357433584335943360433614336243363433644336543366433674336843369433704337143372433734337443375433764337743378433794338043381433824338343384433854338643387433884338943390433914339243393433944339543396433974339843399434004340143402434034340443405434064340743408434094341043411434124341343414434154341643417434184341943420434214342243423434244342543426434274342843429434304343143432434334343443435434364343743438434394344043441434424344343444434454344643447434484344943450434514345243453434544345543456434574345843459434604346143462434634346443465434664346743468434694347043471434724347343474434754347643477434784347943480434814348243483434844348543486434874348843489434904349143492434934349443495434964349743498434994350043501435024350343504435054350643507435084350943510435114351243513435144351543516435174351843519435204352143522435234352443525435264352743528435294353043531435324353343534435354353643537435384353943540435414354243543435444354543546435474354843549435504355143552435534355443555435564355743558435594356043561435624356343564435654356643567435684356943570435714357243573435744357543576435774357843579435804358143582435834358443585435864358743588435894359043591435924359343594435954359643597435984359943600436014360243603436044360543606436074360843609436104361143612436134361443615436164361743618436194362043621436224362343624436254362643627436284362943630436314363243633436344363543636436374363843639436404364143642436434364443645436464364743648436494365043651436524365343654436554365643657436584365943660436614366243663436644366543666436674366843669436704367143672436734367443675436764367743678436794368043681436824368343684436854368643687436884368943690436914369243693436944369543696436974369843699437004370143702437034370443705437064370743708437094371043711437124371343714437154371643717437184371943720437214372243723437244372543726437274372843729437304373143732437334373443735437364373743738437394374043741437424374343744437454374643747437484374943750437514375243753437544375543756437574375843759437604376143762437634376443765437664376743768437694377043771437724377343774437754377643777437784377943780437814378243783437844378543786437874378843789437904379143792437934379443795437964379743798437994380043801438024380343804438054380643807438084380943810438114381243813438144381543816438174381843819438204382143822438234382443825438264382743828438294383043831438324383343834438354383643837438384383943840438414384243843438444384543846438474384843849438504385143852438534385443855438564385743858438594386043861438624386343864438654386643867438684386943870438714387243873438744387543876438774387843879438804388143882438834388443885438864388743888438894389043891438924389343894438954389643897438984389943900439014390243903439044390543906439074390843909439104391143912439134391443915439164391743918439194392043921439224392343924439254392643927439284392943930439314393243933439344393543936439374393843939439404394143942439434394443945439464394743948439494395043951439524395343954439554395643957439584395943960439614396243963439644396543966439674396843969439704397143972439734397443975439764397743978439794398043981439824398343984439854398643987439884398943990439914399243993439944399543996439974399843999440004400144002440034400444005440064400744008440094401044011440124401344014440154401644017440184401944020440214402244023440244402544026440274402844029440304403144032440334403444035440364403744038440394404044041440424404344044440454404644047440484404944050440514405244053440544405544056440574405844059440604406144062440634406444065440664406744068440694407044071440724407344074440754407644077440784407944080440814408244083440844408544086440874408844089440904409144092440934409444095440964409744098440994410044101441024410344104441054410644107441084410944110441114411244113441144411544116441174411844119441204412144122441234412444125441264412744128441294413044131441324413344134441354413644137441384413944140441414414244143441444414544146441474414844149441504415144152441534415444155441564415744158441594416044161441624416344164441654416644167441684416944170441714417244173441744417544176441774417844179441804418144182441834418444185441864418744188441894419044191441924419344194441954419644197441984419944200442014420244203442044420544206442074420844209442104421144212442134421444215442164421744218442194422044221442224422344224442254422644227442284422944230442314423244233442344423544236442374423844239442404424144242442434424444245442464424744248442494425044251442524425344254442554425644257442584425944260442614426244263442644426544266442674426844269442704427144272442734427444275442764427744278442794428044281442824428344284442854428644287442884428944290442914429244293442944429544296442974429844299443004430144302443034430444305443064430744308443094431044311443124431344314443154431644317443184431944320443214432244323443244432544326443274432844329443304433144332443334433444335443364433744338443394434044341443424434344344443454434644347443484434944350443514435244353443544435544356443574435844359443604436144362443634436444365443664436744368443694437044371443724437344374443754437644377443784437944380443814438244383443844438544386443874438844389443904439144392443934439444395443964439744398443994440044401444024440344404444054440644407444084440944410444114441244413444144441544416444174441844419444204442144422444234442444425444264442744428444294443044431444324443344434444354443644437444384443944440444414444244443444444444544446444474444844449444504445144452444534445444455444564445744458444594446044461444624446344464444654446644467444684446944470444714447244473444744447544476444774447844479444804448144482444834448444485444864448744488444894449044491444924449344494444954449644497444984449944500445014450244503445044450544506445074450844509445104451144512445134451444515445164451744518445194452044521445224452344524445254452644527445284452944530445314453244533445344453544536445374453844539445404454144542445434454444545445464454744548445494455044551445524455344554445554455644557445584455944560445614456244563445644456544566445674456844569445704457144572445734457444575445764457744578445794458044581445824458344584445854458644587445884458944590445914459244593445944459544596445974459844599446004460144602446034460444605446064460744608446094461044611446124461344614446154461644617446184461944620446214462244623446244462544626446274462844629446304463144632446334463444635446364463744638446394464044641446424464344644446454464644647446484464944650446514465244653446544465544656446574465844659446604466144662446634466444665446664466744668446694467044671446724467344674446754467644677446784467944680446814468244683446844468544686446874468844689446904469144692446934469444695446964469744698446994470044701447024470344704447054470644707447084470944710447114471244713447144471544716447174471844719447204472144722447234472444725447264472744728447294473044731447324473344734447354473644737447384473944740447414474244743447444474544746447474474844749447504475144752447534475444755447564475744758447594476044761447624476344764447654476644767447684476944770447714477244773447744477544776447774477844779447804478144782447834478444785447864478744788447894479044791447924479344794447954479644797447984479944800448014480244803448044480544806448074480844809448104481144812448134481444815448164481744818448194482044821448224482344824448254482644827448284482944830448314483244833448344483544836448374483844839448404484144842448434484444845448464484744848448494485044851448524485344854448554485644857448584485944860448614486244863448644486544866448674486844869448704487144872448734487444875448764487744878448794488044881448824488344884448854488644887448884488944890448914489244893448944489544896448974489844899449004490144902449034490444905449064490744908449094491044911449124491344914449154491644917449184491944920449214492244923449244492544926449274492844929449304493144932449334493444935449364493744938449394494044941449424494344944449454494644947449484494944950449514495244953449544495544956449574495844959449604496144962449634496444965449664496744968449694497044971449724497344974449754497644977449784497944980449814498244983449844498544986449874498844989449904499144992449934499444995449964499744998449994500045001450024500345004450054500645007450084500945010450114501245013450144501545016450174501845019450204502145022450234502445025450264502745028450294503045031450324503345034450354503645037450384503945040450414504245043450444504545046450474504845049450504505145052450534505445055450564505745058450594506045061450624506345064450654506645067450684506945070450714507245073450744507545076450774507845079450804508145082450834508445085450864508745088450894509045091450924509345094450954509645097450984509945100451014510245103451044510545106451074510845109451104511145112451134511445115451164511745118451194512045121451224512345124451254512645127451284512945130451314513245133451344513545136451374513845139451404514145142451434514445145451464514745148451494515045151451524515345154451554515645157451584515945160451614516245163451644516545166451674516845169451704517145172451734517445175451764517745178451794518045181451824518345184451854518645187451884518945190451914519245193451944519545196451974519845199452004520145202452034520445205452064520745208452094521045211452124521345214452154521645217452184521945220452214522245223452244522545226452274522845229452304523145232452334523445235452364523745238452394524045241452424524345244452454524645247452484524945250452514525245253452544525545256452574525845259452604526145262452634526445265452664526745268452694527045271452724527345274452754527645277452784527945280452814528245283452844528545286452874528845289452904529145292452934529445295452964529745298452994530045301453024530345304453054530645307453084530945310453114531245313453144531545316453174531845319453204532145322453234532445325453264532745328453294533045331453324533345334453354533645337453384533945340453414534245343453444534545346453474534845349453504535145352453534535445355453564535745358453594536045361453624536345364453654536645367453684536945370453714537245373453744537545376453774537845379453804538145382453834538445385453864538745388453894539045391453924539345394453954539645397453984539945400454014540245403454044540545406454074540845409454104541145412454134541445415454164541745418454194542045421454224542345424454254542645427454284542945430454314543245433454344543545436454374543845439454404544145442454434544445445454464544745448454494545045451454524545345454454554545645457454584545945460454614546245463454644546545466454674546845469454704547145472454734547445475454764547745478454794548045481454824548345484454854548645487454884548945490454914549245493454944549545496454974549845499455004550145502455034550445505455064550745508455094551045511455124551345514455154551645517455184551945520455214552245523455244552545526455274552845529455304553145532455334553445535455364553745538455394554045541455424554345544455454554645547455484554945550455514555245553455544555545556455574555845559455604556145562455634556445565455664556745568455694557045571455724557345574455754557645577455784557945580455814558245583455844558545586455874558845589455904559145592455934559445595455964559745598455994560045601456024560345604456054560645607456084560945610456114561245613456144561545616456174561845619456204562145622456234562445625456264562745628456294563045631456324563345634456354563645637456384563945640456414564245643456444564545646456474564845649456504565145652456534565445655456564565745658456594566045661456624566345664456654566645667456684566945670456714567245673456744567545676456774567845679456804568145682456834568445685456864568745688456894569045691456924569345694456954569645697456984569945700457014570245703457044570545706457074570845709457104571145712457134571445715457164571745718457194572045721457224572345724457254572645727457284572945730457314573245733457344573545736457374573845739457404574145742457434574445745457464574745748457494575045751457524575345754457554575645757457584575945760457614576245763457644576545766457674576845769457704577145772457734577445775457764577745778457794578045781457824578345784457854578645787457884578945790457914579245793457944579545796457974579845799458004580145802458034580445805458064580745808458094581045811458124581345814458154581645817458184581945820458214582245823458244582545826458274582845829458304583145832458334583445835458364583745838458394584045841458424584345844458454584645847458484584945850458514585245853458544585545856458574585845859458604586145862458634586445865458664586745868458694587045871458724587345874458754587645877458784587945880458814588245883458844588545886458874588845889458904589145892458934589445895458964589745898458994590045901459024590345904459054590645907459084590945910459114591245913459144591545916459174591845919459204592145922459234592445925459264592745928459294593045931459324593345934459354593645937459384593945940459414594245943459444594545946459474594845949459504595145952459534595445955459564595745958459594596045961459624596345964459654596645967459684596945970459714597245973459744597545976459774597845979459804598145982459834598445985459864598745988459894599045991459924599345994459954599645997459984599946000460014600246003460044600546006460074600846009460104601146012460134601446015460164601746018460194602046021460224602346024460254602646027460284602946030460314603246033460344603546036460374603846039460404604146042460434604446045460464604746048460494605046051460524605346054460554605646057460584605946060460614606246063460644606546066460674606846069460704607146072460734607446075460764607746078460794608046081460824608346084460854608646087460884608946090460914609246093460944609546096460974609846099461004610146102461034610446105461064610746108461094611046111461124611346114461154611646117461184611946120461214612246123461244612546126461274612846129461304613146132461334613446135461364613746138461394614046141461424614346144461454614646147461484614946150461514615246153461544615546156461574615846159461604616146162461634616446165461664616746168461694617046171461724617346174461754617646177461784617946180461814618246183461844618546186461874618846189461904619146192461934619446195461964619746198461994620046201462024620346204462054620646207462084620946210462114621246213462144621546216462174621846219462204622146222462234622446225462264622746228462294623046231462324623346234462354623646237462384623946240462414624246243462444624546246462474624846249462504625146252462534625446255462564625746258462594626046261462624626346264462654626646267462684626946270462714627246273462744627546276462774627846279462804628146282462834628446285462864628746288462894629046291462924629346294462954629646297462984629946300463014630246303463044630546306463074630846309463104631146312463134631446315463164631746318463194632046321463224632346324463254632646327463284632946330463314633246333463344633546336463374633846339463404634146342463434634446345463464634746348463494635046351463524635346354463554635646357463584635946360463614636246363463644636546366463674636846369463704637146372463734637446375463764637746378463794638046381463824638346384463854638646387463884638946390463914639246393463944639546396463974639846399464004640146402464034640446405464064640746408464094641046411464124641346414464154641646417464184641946420464214642246423464244642546426464274642846429464304643146432464334643446435464364643746438464394644046441464424644346444464454644646447464484644946450464514645246453464544645546456464574645846459464604646146462464634646446465464664646746468464694647046471464724647346474464754647646477464784647946480464814648246483464844648546486464874648846489464904649146492464934649446495464964649746498464994650046501465024650346504465054650646507465084650946510465114651246513465144651546516465174651846519465204652146522465234652446525465264652746528465294653046531465324653346534465354653646537465384653946540465414654246543465444654546546465474654846549465504655146552465534655446555465564655746558465594656046561465624656346564465654656646567465684656946570465714657246573465744657546576465774657846579465804658146582465834658446585465864658746588465894659046591465924659346594465954659646597465984659946600466014660246603466044660546606466074660846609466104661146612466134661446615466164661746618466194662046621466224662346624466254662646627466284662946630466314663246633466344663546636466374663846639466404664146642466434664446645466464664746648466494665046651466524665346654466554665646657466584665946660466614666246663466644666546666466674666846669466704667146672466734667446675466764667746678466794668046681466824668346684466854668646687466884668946690466914669246693466944669546696466974669846699467004670146702467034670446705467064670746708467094671046711467124671346714467154671646717467184671946720467214672246723467244672546726467274672846729467304673146732467334673446735467364673746738467394674046741467424674346744467454674646747467484674946750467514675246753467544675546756467574675846759467604676146762467634676446765467664676746768467694677046771467724677346774467754677646777467784677946780467814678246783467844678546786467874678846789467904679146792467934679446795467964679746798467994680046801468024680346804468054680646807468084680946810468114681246813468144681546816468174681846819468204682146822468234682446825468264682746828468294683046831468324683346834468354683646837468384683946840468414684246843468444684546846468474684846849468504685146852468534685446855468564685746858468594686046861468624686346864468654686646867468684686946870468714687246873468744687546876468774687846879468804688146882468834688446885468864688746888468894689046891468924689346894468954689646897468984689946900469014690246903469044690546906469074690846909469104691146912469134691446915469164691746918469194692046921469224692346924469254692646927469284692946930469314693246933469344693546936469374693846939469404694146942469434694446945469464694746948469494695046951469524695346954469554695646957469584695946960469614696246963469644696546966469674696846969469704697146972469734697446975469764697746978469794698046981469824698346984469854698646987469884698946990469914699246993469944699546996469974699846999470004700147002470034700447005470064700747008470094701047011470124701347014470154701647017470184701947020470214702247023470244702547026470274702847029470304703147032470334703447035470364703747038470394704047041470424704347044470454704647047470484704947050470514705247053470544705547056470574705847059470604706147062470634706447065470664706747068470694707047071470724707347074470754707647077470784707947080470814708247083470844708547086470874708847089470904709147092470934709447095470964709747098470994710047101471024710347104471054710647107471084710947110471114711247113471144711547116471174711847119471204712147122471234712447125471264712747128471294713047131471324713347134471354713647137471384713947140471414714247143471444714547146471474714847149471504715147152471534715447155471564715747158471594716047161471624716347164471654716647167471684716947170471714717247173471744717547176471774717847179471804718147182471834718447185471864718747188471894719047191471924719347194471954719647197471984719947200472014720247203472044720547206472074720847209472104721147212472134721447215472164721747218472194722047221472224722347224472254722647227472284722947230472314723247233472344723547236472374723847239472404724147242472434724447245472464724747248472494725047251472524725347254472554725647257472584725947260472614726247263472644726547266472674726847269472704727147272472734727447275472764727747278472794728047281472824728347284472854728647287472884728947290472914729247293472944729547296472974729847299473004730147302473034730447305473064730747308473094731047311473124731347314473154731647317473184731947320473214732247323473244732547326473274732847329473304733147332473334733447335473364733747338473394734047341473424734347344473454734647347473484734947350473514735247353473544735547356473574735847359473604736147362473634736447365473664736747368473694737047371473724737347374473754737647377473784737947380473814738247383473844738547386473874738847389473904739147392473934739447395473964739747398473994740047401474024740347404474054740647407474084740947410474114741247413474144741547416474174741847419474204742147422474234742447425474264742747428474294743047431474324743347434474354743647437474384743947440474414744247443474444744547446474474744847449474504745147452474534745447455474564745747458474594746047461474624746347464474654746647467474684746947470474714747247473474744747547476474774747847479474804748147482474834748447485474864748747488474894749047491474924749347494474954749647497474984749947500475014750247503475044750547506475074750847509475104751147512475134751447515475164751747518475194752047521475224752347524475254752647527475284752947530475314753247533475344753547536475374753847539475404754147542475434754447545475464754747548475494755047551475524755347554475554755647557475584755947560475614756247563475644756547566475674756847569475704757147572475734757447575475764757747578475794758047581475824758347584475854758647587475884758947590475914759247593475944759547596475974759847599476004760147602476034760447605476064760747608476094761047611476124761347614476154761647617476184761947620476214762247623476244762547626476274762847629476304763147632476334763447635476364763747638476394764047641476424764347644476454764647647476484764947650476514765247653476544765547656476574765847659476604766147662476634766447665476664766747668476694767047671476724767347674476754767647677476784767947680476814768247683476844768547686476874768847689476904769147692476934769447695476964769747698476994770047701477024770347704477054770647707477084770947710477114771247713477144771547716477174771847719477204772147722477234772447725477264772747728477294773047731477324773347734477354773647737477384773947740477414774247743477444774547746477474774847749477504775147752477534775447755477564775747758477594776047761477624776347764477654776647767477684776947770477714777247773477744777547776477774777847779477804778147782477834778447785477864778747788477894779047791477924779347794477954779647797477984779947800478014780247803478044780547806478074780847809478104781147812478134781447815478164781747818478194782047821478224782347824478254782647827478284782947830478314783247833478344783547836478374783847839478404784147842478434784447845478464784747848478494785047851478524785347854478554785647857478584785947860478614786247863478644786547866478674786847869478704787147872478734787447875478764787747878478794788047881478824788347884478854788647887478884788947890478914789247893478944789547896478974789847899479004790147902479034790447905479064790747908479094791047911479124791347914479154791647917479184791947920479214792247923479244792547926479274792847929479304793147932479334793447935479364793747938479394794047941479424794347944479454794647947479484794947950479514795247953479544795547956479574795847959479604796147962479634796447965479664796747968479694797047971479724797347974479754797647977479784797947980479814798247983479844798547986479874798847989479904799147992479934799447995479964799747998479994800048001480024800348004480054800648007480084800948010480114801248013480144801548016480174801848019480204802148022480234802448025480264802748028480294803048031480324803348034480354803648037480384803948040480414804248043480444804548046480474804848049480504805148052480534805448055480564805748058480594806048061480624806348064480654806648067480684806948070480714807248073480744807548076480774807848079480804808148082480834808448085480864808748088480894809048091480924809348094480954809648097480984809948100481014810248103481044810548106481074810848109481104811148112481134811448115481164811748118481194812048121481224812348124481254812648127481284812948130481314813248133481344813548136481374813848139481404814148142481434814448145481464814748148481494815048151481524815348154481554815648157481584815948160481614816248163481644816548166481674816848169481704817148172481734817448175481764817748178481794818048181481824818348184481854818648187481884818948190481914819248193481944819548196481974819848199482004820148202482034820448205482064820748208482094821048211482124821348214482154821648217482184821948220482214822248223482244822548226482274822848229482304823148232482334823448235482364823748238482394824048241482424824348244482454824648247482484824948250482514825248253482544825548256482574825848259482604826148262482634826448265482664826748268482694827048271482724827348274482754827648277482784827948280482814828248283482844828548286482874828848289482904829148292482934829448295482964829748298482994830048301483024830348304483054830648307483084830948310483114831248313483144831548316483174831848319483204832148322483234832448325483264832748328483294833048331483324833348334483354833648337483384833948340483414834248343483444834548346483474834848349483504835148352483534835448355483564835748358483594836048361483624836348364483654836648367483684836948370483714837248373483744837548376483774837848379483804838148382483834838448385483864838748388483894839048391483924839348394483954839648397483984839948400484014840248403484044840548406484074840848409484104841148412484134841448415484164841748418484194842048421484224842348424484254842648427484284842948430484314843248433484344843548436484374843848439484404844148442484434844448445484464844748448484494845048451484524845348454484554845648457484584845948460484614846248463484644846548466484674846848469484704847148472484734847448475484764847748478484794848048481484824848348484484854848648487484884848948490484914849248493484944849548496484974849848499485004850148502485034850448505485064850748508485094851048511485124851348514485154851648517485184851948520485214852248523485244852548526485274852848529485304853148532485334853448535485364853748538485394854048541485424854348544485454854648547485484854948550485514855248553485544855548556485574855848559485604856148562485634856448565485664856748568485694857048571485724857348574485754857648577485784857948580485814858248583485844858548586485874858848589485904859148592485934859448595485964859748598485994860048601486024860348604486054860648607486084860948610486114861248613486144861548616486174861848619486204862148622486234862448625486264862748628486294863048631486324863348634486354863648637486384863948640486414864248643486444864548646486474864848649486504865148652486534865448655486564865748658486594866048661486624866348664486654866648667486684866948670486714867248673486744867548676486774867848679486804868148682486834868448685486864868748688486894869048691486924869348694486954869648697486984869948700487014870248703487044870548706487074870848709487104871148712487134871448715487164871748718487194872048721487224872348724487254872648727487284872948730487314873248733487344873548736487374873848739487404874148742487434874448745487464874748748487494875048751487524875348754487554875648757487584875948760487614876248763487644876548766487674876848769487704877148772487734877448775487764877748778487794878048781487824878348784487854878648787487884878948790487914879248793487944879548796487974879848799488004880148802488034880448805488064880748808488094881048811488124881348814488154881648817488184881948820488214882248823488244882548826488274882848829488304883148832488334883448835488364883748838488394884048841488424884348844488454884648847488484884948850488514885248853488544885548856488574885848859488604886148862488634886448865488664886748868488694887048871488724887348874488754887648877488784887948880488814888248883488844888548886488874888848889488904889148892488934889448895488964889748898488994890048901489024890348904489054890648907489084890948910489114891248913489144891548916489174891848919489204892148922489234892448925489264892748928489294893048931489324893348934489354893648937489384893948940489414894248943489444894548946489474894848949489504895148952489534895448955489564895748958489594896048961489624896348964489654896648967489684896948970489714897248973489744897548976489774897848979489804898148982489834898448985489864898748988489894899048991489924899348994489954899648997489984899949000490014900249003490044900549006490074900849009490104901149012490134901449015490164901749018490194902049021490224902349024490254902649027490284902949030490314903249033490344903549036490374903849039490404904149042490434904449045490464904749048490494905049051490524905349054490554905649057490584905949060490614906249063490644906549066490674906849069490704907149072490734907449075490764907749078490794908049081490824908349084490854908649087490884908949090490914909249093490944909549096490974909849099491004910149102491034910449105491064910749108491094911049111491124911349114491154911649117491184911949120491214912249123491244912549126491274912849129491304913149132491334913449135491364913749138491394914049141491424914349144491454914649147491484914949150491514915249153491544915549156491574915849159491604916149162491634916449165491664916749168491694917049171491724917349174491754917649177491784917949180491814918249183491844918549186491874918849189491904919149192491934919449195491964919749198491994920049201492024920349204492054920649207492084920949210492114921249213492144921549216492174921849219492204922149222492234922449225492264922749228492294923049231492324923349234492354923649237492384923949240492414924249243492444924549246492474924849249492504925149252492534925449255492564925749258492594926049261492624926349264492654926649267492684926949270492714927249273492744927549276492774927849279492804928149282492834928449285492864928749288492894929049291492924929349294492954929649297492984929949300493014930249303493044930549306493074930849309493104931149312493134931449315493164931749318493194932049321493224932349324493254932649327493284932949330493314933249333493344933549336493374933849339493404934149342493434934449345493464934749348493494935049351493524935349354493554935649357493584935949360493614936249363493644936549366493674936849369493704937149372493734937449375493764937749378493794938049381493824938349384493854938649387493884938949390493914939249393493944939549396493974939849399494004940149402494034940449405494064940749408494094941049411494124941349414494154941649417494184941949420494214942249423494244942549426494274942849429494304943149432494334943449435494364943749438494394944049441494424944349444494454944649447494484944949450494514945249453494544945549456494574945849459494604946149462494634946449465494664946749468494694947049471494724947349474494754947649477494784947949480494814948249483494844948549486494874948849489494904949149492494934949449495494964949749498494994950049501495024950349504495054950649507495084950949510495114951249513495144951549516495174951849519495204952149522495234952449525495264952749528495294953049531495324953349534495354953649537495384953949540495414954249543495444954549546495474954849549495504955149552495534955449555495564955749558495594956049561495624956349564495654956649567495684956949570495714957249573495744957549576495774957849579495804958149582495834958449585495864958749588495894959049591495924959349594495954959649597495984959949600496014960249603496044960549606496074960849609496104961149612496134961449615496164961749618496194962049621496224962349624496254962649627496284962949630496314963249633496344963549636496374963849639496404964149642496434964449645496464964749648496494965049651496524965349654496554965649657496584965949660496614966249663496644966549666496674966849669496704967149672496734967449675496764967749678496794968049681496824968349684496854968649687496884968949690496914969249693496944969549696496974969849699497004970149702497034970449705497064970749708497094971049711497124971349714497154971649717497184971949720497214972249723497244972549726497274972849729497304973149732497334973449735497364973749738497394974049741497424974349744497454974649747497484974949750497514975249753497544975549756497574975849759497604976149762497634976449765497664976749768497694977049771497724977349774497754977649777497784977949780497814978249783497844978549786497874978849789497904979149792497934979449795497964979749798497994980049801498024980349804498054980649807498084980949810498114981249813498144981549816498174981849819498204982149822498234982449825498264982749828498294983049831498324983349834498354983649837498384983949840498414984249843498444984549846498474984849849498504985149852498534985449855498564985749858498594986049861498624986349864498654986649867498684986949870498714987249873498744987549876498774987849879498804988149882498834988449885498864988749888498894989049891498924989349894498954989649897498984989949900499014990249903499044990549906499074990849909499104991149912499134991449915499164991749918499194992049921499224992349924499254992649927499284992949930499314993249933499344993549936499374993849939499404994149942499434994449945499464994749948499494995049951499524995349954499554995649957499584995949960499614996249963499644996549966499674996849969499704997149972499734997449975499764997749978499794998049981499824998349984499854998649987499884998949990499914999249993499944999549996499974999849999500005000150002500035000450005500065000750008500095001050011500125001350014500155001650017500185001950020500215002250023500245002550026500275002850029500305003150032500335003450035500365003750038500395004050041500425004350044500455004650047500485004950050500515005250053500545005550056500575005850059500605006150062500635006450065500665006750068500695007050071500725007350074500755007650077500785007950080500815008250083500845008550086500875008850089500905009150092500935009450095500965009750098500995010050101501025010350104501055010650107501085010950110501115011250113501145011550116501175011850119501205012150122501235012450125501265012750128501295013050131501325013350134501355013650137501385013950140501415014250143501445014550146501475014850149501505015150152501535015450155501565015750158501595016050161501625016350164501655016650167501685016950170501715017250173501745017550176501775017850179501805018150182501835018450185501865018750188501895019050191501925019350194501955019650197501985019950200502015020250203502045020550206502075020850209502105021150212502135021450215502165021750218502195022050221502225022350224502255022650227502285022950230502315023250233502345023550236502375023850239502405024150242502435024450245502465024750248502495025050251502525025350254502555025650257502585025950260502615026250263502645026550266502675026850269502705027150272502735027450275502765027750278502795028050281502825028350284502855028650287502885028950290502915029250293502945029550296502975029850299503005030150302503035030450305503065030750308503095031050311503125031350314503155031650317503185031950320503215032250323503245032550326503275032850329503305033150332503335033450335503365033750338503395034050341503425034350344503455034650347503485034950350503515035250353503545035550356503575035850359503605036150362503635036450365503665036750368503695037050371503725037350374503755037650377503785037950380503815038250383503845038550386503875038850389503905039150392503935039450395503965039750398503995040050401504025040350404504055040650407504085040950410504115041250413504145041550416504175041850419504205042150422504235042450425504265042750428504295043050431504325043350434504355043650437504385043950440504415044250443504445044550446504475044850449504505045150452504535045450455504565045750458504595046050461504625046350464504655046650467504685046950470504715047250473504745047550476504775047850479504805048150482504835048450485504865048750488504895049050491504925049350494504955049650497504985049950500505015050250503505045050550506505075050850509505105051150512505135051450515505165051750518505195052050521505225052350524505255052650527505285052950530505315053250533505345053550536505375053850539505405054150542505435054450545505465054750548505495055050551505525055350554505555055650557505585055950560505615056250563505645056550566505675056850569505705057150572505735057450575505765057750578505795058050581505825058350584505855058650587505885058950590505915059250593505945059550596505975059850599506005060150602506035060450605506065060750608506095061050611506125061350614506155061650617506185061950620506215062250623506245062550626506275062850629506305063150632506335063450635506365063750638506395064050641506425064350644506455064650647506485064950650506515065250653506545065550656506575065850659506605066150662506635066450665506665066750668506695067050671506725067350674506755067650677506785067950680506815068250683506845068550686506875068850689506905069150692506935069450695506965069750698506995070050701507025070350704507055070650707507085070950710507115071250713507145071550716507175071850719507205072150722507235072450725507265072750728507295073050731507325073350734507355073650737507385073950740507415074250743507445074550746507475074850749507505075150752507535075450755507565075750758507595076050761507625076350764507655076650767507685076950770507715077250773507745077550776507775077850779507805078150782507835078450785507865078750788507895079050791507925079350794507955079650797507985079950800508015080250803508045080550806508075080850809508105081150812508135081450815508165081750818508195082050821508225082350824508255082650827508285082950830508315083250833508345083550836508375083850839508405084150842508435084450845508465084750848508495085050851508525085350854508555085650857508585085950860508615086250863508645086550866508675086850869508705087150872508735087450875508765087750878508795088050881508825088350884508855088650887508885088950890508915089250893508945089550896508975089850899509005090150902509035090450905509065090750908509095091050911509125091350914509155091650917509185091950920509215092250923509245092550926509275092850929509305093150932509335093450935509365093750938509395094050941509425094350944509455094650947509485094950950509515095250953509545095550956509575095850959509605096150962509635096450965509665096750968509695097050971509725097350974509755097650977509785097950980509815098250983509845098550986509875098850989509905099150992509935099450995509965099750998509995100051001510025100351004510055100651007510085100951010510115101251013510145101551016510175101851019510205102151022510235102451025510265102751028510295103051031510325103351034510355103651037510385103951040510415104251043510445104551046510475104851049510505105151052510535105451055510565105751058510595106051061510625106351064510655106651067510685106951070510715107251073510745107551076510775107851079510805108151082510835108451085510865108751088510895109051091510925109351094510955109651097510985109951100511015110251103511045110551106511075110851109511105111151112511135111451115511165111751118511195112051121511225112351124511255112651127511285112951130511315113251133511345113551136511375113851139511405114151142511435114451145511465114751148511495115051151511525115351154511555115651157511585115951160511615116251163511645116551166511675116851169511705117151172511735117451175511765117751178511795118051181511825118351184511855118651187511885118951190511915119251193511945119551196511975119851199512005120151202512035120451205512065120751208512095121051211512125121351214512155121651217512185121951220512215122251223512245122551226512275122851229512305123151232512335123451235512365123751238512395124051241512425124351244512455124651247512485124951250512515125251253512545125551256512575125851259512605126151262512635126451265512665126751268512695127051271512725127351274512755127651277512785127951280512815128251283512845128551286512875128851289512905129151292512935129451295512965129751298512995130051301513025130351304513055130651307513085130951310513115131251313513145131551316513175131851319513205132151322513235132451325513265132751328513295133051331513325133351334513355133651337513385133951340513415134251343513445134551346513475134851349513505135151352513535135451355513565135751358513595136051361513625136351364513655136651367513685136951370513715137251373513745137551376513775137851379513805138151382513835138451385513865138751388513895139051391513925139351394513955139651397513985139951400514015140251403514045140551406514075140851409514105141151412514135141451415514165141751418514195142051421514225142351424514255142651427514285142951430514315143251433514345143551436514375143851439514405144151442514435144451445514465144751448514495145051451514525145351454514555145651457514585145951460514615146251463514645146551466514675146851469514705147151472514735147451475514765147751478514795148051481514825148351484514855148651487514885148951490514915149251493514945149551496514975149851499515005150151502515035150451505515065150751508515095151051511515125151351514515155151651517515185151951520515215152251523515245152551526515275152851529515305153151532515335153451535515365153751538515395154051541515425154351544515455154651547515485154951550515515155251553515545155551556515575155851559515605156151562515635156451565515665156751568515695157051571515725157351574515755157651577515785157951580515815158251583515845158551586515875158851589515905159151592515935159451595515965159751598515995160051601516025160351604516055160651607516085160951610516115161251613516145161551616516175161851619516205162151622516235162451625516265162751628516295163051631516325163351634516355163651637516385163951640516415164251643516445164551646516475164851649516505165151652516535165451655516565165751658516595166051661516625166351664516655166651667516685166951670516715167251673516745167551676516775167851679516805168151682516835168451685516865168751688516895169051691516925169351694516955169651697516985169951700517015170251703517045170551706517075170851709517105171151712517135171451715517165171751718517195172051721517225172351724517255172651727517285172951730517315173251733517345173551736517375173851739517405174151742517435174451745517465174751748517495175051751517525175351754517555175651757517585175951760517615176251763517645176551766517675176851769517705177151772517735177451775517765177751778517795178051781517825178351784517855178651787517885178951790517915179251793517945179551796517975179851799518005180151802518035180451805518065180751808518095181051811518125181351814518155181651817518185181951820518215182251823518245182551826518275182851829518305183151832518335183451835518365183751838518395184051841518425184351844518455184651847518485184951850518515185251853518545185551856518575185851859518605186151862518635186451865518665186751868518695187051871518725187351874518755187651877518785187951880518815188251883518845188551886518875188851889518905189151892518935189451895518965189751898518995190051901519025190351904519055190651907519085190951910519115191251913519145191551916519175191851919519205192151922519235192451925519265192751928519295193051931519325193351934519355193651937519385193951940519415194251943519445194551946519475194851949519505195151952519535195451955519565195751958519595196051961519625196351964519655196651967519685196951970519715197251973519745197551976519775197851979519805198151982519835198451985519865198751988519895199051991519925199351994519955199651997519985199952000520015200252003520045200552006520075200852009520105201152012520135201452015520165201752018520195202052021520225202352024520255202652027520285202952030520315203252033520345203552036520375203852039520405204152042520435204452045520465204752048520495205052051520525205352054520555205652057520585205952060520615206252063520645206552066520675206852069520705207152072520735207452075520765207752078520795208052081520825208352084520855208652087520885208952090520915209252093520945209552096520975209852099521005210152102521035210452105521065210752108521095211052111521125211352114521155211652117521185211952120521215212252123521245212552126521275212852129521305213152132521335213452135521365213752138521395214052141521425214352144521455214652147521485214952150521515215252153521545215552156521575215852159521605216152162521635216452165521665216752168521695217052171521725217352174521755217652177521785217952180521815218252183521845218552186521875218852189521905219152192521935219452195521965219752198521995220052201522025220352204522055220652207522085220952210522115221252213522145221552216522175221852219522205222152222522235222452225522265222752228522295223052231522325223352234522355223652237522385223952240522415224252243522445224552246522475224852249522505225152252522535225452255522565225752258522595226052261522625226352264522655226652267522685226952270522715227252273522745227552276522775227852279522805228152282522835228452285522865228752288522895229052291522925229352294522955229652297522985229952300523015230252303523045230552306523075230852309523105231152312523135231452315523165231752318523195232052321523225232352324523255232652327523285232952330523315233252333523345233552336523375233852339523405234152342523435234452345523465234752348523495235052351523525235352354523555235652357523585235952360523615236252363523645236552366523675236852369523705237152372523735237452375523765237752378523795238052381523825238352384523855238652387523885238952390523915239252393523945239552396523975239852399524005240152402524035240452405524065240752408524095241052411524125241352414524155241652417524185241952420524215242252423524245242552426524275242852429524305243152432524335243452435524365243752438524395244052441524425244352444524455244652447524485244952450524515245252453524545245552456524575245852459524605246152462524635246452465524665246752468524695247052471524725247352474524755247652477524785247952480524815248252483524845248552486524875248852489524905249152492524935249452495524965249752498524995250052501525025250352504525055250652507525085250952510525115251252513525145251552516525175251852519525205252152522525235252452525525265252752528525295253052531525325253352534525355253652537525385253952540525415254252543525445254552546525475254852549525505255152552525535255452555525565255752558525595256052561525625256352564525655256652567525685256952570525715257252573525745257552576525775257852579525805258152582525835258452585525865258752588525895259052591525925259352594525955259652597525985259952600526015260252603526045260552606526075260852609526105261152612526135261452615526165261752618526195262052621526225262352624526255262652627526285262952630526315263252633526345263552636526375263852639526405264152642526435264452645526465264752648526495265052651526525265352654526555265652657526585265952660526615266252663526645266552666526675266852669526705267152672526735267452675526765267752678526795268052681526825268352684526855268652687526885268952690526915269252693526945269552696526975269852699527005270152702527035270452705527065270752708527095271052711527125271352714527155271652717527185271952720527215272252723527245272552726527275272852729527305273152732527335273452735527365273752738527395274052741527425274352744527455274652747527485274952750527515275252753527545275552756527575275852759527605276152762527635276452765527665276752768527695277052771527725277352774527755277652777527785277952780527815278252783527845278552786527875278852789527905279152792527935279452795527965279752798527995280052801528025280352804528055280652807528085280952810528115281252813528145281552816528175281852819528205282152822528235282452825528265282752828528295283052831528325283352834528355283652837528385283952840528415284252843528445284552846528475284852849528505285152852528535285452855528565285752858528595286052861528625286352864528655286652867528685286952870528715287252873528745287552876528775287852879528805288152882528835288452885528865288752888528895289052891528925289352894528955289652897528985289952900529015290252903529045290552906529075290852909529105291152912529135291452915529165291752918529195292052921529225292352924529255292652927529285292952930529315293252933529345293552936529375293852939529405294152942529435294452945529465294752948529495295052951529525295352954529555295652957529585295952960529615296252963529645296552966529675296852969529705297152972529735297452975529765297752978529795298052981529825298352984529855298652987529885298952990529915299252993529945299552996529975299852999530005300153002530035300453005530065300753008530095301053011530125301353014530155301653017530185301953020530215302253023530245302553026530275302853029530305303153032530335303453035530365303753038530395304053041530425304353044530455304653047530485304953050530515305253053530545305553056530575305853059530605306153062530635306453065530665306753068530695307053071530725307353074530755307653077530785307953080530815308253083530845308553086530875308853089530905309153092530935309453095530965309753098530995310053101531025310353104531055310653107531085310953110531115311253113531145311553116531175311853119531205312153122531235312453125531265312753128531295313053131531325313353134531355313653137531385313953140531415314253143531445314553146531475314853149531505315153152531535315453155531565315753158531595316053161531625316353164531655316653167531685316953170531715317253173531745317553176531775317853179531805318153182531835318453185531865318753188531895319053191531925319353194531955319653197531985319953200532015320253203532045320553206532075320853209532105321153212532135321453215532165321753218532195322053221532225322353224532255322653227532285322953230532315323253233532345323553236532375323853239532405324153242532435324453245532465324753248532495325053251532525325353254532555325653257532585325953260532615326253263532645326553266532675326853269532705327153272532735327453275532765327753278532795328053281532825328353284532855328653287532885328953290532915329253293532945329553296532975329853299533005330153302533035330453305533065330753308533095331053311533125331353314533155331653317533185331953320533215332253323533245332553326533275332853329533305333153332533335333453335533365333753338533395334053341533425334353344533455334653347533485334953350533515335253353533545335553356533575335853359533605336153362533635336453365533665336753368533695337053371533725337353374533755337653377533785337953380533815338253383533845338553386533875338853389533905339153392533935339453395533965339753398533995340053401534025340353404534055340653407534085340953410534115341253413534145341553416534175341853419534205342153422534235342453425534265342753428534295343053431534325343353434534355343653437534385343953440534415344253443534445344553446534475344853449534505345153452534535345453455534565345753458534595346053461534625346353464534655346653467534685346953470534715347253473534745347553476534775347853479534805348153482534835348453485534865348753488534895349053491534925349353494534955349653497534985349953500535015350253503535045350553506535075350853509535105351153512535135351453515535165351753518535195352053521535225352353524535255352653527535285352953530535315353253533535345353553536535375353853539535405354153542535435354453545535465354753548535495355053551535525355353554535555355653557535585355953560535615356253563535645356553566535675356853569535705357153572535735357453575535765357753578535795358053581535825358353584535855358653587535885358953590535915359253593535945359553596535975359853599536005360153602536035360453605536065360753608536095361053611536125361353614536155361653617536185361953620536215362253623536245362553626536275362853629536305363153632536335363453635536365363753638536395364053641536425364353644536455364653647536485364953650536515365253653536545365553656536575365853659536605366153662536635366453665536665366753668536695367053671536725367353674536755367653677536785367953680536815368253683536845368553686536875368853689536905369153692536935369453695536965369753698536995370053701537025370353704537055370653707537085370953710537115371253713537145371553716537175371853719537205372153722537235372453725537265372753728537295373053731537325373353734537355373653737537385373953740537415374253743537445374553746537475374853749537505375153752537535375453755537565375753758537595376053761537625376353764537655376653767537685376953770537715377253773537745377553776537775377853779537805378153782537835378453785537865378753788537895379053791537925379353794537955379653797537985379953800538015380253803538045380553806538075380853809538105381153812538135381453815538165381753818538195382053821538225382353824538255382653827538285382953830538315383253833538345383553836538375383853839538405384153842538435384453845538465384753848538495385053851538525385353854538555385653857538585385953860538615386253863538645386553866538675386853869538705387153872538735387453875538765387753878538795388053881538825388353884538855388653887538885388953890538915389253893538945389553896538975389853899539005390153902539035390453905539065390753908539095391053911539125391353914539155391653917539185391953920539215392253923539245392553926539275392853929539305393153932539335393453935539365393753938539395394053941539425394353944539455394653947539485394953950539515395253953539545395553956539575395853959539605396153962539635396453965539665396753968539695397053971539725397353974539755397653977539785397953980539815398253983539845398553986539875398853989539905399153992539935399453995539965399753998539995400054001540025400354004540055400654007540085400954010540115401254013540145401554016540175401854019540205402154022540235402454025540265402754028540295403054031540325403354034540355403654037540385403954040540415404254043540445404554046540475404854049540505405154052540535405454055540565405754058540595406054061540625406354064540655406654067540685406954070540715407254073540745407554076540775407854079540805408154082540835408454085540865408754088540895409054091540925409354094540955409654097540985409954100541015410254103541045410554106541075410854109541105411154112541135411454115541165411754118541195412054121541225412354124541255412654127541285412954130541315413254133541345413554136541375413854139541405414154142541435414454145541465414754148541495415054151541525415354154541555415654157541585415954160541615416254163541645416554166541675416854169541705417154172541735417454175541765417754178541795418054181541825418354184541855418654187541885418954190541915419254193541945419554196541975419854199542005420154202542035420454205542065420754208542095421054211542125421354214542155421654217542185421954220542215422254223542245422554226542275422854229542305423154232542335423454235542365423754238542395424054241542425424354244542455424654247542485424954250542515425254253542545425554256542575425854259542605426154262542635426454265542665426754268542695427054271542725427354274542755427654277542785427954280542815428254283542845428554286542875428854289542905429154292542935429454295542965429754298542995430054301543025430354304543055430654307543085430954310543115431254313543145431554316543175431854319543205432154322543235432454325543265432754328543295433054331543325433354334543355433654337543385433954340543415434254343543445434554346543475434854349543505435154352543535435454355543565435754358543595436054361543625436354364543655436654367543685436954370543715437254373543745437554376543775437854379543805438154382543835438454385543865438754388543895439054391543925439354394543955439654397543985439954400544015440254403544045440554406544075440854409544105441154412544135441454415544165441754418544195442054421544225442354424544255442654427544285442954430544315443254433544345443554436544375443854439544405444154442544435444454445544465444754448544495445054451544525445354454544555445654457544585445954460544615446254463544645446554466544675446854469544705447154472544735447454475544765447754478544795448054481544825448354484544855448654487544885448954490544915449254493544945449554496544975449854499545005450154502545035450454505545065450754508545095451054511545125451354514545155451654517545185451954520545215452254523545245452554526545275452854529545305453154532545335453454535545365453754538545395454054541545425454354544545455454654547545485454954550545515455254553545545455554556545575455854559545605456154562545635456454565545665456754568545695457054571545725457354574545755457654577545785457954580545815458254583545845458554586545875458854589545905459154592545935459454595545965459754598545995460054601546025460354604546055460654607546085460954610546115461254613546145461554616546175461854619546205462154622546235462454625546265462754628546295463054631546325463354634546355463654637546385463954640546415464254643546445464554646546475464854649546505465154652546535465454655546565465754658546595466054661546625466354664546655466654667546685466954670546715467254673546745467554676546775467854679546805468154682546835468454685546865468754688546895469054691546925469354694546955469654697546985469954700547015470254703547045470554706547075470854709547105471154712547135471454715547165471754718547195472054721547225472354724547255472654727547285472954730547315473254733547345473554736547375473854739547405474154742547435474454745547465474754748547495475054751547525475354754547555475654757547585475954760547615476254763547645476554766547675476854769547705477154772547735477454775547765477754778547795478054781547825478354784547855478654787547885478954790547915479254793547945479554796547975479854799548005480154802548035480454805548065480754808548095481054811548125481354814548155481654817548185481954820548215482254823548245482554826548275482854829548305483154832548335483454835548365483754838548395484054841548425484354844548455484654847548485484954850548515485254853548545485554856548575485854859548605486154862548635486454865548665486754868548695487054871548725487354874548755487654877548785487954880548815488254883548845488554886548875488854889548905489154892548935489454895548965489754898548995490054901549025490354904549055490654907549085490954910549115491254913549145491554916549175491854919549205492154922549235492454925549265492754928549295493054931549325493354934549355493654937549385493954940549415494254943549445494554946549475494854949549505495154952549535495454955549565495754958549595496054961549625496354964549655496654967549685496954970549715497254973549745497554976549775497854979549805498154982549835498454985549865498754988549895499054991549925499354994549955499654997549985499955000550015500255003550045500555006550075500855009550105501155012550135501455015550165501755018550195502055021550225502355024550255502655027550285502955030550315503255033550345503555036550375503855039550405504155042550435504455045550465504755048550495505055051550525505355054550555505655057550585505955060550615506255063550645506555066550675506855069550705507155072550735507455075550765507755078550795508055081550825508355084550855508655087550885508955090550915509255093550945509555096550975509855099551005510155102551035510455105551065510755108551095511055111551125511355114551155511655117551185511955120551215512255123551245512555126551275512855129551305513155132551335513455135551365513755138551395514055141551425514355144551455514655147551485514955150551515515255153551545515555156551575515855159551605516155162551635516455165551665516755168551695517055171551725517355174551755517655177551785517955180551815518255183551845518555186551875518855189551905519155192551935519455195551965519755198551995520055201552025520355204552055520655207552085520955210552115521255213552145521555216552175521855219552205522155222552235522455225552265522755228552295523055231552325523355234552355523655237552385523955240552415524255243552445524555246552475524855249552505525155252552535525455255552565525755258552595526055261552625526355264552655526655267552685526955270552715527255273552745527555276552775527855279552805528155282552835528455285552865528755288552895529055291552925529355294552955529655297552985529955300553015530255303553045530555306553075530855309553105531155312553135531455315553165531755318553195532055321553225532355324553255532655327553285532955330553315533255333553345533555336553375533855339553405534155342553435534455345553465534755348553495535055351553525535355354553555535655357553585535955360553615536255363553645536555366553675536855369553705537155372553735537455375553765537755378553795538055381553825538355384553855538655387553885538955390553915539255393553945539555396553975539855399554005540155402554035540455405554065540755408554095541055411554125541355414554155541655417554185541955420554215542255423554245542555426554275542855429554305543155432554335543455435554365543755438554395544055441554425544355444554455544655447554485544955450554515545255453554545545555456554575545855459554605546155462554635546455465554665546755468554695547055471554725547355474554755547655477554785547955480554815548255483554845548555486554875548855489554905549155492554935549455495554965549755498554995550055501555025550355504555055550655507555085550955510555115551255513555145551555516555175551855519555205552155522555235552455525555265552755528555295553055531555325553355534555355553655537555385553955540555415554255543555445554555546555475554855549555505555155552555535555455555555565555755558555595556055561555625556355564555655556655567555685556955570555715557255573555745557555576555775557855579555805558155582555835558455585555865558755588555895559055591555925559355594555955559655597555985559955600556015560255603556045560555606556075560855609556105561155612556135561455615556165561755618556195562055621556225562355624556255562655627556285562955630556315563255633556345563555636556375563855639556405564155642556435564455645556465564755648556495565055651556525565355654556555565655657556585565955660556615566255663556645566555666556675566855669556705567155672556735567455675556765567755678556795568055681556825568355684556855568655687556885568955690556915569255693556945569555696556975569855699557005570155702557035570455705557065570755708557095571055711557125571355714557155571655717557185571955720557215572255723557245572555726557275572855729557305573155732557335573455735557365573755738557395574055741557425574355744557455574655747557485574955750557515575255753557545575555756557575575855759557605576155762557635576455765557665576755768557695577055771557725577355774557755577655777557785577955780557815578255783557845578555786557875578855789557905579155792557935579455795557965579755798557995580055801558025580355804558055580655807558085580955810558115581255813558145581555816558175581855819558205582155822558235582455825558265582755828558295583055831558325583355834558355583655837558385583955840558415584255843558445584555846558475584855849558505585155852558535585455855558565585755858558595586055861558625586355864558655586655867558685586955870558715587255873558745587555876558775587855879558805588155882558835588455885558865588755888558895589055891558925589355894558955589655897558985589955900559015590255903559045590555906559075590855909559105591155912559135591455915559165591755918559195592055921559225592355924559255592655927559285592955930559315593255933559345593555936559375593855939559405594155942559435594455945559465594755948559495595055951559525595355954559555595655957559585595955960559615596255963559645596555966559675596855969559705597155972559735597455975559765597755978559795598055981559825598355984559855598655987559885598955990559915599255993559945599555996559975599855999560005600156002560035600456005560065600756008560095601056011560125601356014560155601656017560185601956020560215602256023560245602556026560275602856029560305603156032560335603456035560365603756038560395604056041560425604356044560455604656047560485604956050560515605256053560545605556056560575605856059560605606156062560635606456065560665606756068560695607056071560725607356074560755607656077560785607956080560815608256083560845608556086560875608856089560905609156092560935609456095560965609756098560995610056101561025610356104561055610656107561085610956110561115611256113561145611556116561175611856119561205612156122561235612456125561265612756128561295613056131561325613356134561355613656137561385613956140561415614256143561445614556146561475614856149561505615156152561535615456155561565615756158561595616056161561625616356164561655616656167561685616956170561715617256173561745617556176561775617856179561805618156182561835618456185561865618756188561895619056191561925619356194561955619656197561985619956200562015620256203562045620556206562075620856209562105621156212562135621456215562165621756218562195622056221562225622356224562255622656227562285622956230562315623256233562345623556236562375623856239562405624156242562435624456245562465624756248562495625056251562525625356254562555625656257562585625956260562615626256263562645626556266562675626856269562705627156272562735627456275562765627756278562795628056281562825628356284562855628656287562885628956290562915629256293562945629556296562975629856299563005630156302563035630456305563065630756308563095631056311563125631356314563155631656317563185631956320563215632256323563245632556326563275632856329563305633156332563335633456335563365633756338563395634056341563425634356344563455634656347563485634956350563515635256353563545635556356563575635856359563605636156362563635636456365563665636756368563695637056371563725637356374563755637656377563785637956380563815638256383563845638556386563875638856389563905639156392563935639456395563965639756398563995640056401564025640356404564055640656407564085640956410564115641256413564145641556416564175641856419564205642156422564235642456425564265642756428564295643056431564325643356434564355643656437564385643956440564415644256443564445644556446564475644856449564505645156452564535645456455564565645756458564595646056461564625646356464564655646656467564685646956470564715647256473564745647556476564775647856479564805648156482564835648456485564865648756488564895649056491564925649356494564955649656497564985649956500565015650256503565045650556506565075650856509565105651156512565135651456515565165651756518565195652056521565225652356524565255652656527565285652956530565315653256533565345653556536565375653856539565405654156542565435654456545565465654756548565495655056551565525655356554565555655656557565585655956560565615656256563565645656556566565675656856569565705657156572565735657456575565765657756578565795658056581565825658356584565855658656587565885658956590565915659256593565945659556596565975659856599566005660156602566035660456605566065660756608566095661056611566125661356614566155661656617566185661956620566215662256623566245662556626566275662856629566305663156632566335663456635566365663756638566395664056641566425664356644566455664656647566485664956650566515665256653566545665556656566575665856659566605666156662566635666456665566665666756668566695667056671566725667356674566755667656677566785667956680566815668256683566845668556686566875668856689566905669156692566935669456695566965669756698566995670056701567025670356704567055670656707567085670956710567115671256713567145671556716567175671856719567205672156722567235672456725567265672756728567295673056731567325673356734567355673656737567385673956740567415674256743567445674556746567475674856749567505675156752567535675456755567565675756758567595676056761567625676356764567655676656767567685676956770567715677256773567745677556776567775677856779567805678156782567835678456785567865678756788567895679056791567925679356794567955679656797567985679956800568015680256803568045680556806568075680856809568105681156812568135681456815568165681756818568195682056821568225682356824568255682656827568285682956830568315683256833568345683556836568375683856839568405684156842568435684456845568465684756848568495685056851568525685356854568555685656857568585685956860568615686256863568645686556866568675686856869568705687156872568735687456875568765687756878568795688056881568825688356884568855688656887568885688956890568915689256893568945689556896568975689856899569005690156902569035690456905569065690756908569095691056911569125691356914569155691656917569185691956920569215692256923569245692556926569275692856929569305693156932569335693456935569365693756938569395694056941569425694356944569455694656947569485694956950569515695256953569545695556956569575695856959569605696156962569635696456965569665696756968569695697056971569725697356974569755697656977569785697956980569815698256983569845698556986569875698856989569905699156992569935699456995569965699756998569995700057001570025700357004570055700657007570085700957010570115701257013570145701557016570175701857019570205702157022570235702457025570265702757028570295703057031570325703357034570355703657037570385703957040570415704257043570445704557046570475704857049570505705157052570535705457055570565705757058570595706057061570625706357064570655706657067570685706957070570715707257073570745707557076570775707857079570805708157082570835708457085570865708757088570895709057091570925709357094570955709657097570985709957100571015710257103571045710557106571075710857109571105711157112571135711457115571165711757118571195712057121571225712357124571255712657127571285712957130571315713257133571345713557136571375713857139571405714157142571435714457145571465714757148571495715057151571525715357154571555715657157571585715957160571615716257163571645716557166571675716857169571705717157172571735717457175571765717757178571795718057181571825718357184571855718657187571885718957190571915719257193571945719557196571975719857199572005720157202572035720457205572065720757208572095721057211572125721357214572155721657217572185721957220572215722257223572245722557226572275722857229572305723157232572335723457235572365723757238572395724057241572425724357244572455724657247572485724957250572515725257253572545725557256572575725857259572605726157262572635726457265572665726757268572695727057271572725727357274572755727657277572785727957280572815728257283572845728557286572875728857289572905729157292572935729457295572965729757298572995730057301573025730357304573055730657307573085730957310573115731257313573145731557316573175731857319573205732157322573235732457325573265732757328573295733057331573325733357334573355733657337573385733957340573415734257343573445734557346573475734857349573505735157352573535735457355573565735757358573595736057361573625736357364573655736657367573685736957370573715737257373573745737557376573775737857379573805738157382573835738457385573865738757388573895739057391573925739357394573955739657397573985739957400574015740257403574045740557406574075740857409574105741157412574135741457415574165741757418574195742057421574225742357424574255742657427574285742957430574315743257433574345743557436574375743857439574405744157442574435744457445574465744757448574495745057451574525745357454574555745657457574585745957460574615746257463574645746557466574675746857469574705747157472574735747457475574765747757478574795748057481574825748357484574855748657487574885748957490574915749257493574945749557496574975749857499575005750157502575035750457505575065750757508575095751057511575125751357514575155751657517575185751957520575215752257523575245752557526575275752857529575305753157532575335753457535575365753757538575395754057541575425754357544575455754657547575485754957550575515755257553575545755557556575575755857559575605756157562575635756457565575665756757568575695757057571575725757357574575755757657577575785757957580575815758257583575845758557586575875758857589575905759157592575935759457595575965759757598575995760057601576025760357604576055760657607576085760957610576115761257613576145761557616576175761857619576205762157622576235762457625576265762757628576295763057631576325763357634576355763657637576385763957640576415764257643576445764557646576475764857649576505765157652576535765457655576565765757658576595766057661576625766357664576655766657667576685766957670576715767257673576745767557676576775767857679576805768157682576835768457685576865768757688576895769057691576925769357694576955769657697576985769957700577015770257703577045770557706577075770857709577105771157712577135771457715577165771757718577195772057721577225772357724577255772657727577285772957730577315773257733577345773557736577375773857739577405774157742577435774457745577465774757748577495775057751577525775357754577555775657757577585775957760577615776257763577645776557766577675776857769577705777157772577735777457775577765777757778577795778057781577825778357784577855778657787577885778957790577915779257793577945779557796577975779857799578005780157802578035780457805578065780757808578095781057811578125781357814578155781657817578185781957820578215782257823578245782557826578275782857829578305783157832578335783457835578365783757838578395784057841578425784357844578455784657847578485784957850578515785257853578545785557856578575785857859578605786157862578635786457865578665786757868578695787057871578725787357874578755787657877578785787957880578815788257883578845788557886578875788857889578905789157892578935789457895578965789757898578995790057901579025790357904579055790657907579085790957910579115791257913579145791557916579175791857919579205792157922579235792457925579265792757928579295793057931579325793357934579355793657937579385793957940579415794257943579445794557946579475794857949579505795157952579535795457955579565795757958579595796057961579625796357964579655796657967579685796957970579715797257973579745797557976579775797857979579805798157982579835798457985579865798757988579895799057991579925799357994579955799657997579985799958000580015800258003580045800558006580075800858009580105801158012580135801458015580165801758018580195802058021580225802358024580255802658027580285802958030580315803258033580345803558036580375803858039580405804158042580435804458045580465804758048580495805058051580525805358054580555805658057580585805958060580615806258063580645806558066580675806858069580705807158072580735807458075580765807758078580795808058081580825808358084580855808658087580885808958090580915809258093580945809558096580975809858099581005810158102581035810458105581065810758108581095811058111581125811358114581155811658117581185811958120581215812258123581245812558126581275812858129581305813158132581335813458135581365813758138581395814058141581425814358144581455814658147581485814958150581515815258153581545815558156581575815858159581605816158162581635816458165581665816758168581695817058171581725817358174581755817658177581785817958180581815818258183581845818558186581875818858189581905819158192581935819458195581965819758198581995820058201582025820358204582055820658207582085820958210582115821258213582145821558216582175821858219582205822158222582235822458225582265822758228582295823058231582325823358234582355823658237582385823958240582415824258243582445824558246582475824858249582505825158252582535825458255582565825758258582595826058261582625826358264582655826658267582685826958270582715827258273582745827558276582775827858279582805828158282582835828458285582865828758288582895829058291582925829358294582955829658297582985829958300583015830258303583045830558306583075830858309583105831158312583135831458315583165831758318583195832058321583225832358324583255832658327583285832958330583315833258333583345833558336583375833858339583405834158342583435834458345583465834758348583495835058351583525835358354583555835658357583585835958360583615836258363583645836558366583675836858369583705837158372583735837458375583765837758378583795838058381583825838358384583855838658387583885838958390583915839258393583945839558396583975839858399584005840158402584035840458405584065840758408584095841058411584125841358414584155841658417584185841958420584215842258423584245842558426584275842858429584305843158432584335843458435584365843758438584395844058441584425844358444584455844658447584485844958450584515845258453584545845558456584575845858459584605846158462584635846458465584665846758468584695847058471584725847358474584755847658477584785847958480584815848258483584845848558486584875848858489584905849158492584935849458495584965849758498584995850058501585025850358504585055850658507585085850958510585115851258513585145851558516585175851858519585205852158522585235852458525585265852758528585295853058531585325853358534585355853658537585385853958540585415854258543585445854558546585475854858549585505855158552585535855458555585565855758558585595856058561585625856358564585655856658567585685856958570585715857258573585745857558576585775857858579585805858158582585835858458585585865858758588585895859058591585925859358594585955859658597585985859958600586015860258603586045860558606586075860858609586105861158612586135861458615586165861758618586195862058621586225862358624586255862658627586285862958630586315863258633586345863558636586375863858639586405864158642586435864458645586465864758648586495865058651586525865358654586555865658657586585865958660586615866258663586645866558666586675866858669586705867158672586735867458675586765867758678586795868058681586825868358684586855868658687586885868958690586915869258693586945869558696586975869858699587005870158702587035870458705587065870758708587095871058711587125871358714587155871658717587185871958720587215872258723587245872558726587275872858729587305873158732587335873458735587365873758738587395874058741587425874358744587455874658747587485874958750587515875258753587545875558756587575875858759587605876158762587635876458765587665876758768587695877058771587725877358774587755877658777587785877958780587815878258783587845878558786587875878858789587905879158792587935879458795587965879758798587995880058801588025880358804588055880658807588085880958810588115881258813588145881558816588175881858819588205882158822588235882458825588265882758828588295883058831588325883358834588355883658837588385883958840588415884258843588445884558846588475884858849588505885158852588535885458855588565885758858588595886058861588625886358864588655886658867588685886958870588715887258873588745887558876588775887858879588805888158882588835888458885588865888758888588895889058891588925889358894588955889658897588985889958900589015890258903589045890558906589075890858909589105891158912589135891458915589165891758918589195892058921589225892358924589255892658927589285892958930589315893258933589345893558936589375893858939589405894158942589435894458945589465894758948589495895058951589525895358954589555895658957589585895958960589615896258963589645896558966589675896858969589705897158972589735897458975589765897758978589795898058981589825898358984589855898658987589885898958990589915899258993589945899558996589975899858999590005900159002590035900459005590065900759008590095901059011590125901359014590155901659017590185901959020590215902259023590245902559026590275902859029590305903159032590335903459035590365903759038590395904059041590425904359044590455904659047590485904959050590515905259053590545905559056590575905859059590605906159062590635906459065590665906759068590695907059071590725907359074590755907659077590785907959080590815908259083590845908559086590875908859089590905909159092590935909459095590965909759098590995910059101591025910359104591055910659107591085910959110591115911259113591145911559116591175911859119591205912159122591235912459125591265912759128591295913059131591325913359134591355913659137591385913959140591415914259143591445914559146591475914859149591505915159152591535915459155591565915759158591595916059161591625916359164591655916659167591685916959170591715917259173591745917559176591775917859179591805918159182591835918459185591865918759188591895919059191591925919359194591955919659197591985919959200592015920259203592045920559206592075920859209592105921159212592135921459215592165921759218592195922059221592225922359224592255922659227592285922959230592315923259233592345923559236592375923859239592405924159242592435924459245592465924759248592495925059251592525925359254592555925659257592585925959260592615926259263592645926559266592675926859269592705927159272592735927459275592765927759278592795928059281592825928359284592855928659287592885928959290592915929259293592945929559296592975929859299593005930159302593035930459305593065930759308593095931059311593125931359314593155931659317593185931959320593215932259323593245932559326593275932859329593305933159332593335933459335593365933759338593395934059341593425934359344593455934659347593485934959350593515935259353593545935559356593575935859359593605936159362593635936459365593665936759368593695937059371593725937359374593755937659377593785937959380593815938259383593845938559386593875938859389593905939159392593935939459395593965939759398593995940059401594025940359404594055940659407594085940959410594115941259413594145941559416594175941859419594205942159422594235942459425594265942759428594295943059431594325943359434594355943659437594385943959440594415944259443594445944559446594475944859449594505945159452594535945459455594565945759458594595946059461594625946359464594655946659467594685946959470594715947259473594745947559476594775947859479594805948159482594835948459485594865948759488594895949059491594925949359494594955949659497594985949959500595015950259503595045950559506595075950859509595105951159512595135951459515595165951759518595195952059521595225952359524595255952659527595285952959530595315953259533595345953559536595375953859539595405954159542595435954459545595465954759548595495955059551595525955359554595555955659557595585955959560595615956259563595645956559566595675956859569595705957159572595735957459575595765957759578595795958059581595825958359584595855958659587595885958959590595915959259593595945959559596595975959859599596005960159602596035960459605596065960759608
  1. /**
  2. * @license
  3. * Copyright 2010-2026 Three.js Authors
  4. * SPDX-License-Identifier: MIT
  5. */
  6. const REVISION = '184dev';
  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. * Represents material blending.
  145. *
  146. * @type {number}
  147. * @constant
  148. */
  149. const MaterialBlending = 6;
  150. /**
  151. * A `source + destination` blending equation.
  152. *
  153. * @type {number}
  154. * @constant
  155. */
  156. const AddEquation = 100;
  157. /**
  158. * A `source - destination` blending equation.
  159. *
  160. * @type {number}
  161. * @constant
  162. */
  163. const SubtractEquation = 101;
  164. /**
  165. * A `destination - source` blending equation.
  166. *
  167. * @type {number}
  168. * @constant
  169. */
  170. const ReverseSubtractEquation = 102;
  171. /**
  172. * A blend equation that uses the minimum of source and destination.
  173. *
  174. * @type {number}
  175. * @constant
  176. */
  177. const MinEquation = 103;
  178. /**
  179. * A blend equation that uses the maximum of source and destination.
  180. *
  181. * @type {number}
  182. * @constant
  183. */
  184. const MaxEquation = 104;
  185. /**
  186. * Multiplies all colors by `0`.
  187. *
  188. * @type {number}
  189. * @constant
  190. */
  191. const ZeroFactor = 200;
  192. /**
  193. * Multiplies all colors by `1`.
  194. *
  195. * @type {number}
  196. * @constant
  197. */
  198. const OneFactor = 201;
  199. /**
  200. * Multiplies all colors by the source colors.
  201. *
  202. * @type {number}
  203. * @constant
  204. */
  205. const SrcColorFactor = 202;
  206. /**
  207. * Multiplies all colors by `1` minus each source color.
  208. *
  209. * @type {number}
  210. * @constant
  211. */
  212. const OneMinusSrcColorFactor = 203;
  213. /**
  214. * Multiplies all colors by the source alpha value.
  215. *
  216. * @type {number}
  217. * @constant
  218. */
  219. const SrcAlphaFactor = 204;
  220. /**
  221. * Multiplies all colors by 1 minus the source alpha value.
  222. *
  223. * @type {number}
  224. * @constant
  225. */
  226. const OneMinusSrcAlphaFactor = 205;
  227. /**
  228. * Multiplies all colors by the destination alpha value.
  229. *
  230. * @type {number}
  231. * @constant
  232. */
  233. const DstAlphaFactor = 206;
  234. /**
  235. * Multiplies all colors by `1` minus the destination alpha value.
  236. *
  237. * @type {number}
  238. * @constant
  239. */
  240. const OneMinusDstAlphaFactor = 207;
  241. /**
  242. * Multiplies all colors by the destination color.
  243. *
  244. * @type {number}
  245. * @constant
  246. */
  247. const DstColorFactor = 208;
  248. /**
  249. * Multiplies all colors by `1` minus each destination color.
  250. *
  251. * @type {number}
  252. * @constant
  253. */
  254. const OneMinusDstColorFactor = 209;
  255. /**
  256. * Multiplies the RGB colors by the smaller of either the source alpha
  257. * value or the value of `1` minus the destination alpha value. The alpha
  258. * value is multiplied by `1`.
  259. *
  260. * @type {number}
  261. * @constant
  262. */
  263. const SrcAlphaSaturateFactor = 210;
  264. /**
  265. * Multiplies all colors by a constant color.
  266. *
  267. * @type {number}
  268. * @constant
  269. */
  270. const ConstantColorFactor = 211;
  271. /**
  272. * Multiplies all colors by `1` minus a constant color.
  273. *
  274. * @type {number}
  275. * @constant
  276. */
  277. const OneMinusConstantColorFactor = 212;
  278. /**
  279. * Multiplies all colors by a constant alpha value.
  280. *
  281. * @type {number}
  282. * @constant
  283. */
  284. const ConstantAlphaFactor = 213;
  285. /**
  286. * Multiplies all colors by 1 minus a constant alpha value.
  287. *
  288. * @type {number}
  289. * @constant
  290. */
  291. const OneMinusConstantAlphaFactor = 214;
  292. /**
  293. * Never pass.
  294. *
  295. * @type {number}
  296. * @constant
  297. */
  298. const NeverDepth = 0;
  299. /**
  300. * Always pass.
  301. *
  302. * @type {number}
  303. * @constant
  304. */
  305. const AlwaysDepth = 1;
  306. /**
  307. * Pass if the incoming value is less than the depth buffer value.
  308. *
  309. * @type {number}
  310. * @constant
  311. */
  312. const LessDepth = 2;
  313. /**
  314. * Pass if the incoming value is less than or equal to the depth buffer value.
  315. *
  316. * @type {number}
  317. * @constant
  318. */
  319. const LessEqualDepth = 3;
  320. /**
  321. * Pass if the incoming value equals the depth buffer value.
  322. *
  323. * @type {number}
  324. * @constant
  325. */
  326. const EqualDepth = 4;
  327. /**
  328. * Pass if the incoming value is greater than or equal to the depth buffer value.
  329. *
  330. * @type {number}
  331. * @constant
  332. */
  333. const GreaterEqualDepth = 5;
  334. /**
  335. * Pass if the incoming value is greater than the depth buffer value.
  336. *
  337. * @type {number}
  338. * @constant
  339. */
  340. const GreaterDepth = 6;
  341. /**
  342. * Pass if the incoming value is not equal to the depth buffer value.
  343. *
  344. * @type {number}
  345. * @constant
  346. */
  347. const NotEqualDepth = 7;
  348. /**
  349. * Multiplies the environment map color with the surface color.
  350. *
  351. * @type {number}
  352. * @constant
  353. */
  354. const MultiplyOperation = 0;
  355. /**
  356. * Uses reflectivity to blend between the two colors.
  357. *
  358. * @type {number}
  359. * @constant
  360. */
  361. const MixOperation = 1;
  362. /**
  363. * Adds the two colors.
  364. *
  365. * @type {number}
  366. * @constant
  367. */
  368. const AddOperation = 2;
  369. /**
  370. * No tone mapping is applied.
  371. *
  372. * @type {number}
  373. * @constant
  374. */
  375. const NoToneMapping = 0;
  376. /**
  377. * Linear tone mapping.
  378. *
  379. * @type {number}
  380. * @constant
  381. */
  382. const LinearToneMapping = 1;
  383. /**
  384. * Reinhard tone mapping.
  385. *
  386. * @type {number}
  387. * @constant
  388. */
  389. const ReinhardToneMapping = 2;
  390. /**
  391. * Cineon tone mapping.
  392. *
  393. * @type {number}
  394. * @constant
  395. */
  396. const CineonToneMapping = 3;
  397. /**
  398. * ACES Filmic tone mapping.
  399. *
  400. * @type {number}
  401. * @constant
  402. */
  403. const ACESFilmicToneMapping = 4;
  404. /**
  405. * Custom tone mapping.
  406. *
  407. * Expects a custom implementation by modifying shader code of the material's fragment shader.
  408. *
  409. * @type {number}
  410. * @constant
  411. */
  412. const CustomToneMapping = 5;
  413. /**
  414. * AgX tone mapping.
  415. *
  416. * @type {number}
  417. * @constant
  418. */
  419. const AgXToneMapping = 6;
  420. /**
  421. * Neutral tone mapping.
  422. *
  423. * Implementation based on the Khronos 3D Commerce Group standard tone mapping.
  424. *
  425. * @type {number}
  426. * @constant
  427. */
  428. const NeutralToneMapping = 7;
  429. /**
  430. * The skinned mesh shares the same world space as the skeleton.
  431. *
  432. * @type {string}
  433. * @constant
  434. */
  435. const AttachedBindMode = 'attached';
  436. /**
  437. * The skinned mesh does not share the same world space as the skeleton.
  438. * This is useful when a skeleton is shared across multiple skinned meshes.
  439. *
  440. * @type {string}
  441. * @constant
  442. */
  443. const DetachedBindMode = 'detached';
  444. /**
  445. * Maps textures using the geometry's UV coordinates.
  446. *
  447. * @type {number}
  448. * @constant
  449. */
  450. const UVMapping = 300;
  451. /**
  452. * Reflection mapping for cube textures.
  453. *
  454. * @type {number}
  455. * @constant
  456. */
  457. const CubeReflectionMapping = 301;
  458. /**
  459. * Refraction mapping for cube textures.
  460. *
  461. * @type {number}
  462. * @constant
  463. */
  464. const CubeRefractionMapping = 302;
  465. /**
  466. * Reflection mapping for equirectangular textures.
  467. *
  468. * @type {number}
  469. * @constant
  470. */
  471. const EquirectangularReflectionMapping = 303;
  472. /**
  473. * Refraction mapping for equirectangular textures.
  474. *
  475. * @type {number}
  476. * @constant
  477. */
  478. const EquirectangularRefractionMapping = 304;
  479. /**
  480. * Reflection mapping for PMREM textures.
  481. *
  482. * @type {number}
  483. * @constant
  484. */
  485. const CubeUVReflectionMapping = 306;
  486. /**
  487. * The texture will simply repeat to infinity.
  488. *
  489. * @type {number}
  490. * @constant
  491. */
  492. const RepeatWrapping = 1000;
  493. /**
  494. * The last pixel of the texture stretches to the edge of the mesh.
  495. *
  496. * @type {number}
  497. * @constant
  498. */
  499. const ClampToEdgeWrapping = 1001;
  500. /**
  501. * The texture will repeats to infinity, mirroring on each repeat.
  502. *
  503. * @type {number}
  504. * @constant
  505. */
  506. const MirroredRepeatWrapping = 1002;
  507. /**
  508. * Returns the value of the texture element that is nearest (in Manhattan distance)
  509. * to the specified texture coordinates.
  510. *
  511. * @type {number}
  512. * @constant
  513. */
  514. const NearestFilter = 1003;
  515. /**
  516. * Chooses the mipmap that most closely matches the size of the pixel being textured
  517. * and uses the `NearestFilter` criterion (the texel nearest to the center of the pixel)
  518. * to produce a texture value.
  519. *
  520. * @type {number}
  521. * @constant
  522. */
  523. const NearestMipmapNearestFilter = 1004;
  524. const NearestMipMapNearestFilter = 1004; // legacy
  525. /**
  526. * Chooses the two mipmaps that most closely match the size of the pixel being textured and
  527. * uses the `NearestFilter` criterion to produce a texture value from each mipmap.
  528. * The final texture value is a weighted average of those two values.
  529. *
  530. * @type {number}
  531. * @constant
  532. */
  533. const NearestMipmapLinearFilter = 1005;
  534. const NearestMipMapLinearFilter = 1005; // legacy
  535. /**
  536. * Returns the weighted average of the four texture elements that are closest to the specified
  537. * texture coordinates, and can include items wrapped or repeated from other parts of a texture,
  538. * depending on the values of `wrapS` and `wrapT`, and on the exact mapping.
  539. *
  540. * @type {number}
  541. * @constant
  542. */
  543. const LinearFilter = 1006;
  544. /**
  545. * Chooses the mipmap that most closely matches the size of the pixel being textured and uses
  546. * the `LinearFilter` criterion (a weighted average of the four texels that are closest to the
  547. * center of the pixel) to produce a texture value.
  548. *
  549. * @type {number}
  550. * @constant
  551. */
  552. const LinearMipmapNearestFilter = 1007;
  553. const LinearMipMapNearestFilter = 1007; // legacy
  554. /**
  555. * Chooses the two mipmaps that most closely match the size of the pixel being textured and uses
  556. * the `LinearFilter` criterion to produce a texture value from each mipmap. The final texture value
  557. * is a weighted average of those two values.
  558. *
  559. * @type {number}
  560. * @constant
  561. */
  562. const LinearMipmapLinearFilter = 1008;
  563. const LinearMipMapLinearFilter = 1008; // legacy
  564. /**
  565. * An unsigned byte data type for textures.
  566. *
  567. * @type {number}
  568. * @constant
  569. */
  570. const UnsignedByteType = 1009;
  571. /**
  572. * A byte data type for textures.
  573. *
  574. * @type {number}
  575. * @constant
  576. */
  577. const ByteType = 1010;
  578. /**
  579. * A short data type for textures.
  580. *
  581. * @type {number}
  582. * @constant
  583. */
  584. const ShortType = 1011;
  585. /**
  586. * An unsigned short data type for textures.
  587. *
  588. * @type {number}
  589. * @constant
  590. */
  591. const UnsignedShortType = 1012;
  592. /**
  593. * An int data type for textures.
  594. *
  595. * @type {number}
  596. * @constant
  597. */
  598. const IntType = 1013;
  599. /**
  600. * An unsigned int data type for textures.
  601. *
  602. * @type {number}
  603. * @constant
  604. */
  605. const UnsignedIntType = 1014;
  606. /**
  607. * A float data type for textures.
  608. *
  609. * @type {number}
  610. * @constant
  611. */
  612. const FloatType = 1015;
  613. /**
  614. * A half float data type for textures.
  615. *
  616. * @type {number}
  617. * @constant
  618. */
  619. const HalfFloatType = 1016;
  620. /**
  621. * An unsigned short 4_4_4_4 (packed) data type for textures.
  622. *
  623. * @type {number}
  624. * @constant
  625. */
  626. const UnsignedShort4444Type = 1017;
  627. /**
  628. * An unsigned short 5_5_5_1 (packed) data type for textures.
  629. *
  630. * @type {number}
  631. * @constant
  632. */
  633. const UnsignedShort5551Type = 1018;
  634. /**
  635. * An unsigned int 24_8 data type for textures.
  636. *
  637. * @type {number}
  638. * @constant
  639. */
  640. const UnsignedInt248Type = 1020;
  641. /**
  642. * An unsigned int 5_9_9_9 (packed) data type for textures.
  643. *
  644. * @type {number}
  645. * @constant
  646. */
  647. const UnsignedInt5999Type = 35902;
  648. /**
  649. * An unsigned int 10_11_11 (packed) data type for textures.
  650. *
  651. * @type {number}
  652. * @constant
  653. */
  654. const UnsignedInt101111Type = 35899;
  655. /**
  656. * Discards the red, green and blue components and reads just the alpha component.
  657. *
  658. * @type {number}
  659. * @constant
  660. */
  661. const AlphaFormat = 1021;
  662. /**
  663. * Discards the alpha component and reads the red, green and blue component.
  664. *
  665. * @type {number}
  666. * @constant
  667. */
  668. const RGBFormat = 1022;
  669. /**
  670. * Reads the red, green, blue and alpha components.
  671. *
  672. * @type {number}
  673. * @constant
  674. */
  675. const RGBAFormat = 1023;
  676. /**
  677. * Reads each element as a single depth value, converts it to floating point, and clamps to the range `[0,1]`.
  678. *
  679. * @type {number}
  680. * @constant
  681. */
  682. const DepthFormat = 1026;
  683. /**
  684. * Reads each element is a pair of depth and stencil values. The depth component of the pair is interpreted as
  685. * in `DepthFormat`. The stencil component is interpreted based on the depth + stencil internal format.
  686. *
  687. * @type {number}
  688. * @constant
  689. */
  690. const DepthStencilFormat = 1027;
  691. /**
  692. * Discards the green, blue and alpha components and reads just the red component.
  693. *
  694. * @type {number}
  695. * @constant
  696. */
  697. const RedFormat = 1028;
  698. /**
  699. * Discards the green, blue and alpha components and reads just the red component. The texels are read as integers instead of floating point.
  700. *
  701. * @type {number}
  702. * @constant
  703. */
  704. const RedIntegerFormat = 1029;
  705. /**
  706. * Discards the alpha, and blue components and reads the red, and green components.
  707. *
  708. * @type {number}
  709. * @constant
  710. */
  711. const RGFormat = 1030;
  712. /**
  713. * Discards the alpha, and blue components and reads the red, and green components. The texels are read as integers instead of floating point.
  714. *
  715. * @type {number}
  716. * @constant
  717. */
  718. const RGIntegerFormat = 1031;
  719. /**
  720. * Discards the alpha component and reads the red, green and blue component. The texels are read as integers instead of floating point.
  721. *
  722. * @type {number}
  723. * @constant
  724. */
  725. const RGBIntegerFormat = 1032;
  726. /**
  727. * Reads the red, green, blue and alpha components. The texels are read as integers instead of floating point.
  728. *
  729. * @type {number}
  730. * @constant
  731. */
  732. const RGBAIntegerFormat = 1033;
  733. /**
  734. * A DXT1-compressed image in an RGB image format.
  735. *
  736. * @type {number}
  737. * @constant
  738. */
  739. const RGB_S3TC_DXT1_Format = 33776;
  740. /**
  741. * A DXT1-compressed image in an RGB image format with a simple on/off alpha value.
  742. *
  743. * @type {number}
  744. * @constant
  745. */
  746. const RGBA_S3TC_DXT1_Format = 33777;
  747. /**
  748. * A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.
  749. *
  750. * @type {number}
  751. * @constant
  752. */
  753. const RGBA_S3TC_DXT3_Format = 33778;
  754. /**
  755. * A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3
  756. * compression in how the alpha compression is done.
  757. *
  758. * @type {number}
  759. * @constant
  760. */
  761. const RGBA_S3TC_DXT5_Format = 33779;
  762. /**
  763. * PVRTC RGB compression in 4-bit mode. One block for each 4×4 pixels.
  764. *
  765. * @type {number}
  766. * @constant
  767. */
  768. const RGB_PVRTC_4BPPV1_Format = 35840;
  769. /**
  770. * PVRTC RGB compression in 2-bit mode. One block for each 8×4 pixels.
  771. *
  772. * @type {number}
  773. * @constant
  774. */
  775. const RGB_PVRTC_2BPPV1_Format = 35841;
  776. /**
  777. * PVRTC RGBA compression in 4-bit mode. One block for each 4×4 pixels.
  778. *
  779. * @type {number}
  780. * @constant
  781. */
  782. const RGBA_PVRTC_4BPPV1_Format = 35842;
  783. /**
  784. * PVRTC RGBA compression in 2-bit mode. One block for each 8×4 pixels.
  785. *
  786. * @type {number}
  787. * @constant
  788. */
  789. const RGBA_PVRTC_2BPPV1_Format = 35843;
  790. /**
  791. * ETC1 RGB format.
  792. *
  793. * @type {number}
  794. * @constant
  795. */
  796. const RGB_ETC1_Format = 36196;
  797. /**
  798. * ETC2 RGB format.
  799. *
  800. * @type {number}
  801. * @constant
  802. */
  803. const RGB_ETC2_Format = 37492;
  804. /**
  805. * ETC2 RGBA format.
  806. *
  807. * @type {number}
  808. * @constant
  809. */
  810. const RGBA_ETC2_EAC_Format = 37496;
  811. /**
  812. * EAC R11 UNORM format.
  813. *
  814. * @type {number}
  815. * @constant
  816. */
  817. const R11_EAC_Format = 37488; // 0x9270
  818. /**
  819. * EAC R11 SNORM format.
  820. *
  821. * @type {number}
  822. * @constant
  823. */
  824. const SIGNED_R11_EAC_Format = 37489; // 0x9271
  825. /**
  826. * EAC RG11 UNORM format.
  827. *
  828. * @type {number}
  829. * @constant
  830. */
  831. const RG11_EAC_Format = 37490; // 0x9272
  832. /**
  833. * EAC RG11 SNORM format.
  834. *
  835. * @type {number}
  836. * @constant
  837. */
  838. const SIGNED_RG11_EAC_Format = 37491; // 0x9273
  839. /**
  840. * ASTC RGBA 4x4 format.
  841. *
  842. * @type {number}
  843. * @constant
  844. */
  845. const RGBA_ASTC_4x4_Format = 37808;
  846. /**
  847. * ASTC RGBA 5x4 format.
  848. *
  849. * @type {number}
  850. * @constant
  851. */
  852. const RGBA_ASTC_5x4_Format = 37809;
  853. /**
  854. * ASTC RGBA 5x5 format.
  855. *
  856. * @type {number}
  857. * @constant
  858. */
  859. const RGBA_ASTC_5x5_Format = 37810;
  860. /**
  861. * ASTC RGBA 6x5 format.
  862. *
  863. * @type {number}
  864. * @constant
  865. */
  866. const RGBA_ASTC_6x5_Format = 37811;
  867. /**
  868. * ASTC RGBA 6x6 format.
  869. *
  870. * @type {number}
  871. * @constant
  872. */
  873. const RGBA_ASTC_6x6_Format = 37812;
  874. /**
  875. * ASTC RGBA 8x5 format.
  876. *
  877. * @type {number}
  878. * @constant
  879. */
  880. const RGBA_ASTC_8x5_Format = 37813;
  881. /**
  882. * ASTC RGBA 8x6 format.
  883. *
  884. * @type {number}
  885. * @constant
  886. */
  887. const RGBA_ASTC_8x6_Format = 37814;
  888. /**
  889. * ASTC RGBA 8x8 format.
  890. *
  891. * @type {number}
  892. * @constant
  893. */
  894. const RGBA_ASTC_8x8_Format = 37815;
  895. /**
  896. * ASTC RGBA 10x5 format.
  897. *
  898. * @type {number}
  899. * @constant
  900. */
  901. const RGBA_ASTC_10x5_Format = 37816;
  902. /**
  903. * ASTC RGBA 10x6 format.
  904. *
  905. * @type {number}
  906. * @constant
  907. */
  908. const RGBA_ASTC_10x6_Format = 37817;
  909. /**
  910. * ASTC RGBA 10x8 format.
  911. *
  912. * @type {number}
  913. * @constant
  914. */
  915. const RGBA_ASTC_10x8_Format = 37818;
  916. /**
  917. * ASTC RGBA 10x10 format.
  918. *
  919. * @type {number}
  920. * @constant
  921. */
  922. const RGBA_ASTC_10x10_Format = 37819;
  923. /**
  924. * ASTC RGBA 12x10 format.
  925. *
  926. * @type {number}
  927. * @constant
  928. */
  929. const RGBA_ASTC_12x10_Format = 37820;
  930. /**
  931. * ASTC RGBA 12x12 format.
  932. *
  933. * @type {number}
  934. * @constant
  935. */
  936. const RGBA_ASTC_12x12_Format = 37821;
  937. /**
  938. * BPTC RGBA format.
  939. *
  940. * @type {number}
  941. * @constant
  942. */
  943. const RGBA_BPTC_Format = 36492;
  944. /**
  945. * BPTC Signed RGB format.
  946. *
  947. * @type {number}
  948. * @constant
  949. */
  950. const RGB_BPTC_SIGNED_Format = 36494;
  951. /**
  952. * BPTC Unsigned RGB format.
  953. *
  954. * @type {number}
  955. * @constant
  956. */
  957. const RGB_BPTC_UNSIGNED_Format = 36495;
  958. /**
  959. * RGTC1 Red format.
  960. *
  961. * @type {number}
  962. * @constant
  963. */
  964. const RED_RGTC1_Format = 36283;
  965. /**
  966. * RGTC1 Signed Red format.
  967. *
  968. * @type {number}
  969. * @constant
  970. */
  971. const SIGNED_RED_RGTC1_Format = 36284;
  972. /**
  973. * RGTC2 Red Green format.
  974. *
  975. * @type {number}
  976. * @constant
  977. */
  978. const RED_GREEN_RGTC2_Format = 36285;
  979. /**
  980. * RGTC2 Signed Red Green format.
  981. *
  982. * @type {number}
  983. * @constant
  984. */
  985. const SIGNED_RED_GREEN_RGTC2_Format = 36286;
  986. /**
  987. * Animations are played once.
  988. *
  989. * @type {number}
  990. * @constant
  991. */
  992. const LoopOnce = 2200;
  993. /**
  994. * Animations are played with a chosen number of repetitions, each time jumping from
  995. * the end of the clip directly to its beginning.
  996. *
  997. * @type {number}
  998. * @constant
  999. */
  1000. const LoopRepeat = 2201;
  1001. /**
  1002. * Animations are played with a chosen number of repetitions, alternately playing forward
  1003. * and backward.
  1004. *
  1005. * @type {number}
  1006. * @constant
  1007. */
  1008. const LoopPingPong = 2202;
  1009. /**
  1010. * Discrete interpolation mode for keyframe tracks.
  1011. *
  1012. * @type {number}
  1013. * @constant
  1014. */
  1015. const InterpolateDiscrete = 2300;
  1016. /**
  1017. * Linear interpolation mode for keyframe tracks.
  1018. *
  1019. * @type {number}
  1020. * @constant
  1021. */
  1022. const InterpolateLinear = 2301;
  1023. /**
  1024. * Smooth interpolation mode for keyframe tracks.
  1025. *
  1026. * @type {number}
  1027. * @constant
  1028. */
  1029. const InterpolateSmooth = 2302;
  1030. /**
  1031. * Bezier interpolation mode for keyframe tracks.
  1032. *
  1033. * Uses cubic Bezier curves with explicit 2D control points.
  1034. * Requires tangent data to be set on the track.
  1035. *
  1036. * @type {number}
  1037. * @constant
  1038. */
  1039. const InterpolateBezier = 2303;
  1040. /**
  1041. * Zero curvature ending for animations.
  1042. *
  1043. * @type {number}
  1044. * @constant
  1045. */
  1046. const ZeroCurvatureEnding = 2400;
  1047. /**
  1048. * Zero slope ending for animations.
  1049. *
  1050. * @type {number}
  1051. * @constant
  1052. */
  1053. const ZeroSlopeEnding = 2401;
  1054. /**
  1055. * Wrap around ending for animations.
  1056. *
  1057. * @type {number}
  1058. * @constant
  1059. */
  1060. const WrapAroundEnding = 2402;
  1061. /**
  1062. * Default animation blend mode.
  1063. *
  1064. * @type {number}
  1065. * @constant
  1066. */
  1067. const NormalAnimationBlendMode = 2500;
  1068. /**
  1069. * Additive animation blend mode. Can be used to layer motions on top of
  1070. * each other to build complex performances from smaller re-usable assets.
  1071. *
  1072. * @type {number}
  1073. * @constant
  1074. */
  1075. const AdditiveAnimationBlendMode = 2501;
  1076. /**
  1077. * For every three vertices draw a single triangle.
  1078. *
  1079. * @type {number}
  1080. * @constant
  1081. */
  1082. const TrianglesDrawMode = 0;
  1083. /**
  1084. * For each vertex draw a triangle from the last three vertices.
  1085. *
  1086. * @type {number}
  1087. * @constant
  1088. */
  1089. const TriangleStripDrawMode = 1;
  1090. /**
  1091. * For each vertex draw a triangle from the first vertex and the last two vertices.
  1092. *
  1093. * @type {number}
  1094. * @constant
  1095. */
  1096. const TriangleFanDrawMode = 2;
  1097. /**
  1098. * The depth value is inverted (1.0 - z) for visualization purposes.
  1099. *
  1100. * @type {number}
  1101. * @constant
  1102. */
  1103. const BasicDepthPacking = 3200;
  1104. /**
  1105. * The depth value is packed into 32 bit RGBA.
  1106. *
  1107. * @type {number}
  1108. * @constant
  1109. */
  1110. const RGBADepthPacking = 3201;
  1111. /**
  1112. * The depth value is packed into 24 bit RGB.
  1113. *
  1114. * @type {number}
  1115. * @constant
  1116. */
  1117. const RGBDepthPacking = 3202;
  1118. /**
  1119. * The depth value is packed into 16 bit RG.
  1120. *
  1121. * @type {number}
  1122. * @constant
  1123. */
  1124. const RGDepthPacking = 3203;
  1125. /**
  1126. * Normal information is relative to the underlying surface.
  1127. *
  1128. * @type {number}
  1129. * @constant
  1130. */
  1131. const TangentSpaceNormalMap = 0;
  1132. /**
  1133. * Normal information is relative to the object orientation.
  1134. *
  1135. * @type {number}
  1136. * @constant
  1137. */
  1138. const ObjectSpaceNormalMap = 1;
  1139. // Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.
  1140. /**
  1141. * No color space.
  1142. *
  1143. * @type {string}
  1144. * @constant
  1145. */
  1146. const NoColorSpace = '';
  1147. /**
  1148. * sRGB color space.
  1149. *
  1150. * @type {string}
  1151. * @constant
  1152. */
  1153. const SRGBColorSpace = 'srgb';
  1154. /**
  1155. * sRGB-linear color space.
  1156. *
  1157. * @type {string}
  1158. * @constant
  1159. */
  1160. const LinearSRGBColorSpace = 'srgb-linear';
  1161. /**
  1162. * Linear transfer function.
  1163. *
  1164. * @type {string}
  1165. * @constant
  1166. */
  1167. const LinearTransfer = 'linear';
  1168. /**
  1169. * sRGB transfer function.
  1170. *
  1171. * @type {string}
  1172. * @constant
  1173. */
  1174. const SRGBTransfer = 'srgb';
  1175. /**
  1176. * No normal map packing.
  1177. *
  1178. * @type {string}
  1179. * @constant
  1180. */
  1181. const NoNormalPacking = '';
  1182. /**
  1183. * Normal RG packing.
  1184. *
  1185. * @type {string}
  1186. * @constant
  1187. */
  1188. const NormalRGPacking = 'rg';
  1189. /**
  1190. * Normal GA packing.
  1191. *
  1192. * @type {string}
  1193. * @constant
  1194. */
  1195. const NormalGAPacking = 'ga';
  1196. /**
  1197. * Sets the stencil buffer value to `0`.
  1198. *
  1199. * @type {number}
  1200. * @constant
  1201. */
  1202. const ZeroStencilOp = 0;
  1203. /**
  1204. * Keeps the current value.
  1205. *
  1206. * @type {number}
  1207. * @constant
  1208. */
  1209. const KeepStencilOp = 7680;
  1210. /**
  1211. * Sets the stencil buffer value to the specified reference value.
  1212. *
  1213. * @type {number}
  1214. * @constant
  1215. */
  1216. const ReplaceStencilOp = 7681;
  1217. /**
  1218. * Increments the current stencil buffer value. Clamps to the maximum representable unsigned value.
  1219. *
  1220. * @type {number}
  1221. * @constant
  1222. */
  1223. const IncrementStencilOp = 7682;
  1224. /**
  1225. * Decrements the current stencil buffer value. Clamps to `0`.
  1226. *
  1227. * @type {number}
  1228. * @constant
  1229. */
  1230. const DecrementStencilOp = 7683;
  1231. /**
  1232. * Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing
  1233. * the maximum representable unsigned value.
  1234. *
  1235. * @type {number}
  1236. * @constant
  1237. */
  1238. const IncrementWrapStencilOp = 34055;
  1239. /**
  1240. * Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable
  1241. * unsigned value when decrementing a stencil buffer value of `0`.
  1242. *
  1243. * @type {number}
  1244. * @constant
  1245. */
  1246. const DecrementWrapStencilOp = 34056;
  1247. /**
  1248. * Inverts the current stencil buffer value bitwise.
  1249. *
  1250. * @type {number}
  1251. * @constant
  1252. */
  1253. const InvertStencilOp = 5386;
  1254. /**
  1255. * Will never return true.
  1256. *
  1257. * @type {number}
  1258. * @constant
  1259. */
  1260. const NeverStencilFunc = 512;
  1261. /**
  1262. * Will return true if the stencil reference value is less than the current stencil value.
  1263. *
  1264. * @type {number}
  1265. * @constant
  1266. */
  1267. const LessStencilFunc = 513;
  1268. /**
  1269. * Will return true if the stencil reference value is equal to the current stencil value.
  1270. *
  1271. * @type {number}
  1272. * @constant
  1273. */
  1274. const EqualStencilFunc = 514;
  1275. /**
  1276. * Will return true if the stencil reference value is less than or equal to the current stencil value.
  1277. *
  1278. * @type {number}
  1279. * @constant
  1280. */
  1281. const LessEqualStencilFunc = 515;
  1282. /**
  1283. * Will return true if the stencil reference value is greater than the current stencil value.
  1284. *
  1285. * @type {number}
  1286. * @constant
  1287. */
  1288. const GreaterStencilFunc = 516;
  1289. /**
  1290. * Will return true if the stencil reference value is not equal to the current stencil value.
  1291. *
  1292. * @type {number}
  1293. * @constant
  1294. */
  1295. const NotEqualStencilFunc = 517;
  1296. /**
  1297. * Will return true if the stencil reference value is greater than or equal to the current stencil value.
  1298. *
  1299. * @type {number}
  1300. * @constant
  1301. */
  1302. const GreaterEqualStencilFunc = 518;
  1303. /**
  1304. * Will always return true.
  1305. *
  1306. * @type {number}
  1307. * @constant
  1308. */
  1309. const AlwaysStencilFunc = 519;
  1310. /**
  1311. * Never pass.
  1312. *
  1313. * @type {number}
  1314. * @constant
  1315. */
  1316. const NeverCompare = 512;
  1317. /**
  1318. * Pass if the incoming value is less than the texture value.
  1319. *
  1320. * @type {number}
  1321. * @constant
  1322. */
  1323. const LessCompare = 513;
  1324. /**
  1325. * Pass if the incoming value equals the texture value.
  1326. *
  1327. * @type {number}
  1328. * @constant
  1329. */
  1330. const EqualCompare = 514;
  1331. /**
  1332. * Pass if the incoming value is less than or equal to the texture value.
  1333. *
  1334. * @type {number}
  1335. * @constant
  1336. */
  1337. const LessEqualCompare = 515;
  1338. /**
  1339. * Pass if the incoming value is greater than the texture value.
  1340. *
  1341. * @type {number}
  1342. * @constant
  1343. */
  1344. const GreaterCompare = 516;
  1345. /**
  1346. * Pass if the incoming value is not equal to the texture value.
  1347. *
  1348. * @type {number}
  1349. * @constant
  1350. */
  1351. const NotEqualCompare = 517;
  1352. /**
  1353. * Pass if the incoming value is greater than or equal to the texture value.
  1354. *
  1355. * @type {number}
  1356. * @constant
  1357. */
  1358. const GreaterEqualCompare = 518;
  1359. /**
  1360. * Always pass.
  1361. *
  1362. * @type {number}
  1363. * @constant
  1364. */
  1365. const AlwaysCompare = 519;
  1366. /**
  1367. * The contents are intended to be specified once by the application, and used many
  1368. * times as the source for drawing and image specification commands.
  1369. *
  1370. * @type {number}
  1371. * @constant
  1372. */
  1373. const StaticDrawUsage = 35044;
  1374. /**
  1375. * The contents are intended to be respecified repeatedly by the application, and
  1376. * used many times as the source for drawing and image specification commands.
  1377. *
  1378. * @type {number}
  1379. * @constant
  1380. */
  1381. const DynamicDrawUsage = 35048;
  1382. /**
  1383. * The contents are intended to be specified once by the application, and used at most
  1384. * a few times as the source for drawing and image specification commands.
  1385. *
  1386. * @type {number}
  1387. * @constant
  1388. */
  1389. const StreamDrawUsage = 35040;
  1390. /**
  1391. * The contents are intended to be specified once by reading data from the 3D API, and queried
  1392. * many times by the application.
  1393. *
  1394. * @type {number}
  1395. * @constant
  1396. */
  1397. const StaticReadUsage = 35045;
  1398. /**
  1399. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and queried
  1400. * many times by the application.
  1401. *
  1402. * @type {number}
  1403. * @constant
  1404. */
  1405. const DynamicReadUsage = 35049;
  1406. /**
  1407. * The contents are intended to be specified once by reading data from the 3D API, and queried at most
  1408. * a few times by the application
  1409. *
  1410. * @type {number}
  1411. * @constant
  1412. */
  1413. const StreamReadUsage = 35041;
  1414. /**
  1415. * The contents are intended to be specified once by reading data from the 3D API, and used many times as
  1416. * the source for WebGL drawing and image specification commands.
  1417. *
  1418. * @type {number}
  1419. * @constant
  1420. */
  1421. const StaticCopyUsage = 35046;
  1422. /**
  1423. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and used many times
  1424. * as the source for WebGL drawing and image specification commands.
  1425. *
  1426. * @type {number}
  1427. * @constant
  1428. */
  1429. const DynamicCopyUsage = 35050;
  1430. /**
  1431. * The contents are intended to be specified once by reading data from the 3D API, and used at most a few times
  1432. * as the source for WebGL drawing and image specification commands.
  1433. *
  1434. * @type {number}
  1435. * @constant
  1436. */
  1437. const StreamCopyUsage = 35042;
  1438. /**
  1439. * GLSL 1 shader code.
  1440. *
  1441. * @type {string}
  1442. * @constant
  1443. */
  1444. const GLSL1 = '100';
  1445. /**
  1446. * GLSL 3 shader code.
  1447. *
  1448. * @type {string}
  1449. * @constant
  1450. */
  1451. const GLSL3 = '300 es';
  1452. /**
  1453. * WebGL coordinate system.
  1454. *
  1455. * @type {number}
  1456. * @constant
  1457. */
  1458. const WebGLCoordinateSystem = 2000;
  1459. /**
  1460. * WebGPU coordinate system.
  1461. *
  1462. * @type {number}
  1463. * @constant
  1464. */
  1465. const WebGPUCoordinateSystem = 2001;
  1466. /**
  1467. * Represents the different timestamp query types.
  1468. *
  1469. * @type {ConstantsTimestampQuery}
  1470. * @constant
  1471. */
  1472. const TimestampQuery = {
  1473. COMPUTE: 'compute',
  1474. RENDER: 'render'
  1475. };
  1476. /**
  1477. * Represents mouse buttons and interaction types in context of controls.
  1478. *
  1479. * @type {ConstantsInterpolationSamplingType}
  1480. * @constant
  1481. */
  1482. const InterpolationSamplingType = {
  1483. PERSPECTIVE: 'perspective',
  1484. LINEAR: 'linear',
  1485. FLAT: 'flat'
  1486. };
  1487. /**
  1488. * Represents the different interpolation sampling modes.
  1489. *
  1490. * @type {ConstantsInterpolationSamplingMode}
  1491. * @constant
  1492. */
  1493. const InterpolationSamplingMode = {
  1494. NORMAL: 'normal',
  1495. CENTROID: 'centroid',
  1496. SAMPLE: 'sample',
  1497. FIRST: 'first',
  1498. EITHER: 'either'
  1499. };
  1500. /**
  1501. * Compatibility flags for features that may not be supported across all platforms.
  1502. *
  1503. * @type {Object}
  1504. * @constant
  1505. */
  1506. const Compatibility = {
  1507. TEXTURE_COMPARE: 'depthTextureCompare'
  1508. };
  1509. /**
  1510. * This type represents mouse buttons and interaction types in context of controls.
  1511. *
  1512. * @typedef {Object} ConstantsMouse
  1513. * @property {number} MIDDLE - The left mouse button.
  1514. * @property {number} LEFT - The middle mouse button.
  1515. * @property {number} RIGHT - The right mouse button.
  1516. * @property {number} ROTATE - A rotate interaction.
  1517. * @property {number} DOLLY - A dolly interaction.
  1518. * @property {number} PAN - A pan interaction.
  1519. **/
  1520. /**
  1521. * This type represents touch interaction types in context of controls.
  1522. *
  1523. * @typedef {Object} ConstantsTouch
  1524. * @property {number} ROTATE - A rotate interaction.
  1525. * @property {number} PAN - A pan interaction.
  1526. * @property {number} DOLLY_PAN - The dolly-pan interaction.
  1527. * @property {number} DOLLY_ROTATE - A dolly-rotate interaction.
  1528. **/
  1529. /**
  1530. * This type represents the different timestamp query types.
  1531. *
  1532. * @typedef {Object} ConstantsTimestampQuery
  1533. * @property {string} COMPUTE - A `compute` timestamp query.
  1534. * @property {string} RENDER - A `render` timestamp query.
  1535. **/
  1536. /**
  1537. * Represents the different interpolation sampling types.
  1538. *
  1539. * @typedef {Object} ConstantsInterpolationSamplingType
  1540. * @property {string} PERSPECTIVE - Perspective-correct interpolation.
  1541. * @property {string} LINEAR - Linear interpolation.
  1542. * @property {string} FLAT - Flat interpolation.
  1543. */
  1544. /**
  1545. * Represents the different interpolation sampling modes.
  1546. *
  1547. * @typedef {Object} ConstantsInterpolationSamplingMode
  1548. * @property {string} NORMAL - Normal sampling mode.
  1549. * @property {string} CENTROID - Centroid sampling mode.
  1550. * @property {string} SAMPLE - Sample-specific sampling mode.
  1551. * @property {string} FIRST - Flat interpolation using the first vertex.
  1552. * @property {string} EITHER - Flat interpolation using either vertex.
  1553. */
  1554. /**
  1555. * Checks if an array contains values that require Uint32 representation.
  1556. *
  1557. * This function determines whether the array contains any values >= 65535,
  1558. * which would require a Uint32Array rather than a Uint16Array for proper storage.
  1559. * The function iterates from the end of the array, assuming larger values are
  1560. * typically located at the end.
  1561. *
  1562. * @private
  1563. * @param {Array<number>} array - The array to check.
  1564. * @return {boolean} True if the array contains values >= 65535, false otherwise.
  1565. */
  1566. function arrayNeedsUint32( array ) {
  1567. // assumes larger values usually on last
  1568. for ( let i = array.length - 1; i >= 0; -- i ) {
  1569. if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565
  1570. }
  1571. return false;
  1572. }
  1573. /**
  1574. * Map of typed array constructor names to their constructors.
  1575. * This mapping enables dynamic creation of typed arrays based on string type names.
  1576. *
  1577. * @private
  1578. * @constant
  1579. * @type {Object<string, TypedArrayConstructor>}
  1580. */
  1581. const TYPED_ARRAYS = {
  1582. Int8Array: Int8Array,
  1583. Uint8Array: Uint8Array,
  1584. Uint8ClampedArray: Uint8ClampedArray,
  1585. Int16Array: Int16Array,
  1586. Uint16Array: Uint16Array,
  1587. Int32Array: Int32Array,
  1588. Uint32Array: Uint32Array,
  1589. Float32Array: Float32Array,
  1590. Float64Array: Float64Array
  1591. };
  1592. /**
  1593. * Creates a typed array of the specified type from the given buffer.
  1594. *
  1595. * @private
  1596. * @param {string} type - The name of the typed array type (e.g., 'Float32Array', 'Uint16Array').
  1597. * @param {ArrayBuffer} buffer - The buffer to create the typed array from.
  1598. * @return {TypedArray} A new typed array of the specified type.
  1599. */
  1600. function getTypedArray( type, buffer ) {
  1601. return new TYPED_ARRAYS[ type ]( buffer );
  1602. }
  1603. /**
  1604. * Returns `true` if the given object is a typed array.
  1605. *
  1606. * @param {any} array - The object to check.
  1607. * @return {boolean} Whether the given object is a typed array.
  1608. */
  1609. function isTypedArray( array ) {
  1610. return ArrayBuffer.isView( array ) && ! ( array instanceof DataView );
  1611. }
  1612. /**
  1613. * Creates an XHTML element with the specified tag name.
  1614. *
  1615. * This function uses the XHTML namespace to create DOM elements,
  1616. * ensuring proper element creation in XML-based contexts.
  1617. *
  1618. * @private
  1619. * @param {string} name - The tag name of the element to create (e.g., 'canvas', 'div').
  1620. * @return {HTMLElement} The created XHTML element.
  1621. */
  1622. function createElementNS( name ) {
  1623. return document.createElementNS( 'http://www.w3.org/1999/xhtml', name );
  1624. }
  1625. /**
  1626. * Creates a canvas element configured for block display.
  1627. *
  1628. * This is a convenience function that creates a canvas element with
  1629. * display style set to 'block', which is commonly used in three.js
  1630. * rendering contexts to avoid inline element spacing issues.
  1631. *
  1632. * @return {HTMLCanvasElement} A canvas element with display set to 'block'.
  1633. */
  1634. function createCanvasElement() {
  1635. const canvas = createElementNS( 'canvas' );
  1636. canvas.style.display = 'block';
  1637. return canvas;
  1638. }
  1639. /**
  1640. * Internal cache for tracking warning messages to prevent duplicate warnings.
  1641. *
  1642. * @private
  1643. * @type {Object<string, boolean>}
  1644. */
  1645. const _cache = {};
  1646. /**
  1647. * Custom console function handler for intercepting log, warn, and error calls.
  1648. *
  1649. * @private
  1650. * @type {Function|null}
  1651. */
  1652. let _setConsoleFunction = null;
  1653. /**
  1654. * Sets a custom function to handle console output.
  1655. *
  1656. * This allows external code to intercept and handle console.log, console.warn,
  1657. * and console.error calls made by three.js, which is useful for custom logging,
  1658. * testing, or debugging workflows.
  1659. *
  1660. * @param {Function} fn - The function to handle console output. Should accept
  1661. * (type, message, ...params) where type is 'log', 'warn', or 'error'.
  1662. */
  1663. function setConsoleFunction( fn ) {
  1664. _setConsoleFunction = fn;
  1665. }
  1666. /**
  1667. * Gets the currently set custom console function.
  1668. *
  1669. * @return {Function|null} The custom console function, or null if not set.
  1670. */
  1671. function getConsoleFunction() {
  1672. return _setConsoleFunction;
  1673. }
  1674. /**
  1675. * Logs an informational message with the 'THREE.' prefix.
  1676. *
  1677. * If a custom console function is set via setConsoleFunction(), it will be used
  1678. * instead of the native console.log. The first parameter is treated as the
  1679. * method name and is automatically prefixed with 'THREE.'.
  1680. *
  1681. * @param {...any} params - The message components. The first param is used as
  1682. * the method name and prefixed with 'THREE.'.
  1683. */
  1684. function log( ...params ) {
  1685. const message = 'THREE.' + params.shift();
  1686. if ( _setConsoleFunction ) {
  1687. _setConsoleFunction( 'log', message, ...params );
  1688. } else {
  1689. console.log( message, ...params );
  1690. }
  1691. }
  1692. /**
  1693. * Enhances log/warn/error messages related to TSL.
  1694. *
  1695. * @param {Array<any>} params - The original message parameters.
  1696. * @returns {Array<any>} The filtered and enhanced message parameters.
  1697. */
  1698. function enhanceLogMessage( params ) {
  1699. const message = params[ 0 ];
  1700. if ( typeof message === 'string' && message.startsWith( 'TSL:' ) ) {
  1701. const stackTrace = params[ 1 ];
  1702. if ( stackTrace && stackTrace.isStackTrace ) {
  1703. params[ 0 ] += ' ' + stackTrace.getLocation();
  1704. } else {
  1705. params[ 1 ] = 'Stack trace not available. Enable "THREE.Node.captureStackTrace" to capture stack traces.';
  1706. }
  1707. }
  1708. return params;
  1709. }
  1710. /**
  1711. * Logs a warning message with the 'THREE.' prefix.
  1712. *
  1713. * If a custom console function is set via setConsoleFunction(), it will be used
  1714. * instead of the native console.warn. The first parameter is treated as the
  1715. * method name and is automatically prefixed with 'THREE.'.
  1716. *
  1717. * @param {...any} params - The message components. The first param is used as
  1718. * the method name and prefixed with 'THREE.'.
  1719. */
  1720. function warn( ...params ) {
  1721. params = enhanceLogMessage( params );
  1722. const message = 'THREE.' + params.shift();
  1723. if ( _setConsoleFunction ) {
  1724. _setConsoleFunction( 'warn', message, ...params );
  1725. } else {
  1726. const stackTrace = params[ 0 ];
  1727. if ( stackTrace && stackTrace.isStackTrace ) {
  1728. console.warn( stackTrace.getError( message ) );
  1729. } else {
  1730. console.warn( message, ...params );
  1731. }
  1732. }
  1733. }
  1734. /**
  1735. * Logs an error message with the 'THREE.' prefix.
  1736. *
  1737. * If a custom console function is set via setConsoleFunction(), it will be used
  1738. * instead of the native console.error. The first parameter is treated as the
  1739. * method name and is automatically prefixed with 'THREE.'.
  1740. *
  1741. * @param {...any} params - The message components. The first param is used as
  1742. * the method name and prefixed with 'THREE.'.
  1743. */
  1744. function error( ...params ) {
  1745. params = enhanceLogMessage( params );
  1746. const message = 'THREE.' + params.shift();
  1747. if ( _setConsoleFunction ) {
  1748. _setConsoleFunction( 'error', message, ...params );
  1749. } else {
  1750. const stackTrace = params[ 0 ];
  1751. if ( stackTrace && stackTrace.isStackTrace ) {
  1752. console.error( stackTrace.getError( message ) );
  1753. } else {
  1754. console.error( message, ...params );
  1755. }
  1756. }
  1757. }
  1758. /**
  1759. * Logs a warning message only once, preventing duplicate warnings.
  1760. *
  1761. * This function maintains an internal cache of warning messages and will only
  1762. * output each unique warning message once. Useful for warnings that may be
  1763. * triggered repeatedly but should only be shown to the user once.
  1764. *
  1765. * @param {...any} params - The warning message components.
  1766. */
  1767. function warnOnce( ...params ) {
  1768. const message = params.join( ' ' );
  1769. if ( message in _cache ) return;
  1770. _cache[ message ] = true;
  1771. warn( ...params );
  1772. }
  1773. /**
  1774. * Yields execution to the main thread to allow rendering and other tasks.
  1775. * Uses scheduler.yield() when available (Chrome 115+), falls back to requestAnimationFrame.
  1776. *
  1777. * @return {Promise<void>}
  1778. */
  1779. function yieldToMain() {
  1780. if ( typeof self !== 'undefined' && typeof self.scheduler !== 'undefined' && typeof self.scheduler.yield !== 'undefined' ) {
  1781. return self.scheduler.yield();
  1782. }
  1783. return new Promise( resolve => {
  1784. requestAnimationFrame( resolve );
  1785. } );
  1786. }
  1787. /**
  1788. * Asynchronously probes for WebGL sync object completion.
  1789. *
  1790. * This function creates a promise that resolves when the WebGL sync object
  1791. * signals completion or rejects if the sync operation fails. It uses polling
  1792. * at the specified interval to check the sync status without blocking the
  1793. * main thread. This is useful for GPU-CPU synchronization in WebGL contexts.
  1794. *
  1795. * @private
  1796. * @param {WebGL2RenderingContext} gl - The WebGL rendering context.
  1797. * @param {WebGLSync} sync - The WebGL sync object to wait for.
  1798. * @param {number} interval - The polling interval in milliseconds.
  1799. * @return {Promise<void>} A promise that resolves when the sync completes or rejects if it fails.
  1800. */
  1801. function probeAsync( gl, sync, interval ) {
  1802. return new Promise( function ( resolve, reject ) {
  1803. function probe() {
  1804. switch ( gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ) ) {
  1805. case gl.WAIT_FAILED:
  1806. reject();
  1807. break;
  1808. case gl.TIMEOUT_EXPIRED:
  1809. setTimeout( probe, interval );
  1810. break;
  1811. default:
  1812. resolve();
  1813. }
  1814. }
  1815. setTimeout( probe, interval );
  1816. } );
  1817. }
  1818. /**
  1819. * Used to select the correct depth functions
  1820. * when reversed depth buffer is used.
  1821. *
  1822. * @private
  1823. * @type {Object}
  1824. */
  1825. const ReversedDepthFuncs = {
  1826. [ NeverDepth ]: AlwaysDepth,
  1827. [ LessDepth ]: GreaterDepth,
  1828. [ EqualDepth ]: NotEqualDepth,
  1829. [ LessEqualDepth ]: GreaterEqualDepth,
  1830. [ AlwaysDepth ]: NeverDepth,
  1831. [ GreaterDepth ]: LessDepth,
  1832. [ NotEqualDepth ]: EqualDepth,
  1833. [ GreaterEqualDepth ]: LessEqualDepth,
  1834. };
  1835. /**
  1836. * This modules allows to dispatch event objects on custom JavaScript objects.
  1837. *
  1838. * Main repository: [eventdispatcher.js](https://github.com/mrdoob/eventdispatcher.js/)
  1839. *
  1840. * Code Example:
  1841. * ```js
  1842. * class Car extends EventDispatcher {
  1843. * start() {
  1844. * this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
  1845. * }
  1846. *};
  1847. *
  1848. * // Using events with the custom object
  1849. * const car = new Car();
  1850. * car.addEventListener( 'start', function ( event ) {
  1851. * alert( event.message );
  1852. * } );
  1853. *
  1854. * car.start();
  1855. * ```
  1856. */
  1857. class EventDispatcher {
  1858. /**
  1859. * Adds the given event listener to the given event type.
  1860. *
  1861. * @param {string} type - The type of event to listen to.
  1862. * @param {Function} listener - The function that gets called when the event is fired.
  1863. */
  1864. addEventListener( type, listener ) {
  1865. if ( this._listeners === undefined ) this._listeners = {};
  1866. const listeners = this._listeners;
  1867. if ( listeners[ type ] === undefined ) {
  1868. listeners[ type ] = [];
  1869. }
  1870. if ( listeners[ type ].indexOf( listener ) === -1 ) {
  1871. listeners[ type ].push( listener );
  1872. }
  1873. }
  1874. /**
  1875. * Returns `true` if the given event listener has been added to the given event type.
  1876. *
  1877. * @param {string} type - The type of event.
  1878. * @param {Function} listener - The listener to check.
  1879. * @return {boolean} Whether the given event listener has been added to the given event type.
  1880. */
  1881. hasEventListener( type, listener ) {
  1882. const listeners = this._listeners;
  1883. if ( listeners === undefined ) return false;
  1884. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== -1;
  1885. }
  1886. /**
  1887. * Removes the given event listener from the given event type.
  1888. *
  1889. * @param {string} type - The type of event.
  1890. * @param {Function} listener - The listener to remove.
  1891. */
  1892. removeEventListener( type, listener ) {
  1893. const listeners = this._listeners;
  1894. if ( listeners === undefined ) return;
  1895. const listenerArray = listeners[ type ];
  1896. if ( listenerArray !== undefined ) {
  1897. const index = listenerArray.indexOf( listener );
  1898. if ( index !== -1 ) {
  1899. listenerArray.splice( index, 1 );
  1900. }
  1901. }
  1902. }
  1903. /**
  1904. * Dispatches an event object.
  1905. *
  1906. * @param {Object} event - The event that gets fired.
  1907. */
  1908. dispatchEvent( event ) {
  1909. const listeners = this._listeners;
  1910. if ( listeners === undefined ) return;
  1911. const listenerArray = listeners[ event.type ];
  1912. if ( listenerArray !== undefined ) {
  1913. event.target = this;
  1914. // Make a copy, in case listeners are removed while iterating.
  1915. const array = listenerArray.slice( 0 );
  1916. for ( let i = 0, l = array.length; i < l; i ++ ) {
  1917. array[ i ].call( this, event );
  1918. }
  1919. event.target = null;
  1920. }
  1921. }
  1922. }
  1923. 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' ];
  1924. let _seed = 1234567;
  1925. const DEG2RAD = Math.PI / 180;
  1926. const RAD2DEG = 180 / Math.PI;
  1927. /**
  1928. * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)
  1929. * (universally unique identifier).
  1930. *
  1931. * @return {string} The UUID.
  1932. */
  1933. function generateUUID() {
  1934. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  1935. const d0 = Math.random() * 0xffffffff | 0;
  1936. const d1 = Math.random() * 0xffffffff | 0;
  1937. const d2 = Math.random() * 0xffffffff | 0;
  1938. const d3 = Math.random() * 0xffffffff | 0;
  1939. const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  1940. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  1941. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  1942. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  1943. // .toLowerCase() here flattens concatenated strings to save heap memory space.
  1944. return uuid.toLowerCase();
  1945. }
  1946. /**
  1947. * Clamps the given value between min and max.
  1948. *
  1949. * @param {number} value - The value to clamp.
  1950. * @param {number} min - The min value.
  1951. * @param {number} max - The max value.
  1952. * @return {number} The clamped value.
  1953. */
  1954. function clamp( value, min, max ) {
  1955. return Math.max( min, Math.min( max, value ) );
  1956. }
  1957. /**
  1958. * Computes the Euclidean modulo of the given parameters that
  1959. * is `( ( n % m ) + m ) % m`.
  1960. *
  1961. * @param {number} n - The first parameter.
  1962. * @param {number} m - The second parameter.
  1963. * @return {number} The Euclidean modulo.
  1964. */
  1965. function euclideanModulo( n, m ) {
  1966. // https://en.wikipedia.org/wiki/Modulo_operation
  1967. return ( ( n % m ) + m ) % m;
  1968. }
  1969. /**
  1970. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  1971. * for the given value. `a2` must be greater than `a1`.
  1972. *
  1973. * @param {number} x - The value to be mapped.
  1974. * @param {number} a1 - Minimum value for range A.
  1975. * @param {number} a2 - Maximum value for range A.
  1976. * @param {number} b1 - Minimum value for range B.
  1977. * @param {number} b2 - Maximum value for range B.
  1978. * @return {number} The mapped value.
  1979. */
  1980. function mapLinear( x, a1, a2, b1, b2 ) {
  1981. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  1982. }
  1983. /**
  1984. * Returns the percentage in the closed interval `[0, 1]` of the given value
  1985. * between the start and end point.
  1986. *
  1987. * @param {number} x - The start point
  1988. * @param {number} y - The end point.
  1989. * @param {number} value - A value between start and end.
  1990. * @return {number} The interpolation factor.
  1991. */
  1992. function inverseLerp( x, y, value ) {
  1993. // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/
  1994. if ( x !== y ) {
  1995. return ( value - x ) / ( y - x );
  1996. } else {
  1997. return 0;
  1998. }
  1999. }
  2000. /**
  2001. * Returns a value linearly interpolated from two known points based on the given interval -
  2002. * `t = 0` will return `x` and `t = 1` will return `y`.
  2003. *
  2004. * @param {number} x - The start point
  2005. * @param {number} y - The end point.
  2006. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  2007. * @return {number} The interpolated value.
  2008. */
  2009. function lerp( x, y, t ) {
  2010. return ( 1 - t ) * x + t * y;
  2011. }
  2012. /**
  2013. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  2014. * time to maintain frame rate independent movement. For details, see
  2015. * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).
  2016. *
  2017. * @param {number} x - The current point.
  2018. * @param {number} y - The target point.
  2019. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  2020. * and a lower value will make the movement more gradual.
  2021. * @param {number} dt - Delta time in seconds.
  2022. * @return {number} The interpolated value.
  2023. */
  2024. function damp( x, y, lambda, dt ) {
  2025. return lerp( x, y, 1 - Math.exp( - lambda * dt ) );
  2026. }
  2027. /**
  2028. * Returns a value that alternates between `0` and the given `length` parameter.
  2029. *
  2030. * @param {number} x - The value to pingpong.
  2031. * @param {number} [length=1] - The positive value the function will pingpong to.
  2032. * @return {number} The alternated value.
  2033. */
  2034. function pingpong( x, length = 1 ) {
  2035. // https://www.desmos.com/calculator/vcsjnyz7x4
  2036. return length - Math.abs( euclideanModulo( x, length * 2 ) - length );
  2037. }
  2038. /**
  2039. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  2040. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  2041. * the `min` and `max`.
  2042. *
  2043. * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.
  2044. *
  2045. * @param {number} x - The value to evaluate based on its position between `min` and `max`.
  2046. * @param {number} min - The min value. Any `x` value below `min` will be `0`. `min` must be lower than `max`.
  2047. * @param {number} max - The max value. Any `x` value above `max` will be `1`. `max` must be greater than `min`.
  2048. * @return {number} The alternated value.
  2049. */
  2050. function smoothstep( x, min, max ) {
  2051. if ( x <= min ) return 0;
  2052. if ( x >= max ) return 1;
  2053. x = ( x - min ) / ( max - min );
  2054. return x * x * ( 3 - 2 * x );
  2055. }
  2056. /**
  2057. * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)
  2058. * that has zero 1st and 2nd order derivatives at `x=0` and `x=1`.
  2059. *
  2060. * @param {number} x - The value to evaluate based on its position between `min` and `max`.
  2061. * @param {number} min - The min value. Any `x` value below `min` will be `0`. `min` must be lower than `max`.
  2062. * @param {number} max - The max value. Any `x` value above `max` will be `1`. `max` must be greater than `min`.
  2063. * @return {number} The alternated value.
  2064. */
  2065. function smootherstep( x, min, max ) {
  2066. if ( x <= min ) return 0;
  2067. if ( x >= max ) return 1;
  2068. x = ( x - min ) / ( max - min );
  2069. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  2070. }
  2071. /**
  2072. * Returns a random integer from `<low, high>` interval.
  2073. *
  2074. * @param {number} low - The lower value boundary.
  2075. * @param {number} high - The upper value boundary
  2076. * @return {number} A random integer.
  2077. */
  2078. function randInt( low, high ) {
  2079. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  2080. }
  2081. /**
  2082. * Returns a random float from `<low, high>` interval.
  2083. *
  2084. * @param {number} low - The lower value boundary.
  2085. * @param {number} high - The upper value boundary
  2086. * @return {number} A random float.
  2087. */
  2088. function randFloat( low, high ) {
  2089. return low + Math.random() * ( high - low );
  2090. }
  2091. /**
  2092. * Returns a random integer from `<-range/2, range/2>` interval.
  2093. *
  2094. * @param {number} range - Defines the value range.
  2095. * @return {number} A random float.
  2096. */
  2097. function randFloatSpread( range ) {
  2098. return range * ( 0.5 - Math.random() );
  2099. }
  2100. /**
  2101. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  2102. *
  2103. * @param {number} [s] - The integer seed.
  2104. * @return {number} A random float.
  2105. */
  2106. function seededRandom( s ) {
  2107. if ( s !== undefined ) _seed = s;
  2108. // Mulberry32 generator
  2109. let t = _seed += 0x6D2B79F5;
  2110. t = Math.imul( t ^ t >>> 15, t | 1 );
  2111. t ^= t + Math.imul( t ^ t >>> 7, t | 61 );
  2112. return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;
  2113. }
  2114. /**
  2115. * Converts degrees to radians.
  2116. *
  2117. * @param {number} degrees - A value in degrees.
  2118. * @return {number} The converted value in radians.
  2119. */
  2120. function degToRad( degrees ) {
  2121. return degrees * DEG2RAD;
  2122. }
  2123. /**
  2124. * Converts radians to degrees.
  2125. *
  2126. * @param {number} radians - A value in radians.
  2127. * @return {number} The converted value in degrees.
  2128. */
  2129. function radToDeg( radians ) {
  2130. return radians * RAD2DEG;
  2131. }
  2132. /**
  2133. * Returns `true` if the given number is a power of two.
  2134. *
  2135. * @param {number} value - The value to check.
  2136. * @return {boolean} Whether the given number is a power of two or not.
  2137. */
  2138. function isPowerOfTwo( value ) {
  2139. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  2140. }
  2141. /**
  2142. * Returns the smallest power of two that is greater than or equal to the given number.
  2143. *
  2144. * @param {number} value - The value to find a POT for. Must be greater than `0`.
  2145. * @return {number} The smallest power of two that is greater than or equal to the given number.
  2146. */
  2147. function ceilPowerOfTwo( value ) {
  2148. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  2149. }
  2150. /**
  2151. * Returns the largest power of two that is less than or equal to the given number.
  2152. *
  2153. * @param {number} value - The value to find a POT for. Must be greater than `0`.
  2154. * @return {number} The largest power of two that is less than or equal to the given number.
  2155. */
  2156. function floorPowerOfTwo( value ) {
  2157. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  2158. }
  2159. /**
  2160. * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)
  2161. * defined by the given angles and order.
  2162. *
  2163. * Rotations are applied to the axes in the order specified by order:
  2164. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  2165. *
  2166. * @param {Quaternion} q - The quaternion to set.
  2167. * @param {number} a - The rotation applied to the first axis, in radians.
  2168. * @param {number} b - The rotation applied to the second axis, in radians.
  2169. * @param {number} c - The rotation applied to the third axis, in radians.
  2170. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  2171. */
  2172. function setQuaternionFromProperEuler( q, a, b, c, order ) {
  2173. const cos = Math.cos;
  2174. const sin = Math.sin;
  2175. const c2 = cos( b / 2 );
  2176. const s2 = sin( b / 2 );
  2177. const c13 = cos( ( a + c ) / 2 );
  2178. const s13 = sin( ( a + c ) / 2 );
  2179. const c1_3 = cos( ( a - c ) / 2 );
  2180. const s1_3 = sin( ( a - c ) / 2 );
  2181. const c3_1 = cos( ( c - a ) / 2 );
  2182. const s3_1 = sin( ( c - a ) / 2 );
  2183. switch ( order ) {
  2184. case 'XYX':
  2185. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  2186. break;
  2187. case 'YZY':
  2188. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  2189. break;
  2190. case 'ZXZ':
  2191. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  2192. break;
  2193. case 'XZX':
  2194. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  2195. break;
  2196. case 'YXY':
  2197. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  2198. break;
  2199. case 'ZYZ':
  2200. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  2201. break;
  2202. default:
  2203. warn( 'MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  2204. }
  2205. }
  2206. /**
  2207. * Denormalizes the given value according to the given typed array.
  2208. *
  2209. * @param {number} value - The value to denormalize.
  2210. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2211. * @return {number} The denormalize (float) value in the range `[0,1]`.
  2212. */
  2213. function denormalize( value, array ) {
  2214. switch ( array.constructor ) {
  2215. case Float32Array:
  2216. return value;
  2217. case Uint32Array:
  2218. return value / 4294967295.0;
  2219. case Uint16Array:
  2220. return value / 65535.0;
  2221. case Uint8Array:
  2222. return value / 255.0;
  2223. case Int32Array:
  2224. return Math.max( value / 2147483647.0, -1 );
  2225. case Int16Array:
  2226. return Math.max( value / 32767.0, -1 );
  2227. case Int8Array:
  2228. return Math.max( value / 127.0, -1 );
  2229. default:
  2230. throw new Error( 'Invalid component type.' );
  2231. }
  2232. }
  2233. /**
  2234. * Normalizes the given value according to the given typed array.
  2235. *
  2236. * @param {number} value - The float value in the range `[0,1]` to normalize.
  2237. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2238. * @return {number} The normalize value.
  2239. */
  2240. function normalize( value, array ) {
  2241. switch ( array.constructor ) {
  2242. case Float32Array:
  2243. return value;
  2244. case Uint32Array:
  2245. return Math.round( value * 4294967295.0 );
  2246. case Uint16Array:
  2247. return Math.round( value * 65535.0 );
  2248. case Uint8Array:
  2249. return Math.round( value * 255.0 );
  2250. case Int32Array:
  2251. return Math.round( value * 2147483647.0 );
  2252. case Int16Array:
  2253. return Math.round( value * 32767.0 );
  2254. case Int8Array:
  2255. return Math.round( value * 127.0 );
  2256. default:
  2257. throw new Error( 'Invalid component type.' );
  2258. }
  2259. }
  2260. /**
  2261. * @class
  2262. * @classdesc A collection of math utility functions.
  2263. * @hideconstructor
  2264. */
  2265. const MathUtils = {
  2266. DEG2RAD: DEG2RAD,
  2267. RAD2DEG: RAD2DEG,
  2268. /**
  2269. * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)
  2270. * (universally unique identifier).
  2271. *
  2272. * @static
  2273. * @method
  2274. * @return {string} The UUID.
  2275. */
  2276. generateUUID: generateUUID,
  2277. /**
  2278. * Clamps the given value between min and max.
  2279. *
  2280. * @static
  2281. * @method
  2282. * @param {number} value - The value to clamp.
  2283. * @param {number} min - The min value.
  2284. * @param {number} max - The max value.
  2285. * @return {number} The clamped value.
  2286. */
  2287. clamp: clamp,
  2288. /**
  2289. * Computes the Euclidean modulo of the given parameters that
  2290. * is `( ( n % m ) + m ) % m`.
  2291. *
  2292. * @static
  2293. * @method
  2294. * @param {number} n - The first parameter.
  2295. * @param {number} m - The second parameter.
  2296. * @return {number} The Euclidean modulo.
  2297. */
  2298. euclideanModulo: euclideanModulo,
  2299. /**
  2300. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  2301. * for the given value.
  2302. *
  2303. * @static
  2304. * @method
  2305. * @param {number} x - The value to be mapped.
  2306. * @param {number} a1 - Minimum value for range A.
  2307. * @param {number} a2 - Maximum value for range A.
  2308. * @param {number} b1 - Minimum value for range B.
  2309. * @param {number} b2 - Maximum value for range B.
  2310. * @return {number} The mapped value.
  2311. */
  2312. mapLinear: mapLinear,
  2313. /**
  2314. * Returns the percentage in the closed interval `[0, 1]` of the given value
  2315. * between the start and end point.
  2316. *
  2317. * @static
  2318. * @method
  2319. * @param {number} x - The start point
  2320. * @param {number} y - The end point.
  2321. * @param {number} value - A value between start and end.
  2322. * @return {number} The interpolation factor.
  2323. */
  2324. inverseLerp: inverseLerp,
  2325. /**
  2326. * Returns a value linearly interpolated from two known points based on the given interval -
  2327. * `t = 0` will return `x` and `t = 1` will return `y`.
  2328. *
  2329. * @static
  2330. * @method
  2331. * @param {number} x - The start point
  2332. * @param {number} y - The end point.
  2333. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  2334. * @return {number} The interpolated value.
  2335. */
  2336. lerp: lerp,
  2337. /**
  2338. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  2339. * time to maintain frame rate independent movement. For details, see
  2340. * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).
  2341. *
  2342. * @static
  2343. * @method
  2344. * @param {number} x - The current point.
  2345. * @param {number} y - The target point.
  2346. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  2347. * and a lower value will make the movement more gradual.
  2348. * @param {number} dt - Delta time in seconds.
  2349. * @return {number} The interpolated value.
  2350. */
  2351. damp: damp,
  2352. /**
  2353. * Returns a value that alternates between `0` and the given `length` parameter.
  2354. *
  2355. * @static
  2356. * @method
  2357. * @param {number} x - The value to pingpong.
  2358. * @param {number} [length=1] - The positive value the function will pingpong to.
  2359. * @return {number} The alternated value.
  2360. */
  2361. pingpong: pingpong,
  2362. /**
  2363. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  2364. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  2365. * the `min` and `max`.
  2366. *
  2367. * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.
  2368. *
  2369. * @static
  2370. * @method
  2371. * @param {number} x - The value to evaluate based on its position between min and max.
  2372. * @param {number} min - The min value. Any x value below min will be `0`.
  2373. * @param {number} max - The max value. Any x value above max will be `1`.
  2374. * @return {number} The alternated value.
  2375. */
  2376. smoothstep: smoothstep,
  2377. /**
  2378. * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)
  2379. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  2380. *
  2381. * @static
  2382. * @method
  2383. * @param {number} x - The value to evaluate based on its position between min and max.
  2384. * @param {number} min - The min value. Any x value below min will be `0`.
  2385. * @param {number} max - The max value. Any x value above max will be `1`.
  2386. * @return {number} The alternated value.
  2387. */
  2388. smootherstep: smootherstep,
  2389. /**
  2390. * Returns a random integer from `<low, high>` interval.
  2391. *
  2392. * @static
  2393. * @method
  2394. * @param {number} low - The lower value boundary.
  2395. * @param {number} high - The upper value boundary
  2396. * @return {number} A random integer.
  2397. */
  2398. randInt: randInt,
  2399. /**
  2400. * Returns a random float from `<low, high>` interval.
  2401. *
  2402. * @static
  2403. * @method
  2404. * @param {number} low - The lower value boundary.
  2405. * @param {number} high - The upper value boundary
  2406. * @return {number} A random float.
  2407. */
  2408. randFloat: randFloat,
  2409. /**
  2410. * Returns a random integer from `<-range/2, range/2>` interval.
  2411. *
  2412. * @static
  2413. * @method
  2414. * @param {number} range - Defines the value range.
  2415. * @return {number} A random float.
  2416. */
  2417. randFloatSpread: randFloatSpread,
  2418. /**
  2419. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  2420. *
  2421. * @static
  2422. * @method
  2423. * @param {number} [s] - The integer seed.
  2424. * @return {number} A random float.
  2425. */
  2426. seededRandom: seededRandom,
  2427. /**
  2428. * Converts degrees to radians.
  2429. *
  2430. * @static
  2431. * @method
  2432. * @param {number} degrees - A value in degrees.
  2433. * @return {number} The converted value in radians.
  2434. */
  2435. degToRad: degToRad,
  2436. /**
  2437. * Converts radians to degrees.
  2438. *
  2439. * @static
  2440. * @method
  2441. * @param {number} radians - A value in radians.
  2442. * @return {number} The converted value in degrees.
  2443. */
  2444. radToDeg: radToDeg,
  2445. /**
  2446. * Returns `true` if the given number is a power of two.
  2447. *
  2448. * @static
  2449. * @method
  2450. * @param {number} value - The value to check.
  2451. * @return {boolean} Whether the given number is a power of two or not.
  2452. */
  2453. isPowerOfTwo: isPowerOfTwo,
  2454. /**
  2455. * Returns the smallest power of two that is greater than or equal to the given number.
  2456. *
  2457. * @static
  2458. * @method
  2459. * @param {number} value - The value to find a POT for.
  2460. * @return {number} The smallest power of two that is greater than or equal to the given number.
  2461. */
  2462. ceilPowerOfTwo: ceilPowerOfTwo,
  2463. /**
  2464. * Returns the largest power of two that is less than or equal to the given number.
  2465. *
  2466. * @static
  2467. * @method
  2468. * @param {number} value - The value to find a POT for.
  2469. * @return {number} The largest power of two that is less than or equal to the given number.
  2470. */
  2471. floorPowerOfTwo: floorPowerOfTwo,
  2472. /**
  2473. * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)
  2474. * defined by the given angles and order.
  2475. *
  2476. * Rotations are applied to the axes in the order specified by order:
  2477. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  2478. *
  2479. * @static
  2480. * @method
  2481. * @param {Quaternion} q - The quaternion to set.
  2482. * @param {number} a - The rotation applied to the first axis, in radians.
  2483. * @param {number} b - The rotation applied to the second axis, in radians.
  2484. * @param {number} c - The rotation applied to the third axis, in radians.
  2485. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  2486. */
  2487. setQuaternionFromProperEuler: setQuaternionFromProperEuler,
  2488. /**
  2489. * Normalizes the given value according to the given typed array.
  2490. *
  2491. * @static
  2492. * @method
  2493. * @param {number} value - The float value in the range `[0,1]` to normalize.
  2494. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2495. * @return {number} The normalize value.
  2496. */
  2497. normalize: normalize,
  2498. /**
  2499. * Denormalizes the given value according to the given typed array.
  2500. *
  2501. * @static
  2502. * @method
  2503. * @param {number} value - The value to denormalize.
  2504. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2505. * @return {number} The denormalize (float) value in the range `[0,1]`.
  2506. */
  2507. denormalize: denormalize
  2508. };
  2509. /**
  2510. * Class representing a 2D vector. A 2D vector is an ordered pair of numbers
  2511. * (labeled x and y), which can be used to represent a number of things, such as:
  2512. *
  2513. * - A point in 2D space (i.e. a position on a plane).
  2514. * - A direction and length across a plane. In three.js the length will
  2515. * always be the Euclidean distance(straight-line distance) from `(0, 0)` to `(x, y)`
  2516. * and the direction is also measured from `(0, 0)` towards `(x, y)`.
  2517. * - Any arbitrary ordered pair of numbers.
  2518. *
  2519. * There are other things a 2D vector can be used to represent, such as
  2520. * momentum vectors, complex numbers and so on, however these are the most
  2521. * common uses in three.js.
  2522. *
  2523. * Iterating through a vector instance will yield its components `(x, y)` in
  2524. * the corresponding order.
  2525. * ```js
  2526. * const a = new THREE.Vector2( 0, 1 );
  2527. *
  2528. * //no arguments; will be initialised to (0, 0)
  2529. * const b = new THREE.Vector2( );
  2530. *
  2531. * const d = a.distanceTo( b );
  2532. * ```
  2533. */
  2534. class Vector2 {
  2535. static {
  2536. /**
  2537. * This flag can be used for type testing.
  2538. *
  2539. * @type {boolean}
  2540. * @readonly
  2541. * @default true
  2542. */
  2543. Vector2.prototype.isVector2 = true;
  2544. }
  2545. /**
  2546. * Constructs a new 2D vector.
  2547. *
  2548. * @param {number} [x=0] - The x value of this vector.
  2549. * @param {number} [y=0] - The y value of this vector.
  2550. */
  2551. constructor( x = 0, y = 0 ) {
  2552. /**
  2553. * The x value of this vector.
  2554. *
  2555. * @type {number}
  2556. */
  2557. this.x = x;
  2558. /**
  2559. * The y value of this vector.
  2560. *
  2561. * @type {number}
  2562. */
  2563. this.y = y;
  2564. }
  2565. /**
  2566. * Alias for {@link Vector2#x}.
  2567. *
  2568. * @type {number}
  2569. */
  2570. get width() {
  2571. return this.x;
  2572. }
  2573. set width( value ) {
  2574. this.x = value;
  2575. }
  2576. /**
  2577. * Alias for {@link Vector2#y}.
  2578. *
  2579. * @type {number}
  2580. */
  2581. get height() {
  2582. return this.y;
  2583. }
  2584. set height( value ) {
  2585. this.y = value;
  2586. }
  2587. /**
  2588. * Sets the vector components.
  2589. *
  2590. * @param {number} x - The value of the x component.
  2591. * @param {number} y - The value of the y component.
  2592. * @return {Vector2} A reference to this vector.
  2593. */
  2594. set( x, y ) {
  2595. this.x = x;
  2596. this.y = y;
  2597. return this;
  2598. }
  2599. /**
  2600. * Sets the vector components to the same value.
  2601. *
  2602. * @param {number} scalar - The value to set for all vector components.
  2603. * @return {Vector2} A reference to this vector.
  2604. */
  2605. setScalar( scalar ) {
  2606. this.x = scalar;
  2607. this.y = scalar;
  2608. return this;
  2609. }
  2610. /**
  2611. * Sets the vector's x component to the given value
  2612. *
  2613. * @param {number} x - The value to set.
  2614. * @return {Vector2} A reference to this vector.
  2615. */
  2616. setX( x ) {
  2617. this.x = x;
  2618. return this;
  2619. }
  2620. /**
  2621. * Sets the vector's y component to the given value
  2622. *
  2623. * @param {number} y - The value to set.
  2624. * @return {Vector2} A reference to this vector.
  2625. */
  2626. setY( y ) {
  2627. this.y = y;
  2628. return this;
  2629. }
  2630. /**
  2631. * Allows to set a vector component with an index.
  2632. *
  2633. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2634. * @param {number} value - The value to set.
  2635. * @return {Vector2} A reference to this vector.
  2636. */
  2637. setComponent( index, value ) {
  2638. switch ( index ) {
  2639. case 0: this.x = value; break;
  2640. case 1: this.y = value; break;
  2641. default: throw new Error( 'index is out of range: ' + index );
  2642. }
  2643. return this;
  2644. }
  2645. /**
  2646. * Returns the value of the vector component which matches the given index.
  2647. *
  2648. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2649. * @return {number} A vector component value.
  2650. */
  2651. getComponent( index ) {
  2652. switch ( index ) {
  2653. case 0: return this.x;
  2654. case 1: return this.y;
  2655. default: throw new Error( 'index is out of range: ' + index );
  2656. }
  2657. }
  2658. /**
  2659. * Returns a new vector with copied values from this instance.
  2660. *
  2661. * @return {Vector2} A clone of this instance.
  2662. */
  2663. clone() {
  2664. return new this.constructor( this.x, this.y );
  2665. }
  2666. /**
  2667. * Copies the values of the given vector to this instance.
  2668. *
  2669. * @param {Vector2} v - The vector to copy.
  2670. * @return {Vector2} A reference to this vector.
  2671. */
  2672. copy( v ) {
  2673. this.x = v.x;
  2674. this.y = v.y;
  2675. return this;
  2676. }
  2677. /**
  2678. * Adds the given vector to this instance.
  2679. *
  2680. * @param {Vector2} v - The vector to add.
  2681. * @return {Vector2} A reference to this vector.
  2682. */
  2683. add( v ) {
  2684. this.x += v.x;
  2685. this.y += v.y;
  2686. return this;
  2687. }
  2688. /**
  2689. * Adds the given scalar value to all components of this instance.
  2690. *
  2691. * @param {number} s - The scalar to add.
  2692. * @return {Vector2} A reference to this vector.
  2693. */
  2694. addScalar( s ) {
  2695. this.x += s;
  2696. this.y += s;
  2697. return this;
  2698. }
  2699. /**
  2700. * Adds the given vectors and stores the result in this instance.
  2701. *
  2702. * @param {Vector2} a - The first vector.
  2703. * @param {Vector2} b - The second vector.
  2704. * @return {Vector2} A reference to this vector.
  2705. */
  2706. addVectors( a, b ) {
  2707. this.x = a.x + b.x;
  2708. this.y = a.y + b.y;
  2709. return this;
  2710. }
  2711. /**
  2712. * Adds the given vector scaled by the given factor to this instance.
  2713. *
  2714. * @param {Vector2} v - The vector.
  2715. * @param {number} s - The factor that scales `v`.
  2716. * @return {Vector2} A reference to this vector.
  2717. */
  2718. addScaledVector( v, s ) {
  2719. this.x += v.x * s;
  2720. this.y += v.y * s;
  2721. return this;
  2722. }
  2723. /**
  2724. * Subtracts the given vector from this instance.
  2725. *
  2726. * @param {Vector2} v - The vector to subtract.
  2727. * @return {Vector2} A reference to this vector.
  2728. */
  2729. sub( v ) {
  2730. this.x -= v.x;
  2731. this.y -= v.y;
  2732. return this;
  2733. }
  2734. /**
  2735. * Subtracts the given scalar value from all components of this instance.
  2736. *
  2737. * @param {number} s - The scalar to subtract.
  2738. * @return {Vector2} A reference to this vector.
  2739. */
  2740. subScalar( s ) {
  2741. this.x -= s;
  2742. this.y -= s;
  2743. return this;
  2744. }
  2745. /**
  2746. * Subtracts the given vectors and stores the result in this instance.
  2747. *
  2748. * @param {Vector2} a - The first vector.
  2749. * @param {Vector2} b - The second vector.
  2750. * @return {Vector2} A reference to this vector.
  2751. */
  2752. subVectors( a, b ) {
  2753. this.x = a.x - b.x;
  2754. this.y = a.y - b.y;
  2755. return this;
  2756. }
  2757. /**
  2758. * Multiplies the given vector with this instance.
  2759. *
  2760. * @param {Vector2} v - The vector to multiply.
  2761. * @return {Vector2} A reference to this vector.
  2762. */
  2763. multiply( v ) {
  2764. this.x *= v.x;
  2765. this.y *= v.y;
  2766. return this;
  2767. }
  2768. /**
  2769. * Multiplies the given scalar value with all components of this instance.
  2770. *
  2771. * @param {number} scalar - The scalar to multiply.
  2772. * @return {Vector2} A reference to this vector.
  2773. */
  2774. multiplyScalar( scalar ) {
  2775. this.x *= scalar;
  2776. this.y *= scalar;
  2777. return this;
  2778. }
  2779. /**
  2780. * Divides this instance by the given vector.
  2781. *
  2782. * @param {Vector2} v - The vector to divide.
  2783. * @return {Vector2} A reference to this vector.
  2784. */
  2785. divide( v ) {
  2786. this.x /= v.x;
  2787. this.y /= v.y;
  2788. return this;
  2789. }
  2790. /**
  2791. * Divides this vector by the given scalar.
  2792. *
  2793. * @param {number} scalar - The scalar to divide.
  2794. * @return {Vector2} A reference to this vector.
  2795. */
  2796. divideScalar( scalar ) {
  2797. return this.multiplyScalar( 1 / scalar );
  2798. }
  2799. /**
  2800. * Multiplies this vector (with an implicit 1 as the 3rd component) by
  2801. * the given 3x3 matrix.
  2802. *
  2803. * @param {Matrix3} m - The matrix to apply.
  2804. * @return {Vector2} A reference to this vector.
  2805. */
  2806. applyMatrix3( m ) {
  2807. const x = this.x, y = this.y;
  2808. const e = m.elements;
  2809. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  2810. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  2811. return this;
  2812. }
  2813. /**
  2814. * If this vector's x or y value is greater than the given vector's x or y
  2815. * value, replace that value with the corresponding min value.
  2816. *
  2817. * @param {Vector2} v - The vector.
  2818. * @return {Vector2} A reference to this vector.
  2819. */
  2820. min( v ) {
  2821. this.x = Math.min( this.x, v.x );
  2822. this.y = Math.min( this.y, v.y );
  2823. return this;
  2824. }
  2825. /**
  2826. * If this vector's x or y value is less than the given vector's x or y
  2827. * value, replace that value with the corresponding max value.
  2828. *
  2829. * @param {Vector2} v - The vector.
  2830. * @return {Vector2} A reference to this vector.
  2831. */
  2832. max( v ) {
  2833. this.x = Math.max( this.x, v.x );
  2834. this.y = Math.max( this.y, v.y );
  2835. return this;
  2836. }
  2837. /**
  2838. * If this vector's x or y value is greater than the max vector's x or y
  2839. * value, it is replaced by the corresponding value.
  2840. * If this vector's x or y value is less than the min vector's x or y value,
  2841. * it is replaced by the corresponding value.
  2842. *
  2843. * @param {Vector2} min - The minimum x and y values.
  2844. * @param {Vector2} max - The maximum x and y values in the desired range.
  2845. * @return {Vector2} A reference to this vector.
  2846. */
  2847. clamp( min, max ) {
  2848. // assumes min < max, componentwise
  2849. this.x = clamp( this.x, min.x, max.x );
  2850. this.y = clamp( this.y, min.y, max.y );
  2851. return this;
  2852. }
  2853. /**
  2854. * If this vector's x or y values are greater than the max value, they are
  2855. * replaced by the max value.
  2856. * If this vector's x or y values are less than the min value, they are
  2857. * replaced by the min value.
  2858. *
  2859. * @param {number} minVal - The minimum value the components will be clamped to.
  2860. * @param {number} maxVal - The maximum value the components will be clamped to.
  2861. * @return {Vector2} A reference to this vector.
  2862. */
  2863. clampScalar( minVal, maxVal ) {
  2864. this.x = clamp( this.x, minVal, maxVal );
  2865. this.y = clamp( this.y, minVal, maxVal );
  2866. return this;
  2867. }
  2868. /**
  2869. * If this vector's length is greater than the max value, it is replaced by
  2870. * the max value.
  2871. * If this vector's length is less than the min value, it is replaced by the
  2872. * min value.
  2873. *
  2874. * @param {number} min - The minimum value the vector length will be clamped to.
  2875. * @param {number} max - The maximum value the vector length will be clamped to.
  2876. * @return {Vector2} A reference to this vector.
  2877. */
  2878. clampLength( min, max ) {
  2879. const length = this.length();
  2880. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  2881. }
  2882. /**
  2883. * The components of this vector are rounded down to the nearest integer value.
  2884. *
  2885. * @return {Vector2} A reference to this vector.
  2886. */
  2887. floor() {
  2888. this.x = Math.floor( this.x );
  2889. this.y = Math.floor( this.y );
  2890. return this;
  2891. }
  2892. /**
  2893. * The components of this vector are rounded up to the nearest integer value.
  2894. *
  2895. * @return {Vector2} A reference to this vector.
  2896. */
  2897. ceil() {
  2898. this.x = Math.ceil( this.x );
  2899. this.y = Math.ceil( this.y );
  2900. return this;
  2901. }
  2902. /**
  2903. * The components of this vector are rounded to the nearest integer value
  2904. *
  2905. * @return {Vector2} A reference to this vector.
  2906. */
  2907. round() {
  2908. this.x = Math.round( this.x );
  2909. this.y = Math.round( this.y );
  2910. return this;
  2911. }
  2912. /**
  2913. * The components of this vector are rounded towards zero (up if negative,
  2914. * down if positive) to an integer value.
  2915. *
  2916. * @return {Vector2} A reference to this vector.
  2917. */
  2918. roundToZero() {
  2919. this.x = Math.trunc( this.x );
  2920. this.y = Math.trunc( this.y );
  2921. return this;
  2922. }
  2923. /**
  2924. * Inverts this vector - i.e. sets x = -x and y = -y.
  2925. *
  2926. * @return {Vector2} A reference to this vector.
  2927. */
  2928. negate() {
  2929. this.x = - this.x;
  2930. this.y = - this.y;
  2931. return this;
  2932. }
  2933. /**
  2934. * Calculates the dot product of the given vector with this instance.
  2935. *
  2936. * @param {Vector2} v - The vector to compute the dot product with.
  2937. * @return {number} The result of the dot product.
  2938. */
  2939. dot( v ) {
  2940. return this.x * v.x + this.y * v.y;
  2941. }
  2942. /**
  2943. * Calculates the cross product of the given vector with this instance.
  2944. *
  2945. * @param {Vector2} v - The vector to compute the cross product with.
  2946. * @return {number} The result of the cross product.
  2947. */
  2948. cross( v ) {
  2949. return this.x * v.y - this.y * v.x;
  2950. }
  2951. /**
  2952. * Computes the square of the Euclidean length (straight-line length) from
  2953. * (0, 0) to (x, y). If you are comparing the lengths of vectors, you should
  2954. * compare the length squared instead as it is slightly more efficient to calculate.
  2955. *
  2956. * @return {number} The square length of this vector.
  2957. */
  2958. lengthSq() {
  2959. return this.x * this.x + this.y * this.y;
  2960. }
  2961. /**
  2962. * Computes the Euclidean length (straight-line length) from (0, 0) to (x, y).
  2963. *
  2964. * @return {number} The length of this vector.
  2965. */
  2966. length() {
  2967. return Math.sqrt( this.x * this.x + this.y * this.y );
  2968. }
  2969. /**
  2970. * Computes the Manhattan length of this vector.
  2971. *
  2972. * @return {number} The length of this vector.
  2973. */
  2974. manhattanLength() {
  2975. return Math.abs( this.x ) + Math.abs( this.y );
  2976. }
  2977. /**
  2978. * Converts this vector to a unit vector - that is, sets it equal to a vector
  2979. * with the same direction as this one, but with a vector length of `1`.
  2980. *
  2981. * @return {Vector2} A reference to this vector.
  2982. */
  2983. normalize() {
  2984. return this.divideScalar( this.length() || 1 );
  2985. }
  2986. /**
  2987. * Computes the angle in radians of this vector with respect to the positive x-axis.
  2988. *
  2989. * @return {number} The angle in radians.
  2990. */
  2991. angle() {
  2992. const angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  2993. return angle;
  2994. }
  2995. /**
  2996. * Returns the angle between the given vector and this instance in radians.
  2997. *
  2998. * @param {Vector2} v - The vector to compute the angle with.
  2999. * @return {number} The angle in radians.
  3000. */
  3001. angleTo( v ) {
  3002. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  3003. if ( denominator === 0 ) return Math.PI / 2;
  3004. const theta = this.dot( v ) / denominator;
  3005. // clamp, to handle numerical problems
  3006. return Math.acos( clamp( theta, -1, 1 ) );
  3007. }
  3008. /**
  3009. * Computes the distance from the given vector to this instance.
  3010. *
  3011. * @param {Vector2} v - The vector to compute the distance to.
  3012. * @return {number} The distance.
  3013. */
  3014. distanceTo( v ) {
  3015. return Math.sqrt( this.distanceToSquared( v ) );
  3016. }
  3017. /**
  3018. * Computes the squared distance from the given vector to this instance.
  3019. * If you are just comparing the distance with another distance, you should compare
  3020. * the distance squared instead as it is slightly more efficient to calculate.
  3021. *
  3022. * @param {Vector2} v - The vector to compute the squared distance to.
  3023. * @return {number} The squared distance.
  3024. */
  3025. distanceToSquared( v ) {
  3026. const dx = this.x - v.x, dy = this.y - v.y;
  3027. return dx * dx + dy * dy;
  3028. }
  3029. /**
  3030. * Computes the Manhattan distance from the given vector to this instance.
  3031. *
  3032. * @param {Vector2} v - The vector to compute the Manhattan distance to.
  3033. * @return {number} The Manhattan distance.
  3034. */
  3035. manhattanDistanceTo( v ) {
  3036. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  3037. }
  3038. /**
  3039. * Sets this vector to a vector with the same direction as this one, but
  3040. * with the specified length.
  3041. *
  3042. * @param {number} length - The new length of this vector.
  3043. * @return {Vector2} A reference to this vector.
  3044. */
  3045. setLength( length ) {
  3046. return this.normalize().multiplyScalar( length );
  3047. }
  3048. /**
  3049. * Linearly interpolates between the given vector and this instance, where
  3050. * alpha is the percent distance along the line - alpha = 0 will be this
  3051. * vector, and alpha = 1 will be the given one.
  3052. *
  3053. * @param {Vector2} v - The vector to interpolate towards.
  3054. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  3055. * @return {Vector2} A reference to this vector.
  3056. */
  3057. lerp( v, alpha ) {
  3058. this.x += ( v.x - this.x ) * alpha;
  3059. this.y += ( v.y - this.y ) * alpha;
  3060. return this;
  3061. }
  3062. /**
  3063. * Linearly interpolates between the given vectors, where alpha is the percent
  3064. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  3065. * be the second one. The result is stored in this instance.
  3066. *
  3067. * @param {Vector2} v1 - The first vector.
  3068. * @param {Vector2} v2 - The second vector.
  3069. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  3070. * @return {Vector2} A reference to this vector.
  3071. */
  3072. lerpVectors( v1, v2, alpha ) {
  3073. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  3074. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  3075. return this;
  3076. }
  3077. /**
  3078. * Returns `true` if this vector is equal with the given one.
  3079. *
  3080. * @param {Vector2} v - The vector to test for equality.
  3081. * @return {boolean} Whether this vector is equal with the given one.
  3082. */
  3083. equals( v ) {
  3084. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  3085. }
  3086. /**
  3087. * Sets this vector's x value to be `array[ offset ]` and y
  3088. * value to be `array[ offset + 1 ]`.
  3089. *
  3090. * @param {Array<number>} array - An array holding the vector component values.
  3091. * @param {number} [offset=0] - The offset into the array.
  3092. * @return {Vector2} A reference to this vector.
  3093. */
  3094. fromArray( array, offset = 0 ) {
  3095. this.x = array[ offset ];
  3096. this.y = array[ offset + 1 ];
  3097. return this;
  3098. }
  3099. /**
  3100. * Writes the components of this vector to the given array. If no array is provided,
  3101. * the method returns a new instance.
  3102. *
  3103. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  3104. * @param {number} [offset=0] - Index of the first element in the array.
  3105. * @return {Array<number>} The vector components.
  3106. */
  3107. toArray( array = [], offset = 0 ) {
  3108. array[ offset ] = this.x;
  3109. array[ offset + 1 ] = this.y;
  3110. return array;
  3111. }
  3112. /**
  3113. * Sets the components of this vector from the given buffer attribute.
  3114. *
  3115. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  3116. * @param {number} index - The index into the attribute.
  3117. * @return {Vector2} A reference to this vector.
  3118. */
  3119. fromBufferAttribute( attribute, index ) {
  3120. this.x = attribute.getX( index );
  3121. this.y = attribute.getY( index );
  3122. return this;
  3123. }
  3124. /**
  3125. * Rotates this vector around the given center by the given angle.
  3126. *
  3127. * @param {Vector2} center - The point around which to rotate.
  3128. * @param {number} angle - The angle to rotate, in radians.
  3129. * @return {Vector2} A reference to this vector.
  3130. */
  3131. rotateAround( center, angle ) {
  3132. const c = Math.cos( angle ), s = Math.sin( angle );
  3133. const x = this.x - center.x;
  3134. const y = this.y - center.y;
  3135. this.x = x * c - y * s + center.x;
  3136. this.y = x * s + y * c + center.y;
  3137. return this;
  3138. }
  3139. /**
  3140. * Sets each component of this vector to a pseudo-random value between `0` and
  3141. * `1`, excluding `1`.
  3142. *
  3143. * @return {Vector2} A reference to this vector.
  3144. */
  3145. random() {
  3146. this.x = Math.random();
  3147. this.y = Math.random();
  3148. return this;
  3149. }
  3150. *[ Symbol.iterator ]() {
  3151. yield this.x;
  3152. yield this.y;
  3153. }
  3154. }
  3155. /**
  3156. * Class for representing a Quaternion. Quaternions are used in three.js to represent rotations.
  3157. *
  3158. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  3159. * the corresponding order.
  3160. *
  3161. * Note that three.js expects Quaternions to be normalized.
  3162. * ```js
  3163. * const quaternion = new THREE.Quaternion();
  3164. * quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 );
  3165. *
  3166. * const vector = new THREE.Vector3( 1, 0, 0 );
  3167. * vector.applyQuaternion( quaternion );
  3168. * ```
  3169. */
  3170. class Quaternion {
  3171. /**
  3172. * Constructs a new quaternion.
  3173. *
  3174. * @param {number} [x=0] - The x value of this quaternion.
  3175. * @param {number} [y=0] - The y value of this quaternion.
  3176. * @param {number} [z=0] - The z value of this quaternion.
  3177. * @param {number} [w=1] - The w value of this quaternion.
  3178. */
  3179. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  3180. /**
  3181. * This flag can be used for type testing.
  3182. *
  3183. * @type {boolean}
  3184. * @readonly
  3185. * @default true
  3186. */
  3187. this.isQuaternion = true;
  3188. this._x = x;
  3189. this._y = y;
  3190. this._z = z;
  3191. this._w = w;
  3192. }
  3193. /**
  3194. * Interpolates between two quaternions via SLERP. This implementation assumes the
  3195. * quaternion data are managed in flat arrays.
  3196. *
  3197. * @param {Array<number>} dst - The destination array.
  3198. * @param {number} dstOffset - An offset into the destination array.
  3199. * @param {Array<number>} src0 - The source array of the first quaternion.
  3200. * @param {number} srcOffset0 - An offset into the first source array.
  3201. * @param {Array<number>} src1 - The source array of the second quaternion.
  3202. * @param {number} srcOffset1 - An offset into the second source array.
  3203. * @param {number} t - The interpolation factor. A value in the range `[0,1]` will interpolate. A value outside the range `[0,1]` will extrapolate.
  3204. * @see {@link Quaternion#slerp}
  3205. */
  3206. static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  3207. let x0 = src0[ srcOffset0 + 0 ],
  3208. y0 = src0[ srcOffset0 + 1 ],
  3209. z0 = src0[ srcOffset0 + 2 ],
  3210. w0 = src0[ srcOffset0 + 3 ];
  3211. let x1 = src1[ srcOffset1 + 0 ],
  3212. y1 = src1[ srcOffset1 + 1 ],
  3213. z1 = src1[ srcOffset1 + 2 ],
  3214. w1 = src1[ srcOffset1 + 3 ];
  3215. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  3216. let dot = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1;
  3217. if ( dot < 0 ) {
  3218. x1 = - x1;
  3219. y1 = - y1;
  3220. z1 = - z1;
  3221. w1 = - w1;
  3222. dot = - dot;
  3223. }
  3224. let s = 1 - t;
  3225. if ( dot < 0.9995 ) {
  3226. // slerp
  3227. const theta = Math.acos( dot );
  3228. const sin = Math.sin( theta );
  3229. s = Math.sin( s * theta ) / sin;
  3230. t = Math.sin( t * theta ) / sin;
  3231. x0 = x0 * s + x1 * t;
  3232. y0 = y0 * s + y1 * t;
  3233. z0 = z0 * s + z1 * t;
  3234. w0 = w0 * s + w1 * t;
  3235. } else {
  3236. // for small angles, lerp then normalize
  3237. x0 = x0 * s + x1 * t;
  3238. y0 = y0 * s + y1 * t;
  3239. z0 = z0 * s + z1 * t;
  3240. w0 = w0 * s + w1 * t;
  3241. const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  3242. x0 *= f;
  3243. y0 *= f;
  3244. z0 *= f;
  3245. w0 *= f;
  3246. }
  3247. }
  3248. dst[ dstOffset ] = x0;
  3249. dst[ dstOffset + 1 ] = y0;
  3250. dst[ dstOffset + 2 ] = z0;
  3251. dst[ dstOffset + 3 ] = w0;
  3252. }
  3253. /**
  3254. * Multiplies two quaternions. This implementation assumes the quaternion data are managed
  3255. * in flat arrays.
  3256. *
  3257. * @param {Array<number>} dst - The destination array.
  3258. * @param {number} dstOffset - An offset into the destination array.
  3259. * @param {Array<number>} src0 - The source array of the first quaternion.
  3260. * @param {number} srcOffset0 - An offset into the first source array.
  3261. * @param {Array<number>} src1 - The source array of the second quaternion.
  3262. * @param {number} srcOffset1 - An offset into the second source array.
  3263. * @return {Array<number>} The destination array.
  3264. * @see {@link Quaternion#multiplyQuaternions}.
  3265. */
  3266. static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  3267. const x0 = src0[ srcOffset0 ];
  3268. const y0 = src0[ srcOffset0 + 1 ];
  3269. const z0 = src0[ srcOffset0 + 2 ];
  3270. const w0 = src0[ srcOffset0 + 3 ];
  3271. const x1 = src1[ srcOffset1 ];
  3272. const y1 = src1[ srcOffset1 + 1 ];
  3273. const z1 = src1[ srcOffset1 + 2 ];
  3274. const w1 = src1[ srcOffset1 + 3 ];
  3275. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  3276. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  3277. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  3278. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  3279. return dst;
  3280. }
  3281. /**
  3282. * The x value of this quaternion.
  3283. *
  3284. * @type {number}
  3285. * @default 0
  3286. */
  3287. get x() {
  3288. return this._x;
  3289. }
  3290. set x( value ) {
  3291. this._x = value;
  3292. this._onChangeCallback();
  3293. }
  3294. /**
  3295. * The y value of this quaternion.
  3296. *
  3297. * @type {number}
  3298. * @default 0
  3299. */
  3300. get y() {
  3301. return this._y;
  3302. }
  3303. set y( value ) {
  3304. this._y = value;
  3305. this._onChangeCallback();
  3306. }
  3307. /**
  3308. * The z value of this quaternion.
  3309. *
  3310. * @type {number}
  3311. * @default 0
  3312. */
  3313. get z() {
  3314. return this._z;
  3315. }
  3316. set z( value ) {
  3317. this._z = value;
  3318. this._onChangeCallback();
  3319. }
  3320. /**
  3321. * The w value of this quaternion.
  3322. *
  3323. * @type {number}
  3324. * @default 1
  3325. */
  3326. get w() {
  3327. return this._w;
  3328. }
  3329. set w( value ) {
  3330. this._w = value;
  3331. this._onChangeCallback();
  3332. }
  3333. /**
  3334. * Sets the quaternion components.
  3335. *
  3336. * @param {number} x - The x value of this quaternion.
  3337. * @param {number} y - The y value of this quaternion.
  3338. * @param {number} z - The z value of this quaternion.
  3339. * @param {number} w - The w value of this quaternion.
  3340. * @return {Quaternion} A reference to this quaternion.
  3341. */
  3342. set( x, y, z, w ) {
  3343. this._x = x;
  3344. this._y = y;
  3345. this._z = z;
  3346. this._w = w;
  3347. this._onChangeCallback();
  3348. return this;
  3349. }
  3350. /**
  3351. * Returns a new quaternion with copied values from this instance.
  3352. *
  3353. * @return {Quaternion} A clone of this instance.
  3354. */
  3355. clone() {
  3356. return new this.constructor( this._x, this._y, this._z, this._w );
  3357. }
  3358. /**
  3359. * Copies the values of the given quaternion to this instance.
  3360. *
  3361. * @param {Quaternion} quaternion - The quaternion to copy.
  3362. * @return {Quaternion} A reference to this quaternion.
  3363. */
  3364. copy( quaternion ) {
  3365. this._x = quaternion.x;
  3366. this._y = quaternion.y;
  3367. this._z = quaternion.z;
  3368. this._w = quaternion.w;
  3369. this._onChangeCallback();
  3370. return this;
  3371. }
  3372. /**
  3373. * Sets this quaternion from the rotation specified by the given
  3374. * Euler angles.
  3375. *
  3376. * @param {Euler} euler - The Euler angles.
  3377. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  3378. * @return {Quaternion} A reference to this quaternion.
  3379. */
  3380. setFromEuler( euler, update = true ) {
  3381. const x = euler._x, y = euler._y, z = euler._z, order = euler._order;
  3382. // http://www.mathworks.com/matlabcentral/fileexchange/
  3383. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  3384. // content/SpinCalc.m
  3385. const cos = Math.cos;
  3386. const sin = Math.sin;
  3387. const c1 = cos( x / 2 );
  3388. const c2 = cos( y / 2 );
  3389. const c3 = cos( z / 2 );
  3390. const s1 = sin( x / 2 );
  3391. const s2 = sin( y / 2 );
  3392. const s3 = sin( z / 2 );
  3393. switch ( order ) {
  3394. case 'XYZ':
  3395. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3396. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3397. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3398. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3399. break;
  3400. case 'YXZ':
  3401. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3402. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3403. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3404. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3405. break;
  3406. case 'ZXY':
  3407. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3408. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3409. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3410. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3411. break;
  3412. case 'ZYX':
  3413. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3414. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3415. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3416. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3417. break;
  3418. case 'YZX':
  3419. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3420. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3421. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3422. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3423. break;
  3424. case 'XZY':
  3425. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3426. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3427. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3428. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3429. break;
  3430. default:
  3431. warn( 'Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  3432. }
  3433. if ( update === true ) this._onChangeCallback();
  3434. return this;
  3435. }
  3436. /**
  3437. * Sets this quaternion from the given axis and angle.
  3438. *
  3439. * @param {Vector3} axis - The normalized axis.
  3440. * @param {number} angle - The angle in radians.
  3441. * @return {Quaternion} A reference to this quaternion.
  3442. */
  3443. setFromAxisAngle( axis, angle ) {
  3444. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  3445. const halfAngle = angle / 2, s = Math.sin( halfAngle );
  3446. this._x = axis.x * s;
  3447. this._y = axis.y * s;
  3448. this._z = axis.z * s;
  3449. this._w = Math.cos( halfAngle );
  3450. this._onChangeCallback();
  3451. return this;
  3452. }
  3453. /**
  3454. * Sets this quaternion from the given rotation matrix.
  3455. *
  3456. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  3457. * @return {Quaternion} A reference to this quaternion.
  3458. */
  3459. setFromRotationMatrix( m ) {
  3460. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  3461. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3462. const te = m.elements,
  3463. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  3464. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  3465. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  3466. trace = m11 + m22 + m33;
  3467. if ( trace > 0 ) {
  3468. const s = 0.5 / Math.sqrt( trace + 1.0 );
  3469. this._w = 0.25 / s;
  3470. this._x = ( m32 - m23 ) * s;
  3471. this._y = ( m13 - m31 ) * s;
  3472. this._z = ( m21 - m12 ) * s;
  3473. } else if ( m11 > m22 && m11 > m33 ) {
  3474. const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  3475. this._w = ( m32 - m23 ) / s;
  3476. this._x = 0.25 * s;
  3477. this._y = ( m12 + m21 ) / s;
  3478. this._z = ( m13 + m31 ) / s;
  3479. } else if ( m22 > m33 ) {
  3480. const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  3481. this._w = ( m13 - m31 ) / s;
  3482. this._x = ( m12 + m21 ) / s;
  3483. this._y = 0.25 * s;
  3484. this._z = ( m23 + m32 ) / s;
  3485. } else {
  3486. const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  3487. this._w = ( m21 - m12 ) / s;
  3488. this._x = ( m13 + m31 ) / s;
  3489. this._y = ( m23 + m32 ) / s;
  3490. this._z = 0.25 * s;
  3491. }
  3492. this._onChangeCallback();
  3493. return this;
  3494. }
  3495. /**
  3496. * Sets this quaternion to the rotation required to rotate the direction vector
  3497. * `vFrom` to the direction vector `vTo`.
  3498. *
  3499. * @param {Vector3} vFrom - The first (normalized) direction vector.
  3500. * @param {Vector3} vTo - The second (normalized) direction vector.
  3501. * @return {Quaternion} A reference to this quaternion.
  3502. */
  3503. setFromUnitVectors( vFrom, vTo ) {
  3504. // assumes direction vectors vFrom and vTo are normalized
  3505. let r = vFrom.dot( vTo ) + 1;
  3506. if ( r < 1e-8 ) { // the epsilon value has been discussed in #31286
  3507. // vFrom and vTo point in opposite directions
  3508. r = 0;
  3509. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  3510. this._x = - vFrom.y;
  3511. this._y = vFrom.x;
  3512. this._z = 0;
  3513. this._w = r;
  3514. } else {
  3515. this._x = 0;
  3516. this._y = - vFrom.z;
  3517. this._z = vFrom.y;
  3518. this._w = r;
  3519. }
  3520. } else {
  3521. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  3522. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  3523. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  3524. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  3525. this._w = r;
  3526. }
  3527. return this.normalize();
  3528. }
  3529. /**
  3530. * Returns the angle between this quaternion and the given one in radians.
  3531. *
  3532. * @param {Quaternion} q - The quaternion to compute the angle with.
  3533. * @return {number} The angle in radians.
  3534. */
  3535. angleTo( q ) {
  3536. return 2 * Math.acos( Math.abs( clamp( this.dot( q ), -1, 1 ) ) );
  3537. }
  3538. /**
  3539. * Rotates this quaternion by a given angular step to the given quaternion.
  3540. * The method ensures that the final quaternion will not overshoot `q`.
  3541. *
  3542. * @param {Quaternion} q - The target quaternion.
  3543. * @param {number} step - The angular step in radians.
  3544. * @return {Quaternion} A reference to this quaternion.
  3545. */
  3546. rotateTowards( q, step ) {
  3547. const angle = this.angleTo( q );
  3548. if ( angle === 0 ) return this;
  3549. const t = Math.min( 1, step / angle );
  3550. this.slerp( q, t );
  3551. return this;
  3552. }
  3553. /**
  3554. * Sets this quaternion to the identity quaternion; that is, to the
  3555. * quaternion that represents "no rotation".
  3556. *
  3557. * @return {Quaternion} A reference to this quaternion.
  3558. */
  3559. identity() {
  3560. return this.set( 0, 0, 0, 1 );
  3561. }
  3562. /**
  3563. * Inverts this quaternion via {@link Quaternion#conjugate}. The
  3564. * quaternion is assumed to have unit length.
  3565. *
  3566. * @return {Quaternion} A reference to this quaternion.
  3567. */
  3568. invert() {
  3569. return this.conjugate();
  3570. }
  3571. /**
  3572. * Returns the rotational conjugate of this quaternion. The conjugate of a
  3573. * quaternion represents the same rotation in the opposite direction about
  3574. * the rotational axis.
  3575. *
  3576. * @return {Quaternion} A reference to this quaternion.
  3577. */
  3578. conjugate() {
  3579. this._x *= -1;
  3580. this._y *= -1;
  3581. this._z *= -1;
  3582. this._onChangeCallback();
  3583. return this;
  3584. }
  3585. /**
  3586. * Calculates the dot product of this quaternion and the given one.
  3587. *
  3588. * @param {Quaternion} v - The quaternion to compute the dot product with.
  3589. * @return {number} The result of the dot product.
  3590. */
  3591. dot( v ) {
  3592. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  3593. }
  3594. /**
  3595. * Computes the squared Euclidean length (straight-line length) of this quaternion,
  3596. * considered as a 4 dimensional vector. This can be useful if you are comparing the
  3597. * lengths of two quaternions, as this is a slightly more efficient calculation than
  3598. * {@link Quaternion#length}.
  3599. *
  3600. * @return {number} The squared Euclidean length.
  3601. */
  3602. lengthSq() {
  3603. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  3604. }
  3605. /**
  3606. * Computes the Euclidean length (straight-line length) of this quaternion,
  3607. * considered as a 4 dimensional vector.
  3608. *
  3609. * @return {number} The Euclidean length.
  3610. */
  3611. length() {
  3612. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  3613. }
  3614. /**
  3615. * Normalizes this quaternion - that is, calculated the quaternion that performs
  3616. * the same rotation as this one, but has a length equal to `1`.
  3617. *
  3618. * @return {Quaternion} A reference to this quaternion.
  3619. */
  3620. normalize() {
  3621. let l = this.length();
  3622. if ( l === 0 ) {
  3623. this._x = 0;
  3624. this._y = 0;
  3625. this._z = 0;
  3626. this._w = 1;
  3627. } else {
  3628. l = 1 / l;
  3629. this._x = this._x * l;
  3630. this._y = this._y * l;
  3631. this._z = this._z * l;
  3632. this._w = this._w * l;
  3633. }
  3634. this._onChangeCallback();
  3635. return this;
  3636. }
  3637. /**
  3638. * Multiplies this quaternion by the given one.
  3639. *
  3640. * @param {Quaternion} q - The quaternion.
  3641. * @return {Quaternion} A reference to this quaternion.
  3642. */
  3643. multiply( q ) {
  3644. return this.multiplyQuaternions( this, q );
  3645. }
  3646. /**
  3647. * Pre-multiplies this quaternion by the given one.
  3648. *
  3649. * @param {Quaternion} q - The quaternion.
  3650. * @return {Quaternion} A reference to this quaternion.
  3651. */
  3652. premultiply( q ) {
  3653. return this.multiplyQuaternions( q, this );
  3654. }
  3655. /**
  3656. * Multiplies the given quaternions and stores the result in this instance.
  3657. *
  3658. * @param {Quaternion} a - The first quaternion.
  3659. * @param {Quaternion} b - The second quaternion.
  3660. * @return {Quaternion} A reference to this quaternion.
  3661. */
  3662. multiplyQuaternions( a, b ) {
  3663. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  3664. const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  3665. const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  3666. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  3667. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  3668. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  3669. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  3670. this._onChangeCallback();
  3671. return this;
  3672. }
  3673. /**
  3674. * Performs a spherical linear interpolation between this quaternion and the target quaternion.
  3675. *
  3676. * @param {Quaternion} qb - The target quaternion.
  3677. * @param {number} t - The interpolation factor. A value in the range `[0,1]` will interpolate. A value outside the range `[0,1]` will extrapolate.
  3678. * @return {Quaternion} A reference to this quaternion.
  3679. */
  3680. slerp( qb, t ) {
  3681. let x = qb._x, y = qb._y, z = qb._z, w = qb._w;
  3682. let dot = this.dot( qb );
  3683. if ( dot < 0 ) {
  3684. x = - x;
  3685. y = - y;
  3686. z = - z;
  3687. w = - w;
  3688. dot = - dot;
  3689. }
  3690. let s = 1 - t;
  3691. if ( dot < 0.9995 ) {
  3692. // slerp
  3693. const theta = Math.acos( dot );
  3694. const sin = Math.sin( theta );
  3695. s = Math.sin( s * theta ) / sin;
  3696. t = Math.sin( t * theta ) / sin;
  3697. this._x = this._x * s + x * t;
  3698. this._y = this._y * s + y * t;
  3699. this._z = this._z * s + z * t;
  3700. this._w = this._w * s + w * t;
  3701. this._onChangeCallback();
  3702. } else {
  3703. // for small angles, lerp then normalize
  3704. this._x = this._x * s + x * t;
  3705. this._y = this._y * s + y * t;
  3706. this._z = this._z * s + z * t;
  3707. this._w = this._w * s + w * t;
  3708. this.normalize(); // normalize calls _onChangeCallback()
  3709. }
  3710. return this;
  3711. }
  3712. /**
  3713. * Performs a spherical linear interpolation between the given quaternions
  3714. * and stores the result in this quaternion.
  3715. *
  3716. * @param {Quaternion} qa - The source quaternion.
  3717. * @param {Quaternion} qb - The target quaternion.
  3718. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  3719. * @return {Quaternion} A reference to this quaternion.
  3720. */
  3721. slerpQuaternions( qa, qb, t ) {
  3722. return this.copy( qa ).slerp( qb, t );
  3723. }
  3724. /**
  3725. * Sets this quaternion to a uniformly random, normalized quaternion.
  3726. *
  3727. * @return {Quaternion} A reference to this quaternion.
  3728. */
  3729. random() {
  3730. // Ken Shoemake
  3731. // Uniform random rotations
  3732. // D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.
  3733. const theta1 = 2 * Math.PI * Math.random();
  3734. const theta2 = 2 * Math.PI * Math.random();
  3735. const x0 = Math.random();
  3736. const r1 = Math.sqrt( 1 - x0 );
  3737. const r2 = Math.sqrt( x0 );
  3738. return this.set(
  3739. r1 * Math.sin( theta1 ),
  3740. r1 * Math.cos( theta1 ),
  3741. r2 * Math.sin( theta2 ),
  3742. r2 * Math.cos( theta2 ),
  3743. );
  3744. }
  3745. /**
  3746. * Returns `true` if this quaternion is equal with the given one.
  3747. *
  3748. * @param {Quaternion} quaternion - The quaternion to test for equality.
  3749. * @return {boolean} Whether this quaternion is equal with the given one.
  3750. */
  3751. equals( quaternion ) {
  3752. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  3753. }
  3754. /**
  3755. * Sets this quaternion's components from the given array.
  3756. *
  3757. * @param {Array<number>} array - An array holding the quaternion component values.
  3758. * @param {number} [offset=0] - The offset into the array.
  3759. * @return {Quaternion} A reference to this quaternion.
  3760. */
  3761. fromArray( array, offset = 0 ) {
  3762. this._x = array[ offset ];
  3763. this._y = array[ offset + 1 ];
  3764. this._z = array[ offset + 2 ];
  3765. this._w = array[ offset + 3 ];
  3766. this._onChangeCallback();
  3767. return this;
  3768. }
  3769. /**
  3770. * Writes the components of this quaternion to the given array. If no array is provided,
  3771. * the method returns a new instance.
  3772. *
  3773. * @param {Array<number>} [array=[]] - The target array holding the quaternion components.
  3774. * @param {number} [offset=0] - Index of the first element in the array.
  3775. * @return {Array<number>} The quaternion components.
  3776. */
  3777. toArray( array = [], offset = 0 ) {
  3778. array[ offset ] = this._x;
  3779. array[ offset + 1 ] = this._y;
  3780. array[ offset + 2 ] = this._z;
  3781. array[ offset + 3 ] = this._w;
  3782. return array;
  3783. }
  3784. /**
  3785. * Sets the components of this quaternion from the given buffer attribute.
  3786. *
  3787. * @param {BufferAttribute} attribute - The buffer attribute holding quaternion data.
  3788. * @param {number} index - The index into the attribute.
  3789. * @return {Quaternion} A reference to this quaternion.
  3790. */
  3791. fromBufferAttribute( attribute, index ) {
  3792. this._x = attribute.getX( index );
  3793. this._y = attribute.getY( index );
  3794. this._z = attribute.getZ( index );
  3795. this._w = attribute.getW( index );
  3796. this._onChangeCallback();
  3797. return this;
  3798. }
  3799. /**
  3800. * This methods defines the serialization result of this class. Returns the
  3801. * numerical elements of this quaternion in an array of format `[x, y, z, w]`.
  3802. *
  3803. * @return {Array<number>} The serialized quaternion.
  3804. */
  3805. toJSON() {
  3806. return this.toArray();
  3807. }
  3808. _onChange( callback ) {
  3809. this._onChangeCallback = callback;
  3810. return this;
  3811. }
  3812. _onChangeCallback() {}
  3813. *[ Symbol.iterator ]() {
  3814. yield this._x;
  3815. yield this._y;
  3816. yield this._z;
  3817. yield this._w;
  3818. }
  3819. }
  3820. /**
  3821. * Class representing a 3D vector. A 3D vector is an ordered triplet of numbers
  3822. * (labeled x, y and z), which can be used to represent a number of things, such as:
  3823. *
  3824. * - A point in 3D space.
  3825. * - A direction and length in 3D space. In three.js the length will
  3826. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0)` to `(x, y, z)`
  3827. * and the direction is also measured from `(0, 0, 0)` towards `(x, y, z)`.
  3828. * - Any arbitrary ordered triplet of numbers.
  3829. *
  3830. * There are other things a 3D vector can be used to represent, such as
  3831. * momentum vectors and so on, however these are the most
  3832. * common uses in three.js.
  3833. *
  3834. * Iterating through a vector instance will yield its components `(x, y, z)` in
  3835. * the corresponding order.
  3836. * ```js
  3837. * const a = new THREE.Vector3( 0, 1, 0 );
  3838. *
  3839. * //no arguments; will be initialised to (0, 0, 0)
  3840. * const b = new THREE.Vector3( );
  3841. *
  3842. * const d = a.distanceTo( b );
  3843. * ```
  3844. */
  3845. class Vector3 {
  3846. static {
  3847. /**
  3848. * This flag can be used for type testing.
  3849. *
  3850. * @type {boolean}
  3851. * @readonly
  3852. * @default true
  3853. */
  3854. Vector3.prototype.isVector3 = true;
  3855. }
  3856. /**
  3857. * Constructs a new 3D vector.
  3858. *
  3859. * @param {number} [x=0] - The x value of this vector.
  3860. * @param {number} [y=0] - The y value of this vector.
  3861. * @param {number} [z=0] - The z value of this vector.
  3862. */
  3863. constructor( x = 0, y = 0, z = 0 ) {
  3864. /**
  3865. * The x value of this vector.
  3866. *
  3867. * @type {number}
  3868. */
  3869. this.x = x;
  3870. /**
  3871. * The y value of this vector.
  3872. *
  3873. * @type {number}
  3874. */
  3875. this.y = y;
  3876. /**
  3877. * The z value of this vector.
  3878. *
  3879. * @type {number}
  3880. */
  3881. this.z = z;
  3882. }
  3883. /**
  3884. * Sets the vector components.
  3885. *
  3886. * @param {number} x - The value of the x component.
  3887. * @param {number} y - The value of the y component.
  3888. * @param {number} z - The value of the z component.
  3889. * @return {Vector3} A reference to this vector.
  3890. */
  3891. set( x, y, z ) {
  3892. if ( z === undefined ) z = this.z; // sprite.scale.set(x,y)
  3893. this.x = x;
  3894. this.y = y;
  3895. this.z = z;
  3896. return this;
  3897. }
  3898. /**
  3899. * Sets the vector components to the same value.
  3900. *
  3901. * @param {number} scalar - The value to set for all vector components.
  3902. * @return {Vector3} A reference to this vector.
  3903. */
  3904. setScalar( scalar ) {
  3905. this.x = scalar;
  3906. this.y = scalar;
  3907. this.z = scalar;
  3908. return this;
  3909. }
  3910. /**
  3911. * Sets the vector's x component to the given value.
  3912. *
  3913. * @param {number} x - The value to set.
  3914. * @return {Vector3} A reference to this vector.
  3915. */
  3916. setX( x ) {
  3917. this.x = x;
  3918. return this;
  3919. }
  3920. /**
  3921. * Sets the vector's y component to the given value.
  3922. *
  3923. * @param {number} y - The value to set.
  3924. * @return {Vector3} A reference to this vector.
  3925. */
  3926. setY( y ) {
  3927. this.y = y;
  3928. return this;
  3929. }
  3930. /**
  3931. * Sets the vector's z component to the given value.
  3932. *
  3933. * @param {number} z - The value to set.
  3934. * @return {Vector3} A reference to this vector.
  3935. */
  3936. setZ( z ) {
  3937. this.z = z;
  3938. return this;
  3939. }
  3940. /**
  3941. * Allows to set a vector component with an index.
  3942. *
  3943. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  3944. * @param {number} value - The value to set.
  3945. * @return {Vector3} A reference to this vector.
  3946. */
  3947. setComponent( index, value ) {
  3948. switch ( index ) {
  3949. case 0: this.x = value; break;
  3950. case 1: this.y = value; break;
  3951. case 2: this.z = value; break;
  3952. default: throw new Error( 'index is out of range: ' + index );
  3953. }
  3954. return this;
  3955. }
  3956. /**
  3957. * Returns the value of the vector component which matches the given index.
  3958. *
  3959. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  3960. * @return {number} A vector component value.
  3961. */
  3962. getComponent( index ) {
  3963. switch ( index ) {
  3964. case 0: return this.x;
  3965. case 1: return this.y;
  3966. case 2: return this.z;
  3967. default: throw new Error( 'index is out of range: ' + index );
  3968. }
  3969. }
  3970. /**
  3971. * Returns a new vector with copied values from this instance.
  3972. *
  3973. * @return {Vector3} A clone of this instance.
  3974. */
  3975. clone() {
  3976. return new this.constructor( this.x, this.y, this.z );
  3977. }
  3978. /**
  3979. * Copies the values of the given vector to this instance.
  3980. *
  3981. * @param {Vector3} v - The vector to copy.
  3982. * @return {Vector3} A reference to this vector.
  3983. */
  3984. copy( v ) {
  3985. this.x = v.x;
  3986. this.y = v.y;
  3987. this.z = v.z;
  3988. return this;
  3989. }
  3990. /**
  3991. * Adds the given vector to this instance.
  3992. *
  3993. * @param {Vector3} v - The vector to add.
  3994. * @return {Vector3} A reference to this vector.
  3995. */
  3996. add( v ) {
  3997. this.x += v.x;
  3998. this.y += v.y;
  3999. this.z += v.z;
  4000. return this;
  4001. }
  4002. /**
  4003. * Adds the given scalar value to all components of this instance.
  4004. *
  4005. * @param {number} s - The scalar to add.
  4006. * @return {Vector3} A reference to this vector.
  4007. */
  4008. addScalar( s ) {
  4009. this.x += s;
  4010. this.y += s;
  4011. this.z += s;
  4012. return this;
  4013. }
  4014. /**
  4015. * Adds the given vectors and stores the result in this instance.
  4016. *
  4017. * @param {Vector3} a - The first vector.
  4018. * @param {Vector3} b - The second vector.
  4019. * @return {Vector3} A reference to this vector.
  4020. */
  4021. addVectors( a, b ) {
  4022. this.x = a.x + b.x;
  4023. this.y = a.y + b.y;
  4024. this.z = a.z + b.z;
  4025. return this;
  4026. }
  4027. /**
  4028. * Adds the given vector scaled by the given factor to this instance.
  4029. *
  4030. * @param {Vector3|Vector4} v - The vector.
  4031. * @param {number} s - The factor that scales `v`.
  4032. * @return {Vector3} A reference to this vector.
  4033. */
  4034. addScaledVector( v, s ) {
  4035. this.x += v.x * s;
  4036. this.y += v.y * s;
  4037. this.z += v.z * s;
  4038. return this;
  4039. }
  4040. /**
  4041. * Subtracts the given vector from this instance.
  4042. *
  4043. * @param {Vector3} v - The vector to subtract.
  4044. * @return {Vector3} A reference to this vector.
  4045. */
  4046. sub( v ) {
  4047. this.x -= v.x;
  4048. this.y -= v.y;
  4049. this.z -= v.z;
  4050. return this;
  4051. }
  4052. /**
  4053. * Subtracts the given scalar value from all components of this instance.
  4054. *
  4055. * @param {number} s - The scalar to subtract.
  4056. * @return {Vector3} A reference to this vector.
  4057. */
  4058. subScalar( s ) {
  4059. this.x -= s;
  4060. this.y -= s;
  4061. this.z -= s;
  4062. return this;
  4063. }
  4064. /**
  4065. * Subtracts the given vectors and stores the result in this instance.
  4066. *
  4067. * @param {Vector3} a - The first vector.
  4068. * @param {Vector3} b - The second vector.
  4069. * @return {Vector3} A reference to this vector.
  4070. */
  4071. subVectors( a, b ) {
  4072. this.x = a.x - b.x;
  4073. this.y = a.y - b.y;
  4074. this.z = a.z - b.z;
  4075. return this;
  4076. }
  4077. /**
  4078. * Multiplies the given vector with this instance.
  4079. *
  4080. * @param {Vector3} v - The vector to multiply.
  4081. * @return {Vector3} A reference to this vector.
  4082. */
  4083. multiply( v ) {
  4084. this.x *= v.x;
  4085. this.y *= v.y;
  4086. this.z *= v.z;
  4087. return this;
  4088. }
  4089. /**
  4090. * Multiplies the given scalar value with all components of this instance.
  4091. *
  4092. * @param {number} scalar - The scalar to multiply.
  4093. * @return {Vector3} A reference to this vector.
  4094. */
  4095. multiplyScalar( scalar ) {
  4096. this.x *= scalar;
  4097. this.y *= scalar;
  4098. this.z *= scalar;
  4099. return this;
  4100. }
  4101. /**
  4102. * Multiplies the given vectors and stores the result in this instance.
  4103. *
  4104. * @param {Vector3} a - The first vector.
  4105. * @param {Vector3} b - The second vector.
  4106. * @return {Vector3} A reference to this vector.
  4107. */
  4108. multiplyVectors( a, b ) {
  4109. this.x = a.x * b.x;
  4110. this.y = a.y * b.y;
  4111. this.z = a.z * b.z;
  4112. return this;
  4113. }
  4114. /**
  4115. * Applies the given Euler rotation to this vector.
  4116. *
  4117. * @param {Euler} euler - The Euler angles.
  4118. * @return {Vector3} A reference to this vector.
  4119. */
  4120. applyEuler( euler ) {
  4121. return this.applyQuaternion( _quaternion$5.setFromEuler( euler ) );
  4122. }
  4123. /**
  4124. * Applies a rotation specified by an axis and an angle to this vector.
  4125. *
  4126. * @param {Vector3} axis - A normalized vector representing the rotation axis.
  4127. * @param {number} angle - The angle in radians.
  4128. * @return {Vector3} A reference to this vector.
  4129. */
  4130. applyAxisAngle( axis, angle ) {
  4131. return this.applyQuaternion( _quaternion$5.setFromAxisAngle( axis, angle ) );
  4132. }
  4133. /**
  4134. * Multiplies this vector with the given 3x3 matrix.
  4135. *
  4136. * @param {Matrix3} m - The 3x3 matrix.
  4137. * @return {Vector3} A reference to this vector.
  4138. */
  4139. applyMatrix3( m ) {
  4140. const x = this.x, y = this.y, z = this.z;
  4141. const e = m.elements;
  4142. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  4143. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  4144. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  4145. return this;
  4146. }
  4147. /**
  4148. * Multiplies this vector by the given normal matrix and normalizes
  4149. * the result.
  4150. *
  4151. * @param {Matrix3} m - The normal matrix.
  4152. * @return {Vector3} A reference to this vector.
  4153. */
  4154. applyNormalMatrix( m ) {
  4155. return this.applyMatrix3( m ).normalize();
  4156. }
  4157. /**
  4158. * Multiplies this vector (with an implicit 1 in the 4th dimension) by m, and
  4159. * divides by perspective.
  4160. *
  4161. * @param {Matrix4} m - The matrix to apply.
  4162. * @return {Vector3} A reference to this vector.
  4163. */
  4164. applyMatrix4( m ) {
  4165. const x = this.x, y = this.y, z = this.z;
  4166. const e = m.elements;
  4167. const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  4168. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  4169. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  4170. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  4171. return this;
  4172. }
  4173. /**
  4174. * Applies the given Quaternion to this vector.
  4175. *
  4176. * @param {Quaternion} q - The Quaternion.
  4177. * @return {Vector3} A reference to this vector.
  4178. */
  4179. applyQuaternion( q ) {
  4180. // quaternion q is assumed to have unit length
  4181. const vx = this.x, vy = this.y, vz = this.z;
  4182. const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  4183. // t = 2 * cross( q.xyz, v );
  4184. const tx = 2 * ( qy * vz - qz * vy );
  4185. const ty = 2 * ( qz * vx - qx * vz );
  4186. const tz = 2 * ( qx * vy - qy * vx );
  4187. // v + q.w * t + cross( q.xyz, t );
  4188. this.x = vx + qw * tx + qy * tz - qz * ty;
  4189. this.y = vy + qw * ty + qz * tx - qx * tz;
  4190. this.z = vz + qw * tz + qx * ty - qy * tx;
  4191. return this;
  4192. }
  4193. /**
  4194. * Projects this vector from world space into the camera's normalized
  4195. * device coordinate (NDC) space.
  4196. *
  4197. * @param {Camera} camera - The camera.
  4198. * @return {Vector3} A reference to this vector.
  4199. */
  4200. project( camera ) {
  4201. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  4202. }
  4203. /**
  4204. * Unprojects this vector from the camera's normalized device coordinate (NDC)
  4205. * space into world space.
  4206. *
  4207. * @param {Camera} camera - The camera.
  4208. * @return {Vector3} A reference to this vector.
  4209. */
  4210. unproject( camera ) {
  4211. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  4212. }
  4213. /**
  4214. * Transforms the direction of this vector by a matrix (the upper left 3 x 3
  4215. * subset of the given 4x4 matrix and then normalizes the result.
  4216. *
  4217. * @param {Matrix4} m - The matrix.
  4218. * @return {Vector3} A reference to this vector.
  4219. */
  4220. transformDirection( m ) {
  4221. // input: THREE.Matrix4 affine matrix
  4222. // vector interpreted as a direction
  4223. const x = this.x, y = this.y, z = this.z;
  4224. const e = m.elements;
  4225. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  4226. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  4227. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  4228. return this.normalize();
  4229. }
  4230. /**
  4231. * Divides this instance by the given vector.
  4232. *
  4233. * @param {Vector3} v - The vector to divide.
  4234. * @return {Vector3} A reference to this vector.
  4235. */
  4236. divide( v ) {
  4237. this.x /= v.x;
  4238. this.y /= v.y;
  4239. this.z /= v.z;
  4240. return this;
  4241. }
  4242. /**
  4243. * Divides this vector by the given scalar.
  4244. *
  4245. * @param {number} scalar - The scalar to divide.
  4246. * @return {Vector3} A reference to this vector.
  4247. */
  4248. divideScalar( scalar ) {
  4249. return this.multiplyScalar( 1 / scalar );
  4250. }
  4251. /**
  4252. * If this vector's x, y or z value is greater than the given vector's x, y or z
  4253. * value, replace that value with the corresponding min value.
  4254. *
  4255. * @param {Vector3} v - The vector.
  4256. * @return {Vector3} A reference to this vector.
  4257. */
  4258. min( v ) {
  4259. this.x = Math.min( this.x, v.x );
  4260. this.y = Math.min( this.y, v.y );
  4261. this.z = Math.min( this.z, v.z );
  4262. return this;
  4263. }
  4264. /**
  4265. * If this vector's x, y or z value is less than the given vector's x, y or z
  4266. * value, replace that value with the corresponding max value.
  4267. *
  4268. * @param {Vector3} v - The vector.
  4269. * @return {Vector3} A reference to this vector.
  4270. */
  4271. max( v ) {
  4272. this.x = Math.max( this.x, v.x );
  4273. this.y = Math.max( this.y, v.y );
  4274. this.z = Math.max( this.z, v.z );
  4275. return this;
  4276. }
  4277. /**
  4278. * If this vector's x, y or z value is greater than the max vector's x, y or z
  4279. * value, it is replaced by the corresponding value.
  4280. * If this vector's x, y or z value is less than the min vector's x, y or z value,
  4281. * it is replaced by the corresponding value.
  4282. *
  4283. * @param {Vector3} min - The minimum x, y and z values.
  4284. * @param {Vector3} max - The maximum x, y and z values in the desired range.
  4285. * @return {Vector3} A reference to this vector.
  4286. */
  4287. clamp( min, max ) {
  4288. // assumes min < max, componentwise
  4289. this.x = clamp( this.x, min.x, max.x );
  4290. this.y = clamp( this.y, min.y, max.y );
  4291. this.z = clamp( this.z, min.z, max.z );
  4292. return this;
  4293. }
  4294. /**
  4295. * If this vector's x, y or z values are greater than the max value, they are
  4296. * replaced by the max value.
  4297. * If this vector's x, y or z values are less than the min value, they are
  4298. * replaced by the min value.
  4299. *
  4300. * @param {number} minVal - The minimum value the components will be clamped to.
  4301. * @param {number} maxVal - The maximum value the components will be clamped to.
  4302. * @return {Vector3} A reference to this vector.
  4303. */
  4304. clampScalar( minVal, maxVal ) {
  4305. this.x = clamp( this.x, minVal, maxVal );
  4306. this.y = clamp( this.y, minVal, maxVal );
  4307. this.z = clamp( this.z, minVal, maxVal );
  4308. return this;
  4309. }
  4310. /**
  4311. * If this vector's length is greater than the max value, it is replaced by
  4312. * the max value.
  4313. * If this vector's length is less than the min value, it is replaced by the
  4314. * min value.
  4315. *
  4316. * @param {number} min - The minimum value the vector length will be clamped to.
  4317. * @param {number} max - The maximum value the vector length will be clamped to.
  4318. * @return {Vector3} A reference to this vector.
  4319. */
  4320. clampLength( min, max ) {
  4321. const length = this.length();
  4322. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  4323. }
  4324. /**
  4325. * The components of this vector are rounded down to the nearest integer value.
  4326. *
  4327. * @return {Vector3} A reference to this vector.
  4328. */
  4329. floor() {
  4330. this.x = Math.floor( this.x );
  4331. this.y = Math.floor( this.y );
  4332. this.z = Math.floor( this.z );
  4333. return this;
  4334. }
  4335. /**
  4336. * The components of this vector are rounded up to the nearest integer value.
  4337. *
  4338. * @return {Vector3} A reference to this vector.
  4339. */
  4340. ceil() {
  4341. this.x = Math.ceil( this.x );
  4342. this.y = Math.ceil( this.y );
  4343. this.z = Math.ceil( this.z );
  4344. return this;
  4345. }
  4346. /**
  4347. * The components of this vector are rounded to the nearest integer value
  4348. *
  4349. * @return {Vector3} A reference to this vector.
  4350. */
  4351. round() {
  4352. this.x = Math.round( this.x );
  4353. this.y = Math.round( this.y );
  4354. this.z = Math.round( this.z );
  4355. return this;
  4356. }
  4357. /**
  4358. * The components of this vector are rounded towards zero (up if negative,
  4359. * down if positive) to an integer value.
  4360. *
  4361. * @return {Vector3} A reference to this vector.
  4362. */
  4363. roundToZero() {
  4364. this.x = Math.trunc( this.x );
  4365. this.y = Math.trunc( this.y );
  4366. this.z = Math.trunc( this.z );
  4367. return this;
  4368. }
  4369. /**
  4370. * Inverts this vector - i.e. sets x = -x, y = -y and z = -z.
  4371. *
  4372. * @return {Vector3} A reference to this vector.
  4373. */
  4374. negate() {
  4375. this.x = - this.x;
  4376. this.y = - this.y;
  4377. this.z = - this.z;
  4378. return this;
  4379. }
  4380. /**
  4381. * Calculates the dot product of the given vector with this instance.
  4382. *
  4383. * @param {Vector3} v - The vector to compute the dot product with.
  4384. * @return {number} The result of the dot product.
  4385. */
  4386. dot( v ) {
  4387. return this.x * v.x + this.y * v.y + this.z * v.z;
  4388. }
  4389. /**
  4390. * Computes the square of the Euclidean length (straight-line length) from
  4391. * (0, 0, 0) to (x, y, z). If you are comparing the lengths of vectors, you should
  4392. * compare the length squared instead as it is slightly more efficient to calculate.
  4393. *
  4394. * @return {number} The square length of this vector.
  4395. */
  4396. lengthSq() {
  4397. return this.x * this.x + this.y * this.y + this.z * this.z;
  4398. }
  4399. /**
  4400. * Computes the Euclidean length (straight-line length) from (0, 0, 0) to (x, y, z).
  4401. *
  4402. * @return {number} The length of this vector.
  4403. */
  4404. length() {
  4405. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  4406. }
  4407. /**
  4408. * Computes the Manhattan length of this vector.
  4409. *
  4410. * @return {number} The length of this vector.
  4411. */
  4412. manhattanLength() {
  4413. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  4414. }
  4415. /**
  4416. * Converts this vector to a unit vector - that is, sets it equal to a vector
  4417. * with the same direction as this one, but with a vector length of `1`.
  4418. *
  4419. * @return {Vector3} A reference to this vector.
  4420. */
  4421. normalize() {
  4422. return this.divideScalar( this.length() || 1 );
  4423. }
  4424. /**
  4425. * Sets this vector to a vector with the same direction as this one, but
  4426. * with the specified length.
  4427. *
  4428. * @param {number} length - The new length of this vector.
  4429. * @return {Vector3} A reference to this vector.
  4430. */
  4431. setLength( length ) {
  4432. return this.normalize().multiplyScalar( length );
  4433. }
  4434. /**
  4435. * Linearly interpolates between the given vector and this instance, where
  4436. * alpha is the percent distance along the line - alpha = 0 will be this
  4437. * vector, and alpha = 1 will be the given one.
  4438. *
  4439. * @param {Vector3} v - The vector to interpolate towards.
  4440. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4441. * @return {Vector3} A reference to this vector.
  4442. */
  4443. lerp( v, alpha ) {
  4444. this.x += ( v.x - this.x ) * alpha;
  4445. this.y += ( v.y - this.y ) * alpha;
  4446. this.z += ( v.z - this.z ) * alpha;
  4447. return this;
  4448. }
  4449. /**
  4450. * Linearly interpolates between the given vectors, where alpha is the percent
  4451. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  4452. * be the second one. The result is stored in this instance.
  4453. *
  4454. * @param {Vector3} v1 - The first vector.
  4455. * @param {Vector3} v2 - The second vector.
  4456. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4457. * @return {Vector3} A reference to this vector.
  4458. */
  4459. lerpVectors( v1, v2, alpha ) {
  4460. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  4461. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  4462. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  4463. return this;
  4464. }
  4465. /**
  4466. * Calculates the cross product of the given vector with this instance.
  4467. *
  4468. * @param {Vector3} v - The vector to compute the cross product with.
  4469. * @return {Vector3} The result of the cross product.
  4470. */
  4471. cross( v ) {
  4472. return this.crossVectors( this, v );
  4473. }
  4474. /**
  4475. * Calculates the cross product of the given vectors and stores the result
  4476. * in this instance.
  4477. *
  4478. * @param {Vector3} a - The first vector.
  4479. * @param {Vector3} b - The second vector.
  4480. * @return {Vector3} A reference to this vector.
  4481. */
  4482. crossVectors( a, b ) {
  4483. const ax = a.x, ay = a.y, az = a.z;
  4484. const bx = b.x, by = b.y, bz = b.z;
  4485. this.x = ay * bz - az * by;
  4486. this.y = az * bx - ax * bz;
  4487. this.z = ax * by - ay * bx;
  4488. return this;
  4489. }
  4490. /**
  4491. * Projects this vector onto the given one.
  4492. *
  4493. * @param {Vector3} v - The vector to project to.
  4494. * @return {Vector3} A reference to this vector.
  4495. */
  4496. projectOnVector( v ) {
  4497. const denominator = v.lengthSq();
  4498. if ( denominator === 0 ) return this.set( 0, 0, 0 );
  4499. const scalar = v.dot( this ) / denominator;
  4500. return this.copy( v ).multiplyScalar( scalar );
  4501. }
  4502. /**
  4503. * Projects this vector onto a plane by subtracting this
  4504. * vector projected onto the plane's normal from this vector.
  4505. *
  4506. * @param {Vector3} planeNormal - The plane normal.
  4507. * @return {Vector3} A reference to this vector.
  4508. */
  4509. projectOnPlane( planeNormal ) {
  4510. _vector$c.copy( this ).projectOnVector( planeNormal );
  4511. return this.sub( _vector$c );
  4512. }
  4513. /**
  4514. * Reflects this vector off a plane orthogonal to the given normal vector.
  4515. *
  4516. * @param {Vector3} normal - The (normalized) normal vector.
  4517. * @return {Vector3} A reference to this vector.
  4518. */
  4519. reflect( normal ) {
  4520. return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  4521. }
  4522. /**
  4523. * Returns the angle between the given vector and this instance in radians.
  4524. *
  4525. * @param {Vector3} v - The vector to compute the angle with.
  4526. * @return {number} The angle in radians.
  4527. */
  4528. angleTo( v ) {
  4529. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  4530. if ( denominator === 0 ) return Math.PI / 2;
  4531. const theta = this.dot( v ) / denominator;
  4532. // clamp, to handle numerical problems
  4533. return Math.acos( clamp( theta, -1, 1 ) );
  4534. }
  4535. /**
  4536. * Computes the distance from the given vector to this instance.
  4537. *
  4538. * @param {Vector3} v - The vector to compute the distance to.
  4539. * @return {number} The distance.
  4540. */
  4541. distanceTo( v ) {
  4542. return Math.sqrt( this.distanceToSquared( v ) );
  4543. }
  4544. /**
  4545. * Computes the squared distance from the given vector to this instance.
  4546. * If you are just comparing the distance with another distance, you should compare
  4547. * the distance squared instead as it is slightly more efficient to calculate.
  4548. *
  4549. * @param {Vector3} v - The vector to compute the squared distance to.
  4550. * @return {number} The squared distance.
  4551. */
  4552. distanceToSquared( v ) {
  4553. const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  4554. return dx * dx + dy * dy + dz * dz;
  4555. }
  4556. /**
  4557. * Computes the Manhattan distance from the given vector to this instance.
  4558. *
  4559. * @param {Vector3} v - The vector to compute the Manhattan distance to.
  4560. * @return {number} The Manhattan distance.
  4561. */
  4562. manhattanDistanceTo( v ) {
  4563. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  4564. }
  4565. /**
  4566. * Sets the vector components from the given spherical coordinates.
  4567. *
  4568. * @param {Spherical} s - The spherical coordinates.
  4569. * @return {Vector3} A reference to this vector.
  4570. */
  4571. setFromSpherical( s ) {
  4572. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  4573. }
  4574. /**
  4575. * Sets the vector components from the given spherical coordinates.
  4576. *
  4577. * @param {number} radius - The radius.
  4578. * @param {number} phi - The phi angle in radians.
  4579. * @param {number} theta - The theta angle in radians.
  4580. * @return {Vector3} A reference to this vector.
  4581. */
  4582. setFromSphericalCoords( radius, phi, theta ) {
  4583. const sinPhiRadius = Math.sin( phi ) * radius;
  4584. this.x = sinPhiRadius * Math.sin( theta );
  4585. this.y = Math.cos( phi ) * radius;
  4586. this.z = sinPhiRadius * Math.cos( theta );
  4587. return this;
  4588. }
  4589. /**
  4590. * Sets the vector components from the given cylindrical coordinates.
  4591. *
  4592. * @param {Cylindrical} c - The cylindrical coordinates.
  4593. * @return {Vector3} A reference to this vector.
  4594. */
  4595. setFromCylindrical( c ) {
  4596. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  4597. }
  4598. /**
  4599. * Sets the vector components from the given cylindrical coordinates.
  4600. *
  4601. * @param {number} radius - The radius.
  4602. * @param {number} theta - The theta angle in radians.
  4603. * @param {number} y - The y value.
  4604. * @return {Vector3} A reference to this vector.
  4605. */
  4606. setFromCylindricalCoords( radius, theta, y ) {
  4607. this.x = radius * Math.sin( theta );
  4608. this.y = y;
  4609. this.z = radius * Math.cos( theta );
  4610. return this;
  4611. }
  4612. /**
  4613. * Sets the vector components to the position elements of the
  4614. * given transformation matrix.
  4615. *
  4616. * @param {Matrix4} m - The 4x4 matrix.
  4617. * @return {Vector3} A reference to this vector.
  4618. */
  4619. setFromMatrixPosition( m ) {
  4620. const e = m.elements;
  4621. this.x = e[ 12 ];
  4622. this.y = e[ 13 ];
  4623. this.z = e[ 14 ];
  4624. return this;
  4625. }
  4626. /**
  4627. * Sets the vector components to the scale elements of the
  4628. * given transformation matrix.
  4629. *
  4630. * @param {Matrix4} m - The 4x4 matrix.
  4631. * @return {Vector3} A reference to this vector.
  4632. */
  4633. setFromMatrixScale( m ) {
  4634. const sx = this.setFromMatrixColumn( m, 0 ).length();
  4635. const sy = this.setFromMatrixColumn( m, 1 ).length();
  4636. const sz = this.setFromMatrixColumn( m, 2 ).length();
  4637. this.x = sx;
  4638. this.y = sy;
  4639. this.z = sz;
  4640. return this;
  4641. }
  4642. /**
  4643. * Sets the vector components from the specified matrix column.
  4644. *
  4645. * @param {Matrix4} m - The 4x4 matrix.
  4646. * @param {number} index - The column index.
  4647. * @return {Vector3} A reference to this vector.
  4648. */
  4649. setFromMatrixColumn( m, index ) {
  4650. return this.fromArray( m.elements, index * 4 );
  4651. }
  4652. /**
  4653. * Sets the vector components from the specified matrix column.
  4654. *
  4655. * @param {Matrix3} m - The 3x3 matrix.
  4656. * @param {number} index - The column index.
  4657. * @return {Vector3} A reference to this vector.
  4658. */
  4659. setFromMatrix3Column( m, index ) {
  4660. return this.fromArray( m.elements, index * 3 );
  4661. }
  4662. /**
  4663. * Sets the vector components from the given Euler angles.
  4664. *
  4665. * @param {Euler} e - The Euler angles to set.
  4666. * @return {Vector3} A reference to this vector.
  4667. */
  4668. setFromEuler( e ) {
  4669. this.x = e._x;
  4670. this.y = e._y;
  4671. this.z = e._z;
  4672. return this;
  4673. }
  4674. /**
  4675. * Sets the vector components from the RGB components of the
  4676. * given color.
  4677. *
  4678. * @param {Color} c - The color to set.
  4679. * @return {Vector3} A reference to this vector.
  4680. */
  4681. setFromColor( c ) {
  4682. this.x = c.r;
  4683. this.y = c.g;
  4684. this.z = c.b;
  4685. return this;
  4686. }
  4687. /**
  4688. * Returns `true` if this vector is equal with the given one.
  4689. *
  4690. * @param {Vector3} v - The vector to test for equality.
  4691. * @return {boolean} Whether this vector is equal with the given one.
  4692. */
  4693. equals( v ) {
  4694. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  4695. }
  4696. /**
  4697. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`
  4698. * and z value to be `array[ offset + 2 ]`.
  4699. *
  4700. * @param {Array<number>} array - An array holding the vector component values.
  4701. * @param {number} [offset=0] - The offset into the array.
  4702. * @return {Vector3} A reference to this vector.
  4703. */
  4704. fromArray( array, offset = 0 ) {
  4705. this.x = array[ offset ];
  4706. this.y = array[ offset + 1 ];
  4707. this.z = array[ offset + 2 ];
  4708. return this;
  4709. }
  4710. /**
  4711. * Writes the components of this vector to the given array. If no array is provided,
  4712. * the method returns a new instance.
  4713. *
  4714. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  4715. * @param {number} [offset=0] - Index of the first element in the array.
  4716. * @return {Array<number>} The vector components.
  4717. */
  4718. toArray( array = [], offset = 0 ) {
  4719. array[ offset ] = this.x;
  4720. array[ offset + 1 ] = this.y;
  4721. array[ offset + 2 ] = this.z;
  4722. return array;
  4723. }
  4724. /**
  4725. * Sets the components of this vector from the given buffer attribute.
  4726. *
  4727. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  4728. * @param {number} index - The index into the attribute.
  4729. * @return {Vector3} A reference to this vector.
  4730. */
  4731. fromBufferAttribute( attribute, index ) {
  4732. this.x = attribute.getX( index );
  4733. this.y = attribute.getY( index );
  4734. this.z = attribute.getZ( index );
  4735. return this;
  4736. }
  4737. /**
  4738. * Sets each component of this vector to a pseudo-random value between `0` and
  4739. * `1`, excluding `1`.
  4740. *
  4741. * @return {Vector3} A reference to this vector.
  4742. */
  4743. random() {
  4744. this.x = Math.random();
  4745. this.y = Math.random();
  4746. this.z = Math.random();
  4747. return this;
  4748. }
  4749. /**
  4750. * Sets this vector to a uniformly random point on a unit sphere.
  4751. *
  4752. * @return {Vector3} A reference to this vector.
  4753. */
  4754. randomDirection() {
  4755. // https://mathworld.wolfram.com/SpherePointPicking.html
  4756. const theta = Math.random() * Math.PI * 2;
  4757. const u = Math.random() * 2 - 1;
  4758. const c = Math.sqrt( 1 - u * u );
  4759. this.x = c * Math.cos( theta );
  4760. this.y = u;
  4761. this.z = c * Math.sin( theta );
  4762. return this;
  4763. }
  4764. *[ Symbol.iterator ]() {
  4765. yield this.x;
  4766. yield this.y;
  4767. yield this.z;
  4768. }
  4769. }
  4770. const _vector$c = /*@__PURE__*/ new Vector3();
  4771. const _quaternion$5 = /*@__PURE__*/ new Quaternion();
  4772. /**
  4773. * Represents a 3x3 matrix.
  4774. *
  4775. * A Note on Row-Major and Column-Major Ordering:
  4776. *
  4777. * The constructor and {@link Matrix3#set} method take arguments in
  4778. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  4779. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  4780. * This means that calling:
  4781. * ```js
  4782. * const m = new THREE.Matrix();
  4783. * m.set( 11, 12, 13,
  4784. * 21, 22, 23,
  4785. * 31, 32, 33 );
  4786. * ```
  4787. * will result in the elements array containing:
  4788. * ```js
  4789. * m.elements = [ 11, 21, 31,
  4790. * 12, 22, 32,
  4791. * 13, 23, 33 ];
  4792. * ```
  4793. * and internally all calculations are performed using column-major ordering.
  4794. * However, as the actual ordering makes no difference mathematically and
  4795. * most people are used to thinking about matrices in row-major order, the
  4796. * three.js documentation shows matrices in row-major order. Just bear in
  4797. * mind that if you are reading the source code, you'll have to take the
  4798. * transpose of any matrices outlined here to make sense of the calculations.
  4799. */
  4800. class Matrix3 {
  4801. static {
  4802. /**
  4803. * This flag can be used for type testing.
  4804. *
  4805. * @type {boolean}
  4806. * @readonly
  4807. * @default true
  4808. */
  4809. Matrix3.prototype.isMatrix3 = true;
  4810. }
  4811. /**
  4812. * Constructs a new 3x3 matrix. The arguments are supposed to be
  4813. * in row-major order. If no arguments are provided, the constructor
  4814. * initializes the matrix as an identity matrix.
  4815. *
  4816. * @param {number} [n11] - 1-1 matrix element.
  4817. * @param {number} [n12] - 1-2 matrix element.
  4818. * @param {number} [n13] - 1-3 matrix element.
  4819. * @param {number} [n21] - 2-1 matrix element.
  4820. * @param {number} [n22] - 2-2 matrix element.
  4821. * @param {number} [n23] - 2-3 matrix element.
  4822. * @param {number} [n31] - 3-1 matrix element.
  4823. * @param {number} [n32] - 3-2 matrix element.
  4824. * @param {number} [n33] - 3-3 matrix element.
  4825. */
  4826. constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  4827. /**
  4828. * A column-major list of matrix values.
  4829. *
  4830. * @type {Array<number>}
  4831. */
  4832. this.elements = [
  4833. 1, 0, 0,
  4834. 0, 1, 0,
  4835. 0, 0, 1
  4836. ];
  4837. if ( n11 !== undefined ) {
  4838. this.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );
  4839. }
  4840. }
  4841. /**
  4842. * Sets the elements of the matrix.The arguments are supposed to be
  4843. * in row-major order.
  4844. *
  4845. * @param {number} [n11] - 1-1 matrix element.
  4846. * @param {number} [n12] - 1-2 matrix element.
  4847. * @param {number} [n13] - 1-3 matrix element.
  4848. * @param {number} [n21] - 2-1 matrix element.
  4849. * @param {number} [n22] - 2-2 matrix element.
  4850. * @param {number} [n23] - 2-3 matrix element.
  4851. * @param {number} [n31] - 3-1 matrix element.
  4852. * @param {number} [n32] - 3-2 matrix element.
  4853. * @param {number} [n33] - 3-3 matrix element.
  4854. * @return {Matrix3} A reference to this matrix.
  4855. */
  4856. set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  4857. const te = this.elements;
  4858. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  4859. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  4860. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  4861. return this;
  4862. }
  4863. /**
  4864. * Sets this matrix to the 3x3 identity matrix.
  4865. *
  4866. * @return {Matrix3} A reference to this matrix.
  4867. */
  4868. identity() {
  4869. this.set(
  4870. 1, 0, 0,
  4871. 0, 1, 0,
  4872. 0, 0, 1
  4873. );
  4874. return this;
  4875. }
  4876. /**
  4877. * Copies the values of the given matrix to this instance.
  4878. *
  4879. * @param {Matrix3} m - The matrix to copy.
  4880. * @return {Matrix3} A reference to this matrix.
  4881. */
  4882. copy( m ) {
  4883. const te = this.elements;
  4884. const me = m.elements;
  4885. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  4886. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  4887. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  4888. return this;
  4889. }
  4890. /**
  4891. * Extracts the basis of this matrix into the three axis vectors provided.
  4892. *
  4893. * @param {Vector3} xAxis - The basis's x axis.
  4894. * @param {Vector3} yAxis - The basis's y axis.
  4895. * @param {Vector3} zAxis - The basis's z axis.
  4896. * @return {Matrix3} A reference to this matrix.
  4897. */
  4898. extractBasis( xAxis, yAxis, zAxis ) {
  4899. xAxis.setFromMatrix3Column( this, 0 );
  4900. yAxis.setFromMatrix3Column( this, 1 );
  4901. zAxis.setFromMatrix3Column( this, 2 );
  4902. return this;
  4903. }
  4904. /**
  4905. * Set this matrix to the upper 3x3 matrix of the given 4x4 matrix.
  4906. *
  4907. * @param {Matrix4} m - The 4x4 matrix.
  4908. * @return {Matrix3} A reference to this matrix.
  4909. */
  4910. setFromMatrix4( m ) {
  4911. const me = m.elements;
  4912. this.set(
  4913. me[ 0 ], me[ 4 ], me[ 8 ],
  4914. me[ 1 ], me[ 5 ], me[ 9 ],
  4915. me[ 2 ], me[ 6 ], me[ 10 ]
  4916. );
  4917. return this;
  4918. }
  4919. /**
  4920. * Post-multiplies this matrix by the given 3x3 matrix.
  4921. *
  4922. * @param {Matrix3} m - The matrix to multiply with.
  4923. * @return {Matrix3} A reference to this matrix.
  4924. */
  4925. multiply( m ) {
  4926. return this.multiplyMatrices( this, m );
  4927. }
  4928. /**
  4929. * Pre-multiplies this matrix by the given 3x3 matrix.
  4930. *
  4931. * @param {Matrix3} m - The matrix to multiply with.
  4932. * @return {Matrix3} A reference to this matrix.
  4933. */
  4934. premultiply( m ) {
  4935. return this.multiplyMatrices( m, this );
  4936. }
  4937. /**
  4938. * Multiples the given 3x3 matrices and stores the result
  4939. * in this matrix.
  4940. *
  4941. * @param {Matrix3} a - The first matrix.
  4942. * @param {Matrix3} b - The second matrix.
  4943. * @return {Matrix3} A reference to this matrix.
  4944. */
  4945. multiplyMatrices( a, b ) {
  4946. const ae = a.elements;
  4947. const be = b.elements;
  4948. const te = this.elements;
  4949. const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  4950. const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  4951. const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  4952. const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  4953. const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  4954. const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  4955. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  4956. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  4957. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  4958. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  4959. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  4960. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  4961. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  4962. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  4963. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  4964. return this;
  4965. }
  4966. /**
  4967. * Multiplies every component of the matrix by the given scalar.
  4968. *
  4969. * @param {number} s - The scalar.
  4970. * @return {Matrix3} A reference to this matrix.
  4971. */
  4972. multiplyScalar( s ) {
  4973. const te = this.elements;
  4974. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  4975. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  4976. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  4977. return this;
  4978. }
  4979. /**
  4980. * Computes and returns the determinant of this matrix.
  4981. *
  4982. * @return {number} The determinant.
  4983. */
  4984. determinant() {
  4985. const te = this.elements;
  4986. const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  4987. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  4988. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  4989. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  4990. }
  4991. /**
  4992. * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
  4993. * You can not invert with a determinant of zero. If you attempt this, the method produces
  4994. * a zero matrix instead.
  4995. *
  4996. * @return {Matrix3} A reference to this matrix.
  4997. */
  4998. invert() {
  4999. const te = this.elements,
  5000. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],
  5001. n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],
  5002. n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],
  5003. t11 = n33 * n22 - n32 * n23,
  5004. t12 = n32 * n13 - n33 * n12,
  5005. t13 = n23 * n12 - n22 * n13,
  5006. det = n11 * t11 + n21 * t12 + n31 * t13;
  5007. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  5008. const detInv = 1 / det;
  5009. te[ 0 ] = t11 * detInv;
  5010. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  5011. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  5012. te[ 3 ] = t12 * detInv;
  5013. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  5014. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  5015. te[ 6 ] = t13 * detInv;
  5016. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  5017. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  5018. return this;
  5019. }
  5020. /**
  5021. * Transposes this matrix in place.
  5022. *
  5023. * @return {Matrix3} A reference to this matrix.
  5024. */
  5025. transpose() {
  5026. let tmp;
  5027. const m = this.elements;
  5028. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  5029. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  5030. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  5031. return this;
  5032. }
  5033. /**
  5034. * Computes the normal matrix which is the inverse transpose of the upper
  5035. * left 3x3 portion of the given 4x4 matrix.
  5036. *
  5037. * @param {Matrix4} matrix4 - The 4x4 matrix.
  5038. * @return {Matrix3} A reference to this matrix.
  5039. */
  5040. getNormalMatrix( matrix4 ) {
  5041. return this.setFromMatrix4( matrix4 ).invert().transpose();
  5042. }
  5043. /**
  5044. * Transposes this matrix into the supplied array, and returns itself unchanged.
  5045. *
  5046. * @param {Array<number>} r - An array to store the transposed matrix elements.
  5047. * @return {Matrix3} A reference to this matrix.
  5048. */
  5049. transposeIntoArray( r ) {
  5050. const m = this.elements;
  5051. r[ 0 ] = m[ 0 ];
  5052. r[ 1 ] = m[ 3 ];
  5053. r[ 2 ] = m[ 6 ];
  5054. r[ 3 ] = m[ 1 ];
  5055. r[ 4 ] = m[ 4 ];
  5056. r[ 5 ] = m[ 7 ];
  5057. r[ 6 ] = m[ 2 ];
  5058. r[ 7 ] = m[ 5 ];
  5059. r[ 8 ] = m[ 8 ];
  5060. return this;
  5061. }
  5062. /**
  5063. * Sets the UV transform matrix from offset, repeat, rotation, and center.
  5064. *
  5065. * @param {number} tx - Offset x.
  5066. * @param {number} ty - Offset y.
  5067. * @param {number} sx - Repeat x.
  5068. * @param {number} sy - Repeat y.
  5069. * @param {number} rotation - Rotation, in radians. Positive values rotate counterclockwise.
  5070. * @param {number} cx - Center x of rotation.
  5071. * @param {number} cy - Center y of rotation
  5072. * @return {Matrix3} A reference to this matrix.
  5073. */
  5074. setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {
  5075. const c = Math.cos( rotation );
  5076. const s = Math.sin( rotation );
  5077. this.set(
  5078. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  5079. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  5080. 0, 0, 1
  5081. );
  5082. return this;
  5083. }
  5084. /**
  5085. * Scales this matrix with the given scalar values.
  5086. *
  5087. * @param {number} sx - The amount to scale in the X axis.
  5088. * @param {number} sy - The amount to scale in the Y axis.
  5089. * @return {Matrix3} A reference to this matrix.
  5090. */
  5091. scale( sx, sy ) {
  5092. this.premultiply( _m3.makeScale( sx, sy ) );
  5093. return this;
  5094. }
  5095. /**
  5096. * Rotates this matrix by the given angle.
  5097. *
  5098. * @param {number} theta - The rotation in radians.
  5099. * @return {Matrix3} A reference to this matrix.
  5100. */
  5101. rotate( theta ) {
  5102. this.premultiply( _m3.makeRotation( - theta ) );
  5103. return this;
  5104. }
  5105. /**
  5106. * Translates this matrix by the given scalar values.
  5107. *
  5108. * @param {number} tx - The amount to translate in the X axis.
  5109. * @param {number} ty - The amount to translate in the Y axis.
  5110. * @return {Matrix3} A reference to this matrix.
  5111. */
  5112. translate( tx, ty ) {
  5113. this.premultiply( _m3.makeTranslation( tx, ty ) );
  5114. return this;
  5115. }
  5116. // for 2D Transforms
  5117. /**
  5118. * Sets this matrix as a 2D translation transform.
  5119. *
  5120. * @param {number|Vector2} x - The amount to translate in the X axis or alternatively a translation vector.
  5121. * @param {number} y - The amount to translate in the Y axis.
  5122. * @return {Matrix3} A reference to this matrix.
  5123. */
  5124. makeTranslation( x, y ) {
  5125. if ( x.isVector2 ) {
  5126. this.set(
  5127. 1, 0, x.x,
  5128. 0, 1, x.y,
  5129. 0, 0, 1
  5130. );
  5131. } else {
  5132. this.set(
  5133. 1, 0, x,
  5134. 0, 1, y,
  5135. 0, 0, 1
  5136. );
  5137. }
  5138. return this;
  5139. }
  5140. /**
  5141. * Sets this matrix as a 2D rotational transformation.
  5142. *
  5143. * @param {number} theta - The rotation in radians.
  5144. * @return {Matrix3} A reference to this matrix.
  5145. */
  5146. makeRotation( theta ) {
  5147. // counterclockwise
  5148. const c = Math.cos( theta );
  5149. const s = Math.sin( theta );
  5150. this.set(
  5151. c, - s, 0,
  5152. s, c, 0,
  5153. 0, 0, 1
  5154. );
  5155. return this;
  5156. }
  5157. /**
  5158. * Sets this matrix as a 2D scale transform.
  5159. *
  5160. * @param {number} x - The amount to scale in the X axis.
  5161. * @param {number} y - The amount to scale in the Y axis.
  5162. * @return {Matrix3} A reference to this matrix.
  5163. */
  5164. makeScale( x, y ) {
  5165. this.set(
  5166. x, 0, 0,
  5167. 0, y, 0,
  5168. 0, 0, 1
  5169. );
  5170. return this;
  5171. }
  5172. /**
  5173. * Returns `true` if this matrix is equal with the given one.
  5174. *
  5175. * @param {Matrix3} matrix - The matrix to test for equality.
  5176. * @return {boolean} Whether this matrix is equal with the given one.
  5177. */
  5178. equals( matrix ) {
  5179. const te = this.elements;
  5180. const me = matrix.elements;
  5181. for ( let i = 0; i < 9; i ++ ) {
  5182. if ( te[ i ] !== me[ i ] ) return false;
  5183. }
  5184. return true;
  5185. }
  5186. /**
  5187. * Sets the elements of the matrix from the given array.
  5188. *
  5189. * @param {Array<number>} array - The matrix elements in column-major order.
  5190. * @param {number} [offset=0] - Index of the first element in the array.
  5191. * @return {Matrix3} A reference to this matrix.
  5192. */
  5193. fromArray( array, offset = 0 ) {
  5194. for ( let i = 0; i < 9; i ++ ) {
  5195. this.elements[ i ] = array[ i + offset ];
  5196. }
  5197. return this;
  5198. }
  5199. /**
  5200. * Writes the elements of this matrix to the given array. If no array is provided,
  5201. * the method returns a new instance.
  5202. *
  5203. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  5204. * @param {number} [offset=0] - Index of the first element in the array.
  5205. * @return {Array<number>} The matrix elements in column-major order.
  5206. */
  5207. toArray( array = [], offset = 0 ) {
  5208. const te = this.elements;
  5209. array[ offset ] = te[ 0 ];
  5210. array[ offset + 1 ] = te[ 1 ];
  5211. array[ offset + 2 ] = te[ 2 ];
  5212. array[ offset + 3 ] = te[ 3 ];
  5213. array[ offset + 4 ] = te[ 4 ];
  5214. array[ offset + 5 ] = te[ 5 ];
  5215. array[ offset + 6 ] = te[ 6 ];
  5216. array[ offset + 7 ] = te[ 7 ];
  5217. array[ offset + 8 ] = te[ 8 ];
  5218. return array;
  5219. }
  5220. /**
  5221. * Returns a matrix with copied values from this instance.
  5222. *
  5223. * @return {Matrix3} A clone of this instance.
  5224. */
  5225. clone() {
  5226. return new this.constructor().fromArray( this.elements );
  5227. }
  5228. }
  5229. const _m3 = /*@__PURE__*/ new Matrix3();
  5230. const LINEAR_REC709_TO_XYZ = /*@__PURE__*/ new Matrix3().set(
  5231. 0.4123908, 0.3575843, 0.1804808,
  5232. 0.2126390, 0.7151687, 0.0721923,
  5233. 0.0193308, 0.1191948, 0.9505322
  5234. );
  5235. const XYZ_TO_LINEAR_REC709 = /*@__PURE__*/ new Matrix3().set(
  5236. 3.2409699, -1.5373832, -0.4986108,
  5237. -0.9692436, 1.8759675, 0.0415551,
  5238. 0.0556301, -0.203977, 1.0569715
  5239. );
  5240. function createColorManagement() {
  5241. const ColorManagement = {
  5242. enabled: true,
  5243. workingColorSpace: LinearSRGBColorSpace,
  5244. /**
  5245. * Implementations of supported color spaces.
  5246. *
  5247. * Required:
  5248. * - primaries: chromaticity coordinates [ rx ry gx gy bx by ]
  5249. * - whitePoint: reference white [ x y ]
  5250. * - transfer: transfer function (pre-defined)
  5251. * - toXYZ: Matrix3 RGB to XYZ transform
  5252. * - fromXYZ: Matrix3 XYZ to RGB transform
  5253. * - luminanceCoefficients: RGB luminance coefficients
  5254. *
  5255. * Optional:
  5256. * - outputColorSpaceConfig: { drawingBufferColorSpace: ColorSpace, toneMappingMode: 'extended' | 'standard' }
  5257. * - workingColorSpaceConfig: { unpackColorSpace: ColorSpace }
  5258. *
  5259. * Reference:
  5260. * - https://www.russellcottrell.com/photo/matrixCalculator.htm
  5261. */
  5262. spaces: {},
  5263. convert: function ( color, sourceColorSpace, targetColorSpace ) {
  5264. if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {
  5265. return color;
  5266. }
  5267. if ( this.spaces[ sourceColorSpace ].transfer === SRGBTransfer ) {
  5268. color.r = SRGBToLinear( color.r );
  5269. color.g = SRGBToLinear( color.g );
  5270. color.b = SRGBToLinear( color.b );
  5271. }
  5272. if ( this.spaces[ sourceColorSpace ].primaries !== this.spaces[ targetColorSpace ].primaries ) {
  5273. color.applyMatrix3( this.spaces[ sourceColorSpace ].toXYZ );
  5274. color.applyMatrix3( this.spaces[ targetColorSpace ].fromXYZ );
  5275. }
  5276. if ( this.spaces[ targetColorSpace ].transfer === SRGBTransfer ) {
  5277. color.r = LinearToSRGB( color.r );
  5278. color.g = LinearToSRGB( color.g );
  5279. color.b = LinearToSRGB( color.b );
  5280. }
  5281. return color;
  5282. },
  5283. workingToColorSpace: function ( color, targetColorSpace ) {
  5284. return this.convert( color, this.workingColorSpace, targetColorSpace );
  5285. },
  5286. colorSpaceToWorking: function ( color, sourceColorSpace ) {
  5287. return this.convert( color, sourceColorSpace, this.workingColorSpace );
  5288. },
  5289. getPrimaries: function ( colorSpace ) {
  5290. return this.spaces[ colorSpace ].primaries;
  5291. },
  5292. getTransfer: function ( colorSpace ) {
  5293. if ( colorSpace === NoColorSpace ) return LinearTransfer;
  5294. return this.spaces[ colorSpace ].transfer;
  5295. },
  5296. getToneMappingMode: function ( colorSpace ) {
  5297. return this.spaces[ colorSpace ].outputColorSpaceConfig.toneMappingMode || 'standard';
  5298. },
  5299. getLuminanceCoefficients: function ( target, colorSpace = this.workingColorSpace ) {
  5300. return target.fromArray( this.spaces[ colorSpace ].luminanceCoefficients );
  5301. },
  5302. define: function ( colorSpaces ) {
  5303. Object.assign( this.spaces, colorSpaces );
  5304. },
  5305. // Internal APIs
  5306. _getMatrix: function ( targetMatrix, sourceColorSpace, targetColorSpace ) {
  5307. return targetMatrix
  5308. .copy( this.spaces[ sourceColorSpace ].toXYZ )
  5309. .multiply( this.spaces[ targetColorSpace ].fromXYZ );
  5310. },
  5311. _getDrawingBufferColorSpace: function ( colorSpace ) {
  5312. return this.spaces[ colorSpace ].outputColorSpaceConfig.drawingBufferColorSpace;
  5313. },
  5314. _getUnpackColorSpace: function ( colorSpace = this.workingColorSpace ) {
  5315. return this.spaces[ colorSpace ].workingColorSpaceConfig.unpackColorSpace;
  5316. },
  5317. // Deprecated
  5318. fromWorkingColorSpace: function ( color, targetColorSpace ) {
  5319. warnOnce( 'ColorManagement: .fromWorkingColorSpace() has been renamed to .workingToColorSpace().' ); // @deprecated, r177
  5320. return ColorManagement.workingToColorSpace( color, targetColorSpace );
  5321. },
  5322. toWorkingColorSpace: function ( color, sourceColorSpace ) {
  5323. warnOnce( 'ColorManagement: .toWorkingColorSpace() has been renamed to .colorSpaceToWorking().' ); // @deprecated, r177
  5324. return ColorManagement.colorSpaceToWorking( color, sourceColorSpace );
  5325. },
  5326. };
  5327. /******************************************************************************
  5328. * sRGB definitions
  5329. */
  5330. const REC709_PRIMARIES = [ 0.640, 0.330, 0.300, 0.600, 0.150, 0.060 ];
  5331. const REC709_LUMINANCE_COEFFICIENTS = [ 0.2126, 0.7152, 0.0722 ];
  5332. const D65 = [ 0.3127, 0.3290 ];
  5333. ColorManagement.define( {
  5334. [ LinearSRGBColorSpace ]: {
  5335. primaries: REC709_PRIMARIES,
  5336. whitePoint: D65,
  5337. transfer: LinearTransfer,
  5338. toXYZ: LINEAR_REC709_TO_XYZ,
  5339. fromXYZ: XYZ_TO_LINEAR_REC709,
  5340. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  5341. workingColorSpaceConfig: { unpackColorSpace: SRGBColorSpace },
  5342. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  5343. },
  5344. [ SRGBColorSpace ]: {
  5345. primaries: REC709_PRIMARIES,
  5346. whitePoint: D65,
  5347. transfer: SRGBTransfer,
  5348. toXYZ: LINEAR_REC709_TO_XYZ,
  5349. fromXYZ: XYZ_TO_LINEAR_REC709,
  5350. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  5351. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  5352. },
  5353. } );
  5354. return ColorManagement;
  5355. }
  5356. const ColorManagement = /*@__PURE__*/ createColorManagement();
  5357. function SRGBToLinear( c ) {
  5358. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  5359. }
  5360. function LinearToSRGB( c ) {
  5361. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  5362. }
  5363. let _canvas;
  5364. /**
  5365. * A class containing utility functions for images.
  5366. *
  5367. * @hideconstructor
  5368. */
  5369. class ImageUtils {
  5370. /**
  5371. * Returns a data URI containing a representation of the given image.
  5372. *
  5373. * @param {(HTMLImageElement|HTMLCanvasElement)} image - The image object.
  5374. * @param {string} [type='image/png'] - Indicates the image format.
  5375. * @return {string} The data URI.
  5376. */
  5377. static getDataURL( image, type = 'image/png' ) {
  5378. if ( /^data:/i.test( image.src ) ) {
  5379. return image.src;
  5380. }
  5381. if ( typeof HTMLCanvasElement === 'undefined' ) {
  5382. return image.src;
  5383. }
  5384. let canvas;
  5385. if ( image instanceof HTMLCanvasElement ) {
  5386. canvas = image;
  5387. } else {
  5388. if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );
  5389. _canvas.width = image.width;
  5390. _canvas.height = image.height;
  5391. const context = _canvas.getContext( '2d' );
  5392. if ( image instanceof ImageData ) {
  5393. context.putImageData( image, 0, 0 );
  5394. } else {
  5395. context.drawImage( image, 0, 0, image.width, image.height );
  5396. }
  5397. canvas = _canvas;
  5398. }
  5399. return canvas.toDataURL( type );
  5400. }
  5401. /**
  5402. * Converts the given sRGB image data to linear color space.
  5403. *
  5404. * @param {(HTMLImageElement|HTMLCanvasElement|ImageBitmap|Object)} image - The image object.
  5405. * @return {HTMLCanvasElement|Object} The converted image.
  5406. */
  5407. static sRGBToLinear( image ) {
  5408. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  5409. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  5410. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  5411. const canvas = createElementNS( 'canvas' );
  5412. canvas.width = image.width;
  5413. canvas.height = image.height;
  5414. const context = canvas.getContext( '2d' );
  5415. context.drawImage( image, 0, 0, image.width, image.height );
  5416. const imageData = context.getImageData( 0, 0, image.width, image.height );
  5417. const data = imageData.data;
  5418. for ( let i = 0; i < data.length; i ++ ) {
  5419. data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;
  5420. }
  5421. context.putImageData( imageData, 0, 0 );
  5422. return canvas;
  5423. } else if ( image.data ) {
  5424. const data = image.data.slice( 0 );
  5425. for ( let i = 0; i < data.length; i ++ ) {
  5426. if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {
  5427. data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );
  5428. } else {
  5429. // assuming float
  5430. data[ i ] = SRGBToLinear( data[ i ] );
  5431. }
  5432. }
  5433. return {
  5434. data: data,
  5435. width: image.width,
  5436. height: image.height
  5437. };
  5438. } else {
  5439. warn( 'ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );
  5440. return image;
  5441. }
  5442. }
  5443. }
  5444. let _sourceId = 0;
  5445. /**
  5446. * Represents the data source of a texture.
  5447. *
  5448. * The main purpose of this class is to decouple the data definition from the texture
  5449. * definition so the same data can be used with multiple texture instances.
  5450. */
  5451. class Source {
  5452. /**
  5453. * Constructs a new video texture.
  5454. *
  5455. * @param {any} [data=null] - The data definition of a texture.
  5456. */
  5457. constructor( data = null ) {
  5458. /**
  5459. * This flag can be used for type testing.
  5460. *
  5461. * @type {boolean}
  5462. * @readonly
  5463. * @default true
  5464. */
  5465. this.isSource = true;
  5466. /**
  5467. * The ID of the source.
  5468. *
  5469. * @name Source#id
  5470. * @type {number}
  5471. * @readonly
  5472. */
  5473. Object.defineProperty( this, 'id', { value: _sourceId ++ } );
  5474. /**
  5475. * The UUID of the source.
  5476. *
  5477. * @type {string}
  5478. * @readonly
  5479. */
  5480. this.uuid = generateUUID();
  5481. /**
  5482. * The data definition of a texture.
  5483. *
  5484. * @type {any}
  5485. */
  5486. this.data = data;
  5487. /**
  5488. * This property is only relevant when {@link Source#needsUpdate} is set to `true` and
  5489. * provides more control on how texture data should be processed. When `dataReady` is set
  5490. * to `false`, the engine performs the memory allocation (if necessary) but does not transfer
  5491. * the data into the GPU memory.
  5492. *
  5493. * @type {boolean}
  5494. * @default true
  5495. */
  5496. this.dataReady = true;
  5497. /**
  5498. * This starts at `0` and counts how many times {@link Source#needsUpdate} is set to `true`.
  5499. *
  5500. * @type {number}
  5501. * @readonly
  5502. * @default 0
  5503. */
  5504. this.version = 0;
  5505. }
  5506. /**
  5507. * Returns the dimensions of the source into the given target vector.
  5508. *
  5509. * @param {(Vector2|Vector3)} target - The target object the result is written into.
  5510. * @return {(Vector2|Vector3)} The dimensions of the source.
  5511. */
  5512. getSize( target ) {
  5513. const data = this.data;
  5514. if ( ( typeof HTMLVideoElement !== 'undefined' ) && ( data instanceof HTMLVideoElement ) ) {
  5515. target.set( data.videoWidth, data.videoHeight, 0 );
  5516. } else if ( ( typeof VideoFrame !== 'undefined' ) && ( data instanceof VideoFrame ) ) {
  5517. target.set( data.displayWidth, data.displayHeight, 0 );
  5518. } else if ( data !== null ) {
  5519. target.set( data.width, data.height, data.depth || 0 );
  5520. } else {
  5521. target.set( 0, 0, 0 );
  5522. }
  5523. return target;
  5524. }
  5525. /**
  5526. * When the property is set to `true`, the engine allocates the memory
  5527. * for the texture (if necessary) and triggers the actual texture upload
  5528. * to the GPU next time the source is used.
  5529. *
  5530. * @type {boolean}
  5531. * @default false
  5532. * @param {boolean} value
  5533. */
  5534. set needsUpdate( value ) {
  5535. if ( value === true ) this.version ++;
  5536. }
  5537. /**
  5538. * Serializes the source into JSON.
  5539. *
  5540. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  5541. * @return {Object} A JSON object representing the serialized source.
  5542. * @see {@link ObjectLoader#parse}
  5543. */
  5544. toJSON( meta ) {
  5545. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  5546. if ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {
  5547. return meta.images[ this.uuid ];
  5548. }
  5549. const output = {
  5550. uuid: this.uuid,
  5551. url: ''
  5552. };
  5553. const data = this.data;
  5554. if ( data !== null ) {
  5555. let url;
  5556. if ( Array.isArray( data ) ) {
  5557. // cube texture
  5558. url = [];
  5559. for ( let i = 0, l = data.length; i < l; i ++ ) {
  5560. if ( data[ i ].isDataTexture ) {
  5561. url.push( serializeImage( data[ i ].image ) );
  5562. } else {
  5563. url.push( serializeImage( data[ i ] ) );
  5564. }
  5565. }
  5566. } else {
  5567. // texture
  5568. url = serializeImage( data );
  5569. }
  5570. output.url = url;
  5571. }
  5572. if ( ! isRootObject ) {
  5573. meta.images[ this.uuid ] = output;
  5574. }
  5575. return output;
  5576. }
  5577. }
  5578. function serializeImage( image ) {
  5579. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  5580. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  5581. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  5582. // default images
  5583. return ImageUtils.getDataURL( image );
  5584. } else {
  5585. if ( image.data ) {
  5586. // images of DataTexture
  5587. return {
  5588. data: Array.from( image.data ),
  5589. width: image.width,
  5590. height: image.height,
  5591. type: image.data.constructor.name
  5592. };
  5593. } else {
  5594. warn( 'Texture: Unable to serialize Texture.' );
  5595. return {};
  5596. }
  5597. }
  5598. }
  5599. let _textureId = 0;
  5600. const _tempVec3 = /*@__PURE__*/ new Vector3();
  5601. /**
  5602. * Base class for all textures.
  5603. *
  5604. * Note: After the initial use of a texture, its dimensions, format, and type
  5605. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  5606. *
  5607. * @augments EventDispatcher
  5608. */
  5609. class Texture extends EventDispatcher {
  5610. /**
  5611. * Constructs a new texture.
  5612. *
  5613. * @param {?Object} [image=Texture.DEFAULT_IMAGE] - The image holding the texture data.
  5614. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  5615. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  5616. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  5617. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  5618. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  5619. * @param {number} [format=RGBAFormat] - The texture format.
  5620. * @param {number} [type=UnsignedByteType] - The texture type.
  5621. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  5622. * @param {string} [colorSpace=NoColorSpace] - The color space.
  5623. */
  5624. 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 ) {
  5625. super();
  5626. /**
  5627. * This flag can be used for type testing.
  5628. *
  5629. * @type {boolean}
  5630. * @readonly
  5631. * @default true
  5632. */
  5633. this.isTexture = true;
  5634. /**
  5635. * The ID of the texture.
  5636. *
  5637. * @name Texture#id
  5638. * @type {number}
  5639. * @readonly
  5640. */
  5641. Object.defineProperty( this, 'id', { value: _textureId ++ } );
  5642. /**
  5643. * The UUID of the texture.
  5644. *
  5645. * @type {string}
  5646. * @readonly
  5647. */
  5648. this.uuid = generateUUID();
  5649. /**
  5650. * The name of the texture.
  5651. *
  5652. * @type {string}
  5653. */
  5654. this.name = '';
  5655. /**
  5656. * The data definition of a texture. A reference to the data source can be
  5657. * shared across textures. This is often useful in context of spritesheets
  5658. * where multiple textures render the same data but with different texture
  5659. * transformations.
  5660. *
  5661. * @type {Source}
  5662. */
  5663. this.source = new Source( image );
  5664. /**
  5665. * An array holding user-defined mipmaps.
  5666. *
  5667. * @type {Array<Object>}
  5668. */
  5669. this.mipmaps = [];
  5670. /**
  5671. * How the texture is applied to the object. The value `UVMapping`
  5672. * is the default, where texture or uv coordinates are used to apply the map.
  5673. *
  5674. * @type {(UVMapping|CubeReflectionMapping|CubeRefractionMapping|EquirectangularReflectionMapping|EquirectangularRefractionMapping|CubeUVReflectionMapping)}
  5675. * @default UVMapping
  5676. */
  5677. this.mapping = mapping;
  5678. /**
  5679. * Lets you select the uv attribute to map the texture to. `0` for `uv`,
  5680. * `1` for `uv1`, `2` for `uv2` and `3` for `uv3`.
  5681. *
  5682. * @type {number}
  5683. * @default 0
  5684. */
  5685. this.channel = 0;
  5686. /**
  5687. * This defines how the texture is wrapped horizontally and corresponds to
  5688. * *U* in UV mapping.
  5689. *
  5690. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5691. * @default ClampToEdgeWrapping
  5692. */
  5693. this.wrapS = wrapS;
  5694. /**
  5695. * This defines how the texture is wrapped horizontally and corresponds to
  5696. * *V* in UV mapping.
  5697. *
  5698. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5699. * @default ClampToEdgeWrapping
  5700. */
  5701. this.wrapT = wrapT;
  5702. /**
  5703. * How the texture is sampled when a texel covers more than one pixel.
  5704. *
  5705. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5706. * @default LinearFilter
  5707. */
  5708. this.magFilter = magFilter;
  5709. /**
  5710. * How the texture is sampled when a texel covers less than one pixel.
  5711. *
  5712. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5713. * @default LinearMipmapLinearFilter
  5714. */
  5715. this.minFilter = minFilter;
  5716. /**
  5717. * The number of samples taken along the axis through the pixel that has the
  5718. * highest density of texels. By default, this value is `1`. A higher value
  5719. * gives a less blurry result than a basic mipmap, at the cost of more
  5720. * texture samples being used.
  5721. *
  5722. * @type {number}
  5723. * @default Texture.DEFAULT_ANISOTROPY
  5724. */
  5725. this.anisotropy = anisotropy;
  5726. /**
  5727. * The format of the texture.
  5728. *
  5729. * @type {number}
  5730. * @default RGBAFormat
  5731. */
  5732. this.format = format;
  5733. /**
  5734. * The default internal format is derived from {@link Texture#format} and {@link Texture#type} and
  5735. * defines how the texture data is going to be stored on the GPU.
  5736. *
  5737. * This property allows to overwrite the default format.
  5738. *
  5739. * @type {?string}
  5740. * @default null
  5741. */
  5742. this.internalFormat = null;
  5743. /**
  5744. * The data type of the texture.
  5745. *
  5746. * @type {number}
  5747. * @default UnsignedByteType
  5748. */
  5749. this.type = type;
  5750. /**
  5751. * How much a single repetition of the texture is offset from the beginning,
  5752. * in each direction U and V. Typical range is `0.0` to `1.0`.
  5753. *
  5754. * @type {Vector2}
  5755. * @default (0,0)
  5756. */
  5757. this.offset = new Vector2( 0, 0 );
  5758. /**
  5759. * How many times the texture is repeated across the surface, in each
  5760. * direction U and V. If repeat is set greater than `1` in either direction,
  5761. * the corresponding wrap parameter should also be set to `RepeatWrapping`
  5762. * or `MirroredRepeatWrapping` to achieve the desired tiling effect.
  5763. *
  5764. * @type {Vector2}
  5765. * @default (1,1)
  5766. */
  5767. this.repeat = new Vector2( 1, 1 );
  5768. /**
  5769. * The point around which rotation occurs. A value of `(0.5, 0.5)` corresponds
  5770. * to the center of the texture. Default is `(0, 0)`, the lower left.
  5771. *
  5772. * @type {Vector2}
  5773. * @default (0,0)
  5774. */
  5775. this.center = new Vector2( 0, 0 );
  5776. /**
  5777. * How much the texture is rotated around the center point, in radians.
  5778. * Positive values are counter-clockwise.
  5779. *
  5780. * @type {number}
  5781. * @default 0
  5782. */
  5783. this.rotation = 0;
  5784. /**
  5785. * Whether to update the texture's uv-transformation {@link Texture#matrix}
  5786. * from the properties {@link Texture#offset}, {@link Texture#repeat},
  5787. * {@link Texture#rotation}, and {@link Texture#center}.
  5788. *
  5789. * Set this to `false` if you are specifying the uv-transform matrix directly.
  5790. *
  5791. * @type {boolean}
  5792. * @default true
  5793. */
  5794. this.matrixAutoUpdate = true;
  5795. /**
  5796. * The uv-transformation matrix of the texture.
  5797. *
  5798. * @type {Matrix3}
  5799. */
  5800. this.matrix = new Matrix3();
  5801. /**
  5802. * Whether to generate mipmaps (if possible) for a texture.
  5803. *
  5804. * Set this to `false` if you are creating mipmaps manually.
  5805. *
  5806. * @type {boolean}
  5807. * @default true
  5808. */
  5809. this.generateMipmaps = true;
  5810. /**
  5811. * If set to `true`, the alpha channel, if present, is multiplied into the
  5812. * color channels when the texture is uploaded to the GPU.
  5813. *
  5814. * Note that this property has no effect when using `ImageBitmap`. You need to
  5815. * configure premultiply alpha on bitmap creation instead.
  5816. *
  5817. * @type {boolean}
  5818. * @default false
  5819. */
  5820. this.premultiplyAlpha = false;
  5821. /**
  5822. * If set to `true`, the texture is flipped along the vertical axis when
  5823. * uploaded to the GPU.
  5824. *
  5825. * Note that this property has no effect when using `ImageBitmap`. You need to
  5826. * configure the flip on bitmap creation instead.
  5827. *
  5828. * @type {boolean}
  5829. * @default true
  5830. */
  5831. this.flipY = true;
  5832. /**
  5833. * Specifies the alignment requirements for the start of each pixel row in memory.
  5834. * The allowable values are `1` (byte-alignment), `2` (rows aligned to even-numbered bytes),
  5835. * `4` (word-alignment), and `8` (rows start on double-word boundaries).
  5836. *
  5837. * @type {number}
  5838. * @default 4
  5839. */
  5840. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  5841. /**
  5842. * Textures containing color data should be annotated with `SRGBColorSpace` or `LinearSRGBColorSpace`.
  5843. *
  5844. * @type {string}
  5845. * @default NoColorSpace
  5846. */
  5847. this.colorSpace = colorSpace;
  5848. /**
  5849. * An object that can be used to store custom data about the texture. It
  5850. * should not hold references to functions as these will not be cloned.
  5851. *
  5852. * @type {Object}
  5853. */
  5854. this.userData = {};
  5855. /**
  5856. * This can be used to only update a subregion or specific rows of the texture (for example, just the
  5857. * first 3 rows). Use the `addUpdateRange()` function to add ranges to this array.
  5858. *
  5859. * @type {Array<Object>}
  5860. */
  5861. this.updateRanges = [];
  5862. /**
  5863. * This starts at `0` and counts how many times {@link Texture#needsUpdate} is set to `true`.
  5864. *
  5865. * @type {number}
  5866. * @readonly
  5867. * @default 0
  5868. */
  5869. this.version = 0;
  5870. /**
  5871. * A callback function, called when the texture is updated (e.g., when
  5872. * {@link Texture#needsUpdate} has been set to true and then the texture is used).
  5873. *
  5874. * @type {?Function}
  5875. * @default null
  5876. */
  5877. this.onUpdate = null;
  5878. /**
  5879. * An optional back reference to the textures render target.
  5880. *
  5881. * @type {?(RenderTarget|WebGLRenderTarget)}
  5882. * @default null
  5883. */
  5884. this.renderTarget = null;
  5885. /**
  5886. * Indicates whether a texture belongs to a render target or not.
  5887. *
  5888. * @type {boolean}
  5889. * @readonly
  5890. * @default false
  5891. */
  5892. this.isRenderTargetTexture = false;
  5893. /**
  5894. * Indicates if a texture should be handled like a texture array.
  5895. *
  5896. * @type {boolean}
  5897. * @readonly
  5898. * @default false
  5899. */
  5900. this.isArrayTexture = image && image.depth && image.depth > 1 ? true : false;
  5901. /**
  5902. * Indicates whether this texture should be processed by `PMREMGenerator` or not
  5903. * (only relevant for render target textures).
  5904. *
  5905. * @type {number}
  5906. * @readonly
  5907. * @default 0
  5908. */
  5909. this.pmremVersion = 0;
  5910. }
  5911. /**
  5912. * The width of the texture in pixels.
  5913. */
  5914. get width() {
  5915. return this.source.getSize( _tempVec3 ).x;
  5916. }
  5917. /**
  5918. * The height of the texture in pixels.
  5919. */
  5920. get height() {
  5921. return this.source.getSize( _tempVec3 ).y;
  5922. }
  5923. /**
  5924. * The depth of the texture in pixels.
  5925. */
  5926. get depth() {
  5927. return this.source.getSize( _tempVec3 ).z;
  5928. }
  5929. /**
  5930. * The image object holding the texture data.
  5931. *
  5932. * @type {?Object}
  5933. */
  5934. get image() {
  5935. return this.source.data;
  5936. }
  5937. set image( value ) {
  5938. this.source.data = value;
  5939. }
  5940. /**
  5941. * Updates the texture transformation matrix from the properties {@link Texture#offset},
  5942. * {@link Texture#repeat}, {@link Texture#rotation}, and {@link Texture#center}.
  5943. */
  5944. updateMatrix() {
  5945. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  5946. }
  5947. /**
  5948. * Adds a range of data in the data texture to be updated on the GPU.
  5949. *
  5950. * @param {number} start - Position at which to start update.
  5951. * @param {number} count - The number of components to update.
  5952. */
  5953. addUpdateRange( start, count ) {
  5954. this.updateRanges.push( { start, count } );
  5955. }
  5956. /**
  5957. * Clears the update ranges.
  5958. */
  5959. clearUpdateRanges() {
  5960. this.updateRanges.length = 0;
  5961. }
  5962. /**
  5963. * Returns a new texture with copied values from this instance.
  5964. *
  5965. * @return {Texture} A clone of this instance.
  5966. */
  5967. clone() {
  5968. return new this.constructor().copy( this );
  5969. }
  5970. /**
  5971. * Copies the values of the given texture to this instance.
  5972. *
  5973. * @param {Texture} source - The texture to copy.
  5974. * @return {Texture} A reference to this instance.
  5975. */
  5976. copy( source ) {
  5977. this.name = source.name;
  5978. this.source = source.source;
  5979. this.mipmaps = source.mipmaps.slice( 0 );
  5980. this.mapping = source.mapping;
  5981. this.channel = source.channel;
  5982. this.wrapS = source.wrapS;
  5983. this.wrapT = source.wrapT;
  5984. this.magFilter = source.magFilter;
  5985. this.minFilter = source.minFilter;
  5986. this.anisotropy = source.anisotropy;
  5987. this.format = source.format;
  5988. this.internalFormat = source.internalFormat;
  5989. this.type = source.type;
  5990. this.offset.copy( source.offset );
  5991. this.repeat.copy( source.repeat );
  5992. this.center.copy( source.center );
  5993. this.rotation = source.rotation;
  5994. this.matrixAutoUpdate = source.matrixAutoUpdate;
  5995. this.matrix.copy( source.matrix );
  5996. this.generateMipmaps = source.generateMipmaps;
  5997. this.premultiplyAlpha = source.premultiplyAlpha;
  5998. this.flipY = source.flipY;
  5999. this.unpackAlignment = source.unpackAlignment;
  6000. this.colorSpace = source.colorSpace;
  6001. this.renderTarget = source.renderTarget;
  6002. this.isRenderTargetTexture = source.isRenderTargetTexture;
  6003. this.isArrayTexture = source.isArrayTexture;
  6004. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  6005. this.needsUpdate = true;
  6006. return this;
  6007. }
  6008. /**
  6009. * Sets this texture's properties based on `values`.
  6010. * @param {Object} values - A container with texture parameters.
  6011. */
  6012. setValues( values ) {
  6013. for ( const key in values ) {
  6014. const newValue = values[ key ];
  6015. if ( newValue === undefined ) {
  6016. warn( `Texture.setValues(): parameter '${ key }' has value of undefined.` );
  6017. continue;
  6018. }
  6019. const currentValue = this[ key ];
  6020. if ( currentValue === undefined ) {
  6021. warn( `Texture.setValues(): property '${ key }' does not exist.` );
  6022. continue;
  6023. }
  6024. if ( ( currentValue && newValue ) && ( currentValue.isVector2 && newValue.isVector2 ) ) {
  6025. currentValue.copy( newValue );
  6026. } else if ( ( currentValue && newValue ) && ( currentValue.isVector3 && newValue.isVector3 ) ) {
  6027. currentValue.copy( newValue );
  6028. } else if ( ( currentValue && newValue ) && ( currentValue.isMatrix3 && newValue.isMatrix3 ) ) {
  6029. currentValue.copy( newValue );
  6030. } else {
  6031. this[ key ] = newValue;
  6032. }
  6033. }
  6034. }
  6035. /**
  6036. * Serializes the texture into JSON.
  6037. *
  6038. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  6039. * @return {Object} A JSON object representing the serialized texture.
  6040. * @see {@link ObjectLoader#parse}
  6041. */
  6042. toJSON( meta ) {
  6043. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  6044. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  6045. return meta.textures[ this.uuid ];
  6046. }
  6047. const output = {
  6048. metadata: {
  6049. version: 4.7,
  6050. type: 'Texture',
  6051. generator: 'Texture.toJSON'
  6052. },
  6053. uuid: this.uuid,
  6054. name: this.name,
  6055. image: this.source.toJSON( meta ).uuid,
  6056. mapping: this.mapping,
  6057. channel: this.channel,
  6058. repeat: [ this.repeat.x, this.repeat.y ],
  6059. offset: [ this.offset.x, this.offset.y ],
  6060. center: [ this.center.x, this.center.y ],
  6061. rotation: this.rotation,
  6062. wrap: [ this.wrapS, this.wrapT ],
  6063. format: this.format,
  6064. internalFormat: this.internalFormat,
  6065. type: this.type,
  6066. colorSpace: this.colorSpace,
  6067. minFilter: this.minFilter,
  6068. magFilter: this.magFilter,
  6069. anisotropy: this.anisotropy,
  6070. flipY: this.flipY,
  6071. generateMipmaps: this.generateMipmaps,
  6072. premultiplyAlpha: this.premultiplyAlpha,
  6073. unpackAlignment: this.unpackAlignment
  6074. };
  6075. if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;
  6076. if ( ! isRootObject ) {
  6077. meta.textures[ this.uuid ] = output;
  6078. }
  6079. return output;
  6080. }
  6081. /**
  6082. * Frees the GPU-related resources allocated by this instance. Call this
  6083. * method whenever this instance is no longer used in your app.
  6084. *
  6085. * @fires Texture#dispose
  6086. */
  6087. dispose() {
  6088. /**
  6089. * Fires when the texture has been disposed of.
  6090. *
  6091. * @event Texture#dispose
  6092. * @type {Object}
  6093. */
  6094. this.dispatchEvent( { type: 'dispose' } );
  6095. }
  6096. /**
  6097. * Transforms the given uv vector with the textures uv transformation matrix.
  6098. *
  6099. * @param {Vector2} uv - The uv vector.
  6100. * @return {Vector2} The transformed uv vector.
  6101. */
  6102. transformUv( uv ) {
  6103. if ( this.mapping !== UVMapping ) return uv;
  6104. uv.applyMatrix3( this.matrix );
  6105. if ( uv.x < 0 || uv.x > 1 ) {
  6106. switch ( this.wrapS ) {
  6107. case RepeatWrapping:
  6108. uv.x = uv.x - Math.floor( uv.x );
  6109. break;
  6110. case ClampToEdgeWrapping:
  6111. uv.x = uv.x < 0 ? 0 : 1;
  6112. break;
  6113. case MirroredRepeatWrapping:
  6114. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  6115. uv.x = Math.ceil( uv.x ) - uv.x;
  6116. } else {
  6117. uv.x = uv.x - Math.floor( uv.x );
  6118. }
  6119. break;
  6120. }
  6121. }
  6122. if ( uv.y < 0 || uv.y > 1 ) {
  6123. switch ( this.wrapT ) {
  6124. case RepeatWrapping:
  6125. uv.y = uv.y - Math.floor( uv.y );
  6126. break;
  6127. case ClampToEdgeWrapping:
  6128. uv.y = uv.y < 0 ? 0 : 1;
  6129. break;
  6130. case MirroredRepeatWrapping:
  6131. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  6132. uv.y = Math.ceil( uv.y ) - uv.y;
  6133. } else {
  6134. uv.y = uv.y - Math.floor( uv.y );
  6135. }
  6136. break;
  6137. }
  6138. }
  6139. if ( this.flipY ) {
  6140. uv.y = 1 - uv.y;
  6141. }
  6142. return uv;
  6143. }
  6144. /**
  6145. * Setting this property to `true` indicates the engine the texture
  6146. * must be updated in the next render. This triggers a texture upload
  6147. * to the GPU and ensures correct texture parameter configuration.
  6148. *
  6149. * @type {boolean}
  6150. * @default false
  6151. * @param {boolean} value
  6152. */
  6153. set needsUpdate( value ) {
  6154. if ( value === true ) {
  6155. this.version ++;
  6156. this.source.needsUpdate = true;
  6157. }
  6158. }
  6159. /**
  6160. * Setting this property to `true` indicates the engine the PMREM
  6161. * must be regenerated.
  6162. *
  6163. * @type {boolean}
  6164. * @default false
  6165. * @param {boolean} value
  6166. */
  6167. set needsPMREMUpdate( value ) {
  6168. if ( value === true ) {
  6169. this.pmremVersion ++;
  6170. }
  6171. }
  6172. }
  6173. /**
  6174. * The default image for all textures.
  6175. *
  6176. * @static
  6177. * @type {?Image}
  6178. * @default null
  6179. */
  6180. Texture.DEFAULT_IMAGE = null;
  6181. /**
  6182. * The default mapping for all textures.
  6183. *
  6184. * @static
  6185. * @type {number}
  6186. * @default UVMapping
  6187. */
  6188. Texture.DEFAULT_MAPPING = UVMapping;
  6189. /**
  6190. * The default anisotropy value for all textures.
  6191. *
  6192. * @static
  6193. * @type {number}
  6194. * @default 1
  6195. */
  6196. Texture.DEFAULT_ANISOTROPY = 1;
  6197. /**
  6198. * Class representing a 4D vector. A 4D vector is an ordered quadruplet of numbers
  6199. * (labeled x, y, z and w), which can be used to represent a number of things, such as:
  6200. *
  6201. * - A point in 4D space.
  6202. * - A direction and length in 4D space. In three.js the length will
  6203. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0, 0)` to `(x, y, z, w)`
  6204. * and the direction is also measured from `(0, 0, 0, 0)` towards `(x, y, z, w)`.
  6205. * - Any arbitrary ordered quadruplet of numbers.
  6206. *
  6207. * There are other things a 4D vector can be used to represent, however these
  6208. * are the most common uses in *three.js*.
  6209. *
  6210. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  6211. * the corresponding order.
  6212. * ```js
  6213. * const a = new THREE.Vector4( 0, 1, 0, 0 );
  6214. *
  6215. * //no arguments; will be initialised to (0, 0, 0, 1)
  6216. * const b = new THREE.Vector4( );
  6217. *
  6218. * const d = a.dot( b );
  6219. * ```
  6220. */
  6221. class Vector4 {
  6222. static {
  6223. /**
  6224. * This flag can be used for type testing.
  6225. *
  6226. * @type {boolean}
  6227. * @readonly
  6228. * @default true
  6229. */
  6230. Vector4.prototype.isVector4 = true;
  6231. }
  6232. /**
  6233. * Constructs a new 4D vector.
  6234. *
  6235. * @param {number} [x=0] - The x value of this vector.
  6236. * @param {number} [y=0] - The y value of this vector.
  6237. * @param {number} [z=0] - The z value of this vector.
  6238. * @param {number} [w=1] - The w value of this vector.
  6239. */
  6240. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  6241. /**
  6242. * The x value of this vector.
  6243. *
  6244. * @type {number}
  6245. */
  6246. this.x = x;
  6247. /**
  6248. * The y value of this vector.
  6249. *
  6250. * @type {number}
  6251. */
  6252. this.y = y;
  6253. /**
  6254. * The z value of this vector.
  6255. *
  6256. * @type {number}
  6257. */
  6258. this.z = z;
  6259. /**
  6260. * The w value of this vector.
  6261. *
  6262. * @type {number}
  6263. */
  6264. this.w = w;
  6265. }
  6266. /**
  6267. * Alias for {@link Vector4#z}.
  6268. *
  6269. * @type {number}
  6270. */
  6271. get width() {
  6272. return this.z;
  6273. }
  6274. set width( value ) {
  6275. this.z = value;
  6276. }
  6277. /**
  6278. * Alias for {@link Vector4#w}.
  6279. *
  6280. * @type {number}
  6281. */
  6282. get height() {
  6283. return this.w;
  6284. }
  6285. set height( value ) {
  6286. this.w = value;
  6287. }
  6288. /**
  6289. * Sets the vector components.
  6290. *
  6291. * @param {number} x - The value of the x component.
  6292. * @param {number} y - The value of the y component.
  6293. * @param {number} z - The value of the z component.
  6294. * @param {number} w - The value of the w component.
  6295. * @return {Vector4} A reference to this vector.
  6296. */
  6297. set( x, y, z, w ) {
  6298. this.x = x;
  6299. this.y = y;
  6300. this.z = z;
  6301. this.w = w;
  6302. return this;
  6303. }
  6304. /**
  6305. * Sets the vector components to the same value.
  6306. *
  6307. * @param {number} scalar - The value to set for all vector components.
  6308. * @return {Vector4} A reference to this vector.
  6309. */
  6310. setScalar( scalar ) {
  6311. this.x = scalar;
  6312. this.y = scalar;
  6313. this.z = scalar;
  6314. this.w = scalar;
  6315. return this;
  6316. }
  6317. /**
  6318. * Sets the vector's x component to the given value
  6319. *
  6320. * @param {number} x - The value to set.
  6321. * @return {Vector4} A reference to this vector.
  6322. */
  6323. setX( x ) {
  6324. this.x = x;
  6325. return this;
  6326. }
  6327. /**
  6328. * Sets the vector's y component to the given value
  6329. *
  6330. * @param {number} y - The value to set.
  6331. * @return {Vector4} A reference to this vector.
  6332. */
  6333. setY( y ) {
  6334. this.y = y;
  6335. return this;
  6336. }
  6337. /**
  6338. * Sets the vector's z component to the given value
  6339. *
  6340. * @param {number} z - The value to set.
  6341. * @return {Vector4} A reference to this vector.
  6342. */
  6343. setZ( z ) {
  6344. this.z = z;
  6345. return this;
  6346. }
  6347. /**
  6348. * Sets the vector's w component to the given value
  6349. *
  6350. * @param {number} w - The value to set.
  6351. * @return {Vector4} A reference to this vector.
  6352. */
  6353. setW( w ) {
  6354. this.w = w;
  6355. return this;
  6356. }
  6357. /**
  6358. * Allows to set a vector component with an index.
  6359. *
  6360. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  6361. * `2` equals to z, `3` equals to w.
  6362. * @param {number} value - The value to set.
  6363. * @return {Vector4} A reference to this vector.
  6364. */
  6365. setComponent( index, value ) {
  6366. switch ( index ) {
  6367. case 0: this.x = value; break;
  6368. case 1: this.y = value; break;
  6369. case 2: this.z = value; break;
  6370. case 3: this.w = value; break;
  6371. default: throw new Error( 'index is out of range: ' + index );
  6372. }
  6373. return this;
  6374. }
  6375. /**
  6376. * Returns the value of the vector component which matches the given index.
  6377. *
  6378. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  6379. * `2` equals to z, `3` equals to w.
  6380. * @return {number} A vector component value.
  6381. */
  6382. getComponent( index ) {
  6383. switch ( index ) {
  6384. case 0: return this.x;
  6385. case 1: return this.y;
  6386. case 2: return this.z;
  6387. case 3: return this.w;
  6388. default: throw new Error( 'index is out of range: ' + index );
  6389. }
  6390. }
  6391. /**
  6392. * Returns a new vector with copied values from this instance.
  6393. *
  6394. * @return {Vector4} A clone of this instance.
  6395. */
  6396. clone() {
  6397. return new this.constructor( this.x, this.y, this.z, this.w );
  6398. }
  6399. /**
  6400. * Copies the values of the given vector to this instance.
  6401. *
  6402. * @param {Vector3|Vector4} v - The vector to copy.
  6403. * @return {Vector4} A reference to this vector.
  6404. */
  6405. copy( v ) {
  6406. this.x = v.x;
  6407. this.y = v.y;
  6408. this.z = v.z;
  6409. this.w = ( v.w !== undefined ) ? v.w : 1;
  6410. return this;
  6411. }
  6412. /**
  6413. * Adds the given vector to this instance.
  6414. *
  6415. * @param {Vector4} v - The vector to add.
  6416. * @return {Vector4} A reference to this vector.
  6417. */
  6418. add( v ) {
  6419. this.x += v.x;
  6420. this.y += v.y;
  6421. this.z += v.z;
  6422. this.w += v.w;
  6423. return this;
  6424. }
  6425. /**
  6426. * Adds the given scalar value to all components of this instance.
  6427. *
  6428. * @param {number} s - The scalar to add.
  6429. * @return {Vector4} A reference to this vector.
  6430. */
  6431. addScalar( s ) {
  6432. this.x += s;
  6433. this.y += s;
  6434. this.z += s;
  6435. this.w += s;
  6436. return this;
  6437. }
  6438. /**
  6439. * Adds the given vectors and stores the result in this instance.
  6440. *
  6441. * @param {Vector4} a - The first vector.
  6442. * @param {Vector4} b - The second vector.
  6443. * @return {Vector4} A reference to this vector.
  6444. */
  6445. addVectors( a, b ) {
  6446. this.x = a.x + b.x;
  6447. this.y = a.y + b.y;
  6448. this.z = a.z + b.z;
  6449. this.w = a.w + b.w;
  6450. return this;
  6451. }
  6452. /**
  6453. * Adds the given vector scaled by the given factor to this instance.
  6454. *
  6455. * @param {Vector4} v - The vector.
  6456. * @param {number} s - The factor that scales `v`.
  6457. * @return {Vector4} A reference to this vector.
  6458. */
  6459. addScaledVector( v, s ) {
  6460. this.x += v.x * s;
  6461. this.y += v.y * s;
  6462. this.z += v.z * s;
  6463. this.w += v.w * s;
  6464. return this;
  6465. }
  6466. /**
  6467. * Subtracts the given vector from this instance.
  6468. *
  6469. * @param {Vector4} v - The vector to subtract.
  6470. * @return {Vector4} A reference to this vector.
  6471. */
  6472. sub( v ) {
  6473. this.x -= v.x;
  6474. this.y -= v.y;
  6475. this.z -= v.z;
  6476. this.w -= v.w;
  6477. return this;
  6478. }
  6479. /**
  6480. * Subtracts the given scalar value from all components of this instance.
  6481. *
  6482. * @param {number} s - The scalar to subtract.
  6483. * @return {Vector4} A reference to this vector.
  6484. */
  6485. subScalar( s ) {
  6486. this.x -= s;
  6487. this.y -= s;
  6488. this.z -= s;
  6489. this.w -= s;
  6490. return this;
  6491. }
  6492. /**
  6493. * Subtracts the given vectors and stores the result in this instance.
  6494. *
  6495. * @param {Vector4} a - The first vector.
  6496. * @param {Vector4} b - The second vector.
  6497. * @return {Vector4} A reference to this vector.
  6498. */
  6499. subVectors( a, b ) {
  6500. this.x = a.x - b.x;
  6501. this.y = a.y - b.y;
  6502. this.z = a.z - b.z;
  6503. this.w = a.w - b.w;
  6504. return this;
  6505. }
  6506. /**
  6507. * Multiplies the given vector with this instance.
  6508. *
  6509. * @param {Vector4} v - The vector to multiply.
  6510. * @return {Vector4} A reference to this vector.
  6511. */
  6512. multiply( v ) {
  6513. this.x *= v.x;
  6514. this.y *= v.y;
  6515. this.z *= v.z;
  6516. this.w *= v.w;
  6517. return this;
  6518. }
  6519. /**
  6520. * Multiplies the given scalar value with all components of this instance.
  6521. *
  6522. * @param {number} scalar - The scalar to multiply.
  6523. * @return {Vector4} A reference to this vector.
  6524. */
  6525. multiplyScalar( scalar ) {
  6526. this.x *= scalar;
  6527. this.y *= scalar;
  6528. this.z *= scalar;
  6529. this.w *= scalar;
  6530. return this;
  6531. }
  6532. /**
  6533. * Multiplies this vector with the given 4x4 matrix.
  6534. *
  6535. * @param {Matrix4} m - The 4x4 matrix.
  6536. * @return {Vector4} A reference to this vector.
  6537. */
  6538. applyMatrix4( m ) {
  6539. const x = this.x, y = this.y, z = this.z, w = this.w;
  6540. const e = m.elements;
  6541. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  6542. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  6543. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  6544. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  6545. return this;
  6546. }
  6547. /**
  6548. * Divides this instance by the given vector.
  6549. *
  6550. * @param {Vector4} v - The vector to divide.
  6551. * @return {Vector4} A reference to this vector.
  6552. */
  6553. divide( v ) {
  6554. this.x /= v.x;
  6555. this.y /= v.y;
  6556. this.z /= v.z;
  6557. this.w /= v.w;
  6558. return this;
  6559. }
  6560. /**
  6561. * Divides this vector by the given scalar.
  6562. *
  6563. * @param {number} scalar - The scalar to divide.
  6564. * @return {Vector4} A reference to this vector.
  6565. */
  6566. divideScalar( scalar ) {
  6567. return this.multiplyScalar( 1 / scalar );
  6568. }
  6569. /**
  6570. * Sets the x, y and z components of this
  6571. * vector to the quaternion's axis and w to the angle.
  6572. *
  6573. * @param {Quaternion} q - The Quaternion to set.
  6574. * @return {Vector4} A reference to this vector.
  6575. */
  6576. setAxisAngleFromQuaternion( q ) {
  6577. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  6578. // q is assumed to be normalized
  6579. this.w = 2 * Math.acos( q.w );
  6580. const s = Math.sqrt( 1 - q.w * q.w );
  6581. if ( s < 0.0001 ) {
  6582. this.x = 1;
  6583. this.y = 0;
  6584. this.z = 0;
  6585. } else {
  6586. this.x = q.x / s;
  6587. this.y = q.y / s;
  6588. this.z = q.z / s;
  6589. }
  6590. return this;
  6591. }
  6592. /**
  6593. * Sets the x, y and z components of this
  6594. * vector to the axis of rotation and w to the angle.
  6595. *
  6596. * @param {Matrix4} m - A 4x4 matrix of which the upper left 3x3 matrix is a pure rotation matrix.
  6597. * @return {Vector4} A reference to this vector.
  6598. */
  6599. setAxisAngleFromRotationMatrix( m ) {
  6600. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  6601. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  6602. let angle, x, y, z; // variables for result
  6603. const epsilon = 0.01, // margin to allow for rounding errors
  6604. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  6605. te = m.elements,
  6606. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  6607. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  6608. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  6609. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  6610. ( Math.abs( m13 - m31 ) < epsilon ) &&
  6611. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  6612. // singularity found
  6613. // first check for identity matrix which must have +1 for all terms
  6614. // in leading diagonal and zero in other terms
  6615. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  6616. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  6617. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  6618. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  6619. // this singularity is identity matrix so angle = 0
  6620. this.set( 1, 0, 0, 0 );
  6621. return this; // zero angle, arbitrary axis
  6622. }
  6623. // otherwise this singularity is angle = 180
  6624. angle = Math.PI;
  6625. const xx = ( m11 + 1 ) / 2;
  6626. const yy = ( m22 + 1 ) / 2;
  6627. const zz = ( m33 + 1 ) / 2;
  6628. const xy = ( m12 + m21 ) / 4;
  6629. const xz = ( m13 + m31 ) / 4;
  6630. const yz = ( m23 + m32 ) / 4;
  6631. if ( ( xx > yy ) && ( xx > zz ) ) {
  6632. // m11 is the largest diagonal term
  6633. if ( xx < epsilon ) {
  6634. x = 0;
  6635. y = 0.707106781;
  6636. z = 0.707106781;
  6637. } else {
  6638. x = Math.sqrt( xx );
  6639. y = xy / x;
  6640. z = xz / x;
  6641. }
  6642. } else if ( yy > zz ) {
  6643. // m22 is the largest diagonal term
  6644. if ( yy < epsilon ) {
  6645. x = 0.707106781;
  6646. y = 0;
  6647. z = 0.707106781;
  6648. } else {
  6649. y = Math.sqrt( yy );
  6650. x = xy / y;
  6651. z = yz / y;
  6652. }
  6653. } else {
  6654. // m33 is the largest diagonal term so base result on this
  6655. if ( zz < epsilon ) {
  6656. x = 0.707106781;
  6657. y = 0.707106781;
  6658. z = 0;
  6659. } else {
  6660. z = Math.sqrt( zz );
  6661. x = xz / z;
  6662. y = yz / z;
  6663. }
  6664. }
  6665. this.set( x, y, z, angle );
  6666. return this; // return 180 deg rotation
  6667. }
  6668. // as we have reached here there are no singularities so we can handle normally
  6669. let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  6670. ( m13 - m31 ) * ( m13 - m31 ) +
  6671. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  6672. if ( Math.abs( s ) < 0.001 ) s = 1;
  6673. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  6674. // caught by singularity test above, but I've left it in just in case
  6675. this.x = ( m32 - m23 ) / s;
  6676. this.y = ( m13 - m31 ) / s;
  6677. this.z = ( m21 - m12 ) / s;
  6678. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  6679. return this;
  6680. }
  6681. /**
  6682. * Sets the vector components to the position elements of the
  6683. * given transformation matrix.
  6684. *
  6685. * @param {Matrix4} m - The 4x4 matrix.
  6686. * @return {Vector4} A reference to this vector.
  6687. */
  6688. setFromMatrixPosition( m ) {
  6689. const e = m.elements;
  6690. this.x = e[ 12 ];
  6691. this.y = e[ 13 ];
  6692. this.z = e[ 14 ];
  6693. this.w = e[ 15 ];
  6694. return this;
  6695. }
  6696. /**
  6697. * If this vector's x, y, z or w value is greater than the given vector's x, y, z or w
  6698. * value, replace that value with the corresponding min value.
  6699. *
  6700. * @param {Vector4} v - The vector.
  6701. * @return {Vector4} A reference to this vector.
  6702. */
  6703. min( v ) {
  6704. this.x = Math.min( this.x, v.x );
  6705. this.y = Math.min( this.y, v.y );
  6706. this.z = Math.min( this.z, v.z );
  6707. this.w = Math.min( this.w, v.w );
  6708. return this;
  6709. }
  6710. /**
  6711. * If this vector's x, y, z or w value is less than the given vector's x, y, z or w
  6712. * value, replace that value with the corresponding max value.
  6713. *
  6714. * @param {Vector4} v - The vector.
  6715. * @return {Vector4} A reference to this vector.
  6716. */
  6717. max( v ) {
  6718. this.x = Math.max( this.x, v.x );
  6719. this.y = Math.max( this.y, v.y );
  6720. this.z = Math.max( this.z, v.z );
  6721. this.w = Math.max( this.w, v.w );
  6722. return this;
  6723. }
  6724. /**
  6725. * If this vector's x, y, z or w value is greater than the max vector's x, y, z or w
  6726. * value, it is replaced by the corresponding value.
  6727. * If this vector's x, y, z or w value is less than the min vector's x, y, z or w value,
  6728. * it is replaced by the corresponding value.
  6729. *
  6730. * @param {Vector4} min - The minimum x, y and z values.
  6731. * @param {Vector4} max - The maximum x, y and z values in the desired range.
  6732. * @return {Vector4} A reference to this vector.
  6733. */
  6734. clamp( min, max ) {
  6735. // assumes min < max, componentwise
  6736. this.x = clamp( this.x, min.x, max.x );
  6737. this.y = clamp( this.y, min.y, max.y );
  6738. this.z = clamp( this.z, min.z, max.z );
  6739. this.w = clamp( this.w, min.w, max.w );
  6740. return this;
  6741. }
  6742. /**
  6743. * If this vector's x, y, z or w values are greater than the max value, they are
  6744. * replaced by the max value.
  6745. * If this vector's x, y, z or w values are less than the min value, they are
  6746. * replaced by the min value.
  6747. *
  6748. * @param {number} minVal - The minimum value the components will be clamped to.
  6749. * @param {number} maxVal - The maximum value the components will be clamped to.
  6750. * @return {Vector4} A reference to this vector.
  6751. */
  6752. clampScalar( minVal, maxVal ) {
  6753. this.x = clamp( this.x, minVal, maxVal );
  6754. this.y = clamp( this.y, minVal, maxVal );
  6755. this.z = clamp( this.z, minVal, maxVal );
  6756. this.w = clamp( this.w, minVal, maxVal );
  6757. return this;
  6758. }
  6759. /**
  6760. * If this vector's length is greater than the max value, it is replaced by
  6761. * the max value.
  6762. * If this vector's length is less than the min value, it is replaced by the
  6763. * min value.
  6764. *
  6765. * @param {number} min - The minimum value the vector length will be clamped to.
  6766. * @param {number} max - The maximum value the vector length will be clamped to.
  6767. * @return {Vector4} A reference to this vector.
  6768. */
  6769. clampLength( min, max ) {
  6770. const length = this.length();
  6771. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  6772. }
  6773. /**
  6774. * The components of this vector are rounded down to the nearest integer value.
  6775. *
  6776. * @return {Vector4} A reference to this vector.
  6777. */
  6778. floor() {
  6779. this.x = Math.floor( this.x );
  6780. this.y = Math.floor( this.y );
  6781. this.z = Math.floor( this.z );
  6782. this.w = Math.floor( this.w );
  6783. return this;
  6784. }
  6785. /**
  6786. * The components of this vector are rounded up to the nearest integer value.
  6787. *
  6788. * @return {Vector4} A reference to this vector.
  6789. */
  6790. ceil() {
  6791. this.x = Math.ceil( this.x );
  6792. this.y = Math.ceil( this.y );
  6793. this.z = Math.ceil( this.z );
  6794. this.w = Math.ceil( this.w );
  6795. return this;
  6796. }
  6797. /**
  6798. * The components of this vector are rounded to the nearest integer value
  6799. *
  6800. * @return {Vector4} A reference to this vector.
  6801. */
  6802. round() {
  6803. this.x = Math.round( this.x );
  6804. this.y = Math.round( this.y );
  6805. this.z = Math.round( this.z );
  6806. this.w = Math.round( this.w );
  6807. return this;
  6808. }
  6809. /**
  6810. * The components of this vector are rounded towards zero (up if negative,
  6811. * down if positive) to an integer value.
  6812. *
  6813. * @return {Vector4} A reference to this vector.
  6814. */
  6815. roundToZero() {
  6816. this.x = Math.trunc( this.x );
  6817. this.y = Math.trunc( this.y );
  6818. this.z = Math.trunc( this.z );
  6819. this.w = Math.trunc( this.w );
  6820. return this;
  6821. }
  6822. /**
  6823. * Inverts this vector - i.e. sets x = -x, y = -y, z = -z, w = -w.
  6824. *
  6825. * @return {Vector4} A reference to this vector.
  6826. */
  6827. negate() {
  6828. this.x = - this.x;
  6829. this.y = - this.y;
  6830. this.z = - this.z;
  6831. this.w = - this.w;
  6832. return this;
  6833. }
  6834. /**
  6835. * Calculates the dot product of the given vector with this instance.
  6836. *
  6837. * @param {Vector4} v - The vector to compute the dot product with.
  6838. * @return {number} The result of the dot product.
  6839. */
  6840. dot( v ) {
  6841. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  6842. }
  6843. /**
  6844. * Computes the square of the Euclidean length (straight-line length) from
  6845. * (0, 0, 0, 0) to (x, y, z, w). If you are comparing the lengths of vectors, you should
  6846. * compare the length squared instead as it is slightly more efficient to calculate.
  6847. *
  6848. * @return {number} The square length of this vector.
  6849. */
  6850. lengthSq() {
  6851. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  6852. }
  6853. /**
  6854. * Computes the Euclidean length (straight-line length) from (0, 0, 0, 0) to (x, y, z, w).
  6855. *
  6856. * @return {number} The length of this vector.
  6857. */
  6858. length() {
  6859. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  6860. }
  6861. /**
  6862. * Computes the Manhattan length of this vector.
  6863. *
  6864. * @return {number} The length of this vector.
  6865. */
  6866. manhattanLength() {
  6867. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  6868. }
  6869. /**
  6870. * Converts this vector to a unit vector - that is, sets it equal to a vector
  6871. * with the same direction as this one, but with a vector length of `1`.
  6872. *
  6873. * @return {Vector4} A reference to this vector.
  6874. */
  6875. normalize() {
  6876. return this.divideScalar( this.length() || 1 );
  6877. }
  6878. /**
  6879. * Sets this vector to a vector with the same direction as this one, but
  6880. * with the specified length.
  6881. *
  6882. * @param {number} length - The new length of this vector.
  6883. * @return {Vector4} A reference to this vector.
  6884. */
  6885. setLength( length ) {
  6886. return this.normalize().multiplyScalar( length );
  6887. }
  6888. /**
  6889. * Linearly interpolates between the given vector and this instance, where
  6890. * alpha is the percent distance along the line - alpha = 0 will be this
  6891. * vector, and alpha = 1 will be the given one.
  6892. *
  6893. * @param {Vector4} v - The vector to interpolate towards.
  6894. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6895. * @return {Vector4} A reference to this vector.
  6896. */
  6897. lerp( v, alpha ) {
  6898. this.x += ( v.x - this.x ) * alpha;
  6899. this.y += ( v.y - this.y ) * alpha;
  6900. this.z += ( v.z - this.z ) * alpha;
  6901. this.w += ( v.w - this.w ) * alpha;
  6902. return this;
  6903. }
  6904. /**
  6905. * Linearly interpolates between the given vectors, where alpha is the percent
  6906. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  6907. * be the second one. The result is stored in this instance.
  6908. *
  6909. * @param {Vector4} v1 - The first vector.
  6910. * @param {Vector4} v2 - The second vector.
  6911. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6912. * @return {Vector4} A reference to this vector.
  6913. */
  6914. lerpVectors( v1, v2, alpha ) {
  6915. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  6916. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  6917. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  6918. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  6919. return this;
  6920. }
  6921. /**
  6922. * Returns `true` if this vector is equal with the given one.
  6923. *
  6924. * @param {Vector4} v - The vector to test for equality.
  6925. * @return {boolean} Whether this vector is equal with the given one.
  6926. */
  6927. equals( v ) {
  6928. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  6929. }
  6930. /**
  6931. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`,
  6932. * z value to be `array[ offset + 2 ]`, w value to be `array[ offset + 3 ]`.
  6933. *
  6934. * @param {Array<number>} array - An array holding the vector component values.
  6935. * @param {number} [offset=0] - The offset into the array.
  6936. * @return {Vector4} A reference to this vector.
  6937. */
  6938. fromArray( array, offset = 0 ) {
  6939. this.x = array[ offset ];
  6940. this.y = array[ offset + 1 ];
  6941. this.z = array[ offset + 2 ];
  6942. this.w = array[ offset + 3 ];
  6943. return this;
  6944. }
  6945. /**
  6946. * Writes the components of this vector to the given array. If no array is provided,
  6947. * the method returns a new instance.
  6948. *
  6949. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  6950. * @param {number} [offset=0] - Index of the first element in the array.
  6951. * @return {Array<number>} The vector components.
  6952. */
  6953. toArray( array = [], offset = 0 ) {
  6954. array[ offset ] = this.x;
  6955. array[ offset + 1 ] = this.y;
  6956. array[ offset + 2 ] = this.z;
  6957. array[ offset + 3 ] = this.w;
  6958. return array;
  6959. }
  6960. /**
  6961. * Sets the components of this vector from the given buffer attribute.
  6962. *
  6963. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  6964. * @param {number} index - The index into the attribute.
  6965. * @return {Vector4} A reference to this vector.
  6966. */
  6967. fromBufferAttribute( attribute, index ) {
  6968. this.x = attribute.getX( index );
  6969. this.y = attribute.getY( index );
  6970. this.z = attribute.getZ( index );
  6971. this.w = attribute.getW( index );
  6972. return this;
  6973. }
  6974. /**
  6975. * Sets each component of this vector to a pseudo-random value between `0` and
  6976. * `1`, excluding `1`.
  6977. *
  6978. * @return {Vector4} A reference to this vector.
  6979. */
  6980. random() {
  6981. this.x = Math.random();
  6982. this.y = Math.random();
  6983. this.z = Math.random();
  6984. this.w = Math.random();
  6985. return this;
  6986. }
  6987. *[ Symbol.iterator ]() {
  6988. yield this.x;
  6989. yield this.y;
  6990. yield this.z;
  6991. yield this.w;
  6992. }
  6993. }
  6994. /**
  6995. * A render target is a buffer where the video card draws pixels for a scene
  6996. * that is being rendered in the background. It is used in different effects,
  6997. * such as applying postprocessing to a rendered image before displaying it
  6998. * on the screen.
  6999. *
  7000. * @augments EventDispatcher
  7001. */
  7002. class RenderTarget extends EventDispatcher {
  7003. /**
  7004. * Render target options.
  7005. *
  7006. * @typedef {Object} RenderTarget~Options
  7007. * @property {boolean} [generateMipmaps=false] - Whether to generate mipmaps or not.
  7008. * @property {number} [magFilter=LinearFilter] - The mag filter.
  7009. * @property {number} [minFilter=LinearFilter] - The min filter.
  7010. * @property {number} [format=RGBAFormat] - The texture format.
  7011. * @property {number} [type=UnsignedByteType] - The texture type.
  7012. * @property {?string} [internalFormat=null] - The texture's internal format.
  7013. * @property {number} [wrapS=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  7014. * @property {number} [wrapT=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  7015. * @property {number} [anisotropy=1] - The texture's anisotropy value.
  7016. * @property {string} [colorSpace=NoColorSpace] - The texture's color space.
  7017. * @property {boolean} [depthBuffer=true] - Whether to allocate a depth buffer or not.
  7018. * @property {boolean} [stencilBuffer=false] - Whether to allocate a stencil buffer or not.
  7019. * @property {boolean} [resolveDepthBuffer=true] - Whether to resolve the depth buffer or not.
  7020. * @property {boolean} [resolveStencilBuffer=true] - Whether to resolve the stencil buffer or not.
  7021. * @property {?Texture} [depthTexture=null] - Reference to a depth texture.
  7022. * @property {number} [samples=0] - The MSAA samples count.
  7023. * @property {number} [count=1] - Defines the number of color attachments . Must be at least `1`.
  7024. * @property {number} [depth=1] - The texture depth.
  7025. * @property {boolean} [multiview=false] - Whether this target is used for multiview rendering.
  7026. */
  7027. /**
  7028. * Constructs a new render target.
  7029. *
  7030. * @param {number} [width=1] - The width of the render target.
  7031. * @param {number} [height=1] - The height of the render target.
  7032. * @param {RenderTarget~Options} [options] - The configuration object.
  7033. */
  7034. constructor( width = 1, height = 1, options = {} ) {
  7035. super();
  7036. options = Object.assign( {
  7037. generateMipmaps: false,
  7038. internalFormat: null,
  7039. minFilter: LinearFilter,
  7040. depthBuffer: true,
  7041. stencilBuffer: false,
  7042. resolveDepthBuffer: true,
  7043. resolveStencilBuffer: true,
  7044. depthTexture: null,
  7045. samples: 0,
  7046. count: 1,
  7047. depth: 1,
  7048. multiview: false
  7049. }, options );
  7050. /**
  7051. * This flag can be used for type testing.
  7052. *
  7053. * @type {boolean}
  7054. * @readonly
  7055. * @default true
  7056. */
  7057. this.isRenderTarget = true;
  7058. /**
  7059. * The width of the render target.
  7060. *
  7061. * @type {number}
  7062. * @default 1
  7063. */
  7064. this.width = width;
  7065. /**
  7066. * The height of the render target.
  7067. *
  7068. * @type {number}
  7069. * @default 1
  7070. */
  7071. this.height = height;
  7072. /**
  7073. * The depth of the render target.
  7074. *
  7075. * @type {number}
  7076. * @default 1
  7077. */
  7078. this.depth = options.depth;
  7079. /**
  7080. * A rectangular area inside the render target's viewport. Fragments that are
  7081. * outside the area will be discarded.
  7082. *
  7083. * @type {Vector4}
  7084. * @default (0,0,width,height)
  7085. */
  7086. this.scissor = new Vector4( 0, 0, width, height );
  7087. /**
  7088. * Indicates whether the scissor test should be enabled when rendering into
  7089. * this render target or not.
  7090. *
  7091. * @type {boolean}
  7092. * @default false
  7093. */
  7094. this.scissorTest = false;
  7095. /**
  7096. * A rectangular area representing the render target's viewport.
  7097. *
  7098. * @type {Vector4}
  7099. * @default (0,0,width,height)
  7100. */
  7101. this.viewport = new Vector4( 0, 0, width, height );
  7102. /**
  7103. * An array of textures. Each color attachment is represented as a separate texture.
  7104. * Has at least a single entry for the default color attachment.
  7105. *
  7106. * @type {Array<Texture>}
  7107. */
  7108. this.textures = [];
  7109. const image = { width: width, height: height, depth: options.depth };
  7110. const texture = new Texture( image );
  7111. const count = options.count;
  7112. for ( let i = 0; i < count; i ++ ) {
  7113. this.textures[ i ] = texture.clone();
  7114. this.textures[ i ].isRenderTargetTexture = true;
  7115. this.textures[ i ].renderTarget = this;
  7116. }
  7117. this._setTextureOptions( options );
  7118. /**
  7119. * Whether to allocate a depth buffer or not.
  7120. *
  7121. * @type {boolean}
  7122. * @default true
  7123. */
  7124. this.depthBuffer = options.depthBuffer;
  7125. /**
  7126. * Whether to allocate a stencil buffer or not.
  7127. *
  7128. * @type {boolean}
  7129. * @default false
  7130. */
  7131. this.stencilBuffer = options.stencilBuffer;
  7132. /**
  7133. * Whether to resolve the depth buffer or not.
  7134. *
  7135. * @type {boolean}
  7136. * @default true
  7137. */
  7138. this.resolveDepthBuffer = options.resolveDepthBuffer;
  7139. /**
  7140. * Whether to resolve the stencil buffer or not.
  7141. *
  7142. * @type {boolean}
  7143. * @default true
  7144. */
  7145. this.resolveStencilBuffer = options.resolveStencilBuffer;
  7146. this._depthTexture = null;
  7147. this.depthTexture = options.depthTexture;
  7148. /**
  7149. * The number of MSAA samples.
  7150. *
  7151. * A value of `0` disables MSAA.
  7152. *
  7153. * @type {number}
  7154. * @default 0
  7155. */
  7156. this.samples = options.samples;
  7157. /**
  7158. * Whether to this target is used in multiview rendering.
  7159. *
  7160. * @type {boolean}
  7161. * @default false
  7162. */
  7163. this.multiview = options.multiview;
  7164. }
  7165. _setTextureOptions( options = {} ) {
  7166. const values = {
  7167. minFilter: LinearFilter,
  7168. generateMipmaps: false,
  7169. flipY: false,
  7170. internalFormat: null
  7171. };
  7172. if ( options.mapping !== undefined ) values.mapping = options.mapping;
  7173. if ( options.wrapS !== undefined ) values.wrapS = options.wrapS;
  7174. if ( options.wrapT !== undefined ) values.wrapT = options.wrapT;
  7175. if ( options.wrapR !== undefined ) values.wrapR = options.wrapR;
  7176. if ( options.magFilter !== undefined ) values.magFilter = options.magFilter;
  7177. if ( options.minFilter !== undefined ) values.minFilter = options.minFilter;
  7178. if ( options.format !== undefined ) values.format = options.format;
  7179. if ( options.type !== undefined ) values.type = options.type;
  7180. if ( options.anisotropy !== undefined ) values.anisotropy = options.anisotropy;
  7181. if ( options.colorSpace !== undefined ) values.colorSpace = options.colorSpace;
  7182. if ( options.flipY !== undefined ) values.flipY = options.flipY;
  7183. if ( options.generateMipmaps !== undefined ) values.generateMipmaps = options.generateMipmaps;
  7184. if ( options.internalFormat !== undefined ) values.internalFormat = options.internalFormat;
  7185. for ( let i = 0; i < this.textures.length; i ++ ) {
  7186. const texture = this.textures[ i ];
  7187. texture.setValues( values );
  7188. }
  7189. }
  7190. /**
  7191. * The texture representing the default color attachment.
  7192. *
  7193. * @type {Texture}
  7194. */
  7195. get texture() {
  7196. return this.textures[ 0 ];
  7197. }
  7198. set texture( value ) {
  7199. this.textures[ 0 ] = value;
  7200. }
  7201. set depthTexture( current ) {
  7202. if ( this._depthTexture !== null ) this._depthTexture.renderTarget = null;
  7203. if ( current !== null ) current.renderTarget = this;
  7204. this._depthTexture = current;
  7205. }
  7206. /**
  7207. * Instead of saving the depth in a renderbuffer, a texture
  7208. * can be used instead which is useful for further processing
  7209. * e.g. in context of post-processing.
  7210. *
  7211. * @type {?DepthTexture}
  7212. * @default null
  7213. */
  7214. get depthTexture() {
  7215. return this._depthTexture;
  7216. }
  7217. /**
  7218. * Sets the size of this render target.
  7219. *
  7220. * @param {number} width - The width.
  7221. * @param {number} height - The height.
  7222. * @param {number} [depth=1] - The depth.
  7223. */
  7224. setSize( width, height, depth = 1 ) {
  7225. if ( this.width !== width || this.height !== height || this.depth !== depth ) {
  7226. this.width = width;
  7227. this.height = height;
  7228. this.depth = depth;
  7229. for ( let i = 0, il = this.textures.length; i < il; i ++ ) {
  7230. this.textures[ i ].image.width = width;
  7231. this.textures[ i ].image.height = height;
  7232. this.textures[ i ].image.depth = depth;
  7233. if ( this.textures[ i ].isData3DTexture !== true ) { // Fix for #31693
  7234. // TODO: Reconsider setting isArrayTexture flag here and in the ctor of Texture.
  7235. // Maybe a method `isArrayTexture()` or just a getter could replace a flag since
  7236. // both are evaluated on each call?
  7237. this.textures[ i ].isArrayTexture = this.textures[ i ].image.depth > 1;
  7238. }
  7239. }
  7240. this.dispose();
  7241. }
  7242. this.viewport.set( 0, 0, width, height );
  7243. this.scissor.set( 0, 0, width, height );
  7244. }
  7245. /**
  7246. * Returns a new render target with copied values from this instance.
  7247. *
  7248. * @return {RenderTarget} A clone of this instance.
  7249. */
  7250. clone() {
  7251. return new this.constructor().copy( this );
  7252. }
  7253. /**
  7254. * Copies the settings of the given render target. This is a structural copy so
  7255. * no resources are shared between render targets after the copy. That includes
  7256. * all MRT textures and the depth texture.
  7257. *
  7258. * @param {RenderTarget} source - The render target to copy.
  7259. * @return {RenderTarget} A reference to this instance.
  7260. */
  7261. copy( source ) {
  7262. this.width = source.width;
  7263. this.height = source.height;
  7264. this.depth = source.depth;
  7265. this.scissor.copy( source.scissor );
  7266. this.scissorTest = source.scissorTest;
  7267. this.viewport.copy( source.viewport );
  7268. this.textures.length = 0;
  7269. for ( let i = 0, il = source.textures.length; i < il; i ++ ) {
  7270. this.textures[ i ] = source.textures[ i ].clone();
  7271. this.textures[ i ].isRenderTargetTexture = true;
  7272. this.textures[ i ].renderTarget = this;
  7273. // ensure image object is not shared, see #20328
  7274. const image = Object.assign( {}, source.textures[ i ].image );
  7275. this.textures[ i ].source = new Source( image );
  7276. }
  7277. this.depthBuffer = source.depthBuffer;
  7278. this.stencilBuffer = source.stencilBuffer;
  7279. this.resolveDepthBuffer = source.resolveDepthBuffer;
  7280. this.resolveStencilBuffer = source.resolveStencilBuffer;
  7281. if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();
  7282. this.samples = source.samples;
  7283. this.multiview = source.multiview;
  7284. return this;
  7285. }
  7286. /**
  7287. * Frees the GPU-related resources allocated by this instance. Call this
  7288. * method whenever this instance is no longer used in your app.
  7289. *
  7290. * @fires RenderTarget#dispose
  7291. */
  7292. dispose() {
  7293. this.dispatchEvent( { type: 'dispose' } );
  7294. }
  7295. }
  7296. /**
  7297. * A render target used in context of {@link WebGLRenderer}.
  7298. *
  7299. * @augments RenderTarget
  7300. */
  7301. class WebGLRenderTarget extends RenderTarget {
  7302. /**
  7303. * Constructs a new 3D render target.
  7304. *
  7305. * @param {number} [width=1] - The width of the render target.
  7306. * @param {number} [height=1] - The height of the render target.
  7307. * @param {RenderTarget~Options} [options] - The configuration object.
  7308. */
  7309. constructor( width = 1, height = 1, options = {} ) {
  7310. super( width, height, options );
  7311. /**
  7312. * This flag can be used for type testing.
  7313. *
  7314. * @type {boolean}
  7315. * @readonly
  7316. * @default true
  7317. */
  7318. this.isWebGLRenderTarget = true;
  7319. }
  7320. }
  7321. /**
  7322. * Creates an array of textures directly from raw buffer data.
  7323. *
  7324. * @augments Texture
  7325. */
  7326. class DataArrayTexture extends Texture {
  7327. /**
  7328. * Constructs a new data array texture.
  7329. *
  7330. * @param {?TypedArray} [data=null] - The buffer data.
  7331. * @param {number} [width=1] - The width of the texture.
  7332. * @param {number} [height=1] - The height of the texture.
  7333. * @param {number} [depth=1] - The depth of the texture.
  7334. */
  7335. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  7336. super( null );
  7337. /**
  7338. * This flag can be used for type testing.
  7339. *
  7340. * @type {boolean}
  7341. * @readonly
  7342. * @default true
  7343. */
  7344. this.isDataArrayTexture = true;
  7345. /**
  7346. * The image definition of a data texture.
  7347. *
  7348. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  7349. */
  7350. this.image = { data, width, height, depth };
  7351. /**
  7352. * How the texture is sampled when a texel covers more than one pixel.
  7353. *
  7354. * Overwritten and set to `NearestFilter` by default.
  7355. *
  7356. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7357. * @default NearestFilter
  7358. */
  7359. this.magFilter = NearestFilter;
  7360. /**
  7361. * How the texture is sampled when a texel covers less than one pixel.
  7362. *
  7363. * Overwritten and set to `NearestFilter` by default.
  7364. *
  7365. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7366. * @default NearestFilter
  7367. */
  7368. this.minFilter = NearestFilter;
  7369. /**
  7370. * This defines how the texture is wrapped in the depth and corresponds to
  7371. * *W* in UVW mapping.
  7372. *
  7373. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  7374. * @default ClampToEdgeWrapping
  7375. */
  7376. this.wrapR = ClampToEdgeWrapping;
  7377. /**
  7378. * Whether to generate mipmaps (if possible) for a texture.
  7379. *
  7380. * Overwritten and set to `false` by default.
  7381. *
  7382. * @type {boolean}
  7383. * @default false
  7384. */
  7385. this.generateMipmaps = false;
  7386. /**
  7387. * If set to `true`, the texture is flipped along the vertical axis when
  7388. * uploaded to the GPU.
  7389. *
  7390. * Overwritten and set to `false` by default.
  7391. *
  7392. * @type {boolean}
  7393. * @default false
  7394. */
  7395. this.flipY = false;
  7396. /**
  7397. * Specifies the alignment requirements for the start of each pixel row in memory.
  7398. *
  7399. * Overwritten and set to `1` by default.
  7400. *
  7401. * @type {boolean}
  7402. * @default 1
  7403. */
  7404. this.unpackAlignment = 1;
  7405. /**
  7406. * A set of all layers which need to be updated in the texture.
  7407. *
  7408. * @type {Set<number>}
  7409. */
  7410. this.layerUpdates = new Set();
  7411. }
  7412. /**
  7413. * Describes that a specific layer of the texture needs to be updated.
  7414. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  7415. * entire data texture array is sent to the GPU. Marking specific
  7416. * layers will only transmit subsets of all mipmaps associated with a
  7417. * specific depth in the array which is often much more performant.
  7418. *
  7419. * @param {number} layerIndex - The layer index that should be updated.
  7420. */
  7421. addLayerUpdate( layerIndex ) {
  7422. this.layerUpdates.add( layerIndex );
  7423. }
  7424. /**
  7425. * Resets the layer updates registry.
  7426. */
  7427. clearLayerUpdates() {
  7428. this.layerUpdates.clear();
  7429. }
  7430. }
  7431. /**
  7432. * An array render target used in context of {@link WebGLRenderer}.
  7433. *
  7434. * @augments WebGLRenderTarget
  7435. */
  7436. class WebGLArrayRenderTarget extends WebGLRenderTarget {
  7437. /**
  7438. * Constructs a new array render target.
  7439. *
  7440. * @param {number} [width=1] - The width of the render target.
  7441. * @param {number} [height=1] - The height of the render target.
  7442. * @param {number} [depth=1] - The height of the render target.
  7443. * @param {RenderTarget~Options} [options] - The configuration object.
  7444. */
  7445. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  7446. super( width, height, options );
  7447. /**
  7448. * This flag can be used for type testing.
  7449. *
  7450. * @type {boolean}
  7451. * @readonly
  7452. * @default true
  7453. */
  7454. this.isWebGLArrayRenderTarget = true;
  7455. this.depth = depth;
  7456. /**
  7457. * Overwritten with a different texture type.
  7458. *
  7459. * @type {DataArrayTexture}
  7460. */
  7461. this.texture = new DataArrayTexture( null, width, height, depth );
  7462. this._setTextureOptions( options );
  7463. this.texture.isRenderTargetTexture = true;
  7464. }
  7465. }
  7466. /**
  7467. * Creates a three-dimensional texture from raw data, with parameters to
  7468. * divide it into width, height, and depth.
  7469. *
  7470. * @augments Texture
  7471. */
  7472. class Data3DTexture extends Texture {
  7473. /**
  7474. * Constructs a new data array texture.
  7475. *
  7476. * @param {?TypedArray} [data=null] - The buffer data.
  7477. * @param {number} [width=1] - The width of the texture.
  7478. * @param {number} [height=1] - The height of the texture.
  7479. * @param {number} [depth=1] - The depth of the texture.
  7480. */
  7481. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  7482. // We're going to add .setXXX() methods for setting properties later.
  7483. // Users can still set in Data3DTexture directly.
  7484. //
  7485. // const texture = new THREE.Data3DTexture( data, width, height, depth );
  7486. // texture.anisotropy = 16;
  7487. //
  7488. // See #14839
  7489. super( null );
  7490. /**
  7491. * This flag can be used for type testing.
  7492. *
  7493. * @type {boolean}
  7494. * @readonly
  7495. * @default true
  7496. */
  7497. this.isData3DTexture = true;
  7498. /**
  7499. * The image definition of a data texture.
  7500. *
  7501. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  7502. */
  7503. this.image = { data, width, height, depth };
  7504. /**
  7505. * How the texture is sampled when a texel covers more than one pixel.
  7506. *
  7507. * Overwritten and set to `NearestFilter` by default.
  7508. *
  7509. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7510. * @default NearestFilter
  7511. */
  7512. this.magFilter = NearestFilter;
  7513. /**
  7514. * How the texture is sampled when a texel covers less than one pixel.
  7515. *
  7516. * Overwritten and set to `NearestFilter` by default.
  7517. *
  7518. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7519. * @default NearestFilter
  7520. */
  7521. this.minFilter = NearestFilter;
  7522. /**
  7523. * This defines how the texture is wrapped in the depth and corresponds to
  7524. * *W* in UVW mapping.
  7525. *
  7526. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  7527. * @default ClampToEdgeWrapping
  7528. */
  7529. this.wrapR = ClampToEdgeWrapping;
  7530. /**
  7531. * Whether to generate mipmaps (if possible) for a texture.
  7532. *
  7533. * Overwritten and set to `false` by default.
  7534. *
  7535. * @type {boolean}
  7536. * @default false
  7537. */
  7538. this.generateMipmaps = false;
  7539. /**
  7540. * If set to `true`, the texture is flipped along the vertical axis when
  7541. * uploaded to the GPU.
  7542. *
  7543. * Overwritten and set to `false` by default.
  7544. *
  7545. * @type {boolean}
  7546. * @default false
  7547. */
  7548. this.flipY = false;
  7549. /**
  7550. * Specifies the alignment requirements for the start of each pixel row in memory.
  7551. *
  7552. * Overwritten and set to `1` by default.
  7553. *
  7554. * @type {boolean}
  7555. * @default 1
  7556. */
  7557. this.unpackAlignment = 1;
  7558. }
  7559. }
  7560. /**
  7561. * A 3D render target used in context of {@link WebGLRenderer}.
  7562. *
  7563. * @augments WebGLRenderTarget
  7564. */
  7565. class WebGL3DRenderTarget extends WebGLRenderTarget {
  7566. /**
  7567. * Constructs a new 3D render target.
  7568. *
  7569. * @param {number} [width=1] - The width of the render target.
  7570. * @param {number} [height=1] - The height of the render target.
  7571. * @param {number} [depth=1] - The height of the render target.
  7572. * @param {RenderTarget~Options} [options] - The configuration object.
  7573. */
  7574. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  7575. super( width, height, options );
  7576. /**
  7577. * This flag can be used for type testing.
  7578. *
  7579. * @type {boolean}
  7580. * @readonly
  7581. * @default true
  7582. */
  7583. this.isWebGL3DRenderTarget = true;
  7584. this.depth = depth;
  7585. /**
  7586. * Overwritten with a different texture type.
  7587. *
  7588. * @type {Data3DTexture}
  7589. */
  7590. this.texture = new Data3DTexture( null, width, height, depth );
  7591. this._setTextureOptions( options );
  7592. this.texture.isRenderTargetTexture = true;
  7593. }
  7594. }
  7595. /**
  7596. * Represents a 4x4 matrix.
  7597. *
  7598. * The most common use of a 4x4 matrix in 3D computer graphics is as a transformation matrix.
  7599. * For an introduction to transformation matrices as used in WebGL, check out [this tutorial](https://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices)
  7600. *
  7601. * This allows a 3D vector representing a point in 3D space to undergo
  7602. * transformations such as translation, rotation, shear, scale, reflection,
  7603. * orthogonal or perspective projection and so on, by being multiplied by the
  7604. * matrix. This is known as `applying` the matrix to the vector.
  7605. *
  7606. * A Note on Row-Major and Column-Major Ordering:
  7607. *
  7608. * The constructor and {@link Matrix3#set} method take arguments in
  7609. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  7610. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  7611. * This means that calling:
  7612. * ```js
  7613. * const m = new THREE.Matrix4();
  7614. * m.set( 11, 12, 13, 14,
  7615. * 21, 22, 23, 24,
  7616. * 31, 32, 33, 34,
  7617. * 41, 42, 43, 44 );
  7618. * ```
  7619. * will result in the elements array containing:
  7620. * ```js
  7621. * m.elements = [ 11, 21, 31, 41,
  7622. * 12, 22, 32, 42,
  7623. * 13, 23, 33, 43,
  7624. * 14, 24, 34, 44 ];
  7625. * ```
  7626. * and internally all calculations are performed using column-major ordering.
  7627. * However, as the actual ordering makes no difference mathematically and
  7628. * most people are used to thinking about matrices in row-major order, the
  7629. * three.js documentation shows matrices in row-major order. Just bear in
  7630. * mind that if you are reading the source code, you'll have to take the
  7631. * transpose of any matrices outlined here to make sense of the calculations.
  7632. */
  7633. class Matrix4 {
  7634. static {
  7635. /**
  7636. * This flag can be used for type testing.
  7637. *
  7638. * @type {boolean}
  7639. * @readonly
  7640. * @default true
  7641. */
  7642. Matrix4.prototype.isMatrix4 = true;
  7643. }
  7644. /**
  7645. * Constructs a new 4x4 matrix. The arguments are supposed to be
  7646. * in row-major order. If no arguments are provided, the constructor
  7647. * initializes the matrix as an identity matrix.
  7648. *
  7649. * @param {number} [n11] - 1-1 matrix element.
  7650. * @param {number} [n12] - 1-2 matrix element.
  7651. * @param {number} [n13] - 1-3 matrix element.
  7652. * @param {number} [n14] - 1-4 matrix element.
  7653. * @param {number} [n21] - 2-1 matrix element.
  7654. * @param {number} [n22] - 2-2 matrix element.
  7655. * @param {number} [n23] - 2-3 matrix element.
  7656. * @param {number} [n24] - 2-4 matrix element.
  7657. * @param {number} [n31] - 3-1 matrix element.
  7658. * @param {number} [n32] - 3-2 matrix element.
  7659. * @param {number} [n33] - 3-3 matrix element.
  7660. * @param {number} [n34] - 3-4 matrix element.
  7661. * @param {number} [n41] - 4-1 matrix element.
  7662. * @param {number} [n42] - 4-2 matrix element.
  7663. * @param {number} [n43] - 4-3 matrix element.
  7664. * @param {number} [n44] - 4-4 matrix element.
  7665. */
  7666. constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  7667. /**
  7668. * A column-major list of matrix values.
  7669. *
  7670. * @type {Array<number>}
  7671. */
  7672. this.elements = [
  7673. 1, 0, 0, 0,
  7674. 0, 1, 0, 0,
  7675. 0, 0, 1, 0,
  7676. 0, 0, 0, 1
  7677. ];
  7678. if ( n11 !== undefined ) {
  7679. this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );
  7680. }
  7681. }
  7682. /**
  7683. * Sets the elements of the matrix.The arguments are supposed to be
  7684. * in row-major order.
  7685. *
  7686. * @param {number} [n11] - 1-1 matrix element.
  7687. * @param {number} [n12] - 1-2 matrix element.
  7688. * @param {number} [n13] - 1-3 matrix element.
  7689. * @param {number} [n14] - 1-4 matrix element.
  7690. * @param {number} [n21] - 2-1 matrix element.
  7691. * @param {number} [n22] - 2-2 matrix element.
  7692. * @param {number} [n23] - 2-3 matrix element.
  7693. * @param {number} [n24] - 2-4 matrix element.
  7694. * @param {number} [n31] - 3-1 matrix element.
  7695. * @param {number} [n32] - 3-2 matrix element.
  7696. * @param {number} [n33] - 3-3 matrix element.
  7697. * @param {number} [n34] - 3-4 matrix element.
  7698. * @param {number} [n41] - 4-1 matrix element.
  7699. * @param {number} [n42] - 4-2 matrix element.
  7700. * @param {number} [n43] - 4-3 matrix element.
  7701. * @param {number} [n44] - 4-4 matrix element.
  7702. * @return {Matrix4} A reference to this matrix.
  7703. */
  7704. set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  7705. const te = this.elements;
  7706. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  7707. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  7708. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  7709. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  7710. return this;
  7711. }
  7712. /**
  7713. * Sets this matrix to the 4x4 identity matrix.
  7714. *
  7715. * @return {Matrix4} A reference to this matrix.
  7716. */
  7717. identity() {
  7718. this.set(
  7719. 1, 0, 0, 0,
  7720. 0, 1, 0, 0,
  7721. 0, 0, 1, 0,
  7722. 0, 0, 0, 1
  7723. );
  7724. return this;
  7725. }
  7726. /**
  7727. * Returns a matrix with copied values from this instance.
  7728. *
  7729. * @return {Matrix4} A clone of this instance.
  7730. */
  7731. clone() {
  7732. return new Matrix4().fromArray( this.elements );
  7733. }
  7734. /**
  7735. * Copies the values of the given matrix to this instance.
  7736. *
  7737. * @param {Matrix4} m - The matrix to copy.
  7738. * @return {Matrix4} A reference to this matrix.
  7739. */
  7740. copy( m ) {
  7741. const te = this.elements;
  7742. const me = m.elements;
  7743. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  7744. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  7745. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  7746. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  7747. return this;
  7748. }
  7749. /**
  7750. * Copies the translation component of the given matrix
  7751. * into this matrix's translation component.
  7752. *
  7753. * @param {Matrix4} m - The matrix to copy the translation component.
  7754. * @return {Matrix4} A reference to this matrix.
  7755. */
  7756. copyPosition( m ) {
  7757. const te = this.elements, me = m.elements;
  7758. te[ 12 ] = me[ 12 ];
  7759. te[ 13 ] = me[ 13 ];
  7760. te[ 14 ] = me[ 14 ];
  7761. return this;
  7762. }
  7763. /**
  7764. * Set the upper 3x3 elements of this matrix to the values of given 3x3 matrix.
  7765. *
  7766. * @param {Matrix3} m - The 3x3 matrix.
  7767. * @return {Matrix4} A reference to this matrix.
  7768. */
  7769. setFromMatrix3( m ) {
  7770. const me = m.elements;
  7771. this.set(
  7772. me[ 0 ], me[ 3 ], me[ 6 ], 0,
  7773. me[ 1 ], me[ 4 ], me[ 7 ], 0,
  7774. me[ 2 ], me[ 5 ], me[ 8 ], 0,
  7775. 0, 0, 0, 1
  7776. );
  7777. return this;
  7778. }
  7779. /**
  7780. * Extracts the basis of this matrix into the three axis vectors provided.
  7781. *
  7782. * @param {Vector3} xAxis - The basis's x axis.
  7783. * @param {Vector3} yAxis - The basis's y axis.
  7784. * @param {Vector3} zAxis - The basis's z axis.
  7785. * @return {Matrix4} A reference to this matrix.
  7786. */
  7787. extractBasis( xAxis, yAxis, zAxis ) {
  7788. if ( this.determinant() === 0 ) {
  7789. xAxis.set( 1, 0, 0 );
  7790. yAxis.set( 0, 1, 0 );
  7791. zAxis.set( 0, 0, 1 );
  7792. return this;
  7793. }
  7794. xAxis.setFromMatrixColumn( this, 0 );
  7795. yAxis.setFromMatrixColumn( this, 1 );
  7796. zAxis.setFromMatrixColumn( this, 2 );
  7797. return this;
  7798. }
  7799. /**
  7800. * Sets the given basis vectors to this matrix.
  7801. *
  7802. * @param {Vector3} xAxis - The basis's x axis.
  7803. * @param {Vector3} yAxis - The basis's y axis.
  7804. * @param {Vector3} zAxis - The basis's z axis.
  7805. * @return {Matrix4} A reference to this matrix.
  7806. */
  7807. makeBasis( xAxis, yAxis, zAxis ) {
  7808. this.set(
  7809. xAxis.x, yAxis.x, zAxis.x, 0,
  7810. xAxis.y, yAxis.y, zAxis.y, 0,
  7811. xAxis.z, yAxis.z, zAxis.z, 0,
  7812. 0, 0, 0, 1
  7813. );
  7814. return this;
  7815. }
  7816. /**
  7817. * Extracts the rotation component of the given matrix
  7818. * into this matrix's rotation component.
  7819. *
  7820. * Note: This method does not support reflection matrices.
  7821. *
  7822. * @param {Matrix4} m - The matrix.
  7823. * @return {Matrix4} A reference to this matrix.
  7824. */
  7825. extractRotation( m ) {
  7826. if ( m.determinant() === 0 ) {
  7827. return this.identity();
  7828. }
  7829. const te = this.elements;
  7830. const me = m.elements;
  7831. const scaleX = 1 / _v1$7.setFromMatrixColumn( m, 0 ).length();
  7832. const scaleY = 1 / _v1$7.setFromMatrixColumn( m, 1 ).length();
  7833. const scaleZ = 1 / _v1$7.setFromMatrixColumn( m, 2 ).length();
  7834. te[ 0 ] = me[ 0 ] * scaleX;
  7835. te[ 1 ] = me[ 1 ] * scaleX;
  7836. te[ 2 ] = me[ 2 ] * scaleX;
  7837. te[ 3 ] = 0;
  7838. te[ 4 ] = me[ 4 ] * scaleY;
  7839. te[ 5 ] = me[ 5 ] * scaleY;
  7840. te[ 6 ] = me[ 6 ] * scaleY;
  7841. te[ 7 ] = 0;
  7842. te[ 8 ] = me[ 8 ] * scaleZ;
  7843. te[ 9 ] = me[ 9 ] * scaleZ;
  7844. te[ 10 ] = me[ 10 ] * scaleZ;
  7845. te[ 11 ] = 0;
  7846. te[ 12 ] = 0;
  7847. te[ 13 ] = 0;
  7848. te[ 14 ] = 0;
  7849. te[ 15 ] = 1;
  7850. return this;
  7851. }
  7852. /**
  7853. * Sets the rotation component (the upper left 3x3 matrix) of this matrix to
  7854. * the rotation specified by the given Euler angles. The rest of
  7855. * the matrix is set to the identity. Depending on the {@link Euler#order},
  7856. * there are six possible outcomes. See [this page](https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix)
  7857. * for a complete list.
  7858. *
  7859. * @param {Euler} euler - The Euler angles.
  7860. * @return {Matrix4} A reference to this matrix.
  7861. */
  7862. makeRotationFromEuler( euler ) {
  7863. const te = this.elements;
  7864. const x = euler.x, y = euler.y, z = euler.z;
  7865. const a = Math.cos( x ), b = Math.sin( x );
  7866. const c = Math.cos( y ), d = Math.sin( y );
  7867. const e = Math.cos( z ), f = Math.sin( z );
  7868. if ( euler.order === 'XYZ' ) {
  7869. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  7870. te[ 0 ] = c * e;
  7871. te[ 4 ] = - c * f;
  7872. te[ 8 ] = d;
  7873. te[ 1 ] = af + be * d;
  7874. te[ 5 ] = ae - bf * d;
  7875. te[ 9 ] = - b * c;
  7876. te[ 2 ] = bf - ae * d;
  7877. te[ 6 ] = be + af * d;
  7878. te[ 10 ] = a * c;
  7879. } else if ( euler.order === 'YXZ' ) {
  7880. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  7881. te[ 0 ] = ce + df * b;
  7882. te[ 4 ] = de * b - cf;
  7883. te[ 8 ] = a * d;
  7884. te[ 1 ] = a * f;
  7885. te[ 5 ] = a * e;
  7886. te[ 9 ] = - b;
  7887. te[ 2 ] = cf * b - de;
  7888. te[ 6 ] = df + ce * b;
  7889. te[ 10 ] = a * c;
  7890. } else if ( euler.order === 'ZXY' ) {
  7891. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  7892. te[ 0 ] = ce - df * b;
  7893. te[ 4 ] = - a * f;
  7894. te[ 8 ] = de + cf * b;
  7895. te[ 1 ] = cf + de * b;
  7896. te[ 5 ] = a * e;
  7897. te[ 9 ] = df - ce * b;
  7898. te[ 2 ] = - a * d;
  7899. te[ 6 ] = b;
  7900. te[ 10 ] = a * c;
  7901. } else if ( euler.order === 'ZYX' ) {
  7902. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  7903. te[ 0 ] = c * e;
  7904. te[ 4 ] = be * d - af;
  7905. te[ 8 ] = ae * d + bf;
  7906. te[ 1 ] = c * f;
  7907. te[ 5 ] = bf * d + ae;
  7908. te[ 9 ] = af * d - be;
  7909. te[ 2 ] = - d;
  7910. te[ 6 ] = b * c;
  7911. te[ 10 ] = a * c;
  7912. } else if ( euler.order === 'YZX' ) {
  7913. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  7914. te[ 0 ] = c * e;
  7915. te[ 4 ] = bd - ac * f;
  7916. te[ 8 ] = bc * f + ad;
  7917. te[ 1 ] = f;
  7918. te[ 5 ] = a * e;
  7919. te[ 9 ] = - b * e;
  7920. te[ 2 ] = - d * e;
  7921. te[ 6 ] = ad * f + bc;
  7922. te[ 10 ] = ac - bd * f;
  7923. } else if ( euler.order === 'XZY' ) {
  7924. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  7925. te[ 0 ] = c * e;
  7926. te[ 4 ] = - f;
  7927. te[ 8 ] = d * e;
  7928. te[ 1 ] = ac * f + bd;
  7929. te[ 5 ] = a * e;
  7930. te[ 9 ] = ad * f - bc;
  7931. te[ 2 ] = bc * f - ad;
  7932. te[ 6 ] = b * e;
  7933. te[ 10 ] = bd * f + ac;
  7934. }
  7935. // bottom row
  7936. te[ 3 ] = 0;
  7937. te[ 7 ] = 0;
  7938. te[ 11 ] = 0;
  7939. // last column
  7940. te[ 12 ] = 0;
  7941. te[ 13 ] = 0;
  7942. te[ 14 ] = 0;
  7943. te[ 15 ] = 1;
  7944. return this;
  7945. }
  7946. /**
  7947. * Sets the rotation component of this matrix to the rotation specified by
  7948. * the given Quaternion as outlined [here](https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion)
  7949. * The rest of the matrix is set to the identity.
  7950. *
  7951. * @param {Quaternion} q - The Quaternion.
  7952. * @return {Matrix4} A reference to this matrix.
  7953. */
  7954. makeRotationFromQuaternion( q ) {
  7955. return this.compose( _zero, q, _one );
  7956. }
  7957. /**
  7958. * Sets the rotation component of the transformation matrix, looking from `eye` towards
  7959. * `target`, and oriented by the up-direction.
  7960. *
  7961. * @param {Vector3} eye - The eye vector.
  7962. * @param {Vector3} target - The target vector.
  7963. * @param {Vector3} up - The up vector.
  7964. * @return {Matrix4} A reference to this matrix.
  7965. */
  7966. lookAt( eye, target, up ) {
  7967. const te = this.elements;
  7968. _z.subVectors( eye, target );
  7969. if ( _z.lengthSq() === 0 ) {
  7970. // eye and target are in the same position
  7971. _z.z = 1;
  7972. }
  7973. _z.normalize();
  7974. _x.crossVectors( up, _z );
  7975. if ( _x.lengthSq() === 0 ) {
  7976. // up and z are parallel
  7977. if ( Math.abs( up.z ) === 1 ) {
  7978. _z.x += 0.0001;
  7979. } else {
  7980. _z.z += 0.0001;
  7981. }
  7982. _z.normalize();
  7983. _x.crossVectors( up, _z );
  7984. }
  7985. _x.normalize();
  7986. _y.crossVectors( _z, _x );
  7987. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  7988. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  7989. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  7990. return this;
  7991. }
  7992. /**
  7993. * Post-multiplies this matrix by the given 4x4 matrix.
  7994. *
  7995. * @param {Matrix4} m - The matrix to multiply with.
  7996. * @return {Matrix4} A reference to this matrix.
  7997. */
  7998. multiply( m ) {
  7999. return this.multiplyMatrices( this, m );
  8000. }
  8001. /**
  8002. * Pre-multiplies this matrix by the given 4x4 matrix.
  8003. *
  8004. * @param {Matrix4} m - The matrix to multiply with.
  8005. * @return {Matrix4} A reference to this matrix.
  8006. */
  8007. premultiply( m ) {
  8008. return this.multiplyMatrices( m, this );
  8009. }
  8010. /**
  8011. * Multiples the given 4x4 matrices and stores the result
  8012. * in this matrix.
  8013. *
  8014. * @param {Matrix4} a - The first matrix.
  8015. * @param {Matrix4} b - The second matrix.
  8016. * @return {Matrix4} A reference to this matrix.
  8017. */
  8018. multiplyMatrices( a, b ) {
  8019. const ae = a.elements;
  8020. const be = b.elements;
  8021. const te = this.elements;
  8022. const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  8023. const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  8024. const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  8025. const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  8026. const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  8027. const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  8028. const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  8029. const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  8030. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  8031. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  8032. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  8033. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  8034. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  8035. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  8036. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  8037. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  8038. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  8039. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  8040. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  8041. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  8042. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  8043. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  8044. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  8045. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  8046. return this;
  8047. }
  8048. /**
  8049. * Multiplies every component of the matrix by the given scalar.
  8050. *
  8051. * @param {number} s - The scalar.
  8052. * @return {Matrix4} A reference to this matrix.
  8053. */
  8054. multiplyScalar( s ) {
  8055. const te = this.elements;
  8056. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  8057. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  8058. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  8059. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  8060. return this;
  8061. }
  8062. /**
  8063. * Computes and returns the determinant of this matrix.
  8064. *
  8065. * Based on the method outlined [here](http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.html).
  8066. *
  8067. * @return {number} The determinant.
  8068. */
  8069. determinant() {
  8070. const te = this.elements;
  8071. const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  8072. const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  8073. const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  8074. const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  8075. const t11 = n23 * n34 - n24 * n33;
  8076. const t12 = n22 * n34 - n24 * n32;
  8077. const t13 = n22 * n33 - n23 * n32;
  8078. const t21 = n21 * n34 - n24 * n31;
  8079. const t22 = n21 * n33 - n23 * n31;
  8080. const t23 = n21 * n32 - n22 * n31;
  8081. return n11 * ( n42 * t11 - n43 * t12 + n44 * t13 ) -
  8082. n12 * ( n41 * t11 - n43 * t21 + n44 * t22 ) +
  8083. n13 * ( n41 * t12 - n42 * t21 + n44 * t23 ) -
  8084. n14 * ( n41 * t13 - n42 * t22 + n43 * t23 );
  8085. }
  8086. /**
  8087. * Transposes this matrix in place.
  8088. *
  8089. * @return {Matrix4} A reference to this matrix.
  8090. */
  8091. transpose() {
  8092. const te = this.elements;
  8093. let tmp;
  8094. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  8095. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  8096. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  8097. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  8098. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  8099. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  8100. return this;
  8101. }
  8102. /**
  8103. * Sets the position component for this matrix from the given vector,
  8104. * without affecting the rest of the matrix.
  8105. *
  8106. * @param {number|Vector3} x - The x component of the vector or alternatively the vector object.
  8107. * @param {number} y - The y component of the vector.
  8108. * @param {number} z - The z component of the vector.
  8109. * @return {Matrix4} A reference to this matrix.
  8110. */
  8111. setPosition( x, y, z ) {
  8112. const te = this.elements;
  8113. if ( x.isVector3 ) {
  8114. te[ 12 ] = x.x;
  8115. te[ 13 ] = x.y;
  8116. te[ 14 ] = x.z;
  8117. } else {
  8118. te[ 12 ] = x;
  8119. te[ 13 ] = y;
  8120. te[ 14 ] = z;
  8121. }
  8122. return this;
  8123. }
  8124. /**
  8125. * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
  8126. * You can not invert with a determinant of zero. If you attempt this, the method produces
  8127. * a zero matrix instead.
  8128. *
  8129. * @return {Matrix4} A reference to this matrix.
  8130. */
  8131. invert() {
  8132. // based on https://github.com/toji/gl-matrix
  8133. const te = this.elements,
  8134. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],
  8135. n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],
  8136. n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],
  8137. n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],
  8138. t1 = n11 * n22 - n21 * n12,
  8139. t2 = n11 * n32 - n31 * n12,
  8140. t3 = n11 * n42 - n41 * n12,
  8141. t4 = n21 * n32 - n31 * n22,
  8142. t5 = n21 * n42 - n41 * n22,
  8143. t6 = n31 * n42 - n41 * n32,
  8144. t7 = n13 * n24 - n23 * n14,
  8145. t8 = n13 * n34 - n33 * n14,
  8146. t9 = n13 * n44 - n43 * n14,
  8147. t10 = n23 * n34 - n33 * n24,
  8148. t11 = n23 * n44 - n43 * n24,
  8149. t12 = n33 * n44 - n43 * n34;
  8150. const det = t1 * t12 - t2 * t11 + t3 * t10 + t4 * t9 - t5 * t8 + t6 * t7;
  8151. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  8152. const detInv = 1 / det;
  8153. te[ 0 ] = ( n22 * t12 - n32 * t11 + n42 * t10 ) * detInv;
  8154. te[ 1 ] = ( n31 * t11 - n21 * t12 - n41 * t10 ) * detInv;
  8155. te[ 2 ] = ( n24 * t6 - n34 * t5 + n44 * t4 ) * detInv;
  8156. te[ 3 ] = ( n33 * t5 - n23 * t6 - n43 * t4 ) * detInv;
  8157. te[ 4 ] = ( n32 * t9 - n12 * t12 - n42 * t8 ) * detInv;
  8158. te[ 5 ] = ( n11 * t12 - n31 * t9 + n41 * t8 ) * detInv;
  8159. te[ 6 ] = ( n34 * t3 - n14 * t6 - n44 * t2 ) * detInv;
  8160. te[ 7 ] = ( n13 * t6 - n33 * t3 + n43 * t2 ) * detInv;
  8161. te[ 8 ] = ( n12 * t11 - n22 * t9 + n42 * t7 ) * detInv;
  8162. te[ 9 ] = ( n21 * t9 - n11 * t11 - n41 * t7 ) * detInv;
  8163. te[ 10 ] = ( n14 * t5 - n24 * t3 + n44 * t1 ) * detInv;
  8164. te[ 11 ] = ( n23 * t3 - n13 * t5 - n43 * t1 ) * detInv;
  8165. te[ 12 ] = ( n22 * t8 - n12 * t10 - n32 * t7 ) * detInv;
  8166. te[ 13 ] = ( n11 * t10 - n21 * t8 + n31 * t7 ) * detInv;
  8167. te[ 14 ] = ( n24 * t2 - n14 * t4 - n34 * t1 ) * detInv;
  8168. te[ 15 ] = ( n13 * t4 - n23 * t2 + n33 * t1 ) * detInv;
  8169. return this;
  8170. }
  8171. /**
  8172. * Multiplies the columns of this matrix by the given vector.
  8173. *
  8174. * @param {Vector3} v - The scale vector.
  8175. * @return {Matrix4} A reference to this matrix.
  8176. */
  8177. scale( v ) {
  8178. const te = this.elements;
  8179. const x = v.x, y = v.y, z = v.z;
  8180. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  8181. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  8182. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  8183. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  8184. return this;
  8185. }
  8186. /**
  8187. * Gets the maximum scale value of the three axes.
  8188. *
  8189. * @return {number} The maximum scale.
  8190. */
  8191. getMaxScaleOnAxis() {
  8192. const te = this.elements;
  8193. const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  8194. const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  8195. const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  8196. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  8197. }
  8198. /**
  8199. * Sets this matrix as a translation transform from the given vector.
  8200. *
  8201. * @param {number|Vector3} x - The amount to translate in the X axis or alternatively a translation vector.
  8202. * @param {number} y - The amount to translate in the Y axis.
  8203. * @param {number} z - The amount to translate in the z axis.
  8204. * @return {Matrix4} A reference to this matrix.
  8205. */
  8206. makeTranslation( x, y, z ) {
  8207. if ( x.isVector3 ) {
  8208. this.set(
  8209. 1, 0, 0, x.x,
  8210. 0, 1, 0, x.y,
  8211. 0, 0, 1, x.z,
  8212. 0, 0, 0, 1
  8213. );
  8214. } else {
  8215. this.set(
  8216. 1, 0, 0, x,
  8217. 0, 1, 0, y,
  8218. 0, 0, 1, z,
  8219. 0, 0, 0, 1
  8220. );
  8221. }
  8222. return this;
  8223. }
  8224. /**
  8225. * Sets this matrix as a rotational transformation around the X axis by
  8226. * the given angle.
  8227. *
  8228. * @param {number} theta - The rotation in radians.
  8229. * @return {Matrix4} A reference to this matrix.
  8230. */
  8231. makeRotationX( theta ) {
  8232. const c = Math.cos( theta ), s = Math.sin( theta );
  8233. this.set(
  8234. 1, 0, 0, 0,
  8235. 0, c, - s, 0,
  8236. 0, s, c, 0,
  8237. 0, 0, 0, 1
  8238. );
  8239. return this;
  8240. }
  8241. /**
  8242. * Sets this matrix as a rotational transformation around the Y axis by
  8243. * the given angle.
  8244. *
  8245. * @param {number} theta - The rotation in radians.
  8246. * @return {Matrix4} A reference to this matrix.
  8247. */
  8248. makeRotationY( theta ) {
  8249. const c = Math.cos( theta ), s = Math.sin( theta );
  8250. this.set(
  8251. c, 0, s, 0,
  8252. 0, 1, 0, 0,
  8253. - s, 0, c, 0,
  8254. 0, 0, 0, 1
  8255. );
  8256. return this;
  8257. }
  8258. /**
  8259. * Sets this matrix as a rotational transformation around the Z axis by
  8260. * the given angle.
  8261. *
  8262. * @param {number} theta - The rotation in radians.
  8263. * @return {Matrix4} A reference to this matrix.
  8264. */
  8265. makeRotationZ( theta ) {
  8266. const c = Math.cos( theta ), s = Math.sin( theta );
  8267. this.set(
  8268. c, - s, 0, 0,
  8269. s, c, 0, 0,
  8270. 0, 0, 1, 0,
  8271. 0, 0, 0, 1
  8272. );
  8273. return this;
  8274. }
  8275. /**
  8276. * Sets this matrix as a rotational transformation around the given axis by
  8277. * the given angle.
  8278. *
  8279. * This is a somewhat controversial but mathematically sound alternative to
  8280. * rotating via Quaternions. See the discussion [here](https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199).
  8281. *
  8282. * @param {Vector3} axis - The normalized rotation axis.
  8283. * @param {number} angle - The rotation in radians.
  8284. * @return {Matrix4} A reference to this matrix.
  8285. */
  8286. makeRotationAxis( axis, angle ) {
  8287. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  8288. const c = Math.cos( angle );
  8289. const s = Math.sin( angle );
  8290. const t = 1 - c;
  8291. const x = axis.x, y = axis.y, z = axis.z;
  8292. const tx = t * x, ty = t * y;
  8293. this.set(
  8294. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  8295. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  8296. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  8297. 0, 0, 0, 1
  8298. );
  8299. return this;
  8300. }
  8301. /**
  8302. * Sets this matrix as a scale transformation.
  8303. *
  8304. * @param {number} x - The amount to scale in the X axis.
  8305. * @param {number} y - The amount to scale in the Y axis.
  8306. * @param {number} z - The amount to scale in the Z axis.
  8307. * @return {Matrix4} A reference to this matrix.
  8308. */
  8309. makeScale( x, y, z ) {
  8310. this.set(
  8311. x, 0, 0, 0,
  8312. 0, y, 0, 0,
  8313. 0, 0, z, 0,
  8314. 0, 0, 0, 1
  8315. );
  8316. return this;
  8317. }
  8318. /**
  8319. * Sets this matrix as a shear transformation.
  8320. *
  8321. * @param {number} xy - The amount to shear X by Y.
  8322. * @param {number} xz - The amount to shear X by Z.
  8323. * @param {number} yx - The amount to shear Y by X.
  8324. * @param {number} yz - The amount to shear Y by Z.
  8325. * @param {number} zx - The amount to shear Z by X.
  8326. * @param {number} zy - The amount to shear Z by Y.
  8327. * @return {Matrix4} A reference to this matrix.
  8328. */
  8329. makeShear( xy, xz, yx, yz, zx, zy ) {
  8330. this.set(
  8331. 1, yx, zx, 0,
  8332. xy, 1, zy, 0,
  8333. xz, yz, 1, 0,
  8334. 0, 0, 0, 1
  8335. );
  8336. return this;
  8337. }
  8338. /**
  8339. * Sets this matrix to the transformation composed of the given position,
  8340. * rotation (Quaternion) and scale.
  8341. *
  8342. * @param {Vector3} position - The position vector.
  8343. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  8344. * @param {Vector3} scale - The scale vector.
  8345. * @return {Matrix4} A reference to this matrix.
  8346. */
  8347. compose( position, quaternion, scale ) {
  8348. const te = this.elements;
  8349. const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  8350. const x2 = x + x, y2 = y + y, z2 = z + z;
  8351. const xx = x * x2, xy = x * y2, xz = x * z2;
  8352. const yy = y * y2, yz = y * z2, zz = z * z2;
  8353. const wx = w * x2, wy = w * y2, wz = w * z2;
  8354. const sx = scale.x, sy = scale.y, sz = scale.z;
  8355. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  8356. te[ 1 ] = ( xy + wz ) * sx;
  8357. te[ 2 ] = ( xz - wy ) * sx;
  8358. te[ 3 ] = 0;
  8359. te[ 4 ] = ( xy - wz ) * sy;
  8360. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  8361. te[ 6 ] = ( yz + wx ) * sy;
  8362. te[ 7 ] = 0;
  8363. te[ 8 ] = ( xz + wy ) * sz;
  8364. te[ 9 ] = ( yz - wx ) * sz;
  8365. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  8366. te[ 11 ] = 0;
  8367. te[ 12 ] = position.x;
  8368. te[ 13 ] = position.y;
  8369. te[ 14 ] = position.z;
  8370. te[ 15 ] = 1;
  8371. return this;
  8372. }
  8373. /**
  8374. * Decomposes this matrix into its position, rotation and scale components
  8375. * and provides the result in the given objects.
  8376. *
  8377. * Note: Not all matrices are decomposable in this way. For example, if an
  8378. * object has a non-uniformly scaled parent, then the object's world matrix
  8379. * may not be decomposable, and this method may not be appropriate.
  8380. *
  8381. * @param {Vector3} position - The position vector.
  8382. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  8383. * @param {Vector3} scale - The scale vector.
  8384. * @return {Matrix4} A reference to this matrix.
  8385. */
  8386. decompose( position, quaternion, scale ) {
  8387. const te = this.elements;
  8388. position.x = te[ 12 ];
  8389. position.y = te[ 13 ];
  8390. position.z = te[ 14 ];
  8391. const det = this.determinant();
  8392. if ( det === 0 ) {
  8393. scale.set( 1, 1, 1 );
  8394. quaternion.identity();
  8395. return this;
  8396. }
  8397. let sx = _v1$7.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  8398. const sy = _v1$7.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  8399. const sz = _v1$7.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  8400. // if determinant is negative, we need to invert one scale
  8401. if ( det < 0 ) sx = - sx;
  8402. // scale the rotation part
  8403. _m1$2.copy( this );
  8404. const invSX = 1 / sx;
  8405. const invSY = 1 / sy;
  8406. const invSZ = 1 / sz;
  8407. _m1$2.elements[ 0 ] *= invSX;
  8408. _m1$2.elements[ 1 ] *= invSX;
  8409. _m1$2.elements[ 2 ] *= invSX;
  8410. _m1$2.elements[ 4 ] *= invSY;
  8411. _m1$2.elements[ 5 ] *= invSY;
  8412. _m1$2.elements[ 6 ] *= invSY;
  8413. _m1$2.elements[ 8 ] *= invSZ;
  8414. _m1$2.elements[ 9 ] *= invSZ;
  8415. _m1$2.elements[ 10 ] *= invSZ;
  8416. quaternion.setFromRotationMatrix( _m1$2 );
  8417. scale.x = sx;
  8418. scale.y = sy;
  8419. scale.z = sz;
  8420. return this;
  8421. }
  8422. /**
  8423. * Creates a perspective projection matrix. This is used internally by
  8424. * {@link PerspectiveCamera#updateProjectionMatrix}.
  8425. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  8426. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  8427. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  8428. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  8429. * @param {number} near - The distance from the camera to the near plane.
  8430. * @param {number} far - The distance from the camera to the far plane.
  8431. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  8432. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  8433. * @return {Matrix4} A reference to this matrix.
  8434. */
  8435. makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  8436. const te = this.elements;
  8437. const x = 2 * near / ( right - left );
  8438. const y = 2 * near / ( top - bottom );
  8439. const a = ( right + left ) / ( right - left );
  8440. const b = ( top + bottom ) / ( top - bottom );
  8441. let c, d;
  8442. if ( reversedDepth ) {
  8443. c = near / ( far - near );
  8444. d = ( far * near ) / ( far - near );
  8445. } else {
  8446. if ( coordinateSystem === WebGLCoordinateSystem ) {
  8447. c = - ( far + near ) / ( far - near );
  8448. d = ( -2 * far * near ) / ( far - near );
  8449. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  8450. c = - far / ( far - near );
  8451. d = ( - far * near ) / ( far - near );
  8452. } else {
  8453. throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );
  8454. }
  8455. }
  8456. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  8457. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  8458. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  8459. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = -1; te[ 15 ] = 0;
  8460. return this;
  8461. }
  8462. /**
  8463. * Creates a orthographic projection matrix. This is used internally by
  8464. * {@link OrthographicCamera#updateProjectionMatrix}.
  8465. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  8466. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  8467. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  8468. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  8469. * @param {number} near - The distance from the camera to the near plane.
  8470. * @param {number} far - The distance from the camera to the far plane.
  8471. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  8472. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  8473. * @return {Matrix4} A reference to this matrix.
  8474. */
  8475. makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  8476. const te = this.elements;
  8477. const x = 2 / ( right - left );
  8478. const y = 2 / ( top - bottom );
  8479. const a = - ( right + left ) / ( right - left );
  8480. const b = - ( top + bottom ) / ( top - bottom );
  8481. let c, d;
  8482. if ( reversedDepth ) {
  8483. c = 1 / ( far - near );
  8484. d = far / ( far - near );
  8485. } else {
  8486. if ( coordinateSystem === WebGLCoordinateSystem ) {
  8487. c = -2 / ( far - near );
  8488. d = - ( far + near ) / ( far - near );
  8489. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  8490. c = -1 / ( far - near );
  8491. d = - near / ( far - near );
  8492. } else {
  8493. throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );
  8494. }
  8495. }
  8496. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = a;
  8497. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = 0; te[ 13 ] = b;
  8498. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  8499. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  8500. return this;
  8501. }
  8502. /**
  8503. * Returns `true` if this matrix is equal with the given one.
  8504. *
  8505. * @param {Matrix4} matrix - The matrix to test for equality.
  8506. * @return {boolean} Whether this matrix is equal with the given one.
  8507. */
  8508. equals( matrix ) {
  8509. const te = this.elements;
  8510. const me = matrix.elements;
  8511. for ( let i = 0; i < 16; i ++ ) {
  8512. if ( te[ i ] !== me[ i ] ) return false;
  8513. }
  8514. return true;
  8515. }
  8516. /**
  8517. * Sets the elements of the matrix from the given array.
  8518. *
  8519. * @param {Array<number>} array - The matrix elements in column-major order.
  8520. * @param {number} [offset=0] - Index of the first element in the array.
  8521. * @return {Matrix4} A reference to this matrix.
  8522. */
  8523. fromArray( array, offset = 0 ) {
  8524. for ( let i = 0; i < 16; i ++ ) {
  8525. this.elements[ i ] = array[ i + offset ];
  8526. }
  8527. return this;
  8528. }
  8529. /**
  8530. * Writes the elements of this matrix to the given array. If no array is provided,
  8531. * the method returns a new instance.
  8532. *
  8533. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  8534. * @param {number} [offset=0] - Index of the first element in the array.
  8535. * @return {Array<number>} The matrix elements in column-major order.
  8536. */
  8537. toArray( array = [], offset = 0 ) {
  8538. const te = this.elements;
  8539. array[ offset ] = te[ 0 ];
  8540. array[ offset + 1 ] = te[ 1 ];
  8541. array[ offset + 2 ] = te[ 2 ];
  8542. array[ offset + 3 ] = te[ 3 ];
  8543. array[ offset + 4 ] = te[ 4 ];
  8544. array[ offset + 5 ] = te[ 5 ];
  8545. array[ offset + 6 ] = te[ 6 ];
  8546. array[ offset + 7 ] = te[ 7 ];
  8547. array[ offset + 8 ] = te[ 8 ];
  8548. array[ offset + 9 ] = te[ 9 ];
  8549. array[ offset + 10 ] = te[ 10 ];
  8550. array[ offset + 11 ] = te[ 11 ];
  8551. array[ offset + 12 ] = te[ 12 ];
  8552. array[ offset + 13 ] = te[ 13 ];
  8553. array[ offset + 14 ] = te[ 14 ];
  8554. array[ offset + 15 ] = te[ 15 ];
  8555. return array;
  8556. }
  8557. }
  8558. const _v1$7 = /*@__PURE__*/ new Vector3();
  8559. const _m1$2 = /*@__PURE__*/ new Matrix4();
  8560. const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
  8561. const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
  8562. const _x = /*@__PURE__*/ new Vector3();
  8563. const _y = /*@__PURE__*/ new Vector3();
  8564. const _z = /*@__PURE__*/ new Vector3();
  8565. const _matrix$2 = /*@__PURE__*/ new Matrix4();
  8566. const _quaternion$4 = /*@__PURE__*/ new Quaternion();
  8567. /**
  8568. * A class representing Euler angles.
  8569. *
  8570. * Euler angles describe a rotational transformation by rotating an object on
  8571. * its various axes in specified amounts per axis, and a specified axis
  8572. * order.
  8573. *
  8574. * Iterating through an instance will yield its components (x, y, z,
  8575. * order) in the corresponding order.
  8576. *
  8577. * ```js
  8578. * const a = new THREE.Euler( 0, 1, 1.57, 'XYZ' );
  8579. * const b = new THREE.Vector3( 1, 0, 1 );
  8580. * b.applyEuler(a);
  8581. * ```
  8582. */
  8583. class Euler {
  8584. /**
  8585. * Constructs a new euler instance.
  8586. *
  8587. * @param {number} [x=0] - The angle of the x axis in radians.
  8588. * @param {number} [y=0] - The angle of the y axis in radians.
  8589. * @param {number} [z=0] - The angle of the z axis in radians.
  8590. * @param {string} [order=Euler.DEFAULT_ORDER] - A string representing the order that the rotations are applied.
  8591. */
  8592. constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {
  8593. /**
  8594. * This flag can be used for type testing.
  8595. *
  8596. * @type {boolean}
  8597. * @readonly
  8598. * @default true
  8599. */
  8600. this.isEuler = true;
  8601. this._x = x;
  8602. this._y = y;
  8603. this._z = z;
  8604. this._order = order;
  8605. }
  8606. /**
  8607. * The angle of the x axis in radians.
  8608. *
  8609. * @type {number}
  8610. * @default 0
  8611. */
  8612. get x() {
  8613. return this._x;
  8614. }
  8615. set x( value ) {
  8616. this._x = value;
  8617. this._onChangeCallback();
  8618. }
  8619. /**
  8620. * The angle of the y axis in radians.
  8621. *
  8622. * @type {number}
  8623. * @default 0
  8624. */
  8625. get y() {
  8626. return this._y;
  8627. }
  8628. set y( value ) {
  8629. this._y = value;
  8630. this._onChangeCallback();
  8631. }
  8632. /**
  8633. * The angle of the z axis in radians.
  8634. *
  8635. * @type {number}
  8636. * @default 0
  8637. */
  8638. get z() {
  8639. return this._z;
  8640. }
  8641. set z( value ) {
  8642. this._z = value;
  8643. this._onChangeCallback();
  8644. }
  8645. /**
  8646. * A string representing the order that the rotations are applied.
  8647. *
  8648. * @type {string}
  8649. * @default 'XYZ'
  8650. */
  8651. get order() {
  8652. return this._order;
  8653. }
  8654. set order( value ) {
  8655. this._order = value;
  8656. this._onChangeCallback();
  8657. }
  8658. /**
  8659. * Sets the Euler components.
  8660. *
  8661. * @param {number} x - The angle of the x axis in radians.
  8662. * @param {number} y - The angle of the y axis in radians.
  8663. * @param {number} z - The angle of the z axis in radians.
  8664. * @param {string} [order] - A string representing the order that the rotations are applied.
  8665. * @return {Euler} A reference to this Euler instance.
  8666. */
  8667. set( x, y, z, order = this._order ) {
  8668. this._x = x;
  8669. this._y = y;
  8670. this._z = z;
  8671. this._order = order;
  8672. this._onChangeCallback();
  8673. return this;
  8674. }
  8675. /**
  8676. * Returns a new Euler instance with copied values from this instance.
  8677. *
  8678. * @return {Euler} A clone of this instance.
  8679. */
  8680. clone() {
  8681. return new this.constructor( this._x, this._y, this._z, this._order );
  8682. }
  8683. /**
  8684. * Copies the values of the given Euler instance to this instance.
  8685. *
  8686. * @param {Euler} euler - The Euler instance to copy.
  8687. * @return {Euler} A reference to this Euler instance.
  8688. */
  8689. copy( euler ) {
  8690. this._x = euler._x;
  8691. this._y = euler._y;
  8692. this._z = euler._z;
  8693. this._order = euler._order;
  8694. this._onChangeCallback();
  8695. return this;
  8696. }
  8697. /**
  8698. * Sets the angles of this Euler instance from a pure rotation matrix.
  8699. *
  8700. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  8701. * @param {string} [order] - A string representing the order that the rotations are applied.
  8702. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  8703. * @return {Euler} A reference to this Euler instance.
  8704. */
  8705. setFromRotationMatrix( m, order = this._order, update = true ) {
  8706. const te = m.elements;
  8707. const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  8708. const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  8709. const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  8710. switch ( order ) {
  8711. case 'XYZ':
  8712. this._y = Math.asin( clamp( m13, -1, 1 ) );
  8713. if ( Math.abs( m13 ) < 0.9999999 ) {
  8714. this._x = Math.atan2( - m23, m33 );
  8715. this._z = Math.atan2( - m12, m11 );
  8716. } else {
  8717. this._x = Math.atan2( m32, m22 );
  8718. this._z = 0;
  8719. }
  8720. break;
  8721. case 'YXZ':
  8722. this._x = Math.asin( - clamp( m23, -1, 1 ) );
  8723. if ( Math.abs( m23 ) < 0.9999999 ) {
  8724. this._y = Math.atan2( m13, m33 );
  8725. this._z = Math.atan2( m21, m22 );
  8726. } else {
  8727. this._y = Math.atan2( - m31, m11 );
  8728. this._z = 0;
  8729. }
  8730. break;
  8731. case 'ZXY':
  8732. this._x = Math.asin( clamp( m32, -1, 1 ) );
  8733. if ( Math.abs( m32 ) < 0.9999999 ) {
  8734. this._y = Math.atan2( - m31, m33 );
  8735. this._z = Math.atan2( - m12, m22 );
  8736. } else {
  8737. this._y = 0;
  8738. this._z = Math.atan2( m21, m11 );
  8739. }
  8740. break;
  8741. case 'ZYX':
  8742. this._y = Math.asin( - clamp( m31, -1, 1 ) );
  8743. if ( Math.abs( m31 ) < 0.9999999 ) {
  8744. this._x = Math.atan2( m32, m33 );
  8745. this._z = Math.atan2( m21, m11 );
  8746. } else {
  8747. this._x = 0;
  8748. this._z = Math.atan2( - m12, m22 );
  8749. }
  8750. break;
  8751. case 'YZX':
  8752. this._z = Math.asin( clamp( m21, -1, 1 ) );
  8753. if ( Math.abs( m21 ) < 0.9999999 ) {
  8754. this._x = Math.atan2( - m23, m22 );
  8755. this._y = Math.atan2( - m31, m11 );
  8756. } else {
  8757. this._x = 0;
  8758. this._y = Math.atan2( m13, m33 );
  8759. }
  8760. break;
  8761. case 'XZY':
  8762. this._z = Math.asin( - clamp( m12, -1, 1 ) );
  8763. if ( Math.abs( m12 ) < 0.9999999 ) {
  8764. this._x = Math.atan2( m32, m22 );
  8765. this._y = Math.atan2( m13, m11 );
  8766. } else {
  8767. this._x = Math.atan2( - m23, m33 );
  8768. this._y = 0;
  8769. }
  8770. break;
  8771. default:
  8772. warn( 'Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  8773. }
  8774. this._order = order;
  8775. if ( update === true ) this._onChangeCallback();
  8776. return this;
  8777. }
  8778. /**
  8779. * Sets the angles of this Euler instance from a normalized quaternion.
  8780. *
  8781. * @param {Quaternion} q - A normalized Quaternion.
  8782. * @param {string} [order] - A string representing the order that the rotations are applied.
  8783. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  8784. * @return {Euler} A reference to this Euler instance.
  8785. */
  8786. setFromQuaternion( q, order, update ) {
  8787. _matrix$2.makeRotationFromQuaternion( q );
  8788. return this.setFromRotationMatrix( _matrix$2, order, update );
  8789. }
  8790. /**
  8791. * Sets the angles of this Euler instance from the given vector.
  8792. *
  8793. * @param {Vector3} v - The vector.
  8794. * @param {string} [order] - A string representing the order that the rotations are applied.
  8795. * @return {Euler} A reference to this Euler instance.
  8796. */
  8797. setFromVector3( v, order = this._order ) {
  8798. return this.set( v.x, v.y, v.z, order );
  8799. }
  8800. /**
  8801. * Resets the euler angle with a new order by creating a quaternion from this
  8802. * euler angle and then setting this euler angle with the quaternion and the
  8803. * new order.
  8804. *
  8805. * Warning: This discards revolution information.
  8806. *
  8807. * @param {string} [newOrder] - A string representing the new order that the rotations are applied.
  8808. * @return {Euler} A reference to this Euler instance.
  8809. */
  8810. reorder( newOrder ) {
  8811. _quaternion$4.setFromEuler( this );
  8812. return this.setFromQuaternion( _quaternion$4, newOrder );
  8813. }
  8814. /**
  8815. * Returns `true` if this Euler instance is equal with the given one.
  8816. *
  8817. * @param {Euler} euler - The Euler instance to test for equality.
  8818. * @return {boolean} Whether this Euler instance is equal with the given one.
  8819. */
  8820. equals( euler ) {
  8821. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  8822. }
  8823. /**
  8824. * Sets this Euler instance's components to values from the given array. The first three
  8825. * entries of the array are assign to the x,y and z components. An optional fourth entry
  8826. * defines the Euler order.
  8827. *
  8828. * @param {Array<number,number,number,?string>} array - An array holding the Euler component values.
  8829. * @return {Euler} A reference to this Euler instance.
  8830. */
  8831. fromArray( array ) {
  8832. this._x = array[ 0 ];
  8833. this._y = array[ 1 ];
  8834. this._z = array[ 2 ];
  8835. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  8836. this._onChangeCallback();
  8837. return this;
  8838. }
  8839. /**
  8840. * Writes the components of this Euler instance to the given array. If no array is provided,
  8841. * the method returns a new instance.
  8842. *
  8843. * @param {Array<number,number,number,string>} [array=[]] - The target array holding the Euler components.
  8844. * @param {number} [offset=0] - Index of the first element in the array.
  8845. * @return {Array<number,number,number,string>} The Euler components.
  8846. */
  8847. toArray( array = [], offset = 0 ) {
  8848. array[ offset ] = this._x;
  8849. array[ offset + 1 ] = this._y;
  8850. array[ offset + 2 ] = this._z;
  8851. array[ offset + 3 ] = this._order;
  8852. return array;
  8853. }
  8854. _onChange( callback ) {
  8855. this._onChangeCallback = callback;
  8856. return this;
  8857. }
  8858. _onChangeCallback() {}
  8859. *[ Symbol.iterator ]() {
  8860. yield this._x;
  8861. yield this._y;
  8862. yield this._z;
  8863. yield this._order;
  8864. }
  8865. }
  8866. /**
  8867. * The default Euler angle order.
  8868. *
  8869. * @static
  8870. * @type {string}
  8871. * @default 'XYZ'
  8872. */
  8873. Euler.DEFAULT_ORDER = 'XYZ';
  8874. /**
  8875. * A layers object assigns an 3D object to 1 or more of 32
  8876. * layers numbered `0` to `31` - internally the layers are stored as a
  8877. * bit mask], and by default all 3D objects are a member of layer `0`.
  8878. *
  8879. * This can be used to control visibility - an object must share a layer with
  8880. * a camera to be visible when that camera's view is
  8881. * rendered.
  8882. *
  8883. * All classes that inherit from {@link Object3D} have an `layers` property which
  8884. * is an instance of this class.
  8885. */
  8886. class Layers {
  8887. /**
  8888. * Constructs a new layers instance, with membership
  8889. * initially set to layer `0`.
  8890. */
  8891. constructor() {
  8892. /**
  8893. * A bit mask storing which of the 32 layers this layers object is currently
  8894. * a member of.
  8895. *
  8896. * @type {number}
  8897. */
  8898. this.mask = 1 | 0;
  8899. }
  8900. /**
  8901. * Sets membership to the given layer, and remove membership all other layers.
  8902. *
  8903. * @param {number} layer - The layer to set.
  8904. */
  8905. set( layer ) {
  8906. this.mask = ( 1 << layer | 0 ) >>> 0;
  8907. }
  8908. /**
  8909. * Adds membership of the given layer.
  8910. *
  8911. * @param {number} layer - The layer to enable.
  8912. */
  8913. enable( layer ) {
  8914. this.mask |= 1 << layer | 0;
  8915. }
  8916. /**
  8917. * Adds membership to all layers.
  8918. */
  8919. enableAll() {
  8920. this.mask = 0xffffffff | 0;
  8921. }
  8922. /**
  8923. * Toggles the membership of the given layer.
  8924. *
  8925. * @param {number} layer - The layer to toggle.
  8926. */
  8927. toggle( layer ) {
  8928. this.mask ^= 1 << layer | 0;
  8929. }
  8930. /**
  8931. * Removes membership of the given layer.
  8932. *
  8933. * @param {number} layer - The layer to enable.
  8934. */
  8935. disable( layer ) {
  8936. this.mask &= ~ ( 1 << layer | 0 );
  8937. }
  8938. /**
  8939. * Removes the membership from all layers.
  8940. */
  8941. disableAll() {
  8942. this.mask = 0;
  8943. }
  8944. /**
  8945. * Returns `true` if this and the given layers object have at least one
  8946. * layer in common.
  8947. *
  8948. * @param {Layers} layers - The layers to test.
  8949. * @return {boolean } Whether this and the given layers object have at least one layer in common or not.
  8950. */
  8951. test( layers ) {
  8952. return ( this.mask & layers.mask ) !== 0;
  8953. }
  8954. /**
  8955. * Returns `true` if the given layer is enabled.
  8956. *
  8957. * @param {number} layer - The layer to test.
  8958. * @return {boolean } Whether the given layer is enabled or not.
  8959. */
  8960. isEnabled( layer ) {
  8961. return ( this.mask & ( 1 << layer | 0 ) ) !== 0;
  8962. }
  8963. }
  8964. let _object3DId = 0;
  8965. const _v1$6 = /*@__PURE__*/ new Vector3();
  8966. const _q1 = /*@__PURE__*/ new Quaternion();
  8967. const _m1$1 = /*@__PURE__*/ new Matrix4();
  8968. const _target = /*@__PURE__*/ new Vector3();
  8969. const _position$4 = /*@__PURE__*/ new Vector3();
  8970. const _scale$3 = /*@__PURE__*/ new Vector3();
  8971. const _quaternion$3 = /*@__PURE__*/ new Quaternion();
  8972. const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );
  8973. const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  8974. const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );
  8975. /**
  8976. * Fires when the object has been added to its parent object.
  8977. *
  8978. * @event Object3D#added
  8979. * @type {Object}
  8980. */
  8981. const _addedEvent = { type: 'added' };
  8982. /**
  8983. * Fires when the object has been removed from its parent object.
  8984. *
  8985. * @event Object3D#removed
  8986. * @type {Object}
  8987. */
  8988. const _removedEvent = { type: 'removed' };
  8989. /**
  8990. * Fires when a new child object has been added.
  8991. *
  8992. * @event Object3D#childadded
  8993. * @type {Object}
  8994. */
  8995. const _childaddedEvent = { type: 'childadded', child: null };
  8996. /**
  8997. * Fires when a child object has been removed.
  8998. *
  8999. * @event Object3D#childremoved
  9000. * @type {Object}
  9001. */
  9002. const _childremovedEvent = { type: 'childremoved', child: null };
  9003. /**
  9004. * This is the base class for most objects in three.js and provides a set of
  9005. * properties and methods for manipulating objects in 3D space.
  9006. *
  9007. * @augments EventDispatcher
  9008. */
  9009. class Object3D extends EventDispatcher {
  9010. /**
  9011. * Constructs a new 3D object.
  9012. */
  9013. constructor() {
  9014. super();
  9015. /**
  9016. * This flag can be used for type testing.
  9017. *
  9018. * @type {boolean}
  9019. * @readonly
  9020. * @default true
  9021. */
  9022. this.isObject3D = true;
  9023. /**
  9024. * The ID of the 3D object.
  9025. *
  9026. * @name Object3D#id
  9027. * @type {number}
  9028. * @readonly
  9029. */
  9030. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  9031. /**
  9032. * The UUID of the 3D object.
  9033. *
  9034. * @type {string}
  9035. * @readonly
  9036. */
  9037. this.uuid = generateUUID();
  9038. /**
  9039. * The name of the 3D object.
  9040. *
  9041. * @type {string}
  9042. */
  9043. this.name = '';
  9044. /**
  9045. * The type property is used for detecting the object type
  9046. * in context of serialization/deserialization.
  9047. *
  9048. * @type {string}
  9049. * @readonly
  9050. */
  9051. this.type = 'Object3D';
  9052. /**
  9053. * A reference to the parent object.
  9054. *
  9055. * @type {?Object3D}
  9056. * @default null
  9057. */
  9058. this.parent = null;
  9059. /**
  9060. * An array holding the child 3D objects of this instance.
  9061. *
  9062. * @type {Array<Object3D>}
  9063. */
  9064. this.children = [];
  9065. /**
  9066. * Defines the `up` direction of the 3D object which influences
  9067. * the orientation via methods like {@link Object3D#lookAt}.
  9068. *
  9069. * The default values for all 3D objects is defined by `Object3D.DEFAULT_UP`.
  9070. *
  9071. * @type {Vector3}
  9072. */
  9073. this.up = Object3D.DEFAULT_UP.clone();
  9074. const position = new Vector3();
  9075. const rotation = new Euler();
  9076. const quaternion = new Quaternion();
  9077. const scale = new Vector3( 1, 1, 1 );
  9078. function onRotationChange() {
  9079. quaternion.setFromEuler( rotation, false );
  9080. }
  9081. function onQuaternionChange() {
  9082. rotation.setFromQuaternion( quaternion, undefined, false );
  9083. }
  9084. rotation._onChange( onRotationChange );
  9085. quaternion._onChange( onQuaternionChange );
  9086. Object.defineProperties( this, {
  9087. /**
  9088. * Represents the object's local position.
  9089. *
  9090. * @name Object3D#position
  9091. * @type {Vector3}
  9092. * @default (0,0,0)
  9093. */
  9094. position: {
  9095. configurable: true,
  9096. enumerable: true,
  9097. value: position
  9098. },
  9099. /**
  9100. * Represents the object's local rotation as Euler angles, in radians.
  9101. *
  9102. * @name Object3D#rotation
  9103. * @type {Euler}
  9104. * @default (0,0,0)
  9105. */
  9106. rotation: {
  9107. configurable: true,
  9108. enumerable: true,
  9109. value: rotation
  9110. },
  9111. /**
  9112. * Represents the object's local rotation as Quaternions.
  9113. *
  9114. * @name Object3D#quaternion
  9115. * @type {Quaternion}
  9116. */
  9117. quaternion: {
  9118. configurable: true,
  9119. enumerable: true,
  9120. value: quaternion
  9121. },
  9122. /**
  9123. * Represents the object's local scale.
  9124. *
  9125. * @name Object3D#scale
  9126. * @type {Vector3}
  9127. * @default (1,1,1)
  9128. */
  9129. scale: {
  9130. configurable: true,
  9131. enumerable: true,
  9132. value: scale
  9133. },
  9134. /**
  9135. * Represents the object's model-view matrix.
  9136. *
  9137. * @name Object3D#modelViewMatrix
  9138. * @type {Matrix4}
  9139. */
  9140. modelViewMatrix: {
  9141. value: new Matrix4()
  9142. },
  9143. /**
  9144. * Represents the object's normal matrix.
  9145. *
  9146. * @name Object3D#normalMatrix
  9147. * @type {Matrix3}
  9148. */
  9149. normalMatrix: {
  9150. value: new Matrix3()
  9151. }
  9152. } );
  9153. /**
  9154. * Represents the object's transformation matrix in local space.
  9155. *
  9156. * @type {Matrix4}
  9157. */
  9158. this.matrix = new Matrix4();
  9159. /**
  9160. * Represents the object's transformation matrix in world space.
  9161. * If the 3D object has no parent, then it's identical to the local transformation matrix
  9162. *
  9163. * @type {Matrix4}
  9164. */
  9165. this.matrixWorld = new Matrix4();
  9166. /**
  9167. * When set to `true`, the engine automatically computes the local matrix from position,
  9168. * rotation and scale every frame. If set to `false`, the app is responsible for recomputing
  9169. * the local matrix by calling `updateMatrix()`.
  9170. *
  9171. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_AUTO_UPDATE`.
  9172. *
  9173. * @type {boolean}
  9174. * @default true
  9175. */
  9176. this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;
  9177. /**
  9178. * When set to `true`, the engine automatically computes the world matrix from the current local
  9179. * matrix and the object's transformation hierarchy. If set to `false`, the app is responsible for
  9180. * recomputing the world matrix by directly updating the `matrixWorld` property.
  9181. *
  9182. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE`.
  9183. *
  9184. * @type {boolean}
  9185. * @default true
  9186. */
  9187. this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer
  9188. /**
  9189. * When set to `true`, it calculates the world matrix in that frame and resets this property
  9190. * to `false`.
  9191. *
  9192. * @type {boolean}
  9193. * @default false
  9194. */
  9195. this.matrixWorldNeedsUpdate = false;
  9196. /**
  9197. * The layer membership of the 3D object. The 3D object is only visible if it has
  9198. * at least one layer in common with the camera in use. This property can also be
  9199. * used to filter out unwanted objects in ray-intersection tests when using {@link Raycaster}.
  9200. *
  9201. * @type {Layers}
  9202. */
  9203. this.layers = new Layers();
  9204. /**
  9205. * When set to `true`, the 3D object gets rendered.
  9206. *
  9207. * @type {boolean}
  9208. * @default true
  9209. */
  9210. this.visible = true;
  9211. /**
  9212. * When set to `true`, the 3D object gets rendered into shadow maps.
  9213. *
  9214. * @type {boolean}
  9215. * @default false
  9216. */
  9217. this.castShadow = false;
  9218. /**
  9219. * When set to `true`, the 3D object is affected by shadows in the scene.
  9220. *
  9221. * @type {boolean}
  9222. * @default false
  9223. */
  9224. this.receiveShadow = false;
  9225. /**
  9226. * When set to `true`, the 3D object is honored by view frustum culling.
  9227. *
  9228. * @type {boolean}
  9229. * @default true
  9230. */
  9231. this.frustumCulled = true;
  9232. /**
  9233. * This value allows the default rendering order of scene graph objects to be
  9234. * overridden although opaque and transparent objects remain sorted independently.
  9235. * When this property is set for an instance of {@link Group},all descendants
  9236. * objects will be sorted and rendered together. Sorting is from lowest to highest
  9237. * render order.
  9238. *
  9239. * @type {number}
  9240. * @default 0
  9241. */
  9242. this.renderOrder = 0;
  9243. /**
  9244. * An array holding the animation clips of the 3D object.
  9245. *
  9246. * @type {Array<AnimationClip>}
  9247. */
  9248. this.animations = [];
  9249. /**
  9250. * Custom depth material to be used when rendering to the depth map. Can only be used
  9251. * in context of meshes. When shadow-casting with a {@link DirectionalLight} or {@link SpotLight},
  9252. * if you are modifying vertex positions in the vertex shader you must specify a custom depth
  9253. * material for proper shadows.
  9254. *
  9255. * Only relevant in context of {@link WebGLRenderer}.
  9256. *
  9257. * @type {(Material|undefined)}
  9258. * @default undefined
  9259. */
  9260. this.customDepthMaterial = undefined;
  9261. /**
  9262. * Same as {@link Object3D#customDepthMaterial}, but used with {@link PointLight}.
  9263. *
  9264. * Only relevant in context of {@link WebGLRenderer}.
  9265. *
  9266. * @type {(Material|undefined)}
  9267. * @default undefined
  9268. */
  9269. this.customDistanceMaterial = undefined;
  9270. /**
  9271. * Whether the 3D object is supposed to be static or not. If set to `true`, it means
  9272. * the 3D object is not going to be changed after the initial renderer. This includes
  9273. * geometry and material settings. A static 3D object can be processed by the renderer
  9274. * slightly faster since certain state checks can be bypassed.
  9275. *
  9276. * Only relevant in context of {@link WebGPURenderer}.
  9277. *
  9278. * @type {boolean}
  9279. * @default false
  9280. */
  9281. this.static = false;
  9282. /**
  9283. * An object that can be used to store custom data about the 3D object. It
  9284. * should not hold references to functions as these will not be cloned.
  9285. *
  9286. * @type {Object}
  9287. */
  9288. this.userData = {};
  9289. /**
  9290. * The pivot point for rotation and scale transformations.
  9291. * When set, rotation and scale are applied around this point
  9292. * instead of the object's origin.
  9293. *
  9294. * @type {?Vector3}
  9295. * @default null
  9296. */
  9297. this.pivot = null;
  9298. }
  9299. /**
  9300. * A callback that is executed immediately before a 3D object is rendered to a shadow map.
  9301. *
  9302. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  9303. * @param {Object3D} object - The 3D object.
  9304. * @param {Camera} camera - The camera that is used to render the scene.
  9305. * @param {Camera} shadowCamera - The shadow camera.
  9306. * @param {BufferGeometry} geometry - The 3D object's geometry.
  9307. * @param {Material} depthMaterial - The depth material.
  9308. * @param {Object} group - The geometry group data.
  9309. */
  9310. onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  9311. /**
  9312. * A callback that is executed immediately after a 3D object is rendered to a shadow map.
  9313. *
  9314. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  9315. * @param {Object3D} object - The 3D object.
  9316. * @param {Camera} camera - The camera that is used to render the scene.
  9317. * @param {Camera} shadowCamera - The shadow camera.
  9318. * @param {BufferGeometry} geometry - The 3D object's geometry.
  9319. * @param {Material} depthMaterial - The depth material.
  9320. * @param {Object} group - The geometry group data.
  9321. */
  9322. onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  9323. /**
  9324. * A callback that is executed immediately before a 3D object is rendered.
  9325. *
  9326. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  9327. * @param {Object3D} object - The 3D object.
  9328. * @param {Camera} camera - The camera that is used to render the scene.
  9329. * @param {BufferGeometry} geometry - The 3D object's geometry.
  9330. * @param {Material} material - The 3D object's material.
  9331. * @param {Object} group - The geometry group data.
  9332. */
  9333. onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  9334. /**
  9335. * A callback that is executed immediately after a 3D object is rendered.
  9336. *
  9337. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  9338. * @param {Object3D} object - The 3D object.
  9339. * @param {Camera} camera - The camera that is used to render the scene.
  9340. * @param {BufferGeometry} geometry - The 3D object's geometry.
  9341. * @param {Material} material - The 3D object's material.
  9342. * @param {Object} group - The geometry group data.
  9343. */
  9344. onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  9345. /**
  9346. * Applies the given transformation matrix to the object and updates the object's position,
  9347. * rotation and scale.
  9348. *
  9349. * @param {Matrix4} matrix - The transformation matrix.
  9350. */
  9351. applyMatrix4( matrix ) {
  9352. if ( this.matrixAutoUpdate ) this.updateMatrix();
  9353. this.matrix.premultiply( matrix );
  9354. this.matrix.decompose( this.position, this.quaternion, this.scale );
  9355. }
  9356. /**
  9357. * Applies a rotation represented by given the quaternion to the 3D object.
  9358. *
  9359. * @param {Quaternion} q - The quaternion.
  9360. * @return {Object3D} A reference to this instance.
  9361. */
  9362. applyQuaternion( q ) {
  9363. this.quaternion.premultiply( q );
  9364. return this;
  9365. }
  9366. /**
  9367. * Sets the given rotation represented as an axis/angle couple to the 3D object.
  9368. *
  9369. * @param {Vector3} axis - The (normalized) axis vector.
  9370. * @param {number} angle - The angle in radians.
  9371. */
  9372. setRotationFromAxisAngle( axis, angle ) {
  9373. // assumes axis is normalized
  9374. this.quaternion.setFromAxisAngle( axis, angle );
  9375. }
  9376. /**
  9377. * Sets the given rotation represented as Euler angles to the 3D object.
  9378. *
  9379. * @param {Euler} euler - The Euler angles.
  9380. */
  9381. setRotationFromEuler( euler ) {
  9382. this.quaternion.setFromEuler( euler, true );
  9383. }
  9384. /**
  9385. * Sets the given rotation represented as rotation matrix to the 3D object.
  9386. *
  9387. * @param {Matrix4} m - Although a 4x4 matrix is expected, the upper 3x3 portion must be
  9388. * a pure rotation matrix (i.e, unscaled).
  9389. */
  9390. setRotationFromMatrix( m ) {
  9391. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  9392. this.quaternion.setFromRotationMatrix( m );
  9393. }
  9394. /**
  9395. * Sets the given rotation represented as a Quaternion to the 3D object.
  9396. *
  9397. * @param {Quaternion} q - The Quaternion
  9398. */
  9399. setRotationFromQuaternion( q ) {
  9400. // assumes q is normalized
  9401. this.quaternion.copy( q );
  9402. }
  9403. /**
  9404. * Rotates the 3D object along an axis in local space.
  9405. *
  9406. * @param {Vector3} axis - The (normalized) axis vector.
  9407. * @param {number} angle - The angle in radians.
  9408. * @return {Object3D} A reference to this instance.
  9409. */
  9410. rotateOnAxis( axis, angle ) {
  9411. // rotate object on axis in object space
  9412. // axis is assumed to be normalized
  9413. _q1.setFromAxisAngle( axis, angle );
  9414. this.quaternion.multiply( _q1 );
  9415. return this;
  9416. }
  9417. /**
  9418. * Rotates the 3D object along an axis in world space.
  9419. *
  9420. * @param {Vector3} axis - The (normalized) axis vector.
  9421. * @param {number} angle - The angle in radians.
  9422. * @return {Object3D} A reference to this instance.
  9423. */
  9424. rotateOnWorldAxis( axis, angle ) {
  9425. // rotate object on axis in world space
  9426. // axis is assumed to be normalized
  9427. // method assumes no rotated parent
  9428. _q1.setFromAxisAngle( axis, angle );
  9429. this.quaternion.premultiply( _q1 );
  9430. return this;
  9431. }
  9432. /**
  9433. * Rotates the 3D object around its X axis in local space.
  9434. *
  9435. * @param {number} angle - The angle in radians.
  9436. * @return {Object3D} A reference to this instance.
  9437. */
  9438. rotateX( angle ) {
  9439. return this.rotateOnAxis( _xAxis, angle );
  9440. }
  9441. /**
  9442. * Rotates the 3D object around its Y axis in local space.
  9443. *
  9444. * @param {number} angle - The angle in radians.
  9445. * @return {Object3D} A reference to this instance.
  9446. */
  9447. rotateY( angle ) {
  9448. return this.rotateOnAxis( _yAxis, angle );
  9449. }
  9450. /**
  9451. * Rotates the 3D object around its Z axis in local space.
  9452. *
  9453. * @param {number} angle - The angle in radians.
  9454. * @return {Object3D} A reference to this instance.
  9455. */
  9456. rotateZ( angle ) {
  9457. return this.rotateOnAxis( _zAxis, angle );
  9458. }
  9459. /**
  9460. * Translate the 3D object by a distance along the given axis in local space.
  9461. *
  9462. * @param {Vector3} axis - The (normalized) axis vector.
  9463. * @param {number} distance - The distance in world units.
  9464. * @return {Object3D} A reference to this instance.
  9465. */
  9466. translateOnAxis( axis, distance ) {
  9467. // translate object by distance along axis in object space
  9468. // axis is assumed to be normalized
  9469. _v1$6.copy( axis ).applyQuaternion( this.quaternion );
  9470. this.position.add( _v1$6.multiplyScalar( distance ) );
  9471. return this;
  9472. }
  9473. /**
  9474. * Translate the 3D object by a distance along its X-axis in local space.
  9475. *
  9476. * @param {number} distance - The distance in world units.
  9477. * @return {Object3D} A reference to this instance.
  9478. */
  9479. translateX( distance ) {
  9480. return this.translateOnAxis( _xAxis, distance );
  9481. }
  9482. /**
  9483. * Translate the 3D object by a distance along its Y-axis in local space.
  9484. *
  9485. * @param {number} distance - The distance in world units.
  9486. * @return {Object3D} A reference to this instance.
  9487. */
  9488. translateY( distance ) {
  9489. return this.translateOnAxis( _yAxis, distance );
  9490. }
  9491. /**
  9492. * Translate the 3D object by a distance along its Z-axis in local space.
  9493. *
  9494. * @param {number} distance - The distance in world units.
  9495. * @return {Object3D} A reference to this instance.
  9496. */
  9497. translateZ( distance ) {
  9498. return this.translateOnAxis( _zAxis, distance );
  9499. }
  9500. /**
  9501. * Converts the given vector from this 3D object's local space to world space.
  9502. *
  9503. * @param {Vector3} vector - The vector to convert.
  9504. * @return {Vector3} The converted vector.
  9505. */
  9506. localToWorld( vector ) {
  9507. this.updateWorldMatrix( true, false );
  9508. return vector.applyMatrix4( this.matrixWorld );
  9509. }
  9510. /**
  9511. * Converts the given vector from this 3D object's world space to local space.
  9512. *
  9513. * @param {Vector3} vector - The vector to convert.
  9514. * @return {Vector3} The converted vector.
  9515. */
  9516. worldToLocal( vector ) {
  9517. this.updateWorldMatrix( true, false );
  9518. return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );
  9519. }
  9520. /**
  9521. * Rotates the object to face a point in world space.
  9522. *
  9523. * This method does not support objects having non-uniformly-scaled parent(s).
  9524. *
  9525. * @param {number|Vector3} x - The x coordinate in world space. Alternatively, a vector representing a position in world space
  9526. * @param {number} [y] - The y coordinate in world space.
  9527. * @param {number} [z] - The z coordinate in world space.
  9528. */
  9529. lookAt( x, y, z ) {
  9530. // This method does not support objects having non-uniformly-scaled parent(s)
  9531. if ( x.isVector3 ) {
  9532. _target.copy( x );
  9533. } else {
  9534. _target.set( x, y, z );
  9535. }
  9536. const parent = this.parent;
  9537. this.updateWorldMatrix( true, false );
  9538. _position$4.setFromMatrixPosition( this.matrixWorld );
  9539. if ( this.isCamera || this.isLight ) {
  9540. _m1$1.lookAt( _position$4, _target, this.up );
  9541. } else {
  9542. _m1$1.lookAt( _target, _position$4, this.up );
  9543. }
  9544. this.quaternion.setFromRotationMatrix( _m1$1 );
  9545. if ( parent ) {
  9546. _m1$1.extractRotation( parent.matrixWorld );
  9547. _q1.setFromRotationMatrix( _m1$1 );
  9548. this.quaternion.premultiply( _q1.invert() );
  9549. }
  9550. }
  9551. /**
  9552. * Adds the given 3D object as a child to this 3D object. An arbitrary number of
  9553. * objects may be added. Any current parent on an object passed in here will be
  9554. * removed, since an object can have at most one parent.
  9555. *
  9556. * @fires Object3D#added
  9557. * @fires Object3D#childadded
  9558. * @param {Object3D} object - The 3D object to add.
  9559. * @return {Object3D} A reference to this instance.
  9560. */
  9561. add( object ) {
  9562. if ( arguments.length > 1 ) {
  9563. for ( let i = 0; i < arguments.length; i ++ ) {
  9564. this.add( arguments[ i ] );
  9565. }
  9566. return this;
  9567. }
  9568. if ( object === this ) {
  9569. error( 'Object3D.add: object can\'t be added as a child of itself.', object );
  9570. return this;
  9571. }
  9572. if ( object && object.isObject3D ) {
  9573. object.removeFromParent();
  9574. object.parent = this;
  9575. this.children.push( object );
  9576. object.dispatchEvent( _addedEvent );
  9577. _childaddedEvent.child = object;
  9578. this.dispatchEvent( _childaddedEvent );
  9579. _childaddedEvent.child = null;
  9580. } else {
  9581. error( 'Object3D.add: object not an instance of THREE.Object3D.', object );
  9582. }
  9583. return this;
  9584. }
  9585. /**
  9586. * Removes the given 3D object as child from this 3D object.
  9587. * An arbitrary number of objects may be removed.
  9588. *
  9589. * @fires Object3D#removed
  9590. * @fires Object3D#childremoved
  9591. * @param {Object3D} object - The 3D object to remove.
  9592. * @return {Object3D} A reference to this instance.
  9593. */
  9594. remove( object ) {
  9595. if ( arguments.length > 1 ) {
  9596. for ( let i = 0; i < arguments.length; i ++ ) {
  9597. this.remove( arguments[ i ] );
  9598. }
  9599. return this;
  9600. }
  9601. const index = this.children.indexOf( object );
  9602. if ( index !== -1 ) {
  9603. object.parent = null;
  9604. this.children.splice( index, 1 );
  9605. object.dispatchEvent( _removedEvent );
  9606. _childremovedEvent.child = object;
  9607. this.dispatchEvent( _childremovedEvent );
  9608. _childremovedEvent.child = null;
  9609. }
  9610. return this;
  9611. }
  9612. /**
  9613. * Removes this 3D object from its current parent.
  9614. *
  9615. * @fires Object3D#removed
  9616. * @fires Object3D#childremoved
  9617. * @return {Object3D} A reference to this instance.
  9618. */
  9619. removeFromParent() {
  9620. const parent = this.parent;
  9621. if ( parent !== null ) {
  9622. parent.remove( this );
  9623. }
  9624. return this;
  9625. }
  9626. /**
  9627. * Removes all child objects.
  9628. *
  9629. * @fires Object3D#removed
  9630. * @fires Object3D#childremoved
  9631. * @return {Object3D} A reference to this instance.
  9632. */
  9633. clear() {
  9634. return this.remove( ... this.children );
  9635. }
  9636. /**
  9637. * Adds the given 3D object as a child of this 3D object, while maintaining the object's world
  9638. * transform. This method does not support scene graphs having non-uniformly-scaled nodes(s).
  9639. *
  9640. * @fires Object3D#added
  9641. * @fires Object3D#childadded
  9642. * @param {Object3D} object - The 3D object to attach.
  9643. * @return {Object3D} A reference to this instance.
  9644. */
  9645. attach( object ) {
  9646. // adds object as a child of this, while maintaining the object's world transform
  9647. // Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)
  9648. this.updateWorldMatrix( true, false );
  9649. _m1$1.copy( this.matrixWorld ).invert();
  9650. if ( object.parent !== null ) {
  9651. object.parent.updateWorldMatrix( true, false );
  9652. _m1$1.multiply( object.parent.matrixWorld );
  9653. }
  9654. object.applyMatrix4( _m1$1 );
  9655. object.removeFromParent();
  9656. object.parent = this;
  9657. this.children.push( object );
  9658. object.updateWorldMatrix( false, true );
  9659. object.dispatchEvent( _addedEvent );
  9660. _childaddedEvent.child = object;
  9661. this.dispatchEvent( _childaddedEvent );
  9662. _childaddedEvent.child = null;
  9663. return this;
  9664. }
  9665. /**
  9666. * Searches through the 3D object and its children, starting with the 3D object
  9667. * itself, and returns the first with a matching ID.
  9668. *
  9669. * @param {number} id - The id.
  9670. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  9671. */
  9672. getObjectById( id ) {
  9673. return this.getObjectByProperty( 'id', id );
  9674. }
  9675. /**
  9676. * Searches through the 3D object and its children, starting with the 3D object
  9677. * itself, and returns the first with a matching name.
  9678. *
  9679. * @param {string} name - The name.
  9680. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  9681. */
  9682. getObjectByName( name ) {
  9683. return this.getObjectByProperty( 'name', name );
  9684. }
  9685. /**
  9686. * Searches through the 3D object and its children, starting with the 3D object
  9687. * itself, and returns the first with a matching property value.
  9688. *
  9689. * @param {string} name - The name of the property.
  9690. * @param {any} value - The value.
  9691. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  9692. */
  9693. getObjectByProperty( name, value ) {
  9694. if ( this[ name ] === value ) return this;
  9695. for ( let i = 0, l = this.children.length; i < l; i ++ ) {
  9696. const child = this.children[ i ];
  9697. const object = child.getObjectByProperty( name, value );
  9698. if ( object !== undefined ) {
  9699. return object;
  9700. }
  9701. }
  9702. return undefined;
  9703. }
  9704. /**
  9705. * Searches through the 3D object and its children, starting with the 3D object
  9706. * itself, and returns all 3D objects with a matching property value.
  9707. *
  9708. * @param {string} name - The name of the property.
  9709. * @param {any} value - The value.
  9710. * @param {Array<Object3D>} result - The method stores the result in this array.
  9711. * @return {Array<Object3D>} The found 3D objects.
  9712. */
  9713. getObjectsByProperty( name, value, result = [] ) {
  9714. if ( this[ name ] === value ) result.push( this );
  9715. const children = this.children;
  9716. for ( let i = 0, l = children.length; i < l; i ++ ) {
  9717. children[ i ].getObjectsByProperty( name, value, result );
  9718. }
  9719. return result;
  9720. }
  9721. /**
  9722. * Returns a vector representing the position of the 3D object in world space.
  9723. *
  9724. * @param {Vector3} target - The target vector the result is stored to.
  9725. * @return {Vector3} The 3D object's position in world space.
  9726. */
  9727. getWorldPosition( target ) {
  9728. this.updateWorldMatrix( true, false );
  9729. return target.setFromMatrixPosition( this.matrixWorld );
  9730. }
  9731. /**
  9732. * Returns a Quaternion representing the position of the 3D object in world space.
  9733. *
  9734. * @param {Quaternion} target - The target Quaternion the result is stored to.
  9735. * @return {Quaternion} The 3D object's rotation in world space.
  9736. */
  9737. getWorldQuaternion( target ) {
  9738. this.updateWorldMatrix( true, false );
  9739. this.matrixWorld.decompose( _position$4, target, _scale$3 );
  9740. return target;
  9741. }
  9742. /**
  9743. * Returns a vector representing the scale of the 3D object in world space.
  9744. *
  9745. * @param {Vector3} target - The target vector the result is stored to.
  9746. * @return {Vector3} The 3D object's scale in world space.
  9747. */
  9748. getWorldScale( target ) {
  9749. this.updateWorldMatrix( true, false );
  9750. this.matrixWorld.decompose( _position$4, _quaternion$3, target );
  9751. return target;
  9752. }
  9753. /**
  9754. * Returns a vector representing the ("look") direction of the 3D object in world space.
  9755. *
  9756. * @param {Vector3} target - The target vector the result is stored to.
  9757. * @return {Vector3} The 3D object's direction in world space.
  9758. */
  9759. getWorldDirection( target ) {
  9760. this.updateWorldMatrix( true, false );
  9761. const e = this.matrixWorld.elements;
  9762. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  9763. }
  9764. /**
  9765. * Abstract method to get intersections between a casted ray and this
  9766. * 3D object. Renderable 3D objects such as {@link Mesh}, {@link Line} or {@link Points}
  9767. * implement this method in order to use raycasting.
  9768. *
  9769. * @abstract
  9770. * @param {Raycaster} raycaster - The raycaster.
  9771. * @param {Array<Object>} intersects - An array holding the result of the method.
  9772. */
  9773. raycast( /* raycaster, intersects */ ) {}
  9774. /**
  9775. * Executes the callback on this 3D object and all descendants.
  9776. *
  9777. * Note: Modifying the scene graph inside the callback is discouraged.
  9778. *
  9779. * @param {Function} callback - A callback function that allows to process the current 3D object.
  9780. */
  9781. traverse( callback ) {
  9782. callback( this );
  9783. const children = this.children;
  9784. for ( let i = 0, l = children.length; i < l; i ++ ) {
  9785. children[ i ].traverse( callback );
  9786. }
  9787. }
  9788. /**
  9789. * Like {@link Object3D#traverse}, but the callback will only be executed for visible 3D objects.
  9790. * Descendants of invisible 3D objects are not traversed.
  9791. *
  9792. * Note: Modifying the scene graph inside the callback is discouraged.
  9793. *
  9794. * @param {Function} callback - A callback function that allows to process the current 3D object.
  9795. */
  9796. traverseVisible( callback ) {
  9797. if ( this.visible === false ) return;
  9798. callback( this );
  9799. const children = this.children;
  9800. for ( let i = 0, l = children.length; i < l; i ++ ) {
  9801. children[ i ].traverseVisible( callback );
  9802. }
  9803. }
  9804. /**
  9805. * Like {@link Object3D#traverse}, but the callback will only be executed for all ancestors.
  9806. *
  9807. * Note: Modifying the scene graph inside the callback is discouraged.
  9808. *
  9809. * @param {Function} callback - A callback function that allows to process the current 3D object.
  9810. */
  9811. traverseAncestors( callback ) {
  9812. const parent = this.parent;
  9813. if ( parent !== null ) {
  9814. callback( parent );
  9815. parent.traverseAncestors( callback );
  9816. }
  9817. }
  9818. /**
  9819. * Updates the transformation matrix in local space by computing it from the current
  9820. * position, rotation and scale values.
  9821. */
  9822. updateMatrix() {
  9823. this.matrix.compose( this.position, this.quaternion, this.scale );
  9824. const pivot = this.pivot;
  9825. if ( pivot !== null ) {
  9826. const px = pivot.x, py = pivot.y, pz = pivot.z;
  9827. const te = this.matrix.elements;
  9828. te[ 12 ] += px - te[ 0 ] * px - te[ 4 ] * py - te[ 8 ] * pz;
  9829. te[ 13 ] += py - te[ 1 ] * px - te[ 5 ] * py - te[ 9 ] * pz;
  9830. te[ 14 ] += pz - te[ 2 ] * px - te[ 6 ] * py - te[ 10 ] * pz;
  9831. }
  9832. this.matrixWorldNeedsUpdate = true;
  9833. }
  9834. /**
  9835. * Updates the transformation matrix in world space of this 3D objects and its descendants.
  9836. *
  9837. * To ensure correct results, this method also recomputes the 3D object's transformation matrix in
  9838. * local space. The computation of the local and world matrix can be controlled with the
  9839. * {@link Object3D#matrixAutoUpdate} and {@link Object3D#matrixWorldAutoUpdate} flags which are both
  9840. * `true` by default. Set these flags to `false` if you need more control over the update matrix process.
  9841. *
  9842. * @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even
  9843. * when {@link Object3D#matrixWorldNeedsUpdate} is `false`.
  9844. */
  9845. updateMatrixWorld( force ) {
  9846. if ( this.matrixAutoUpdate ) this.updateMatrix();
  9847. if ( this.matrixWorldNeedsUpdate || force ) {
  9848. if ( this.matrixWorldAutoUpdate === true ) {
  9849. if ( this.parent === null ) {
  9850. this.matrixWorld.copy( this.matrix );
  9851. } else {
  9852. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  9853. }
  9854. }
  9855. this.matrixWorldNeedsUpdate = false;
  9856. force = true;
  9857. }
  9858. // make sure descendants are updated if required
  9859. const children = this.children;
  9860. for ( let i = 0, l = children.length; i < l; i ++ ) {
  9861. const child = children[ i ];
  9862. child.updateMatrixWorld( force );
  9863. }
  9864. }
  9865. /**
  9866. * An alternative version of {@link Object3D#updateMatrixWorld} with more control over the
  9867. * update of ancestor and descendant nodes.
  9868. *
  9869. * @param {boolean} [updateParents=false] Whether ancestor nodes should be updated or not.
  9870. * @param {boolean} [updateChildren=false] Whether descendant nodes should be updated or not.
  9871. */
  9872. updateWorldMatrix( updateParents, updateChildren ) {
  9873. const parent = this.parent;
  9874. if ( updateParents === true && parent !== null ) {
  9875. parent.updateWorldMatrix( true, false );
  9876. }
  9877. if ( this.matrixAutoUpdate ) this.updateMatrix();
  9878. if ( this.matrixWorldAutoUpdate === true ) {
  9879. if ( this.parent === null ) {
  9880. this.matrixWorld.copy( this.matrix );
  9881. } else {
  9882. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  9883. }
  9884. }
  9885. // make sure descendants are updated
  9886. if ( updateChildren === true ) {
  9887. const children = this.children;
  9888. for ( let i = 0, l = children.length; i < l; i ++ ) {
  9889. const child = children[ i ];
  9890. child.updateWorldMatrix( false, true );
  9891. }
  9892. }
  9893. }
  9894. /**
  9895. * Serializes the 3D object into JSON.
  9896. *
  9897. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  9898. * @return {Object} A JSON object representing the serialized 3D object.
  9899. * @see {@link ObjectLoader#parse}
  9900. */
  9901. toJSON( meta ) {
  9902. // meta is a string when called from JSON.stringify
  9903. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  9904. const output = {};
  9905. // meta is a hash used to collect geometries, materials.
  9906. // not providing it implies that this is the root object
  9907. // being serialized.
  9908. if ( isRootObject ) {
  9909. // initialize meta obj
  9910. meta = {
  9911. geometries: {},
  9912. materials: {},
  9913. textures: {},
  9914. images: {},
  9915. shapes: {},
  9916. skeletons: {},
  9917. animations: {},
  9918. nodes: {}
  9919. };
  9920. output.metadata = {
  9921. version: 4.7,
  9922. type: 'Object',
  9923. generator: 'Object3D.toJSON'
  9924. };
  9925. }
  9926. // standard Object3D serialization
  9927. const object = {};
  9928. object.uuid = this.uuid;
  9929. object.type = this.type;
  9930. if ( this.name !== '' ) object.name = this.name;
  9931. if ( this.castShadow === true ) object.castShadow = true;
  9932. if ( this.receiveShadow === true ) object.receiveShadow = true;
  9933. if ( this.visible === false ) object.visible = false;
  9934. if ( this.frustumCulled === false ) object.frustumCulled = false;
  9935. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  9936. if ( this.static !== false ) object.static = this.static;
  9937. if ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;
  9938. object.layers = this.layers.mask;
  9939. object.matrix = this.matrix.toArray();
  9940. object.up = this.up.toArray();
  9941. if ( this.pivot !== null ) object.pivot = this.pivot.toArray();
  9942. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  9943. if ( this.morphTargetDictionary !== undefined ) object.morphTargetDictionary = Object.assign( {}, this.morphTargetDictionary );
  9944. if ( this.morphTargetInfluences !== undefined ) object.morphTargetInfluences = this.morphTargetInfluences.slice();
  9945. // object specific properties
  9946. if ( this.isInstancedMesh ) {
  9947. object.type = 'InstancedMesh';
  9948. object.count = this.count;
  9949. object.instanceMatrix = this.instanceMatrix.toJSON();
  9950. if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();
  9951. }
  9952. if ( this.isBatchedMesh ) {
  9953. object.type = 'BatchedMesh';
  9954. object.perObjectFrustumCulled = this.perObjectFrustumCulled;
  9955. object.sortObjects = this.sortObjects;
  9956. object.drawRanges = this._drawRanges;
  9957. object.reservedRanges = this._reservedRanges;
  9958. object.geometryInfo = this._geometryInfo.map( info => ( {
  9959. ...info,
  9960. boundingBox: info.boundingBox ? info.boundingBox.toJSON() : undefined,
  9961. boundingSphere: info.boundingSphere ? info.boundingSphere.toJSON() : undefined
  9962. } ) );
  9963. object.instanceInfo = this._instanceInfo.map( info => ( { ...info } ) );
  9964. object.availableInstanceIds = this._availableInstanceIds.slice();
  9965. object.availableGeometryIds = this._availableGeometryIds.slice();
  9966. object.nextIndexStart = this._nextIndexStart;
  9967. object.nextVertexStart = this._nextVertexStart;
  9968. object.geometryCount = this._geometryCount;
  9969. object.maxInstanceCount = this._maxInstanceCount;
  9970. object.maxVertexCount = this._maxVertexCount;
  9971. object.maxIndexCount = this._maxIndexCount;
  9972. object.geometryInitialized = this._geometryInitialized;
  9973. object.matricesTexture = this._matricesTexture.toJSON( meta );
  9974. object.indirectTexture = this._indirectTexture.toJSON( meta );
  9975. if ( this._colorsTexture !== null ) {
  9976. object.colorsTexture = this._colorsTexture.toJSON( meta );
  9977. }
  9978. if ( this.boundingSphere !== null ) {
  9979. object.boundingSphere = this.boundingSphere.toJSON();
  9980. }
  9981. if ( this.boundingBox !== null ) {
  9982. object.boundingBox = this.boundingBox.toJSON();
  9983. }
  9984. }
  9985. //
  9986. function serialize( library, element ) {
  9987. if ( library[ element.uuid ] === undefined ) {
  9988. library[ element.uuid ] = element.toJSON( meta );
  9989. }
  9990. return element.uuid;
  9991. }
  9992. if ( this.isScene ) {
  9993. if ( this.background ) {
  9994. if ( this.background.isColor ) {
  9995. object.background = this.background.toJSON();
  9996. } else if ( this.background.isTexture ) {
  9997. object.background = this.background.toJSON( meta ).uuid;
  9998. }
  9999. }
  10000. if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {
  10001. object.environment = this.environment.toJSON( meta ).uuid;
  10002. }
  10003. } else if ( this.isMesh || this.isLine || this.isPoints ) {
  10004. object.geometry = serialize( meta.geometries, this.geometry );
  10005. const parameters = this.geometry.parameters;
  10006. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  10007. const shapes = parameters.shapes;
  10008. if ( Array.isArray( shapes ) ) {
  10009. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  10010. const shape = shapes[ i ];
  10011. serialize( meta.shapes, shape );
  10012. }
  10013. } else {
  10014. serialize( meta.shapes, shapes );
  10015. }
  10016. }
  10017. }
  10018. if ( this.isSkinnedMesh ) {
  10019. object.bindMode = this.bindMode;
  10020. object.bindMatrix = this.bindMatrix.toArray();
  10021. if ( this.skeleton !== undefined ) {
  10022. serialize( meta.skeletons, this.skeleton );
  10023. object.skeleton = this.skeleton.uuid;
  10024. }
  10025. }
  10026. if ( this.material !== undefined ) {
  10027. if ( Array.isArray( this.material ) ) {
  10028. const uuids = [];
  10029. for ( let i = 0, l = this.material.length; i < l; i ++ ) {
  10030. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  10031. }
  10032. object.material = uuids;
  10033. } else {
  10034. object.material = serialize( meta.materials, this.material );
  10035. }
  10036. }
  10037. //
  10038. if ( this.children.length > 0 ) {
  10039. object.children = [];
  10040. for ( let i = 0; i < this.children.length; i ++ ) {
  10041. object.children.push( this.children[ i ].toJSON( meta ).object );
  10042. }
  10043. }
  10044. //
  10045. if ( this.animations.length > 0 ) {
  10046. object.animations = [];
  10047. for ( let i = 0; i < this.animations.length; i ++ ) {
  10048. const animation = this.animations[ i ];
  10049. object.animations.push( serialize( meta.animations, animation ) );
  10050. }
  10051. }
  10052. if ( isRootObject ) {
  10053. const geometries = extractFromCache( meta.geometries );
  10054. const materials = extractFromCache( meta.materials );
  10055. const textures = extractFromCache( meta.textures );
  10056. const images = extractFromCache( meta.images );
  10057. const shapes = extractFromCache( meta.shapes );
  10058. const skeletons = extractFromCache( meta.skeletons );
  10059. const animations = extractFromCache( meta.animations );
  10060. const nodes = extractFromCache( meta.nodes );
  10061. if ( geometries.length > 0 ) output.geometries = geometries;
  10062. if ( materials.length > 0 ) output.materials = materials;
  10063. if ( textures.length > 0 ) output.textures = textures;
  10064. if ( images.length > 0 ) output.images = images;
  10065. if ( shapes.length > 0 ) output.shapes = shapes;
  10066. if ( skeletons.length > 0 ) output.skeletons = skeletons;
  10067. if ( animations.length > 0 ) output.animations = animations;
  10068. if ( nodes.length > 0 ) output.nodes = nodes;
  10069. }
  10070. output.object = object;
  10071. return output;
  10072. // extract data from the cache hash
  10073. // remove metadata on each item
  10074. // and return as array
  10075. function extractFromCache( cache ) {
  10076. const values = [];
  10077. for ( const key in cache ) {
  10078. const data = cache[ key ];
  10079. delete data.metadata;
  10080. values.push( data );
  10081. }
  10082. return values;
  10083. }
  10084. }
  10085. /**
  10086. * Returns a new 3D object with copied values from this instance.
  10087. *
  10088. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are also cloned.
  10089. * @return {Object3D} A clone of this instance.
  10090. */
  10091. clone( recursive ) {
  10092. return new this.constructor().copy( this, recursive );
  10093. }
  10094. /**
  10095. * Copies the values of the given 3D object to this instance.
  10096. *
  10097. * @param {Object3D} source - The 3D object to copy.
  10098. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are cloned.
  10099. * @return {Object3D} A reference to this instance.
  10100. */
  10101. copy( source, recursive = true ) {
  10102. this.name = source.name;
  10103. this.up.copy( source.up );
  10104. this.position.copy( source.position );
  10105. this.rotation.order = source.rotation.order;
  10106. this.quaternion.copy( source.quaternion );
  10107. this.scale.copy( source.scale );
  10108. this.pivot = ( source.pivot !== null ) ? source.pivot.clone() : null;
  10109. this.matrix.copy( source.matrix );
  10110. this.matrixWorld.copy( source.matrixWorld );
  10111. this.matrixAutoUpdate = source.matrixAutoUpdate;
  10112. this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;
  10113. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  10114. this.layers.mask = source.layers.mask;
  10115. this.visible = source.visible;
  10116. this.castShadow = source.castShadow;
  10117. this.receiveShadow = source.receiveShadow;
  10118. this.frustumCulled = source.frustumCulled;
  10119. this.renderOrder = source.renderOrder;
  10120. this.static = source.static;
  10121. this.animations = source.animations.slice();
  10122. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  10123. if ( recursive === true ) {
  10124. for ( let i = 0; i < source.children.length; i ++ ) {
  10125. const child = source.children[ i ];
  10126. this.add( child.clone() );
  10127. }
  10128. }
  10129. return this;
  10130. }
  10131. }
  10132. /**
  10133. * The default up direction for objects, also used as the default
  10134. * position for {@link DirectionalLight} and {@link HemisphereLight}.
  10135. *
  10136. * @static
  10137. * @type {Vector3}
  10138. * @default (0,1,0)
  10139. */
  10140. Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  10141. /**
  10142. * The default setting for {@link Object3D#matrixAutoUpdate} for
  10143. * newly created 3D objects.
  10144. *
  10145. * @static
  10146. * @type {boolean}
  10147. * @default true
  10148. */
  10149. Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true;
  10150. /**
  10151. * The default setting for {@link Object3D#matrixWorldAutoUpdate} for
  10152. * newly created 3D objects.
  10153. *
  10154. * @static
  10155. * @type {boolean}
  10156. * @default true
  10157. */
  10158. Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;
  10159. /**
  10160. * This is almost identical to an {@link Object3D}. Its purpose is to
  10161. * make working with groups of objects syntactically clearer.
  10162. *
  10163. * ```js
  10164. * // Create a group and add the two cubes.
  10165. * // These cubes can now be rotated / scaled etc as a group.
  10166. * const group = new THREE.Group();
  10167. *
  10168. * group.add( meshA );
  10169. * group.add( meshB );
  10170. *
  10171. * scene.add( group );
  10172. * ```
  10173. *
  10174. * @augments Object3D
  10175. */
  10176. class Group extends Object3D {
  10177. constructor() {
  10178. super();
  10179. /**
  10180. * This flag can be used for type testing.
  10181. *
  10182. * @type {boolean}
  10183. * @readonly
  10184. * @default true
  10185. */
  10186. this.isGroup = true;
  10187. this.type = 'Group';
  10188. }
  10189. }
  10190. const _moveEvent = { type: 'move' };
  10191. /**
  10192. * Class for representing a XR controller with its
  10193. * different coordinate systems.
  10194. *
  10195. * @private
  10196. */
  10197. class WebXRController {
  10198. /**
  10199. * Constructs a new XR controller.
  10200. */
  10201. constructor() {
  10202. /**
  10203. * A group representing the target ray space
  10204. * of the XR controller.
  10205. *
  10206. * @private
  10207. * @type {?Group}
  10208. * @default null
  10209. */
  10210. this._targetRay = null;
  10211. /**
  10212. * A group representing the grip space
  10213. * of the XR controller.
  10214. *
  10215. * @private
  10216. * @type {?Group}
  10217. * @default null
  10218. */
  10219. this._grip = null;
  10220. /**
  10221. * A group representing the hand space
  10222. * of the XR controller.
  10223. *
  10224. * @private
  10225. * @type {?Group}
  10226. * @default null
  10227. */
  10228. this._hand = null;
  10229. }
  10230. /**
  10231. * Returns a group representing the hand space of the XR controller.
  10232. *
  10233. * @return {Group} A group representing the hand space of the XR controller.
  10234. */
  10235. getHandSpace() {
  10236. if ( this._hand === null ) {
  10237. this._hand = new Group();
  10238. this._hand.matrixAutoUpdate = false;
  10239. this._hand.visible = false;
  10240. this._hand.joints = {};
  10241. this._hand.inputState = { pinching: false };
  10242. }
  10243. return this._hand;
  10244. }
  10245. /**
  10246. * Returns a group representing the target ray space of the XR controller.
  10247. *
  10248. * @return {Group} A group representing the target ray space of the XR controller.
  10249. */
  10250. getTargetRaySpace() {
  10251. if ( this._targetRay === null ) {
  10252. this._targetRay = new Group();
  10253. this._targetRay.matrixAutoUpdate = false;
  10254. this._targetRay.visible = false;
  10255. this._targetRay.hasLinearVelocity = false;
  10256. this._targetRay.linearVelocity = new Vector3();
  10257. this._targetRay.hasAngularVelocity = false;
  10258. this._targetRay.angularVelocity = new Vector3();
  10259. }
  10260. return this._targetRay;
  10261. }
  10262. /**
  10263. * Returns a group representing the grip space of the XR controller.
  10264. *
  10265. * @return {Group} A group representing the grip space of the XR controller.
  10266. */
  10267. getGripSpace() {
  10268. if ( this._grip === null ) {
  10269. this._grip = new Group();
  10270. this._grip.matrixAutoUpdate = false;
  10271. this._grip.visible = false;
  10272. this._grip.hasLinearVelocity = false;
  10273. this._grip.linearVelocity = new Vector3();
  10274. this._grip.hasAngularVelocity = false;
  10275. this._grip.angularVelocity = new Vector3();
  10276. this._grip.eventsEnabled = false;
  10277. }
  10278. return this._grip;
  10279. }
  10280. /**
  10281. * Dispatches the given event to the groups representing
  10282. * the different coordinate spaces of the XR controller.
  10283. *
  10284. * @param {Object} event - The event to dispatch.
  10285. * @return {WebXRController} A reference to this instance.
  10286. */
  10287. dispatchEvent( event ) {
  10288. if ( this._targetRay !== null ) {
  10289. this._targetRay.dispatchEvent( event );
  10290. }
  10291. if ( this._grip !== null ) {
  10292. this._grip.dispatchEvent( event );
  10293. }
  10294. if ( this._hand !== null ) {
  10295. this._hand.dispatchEvent( event );
  10296. }
  10297. return this;
  10298. }
  10299. /**
  10300. * Connects the controller with the given XR input source.
  10301. *
  10302. * @param {XRInputSource} inputSource - The input source.
  10303. * @return {WebXRController} A reference to this instance.
  10304. */
  10305. connect( inputSource ) {
  10306. if ( inputSource && inputSource.hand ) {
  10307. const hand = this._hand;
  10308. if ( hand ) {
  10309. for ( const inputjoint of inputSource.hand.values() ) {
  10310. // Initialize hand with joints when connected
  10311. this._getHandJoint( hand, inputjoint );
  10312. }
  10313. }
  10314. }
  10315. this.dispatchEvent( { type: 'connected', data: inputSource } );
  10316. return this;
  10317. }
  10318. /**
  10319. * Disconnects the controller from the given XR input source.
  10320. *
  10321. * @param {XRInputSource} inputSource - The input source.
  10322. * @return {WebXRController} A reference to this instance.
  10323. */
  10324. disconnect( inputSource ) {
  10325. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  10326. if ( this._targetRay !== null ) {
  10327. this._targetRay.visible = false;
  10328. }
  10329. if ( this._grip !== null ) {
  10330. this._grip.visible = false;
  10331. }
  10332. if ( this._hand !== null ) {
  10333. this._hand.visible = false;
  10334. }
  10335. return this;
  10336. }
  10337. /**
  10338. * Updates the controller with the given input source, XR frame and reference space.
  10339. * This updates the transformations of the groups that represent the different
  10340. * coordinate systems of the controller.
  10341. *
  10342. * @param {XRInputSource} inputSource - The input source.
  10343. * @param {XRFrame} frame - The XR frame.
  10344. * @param {XRReferenceSpace} referenceSpace - The reference space.
  10345. * @return {WebXRController} A reference to this instance.
  10346. */
  10347. update( inputSource, frame, referenceSpace ) {
  10348. let inputPose = null;
  10349. let gripPose = null;
  10350. let handPose = null;
  10351. const targetRay = this._targetRay;
  10352. const grip = this._grip;
  10353. const hand = this._hand;
  10354. if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {
  10355. if ( hand && inputSource.hand ) {
  10356. handPose = true;
  10357. for ( const inputjoint of inputSource.hand.values() ) {
  10358. // Update the joints groups with the XRJoint poses
  10359. const jointPose = frame.getJointPose( inputjoint, referenceSpace );
  10360. // The transform of this joint will be updated with the joint pose on each frame
  10361. const joint = this._getHandJoint( hand, inputjoint );
  10362. if ( jointPose !== null ) {
  10363. joint.matrix.fromArray( jointPose.transform.matrix );
  10364. joint.matrix.decompose( joint.position, joint.rotation, joint.scale );
  10365. joint.matrixWorldNeedsUpdate = true;
  10366. joint.jointRadius = jointPose.radius;
  10367. }
  10368. joint.visible = jointPose !== null;
  10369. }
  10370. // Custom events
  10371. // Check pinchz
  10372. const indexTip = hand.joints[ 'index-finger-tip' ];
  10373. const thumbTip = hand.joints[ 'thumb-tip' ];
  10374. const distance = indexTip.position.distanceTo( thumbTip.position );
  10375. const distanceToPinch = 0.02;
  10376. const threshold = 0.005;
  10377. if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {
  10378. hand.inputState.pinching = false;
  10379. this.dispatchEvent( {
  10380. type: 'pinchend',
  10381. handedness: inputSource.handedness,
  10382. target: this
  10383. } );
  10384. } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {
  10385. hand.inputState.pinching = true;
  10386. this.dispatchEvent( {
  10387. type: 'pinchstart',
  10388. handedness: inputSource.handedness,
  10389. target: this
  10390. } );
  10391. }
  10392. } else {
  10393. if ( grip !== null && inputSource.gripSpace ) {
  10394. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  10395. if ( gripPose !== null ) {
  10396. grip.matrix.fromArray( gripPose.transform.matrix );
  10397. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  10398. grip.matrixWorldNeedsUpdate = true;
  10399. if ( gripPose.linearVelocity ) {
  10400. grip.hasLinearVelocity = true;
  10401. grip.linearVelocity.copy( gripPose.linearVelocity );
  10402. } else {
  10403. grip.hasLinearVelocity = false;
  10404. }
  10405. if ( gripPose.angularVelocity ) {
  10406. grip.hasAngularVelocity = true;
  10407. grip.angularVelocity.copy( gripPose.angularVelocity );
  10408. } else {
  10409. grip.hasAngularVelocity = false;
  10410. }
  10411. // grip update event if enabled
  10412. if ( grip.eventsEnabled ) {
  10413. grip.dispatchEvent( {
  10414. type: 'gripUpdated',
  10415. data: inputSource,
  10416. target: this
  10417. } );
  10418. }
  10419. }
  10420. }
  10421. }
  10422. if ( targetRay !== null ) {
  10423. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  10424. // Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it
  10425. if ( inputPose === null && gripPose !== null ) {
  10426. inputPose = gripPose;
  10427. }
  10428. if ( inputPose !== null ) {
  10429. targetRay.matrix.fromArray( inputPose.transform.matrix );
  10430. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  10431. targetRay.matrixWorldNeedsUpdate = true;
  10432. if ( inputPose.linearVelocity ) {
  10433. targetRay.hasLinearVelocity = true;
  10434. targetRay.linearVelocity.copy( inputPose.linearVelocity );
  10435. } else {
  10436. targetRay.hasLinearVelocity = false;
  10437. }
  10438. if ( inputPose.angularVelocity ) {
  10439. targetRay.hasAngularVelocity = true;
  10440. targetRay.angularVelocity.copy( inputPose.angularVelocity );
  10441. } else {
  10442. targetRay.hasAngularVelocity = false;
  10443. }
  10444. this.dispatchEvent( _moveEvent );
  10445. }
  10446. }
  10447. }
  10448. if ( targetRay !== null ) {
  10449. targetRay.visible = ( inputPose !== null );
  10450. }
  10451. if ( grip !== null ) {
  10452. grip.visible = ( gripPose !== null );
  10453. }
  10454. if ( hand !== null ) {
  10455. hand.visible = ( handPose !== null );
  10456. }
  10457. return this;
  10458. }
  10459. /**
  10460. * Returns a group representing the hand joint for the given input joint.
  10461. *
  10462. * @private
  10463. * @param {Group} hand - The group representing the hand space.
  10464. * @param {XRJointSpace} inputjoint - The hand joint data.
  10465. * @return {Group} A group representing the hand joint for the given input joint.
  10466. */
  10467. _getHandJoint( hand, inputjoint ) {
  10468. if ( hand.joints[ inputjoint.jointName ] === undefined ) {
  10469. const joint = new Group();
  10470. joint.matrixAutoUpdate = false;
  10471. joint.visible = false;
  10472. hand.joints[ inputjoint.jointName ] = joint;
  10473. hand.add( joint );
  10474. }
  10475. return hand.joints[ inputjoint.jointName ];
  10476. }
  10477. }
  10478. const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  10479. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  10480. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  10481. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  10482. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  10483. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  10484. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  10485. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  10486. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  10487. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  10488. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  10489. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  10490. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  10491. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  10492. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  10493. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  10494. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  10495. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  10496. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  10497. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  10498. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  10499. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  10500. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  10501. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  10502. const _hslA = { h: 0, s: 0, l: 0 };
  10503. const _hslB = { h: 0, s: 0, l: 0 };
  10504. function hue2rgb( p, q, t ) {
  10505. if ( t < 0 ) t += 1;
  10506. if ( t > 1 ) t -= 1;
  10507. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  10508. if ( t < 1 / 2 ) return q;
  10509. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  10510. return p;
  10511. }
  10512. /**
  10513. * A Color instance is represented by RGB components in the linear <i>working
  10514. * color space</i>, which defaults to `LinearSRGBColorSpace`. Inputs
  10515. * conventionally using `SRGBColorSpace` (such as hexadecimals and CSS
  10516. * strings) are converted to the working color space automatically.
  10517. *
  10518. * ```js
  10519. * // converted automatically from SRGBColorSpace to LinearSRGBColorSpace
  10520. * const color = new THREE.Color().setHex( 0x112233 );
  10521. * ```
  10522. * Source color spaces may be specified explicitly, to ensure correct conversions.
  10523. * ```js
  10524. * // assumed already LinearSRGBColorSpace; no conversion
  10525. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5 );
  10526. *
  10527. * // converted explicitly from SRGBColorSpace to LinearSRGBColorSpace
  10528. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5, SRGBColorSpace );
  10529. * ```
  10530. * If THREE.ColorManagement is disabled, no conversions occur. For details,
  10531. * see <i>Color management</i>. Iterating through a Color instance will yield
  10532. * its components (r, g, b) in the corresponding order. A Color can be initialised
  10533. * in any of the following ways:
  10534. * ```js
  10535. * //empty constructor - will default white
  10536. * const color1 = new THREE.Color();
  10537. *
  10538. * //Hexadecimal color (recommended)
  10539. * const color2 = new THREE.Color( 0xff0000 );
  10540. *
  10541. * //RGB string
  10542. * const color3 = new THREE.Color("rgb(255, 0, 0)");
  10543. * const color4 = new THREE.Color("rgb(100%, 0%, 0%)");
  10544. *
  10545. * //X11 color name - all 140 color names are supported.
  10546. * //Note the lack of CamelCase in the name
  10547. * const color5 = new THREE.Color( 'skyblue' );
  10548. * //HSL string
  10549. * const color6 = new THREE.Color("hsl(0, 100%, 50%)");
  10550. *
  10551. * //Separate RGB values between 0 and 1
  10552. * const color7 = new THREE.Color( 1, 0, 0 );
  10553. * ```
  10554. */
  10555. class Color {
  10556. /**
  10557. * Constructs a new color.
  10558. *
  10559. * Note that standard method of specifying color in three.js is with a hexadecimal triplet,
  10560. * and that method is used throughout the rest of the documentation.
  10561. *
  10562. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  10563. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  10564. * @param {number} [g] - The green component.
  10565. * @param {number} [b] - The blue component.
  10566. */
  10567. constructor( r, g, b ) {
  10568. /**
  10569. * This flag can be used for type testing.
  10570. *
  10571. * @type {boolean}
  10572. * @readonly
  10573. * @default true
  10574. */
  10575. this.isColor = true;
  10576. /**
  10577. * The red component.
  10578. *
  10579. * @type {number}
  10580. * @default 1
  10581. */
  10582. this.r = 1;
  10583. /**
  10584. * The green component.
  10585. *
  10586. * @type {number}
  10587. * @default 1
  10588. */
  10589. this.g = 1;
  10590. /**
  10591. * The blue component.
  10592. *
  10593. * @type {number}
  10594. * @default 1
  10595. */
  10596. this.b = 1;
  10597. return this.set( r, g, b );
  10598. }
  10599. /**
  10600. * Sets the colors's components from the given values.
  10601. *
  10602. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  10603. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  10604. * @param {number} [g] - The green component.
  10605. * @param {number} [b] - The blue component.
  10606. * @return {Color} A reference to this color.
  10607. */
  10608. set( r, g, b ) {
  10609. if ( g === undefined && b === undefined ) {
  10610. // r is THREE.Color, hex or string
  10611. const value = r;
  10612. if ( value && value.isColor ) {
  10613. this.copy( value );
  10614. } else if ( typeof value === 'number' ) {
  10615. this.setHex( value );
  10616. } else if ( typeof value === 'string' ) {
  10617. this.setStyle( value );
  10618. }
  10619. } else {
  10620. this.setRGB( r, g, b );
  10621. }
  10622. return this;
  10623. }
  10624. /**
  10625. * Sets the colors's components to the given scalar value.
  10626. *
  10627. * @param {number} scalar - The scalar value.
  10628. * @return {Color} A reference to this color.
  10629. */
  10630. setScalar( scalar ) {
  10631. this.r = scalar;
  10632. this.g = scalar;
  10633. this.b = scalar;
  10634. return this;
  10635. }
  10636. /**
  10637. * Sets this color from a hexadecimal value.
  10638. *
  10639. * @param {number} hex - The hexadecimal value.
  10640. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  10641. * @return {Color} A reference to this color.
  10642. */
  10643. setHex( hex, colorSpace = SRGBColorSpace ) {
  10644. hex = Math.floor( hex );
  10645. this.r = ( hex >> 16 & 255 ) / 255;
  10646. this.g = ( hex >> 8 & 255 ) / 255;
  10647. this.b = ( hex & 255 ) / 255;
  10648. ColorManagement.colorSpaceToWorking( this, colorSpace );
  10649. return this;
  10650. }
  10651. /**
  10652. * Sets this color from RGB values.
  10653. *
  10654. * @param {number} r - Red channel value between `0.0` and `1.0`.
  10655. * @param {number} g - Green channel value between `0.0` and `1.0`.
  10656. * @param {number} b - Blue channel value between `0.0` and `1.0`.
  10657. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  10658. * @return {Color} A reference to this color.
  10659. */
  10660. setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {
  10661. this.r = r;
  10662. this.g = g;
  10663. this.b = b;
  10664. ColorManagement.colorSpaceToWorking( this, colorSpace );
  10665. return this;
  10666. }
  10667. /**
  10668. * Sets this color from RGB values.
  10669. *
  10670. * @param {number} h - Hue value between `0.0` and `1.0`.
  10671. * @param {number} s - Saturation value between `0.0` and `1.0`.
  10672. * @param {number} l - Lightness value between `0.0` and `1.0`.
  10673. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  10674. * @return {Color} A reference to this color.
  10675. */
  10676. setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {
  10677. // h,s,l ranges are in 0.0 - 1.0
  10678. h = euclideanModulo( h, 1 );
  10679. s = clamp( s, 0, 1 );
  10680. l = clamp( l, 0, 1 );
  10681. if ( s === 0 ) {
  10682. this.r = this.g = this.b = l;
  10683. } else {
  10684. const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  10685. const q = ( 2 * l ) - p;
  10686. this.r = hue2rgb( q, p, h + 1 / 3 );
  10687. this.g = hue2rgb( q, p, h );
  10688. this.b = hue2rgb( q, p, h - 1 / 3 );
  10689. }
  10690. ColorManagement.colorSpaceToWorking( this, colorSpace );
  10691. return this;
  10692. }
  10693. /**
  10694. * Sets this color from a CSS-style string. For example, `rgb(250, 0,0)`,
  10695. * `rgb(100%, 0%, 0%)`, `hsl(0, 100%, 50%)`, `#ff0000`, `#f00`, or `red` ( or
  10696. * any [X11 color name](https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart) -
  10697. * all 140 color names are supported).
  10698. *
  10699. * @param {string} style - Color as a CSS-style string.
  10700. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  10701. * @return {Color} A reference to this color.
  10702. */
  10703. setStyle( style, colorSpace = SRGBColorSpace ) {
  10704. function handleAlpha( string ) {
  10705. if ( string === undefined ) return;
  10706. if ( parseFloat( string ) < 1 ) {
  10707. warn( 'Color: Alpha component of ' + style + ' will be ignored.' );
  10708. }
  10709. }
  10710. let m;
  10711. if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) {
  10712. // rgb / hsl
  10713. let color;
  10714. const name = m[ 1 ];
  10715. const components = m[ 2 ];
  10716. switch ( name ) {
  10717. case 'rgb':
  10718. case 'rgba':
  10719. if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  10720. // rgb(255,0,0) rgba(255,0,0,0.5)
  10721. handleAlpha( color[ 4 ] );
  10722. return this.setRGB(
  10723. Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,
  10724. Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,
  10725. Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,
  10726. colorSpace
  10727. );
  10728. }
  10729. if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  10730. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  10731. handleAlpha( color[ 4 ] );
  10732. return this.setRGB(
  10733. Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,
  10734. Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,
  10735. Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,
  10736. colorSpace
  10737. );
  10738. }
  10739. break;
  10740. case 'hsl':
  10741. case 'hsla':
  10742. if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  10743. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  10744. handleAlpha( color[ 4 ] );
  10745. return this.setHSL(
  10746. parseFloat( color[ 1 ] ) / 360,
  10747. parseFloat( color[ 2 ] ) / 100,
  10748. parseFloat( color[ 3 ] ) / 100,
  10749. colorSpace
  10750. );
  10751. }
  10752. break;
  10753. default:
  10754. warn( 'Color: Unknown color model ' + style );
  10755. }
  10756. } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) {
  10757. // hex color
  10758. const hex = m[ 1 ];
  10759. const size = hex.length;
  10760. if ( size === 3 ) {
  10761. // #ff0
  10762. return this.setRGB(
  10763. parseInt( hex.charAt( 0 ), 16 ) / 15,
  10764. parseInt( hex.charAt( 1 ), 16 ) / 15,
  10765. parseInt( hex.charAt( 2 ), 16 ) / 15,
  10766. colorSpace
  10767. );
  10768. } else if ( size === 6 ) {
  10769. // #ff0000
  10770. return this.setHex( parseInt( hex, 16 ), colorSpace );
  10771. } else {
  10772. warn( 'Color: Invalid hex color ' + style );
  10773. }
  10774. } else if ( style && style.length > 0 ) {
  10775. return this.setColorName( style, colorSpace );
  10776. }
  10777. return this;
  10778. }
  10779. /**
  10780. * Sets this color from a color name. Faster than {@link Color#setStyle} if
  10781. * you don't need the other CSS-style formats.
  10782. *
  10783. * For convenience, the list of names is exposed in `Color.NAMES` as a hash.
  10784. * ```js
  10785. * Color.NAMES.aliceblue // returns 0xF0F8FF
  10786. * ```
  10787. *
  10788. * @param {string} style - The color name.
  10789. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  10790. * @return {Color} A reference to this color.
  10791. */
  10792. setColorName( style, colorSpace = SRGBColorSpace ) {
  10793. // color keywords
  10794. const hex = _colorKeywords[ style.toLowerCase() ];
  10795. if ( hex !== undefined ) {
  10796. // red
  10797. this.setHex( hex, colorSpace );
  10798. } else {
  10799. // unknown color
  10800. warn( 'Color: Unknown color ' + style );
  10801. }
  10802. return this;
  10803. }
  10804. /**
  10805. * Returns a new color with copied values from this instance.
  10806. *
  10807. * @return {Color} A clone of this instance.
  10808. */
  10809. clone() {
  10810. return new this.constructor( this.r, this.g, this.b );
  10811. }
  10812. /**
  10813. * Copies the values of the given color to this instance.
  10814. *
  10815. * @param {Color} color - The color to copy.
  10816. * @return {Color} A reference to this color.
  10817. */
  10818. copy( color ) {
  10819. this.r = color.r;
  10820. this.g = color.g;
  10821. this.b = color.b;
  10822. return this;
  10823. }
  10824. /**
  10825. * Copies the given color into this color, and then converts this color from
  10826. * `SRGBColorSpace` to `LinearSRGBColorSpace`.
  10827. *
  10828. * @param {Color} color - The color to copy/convert.
  10829. * @return {Color} A reference to this color.
  10830. */
  10831. copySRGBToLinear( color ) {
  10832. this.r = SRGBToLinear( color.r );
  10833. this.g = SRGBToLinear( color.g );
  10834. this.b = SRGBToLinear( color.b );
  10835. return this;
  10836. }
  10837. /**
  10838. * Copies the given color into this color, and then converts this color from
  10839. * `LinearSRGBColorSpace` to `SRGBColorSpace`.
  10840. *
  10841. * @param {Color} color - The color to copy/convert.
  10842. * @return {Color} A reference to this color.
  10843. */
  10844. copyLinearToSRGB( color ) {
  10845. this.r = LinearToSRGB( color.r );
  10846. this.g = LinearToSRGB( color.g );
  10847. this.b = LinearToSRGB( color.b );
  10848. return this;
  10849. }
  10850. /**
  10851. * Converts this color from `SRGBColorSpace` to `LinearSRGBColorSpace`.
  10852. *
  10853. * @return {Color} A reference to this color.
  10854. */
  10855. convertSRGBToLinear() {
  10856. this.copySRGBToLinear( this );
  10857. return this;
  10858. }
  10859. /**
  10860. * Converts this color from `LinearSRGBColorSpace` to `SRGBColorSpace`.
  10861. *
  10862. * @return {Color} A reference to this color.
  10863. */
  10864. convertLinearToSRGB() {
  10865. this.copyLinearToSRGB( this );
  10866. return this;
  10867. }
  10868. /**
  10869. * Returns the hexadecimal value of this color.
  10870. *
  10871. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  10872. * @return {number} The hexadecimal value.
  10873. */
  10874. getHex( colorSpace = SRGBColorSpace ) {
  10875. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  10876. 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 ) );
  10877. }
  10878. /**
  10879. * Returns the hexadecimal value of this color as a string (for example, 'FFFFFF').
  10880. *
  10881. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  10882. * @return {string} The hexadecimal value as a string.
  10883. */
  10884. getHexString( colorSpace = SRGBColorSpace ) {
  10885. return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( -6 );
  10886. }
  10887. /**
  10888. * Converts the colors RGB values into the HSL format and stores them into the
  10889. * given target object.
  10890. *
  10891. * @param {{h:number,s:number,l:number}} target - The target object that is used to store the method's result.
  10892. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  10893. * @return {{h:number,s:number,l:number}} The HSL representation of this color.
  10894. */
  10895. getHSL( target, colorSpace = ColorManagement.workingColorSpace ) {
  10896. // h,s,l ranges are in 0.0 - 1.0
  10897. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  10898. const r = _color.r, g = _color.g, b = _color.b;
  10899. const max = Math.max( r, g, b );
  10900. const min = Math.min( r, g, b );
  10901. let hue, saturation;
  10902. const lightness = ( min + max ) / 2.0;
  10903. if ( min === max ) {
  10904. hue = 0;
  10905. saturation = 0;
  10906. } else {
  10907. const delta = max - min;
  10908. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  10909. switch ( max ) {
  10910. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  10911. case g: hue = ( b - r ) / delta + 2; break;
  10912. case b: hue = ( r - g ) / delta + 4; break;
  10913. }
  10914. hue /= 6;
  10915. }
  10916. target.h = hue;
  10917. target.s = saturation;
  10918. target.l = lightness;
  10919. return target;
  10920. }
  10921. /**
  10922. * Returns the RGB values of this color and stores them into the given target object.
  10923. *
  10924. * @param {Color} target - The target color that is used to store the method's result.
  10925. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  10926. * @return {Color} The RGB representation of this color.
  10927. */
  10928. getRGB( target, colorSpace = ColorManagement.workingColorSpace ) {
  10929. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  10930. target.r = _color.r;
  10931. target.g = _color.g;
  10932. target.b = _color.b;
  10933. return target;
  10934. }
  10935. /**
  10936. * Returns the value of this color as a CSS style string. Example: `rgb(255,0,0)`.
  10937. *
  10938. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  10939. * @return {string} The CSS representation of this color.
  10940. */
  10941. getStyle( colorSpace = SRGBColorSpace ) {
  10942. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  10943. const r = _color.r, g = _color.g, b = _color.b;
  10944. if ( colorSpace !== SRGBColorSpace ) {
  10945. // Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).
  10946. return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;
  10947. }
  10948. return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;
  10949. }
  10950. /**
  10951. * Adds the given HSL values to this color's values.
  10952. * Internally, this converts the color's RGB values to HSL, adds HSL
  10953. * and then converts the color back to RGB.
  10954. *
  10955. * @param {number} h - Hue value between `0.0` and `1.0`.
  10956. * @param {number} s - Saturation value between `0.0` and `1.0`.
  10957. * @param {number} l - Lightness value between `0.0` and `1.0`.
  10958. * @return {Color} A reference to this color.
  10959. */
  10960. offsetHSL( h, s, l ) {
  10961. this.getHSL( _hslA );
  10962. return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );
  10963. }
  10964. /**
  10965. * Adds the RGB values of the given color to the RGB values of this color.
  10966. *
  10967. * @param {Color} color - The color to add.
  10968. * @return {Color} A reference to this color.
  10969. */
  10970. add( color ) {
  10971. this.r += color.r;
  10972. this.g += color.g;
  10973. this.b += color.b;
  10974. return this;
  10975. }
  10976. /**
  10977. * Adds the RGB values of the given colors and stores the result in this instance.
  10978. *
  10979. * @param {Color} color1 - The first color.
  10980. * @param {Color} color2 - The second color.
  10981. * @return {Color} A reference to this color.
  10982. */
  10983. addColors( color1, color2 ) {
  10984. this.r = color1.r + color2.r;
  10985. this.g = color1.g + color2.g;
  10986. this.b = color1.b + color2.b;
  10987. return this;
  10988. }
  10989. /**
  10990. * Adds the given scalar value to the RGB values of this color.
  10991. *
  10992. * @param {number} s - The scalar to add.
  10993. * @return {Color} A reference to this color.
  10994. */
  10995. addScalar( s ) {
  10996. this.r += s;
  10997. this.g += s;
  10998. this.b += s;
  10999. return this;
  11000. }
  11001. /**
  11002. * Subtracts the RGB values of the given color from the RGB values of this color.
  11003. *
  11004. * @param {Color} color - The color to subtract.
  11005. * @return {Color} A reference to this color.
  11006. */
  11007. sub( color ) {
  11008. this.r = Math.max( 0, this.r - color.r );
  11009. this.g = Math.max( 0, this.g - color.g );
  11010. this.b = Math.max( 0, this.b - color.b );
  11011. return this;
  11012. }
  11013. /**
  11014. * Multiplies the RGB values of the given color with the RGB values of this color.
  11015. *
  11016. * @param {Color} color - The color to multiply.
  11017. * @return {Color} A reference to this color.
  11018. */
  11019. multiply( color ) {
  11020. this.r *= color.r;
  11021. this.g *= color.g;
  11022. this.b *= color.b;
  11023. return this;
  11024. }
  11025. /**
  11026. * Multiplies the given scalar value with the RGB values of this color.
  11027. *
  11028. * @param {number} s - The scalar to multiply.
  11029. * @return {Color} A reference to this color.
  11030. */
  11031. multiplyScalar( s ) {
  11032. this.r *= s;
  11033. this.g *= s;
  11034. this.b *= s;
  11035. return this;
  11036. }
  11037. /**
  11038. * Linearly interpolates this color's RGB values toward the RGB values of the
  11039. * given color. The alpha argument can be thought of as the ratio between
  11040. * the two colors, where `0.0` is this color and `1.0` is the first argument.
  11041. *
  11042. * @param {Color} color - The color to converge on.
  11043. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  11044. * @return {Color} A reference to this color.
  11045. */
  11046. lerp( color, alpha ) {
  11047. this.r += ( color.r - this.r ) * alpha;
  11048. this.g += ( color.g - this.g ) * alpha;
  11049. this.b += ( color.b - this.b ) * alpha;
  11050. return this;
  11051. }
  11052. /**
  11053. * Linearly interpolates between the given colors and stores the result in this instance.
  11054. * The alpha argument can be thought of as the ratio between the two colors, where `0.0`
  11055. * is the first and `1.0` is the second color.
  11056. *
  11057. * @param {Color} color1 - The first color.
  11058. * @param {Color} color2 - The second color.
  11059. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  11060. * @return {Color} A reference to this color.
  11061. */
  11062. lerpColors( color1, color2, alpha ) {
  11063. this.r = color1.r + ( color2.r - color1.r ) * alpha;
  11064. this.g = color1.g + ( color2.g - color1.g ) * alpha;
  11065. this.b = color1.b + ( color2.b - color1.b ) * alpha;
  11066. return this;
  11067. }
  11068. /**
  11069. * Linearly interpolates this color's HSL values toward the HSL values of the
  11070. * given color. It differs from {@link Color#lerp} by not interpolating straight
  11071. * from one color to the other, but instead going through all the hues in between
  11072. * those two colors. The alpha argument can be thought of as the ratio between
  11073. * the two colors, where 0.0 is this color and 1.0 is the first argument.
  11074. *
  11075. * @param {Color} color - The color to converge on.
  11076. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  11077. * @return {Color} A reference to this color.
  11078. */
  11079. lerpHSL( color, alpha ) {
  11080. this.getHSL( _hslA );
  11081. color.getHSL( _hslB );
  11082. const h = lerp( _hslA.h, _hslB.h, alpha );
  11083. const s = lerp( _hslA.s, _hslB.s, alpha );
  11084. const l = lerp( _hslA.l, _hslB.l, alpha );
  11085. this.setHSL( h, s, l );
  11086. return this;
  11087. }
  11088. /**
  11089. * Sets the color's RGB components from the given 3D vector.
  11090. *
  11091. * @param {Vector3} v - The vector to set.
  11092. * @return {Color} A reference to this color.
  11093. */
  11094. setFromVector3( v ) {
  11095. this.r = v.x;
  11096. this.g = v.y;
  11097. this.b = v.z;
  11098. return this;
  11099. }
  11100. /**
  11101. * Transforms this color with the given 3x3 matrix.
  11102. *
  11103. * @param {Matrix3} m - The matrix.
  11104. * @return {Color} A reference to this color.
  11105. */
  11106. applyMatrix3( m ) {
  11107. const r = this.r, g = this.g, b = this.b;
  11108. const e = m.elements;
  11109. this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;
  11110. this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;
  11111. this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;
  11112. return this;
  11113. }
  11114. /**
  11115. * Returns `true` if this color is equal with the given one.
  11116. *
  11117. * @param {Color} c - The color to test for equality.
  11118. * @return {boolean} Whether this bounding color is equal with the given one.
  11119. */
  11120. equals( c ) {
  11121. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  11122. }
  11123. /**
  11124. * Sets this color's RGB components from the given array.
  11125. *
  11126. * @param {Array<number>} array - An array holding the RGB values.
  11127. * @param {number} [offset=0] - The offset into the array.
  11128. * @return {Color} A reference to this color.
  11129. */
  11130. fromArray( array, offset = 0 ) {
  11131. this.r = array[ offset ];
  11132. this.g = array[ offset + 1 ];
  11133. this.b = array[ offset + 2 ];
  11134. return this;
  11135. }
  11136. /**
  11137. * Writes the RGB components of this color to the given array. If no array is provided,
  11138. * the method returns a new instance.
  11139. *
  11140. * @param {Array<number>} [array=[]] - The target array holding the color components.
  11141. * @param {number} [offset=0] - Index of the first element in the array.
  11142. * @return {Array<number>} The color components.
  11143. */
  11144. toArray( array = [], offset = 0 ) {
  11145. array[ offset ] = this.r;
  11146. array[ offset + 1 ] = this.g;
  11147. array[ offset + 2 ] = this.b;
  11148. return array;
  11149. }
  11150. /**
  11151. * Sets the components of this color from the given buffer attribute.
  11152. *
  11153. * @param {BufferAttribute} attribute - The buffer attribute holding color data.
  11154. * @param {number} index - The index into the attribute.
  11155. * @return {Color} A reference to this color.
  11156. */
  11157. fromBufferAttribute( attribute, index ) {
  11158. this.r = attribute.getX( index );
  11159. this.g = attribute.getY( index );
  11160. this.b = attribute.getZ( index );
  11161. return this;
  11162. }
  11163. /**
  11164. * This methods defines the serialization result of this class. Returns the color
  11165. * as a hexadecimal value.
  11166. *
  11167. * @return {number} The hexadecimal value.
  11168. */
  11169. toJSON() {
  11170. return this.getHex();
  11171. }
  11172. *[ Symbol.iterator ]() {
  11173. yield this.r;
  11174. yield this.g;
  11175. yield this.b;
  11176. }
  11177. }
  11178. const _color = /*@__PURE__*/ new Color();
  11179. /**
  11180. * A dictionary with X11 color names.
  11181. *
  11182. * Note that multiple words such as Dark Orange become the string 'darkorange'.
  11183. *
  11184. * @static
  11185. * @type {Object}
  11186. */
  11187. Color.NAMES = _colorKeywords;
  11188. /**
  11189. * This class can be used to define an exponential squared fog,
  11190. * which gives a clear view near the camera and a faster than exponentially
  11191. * densening fog farther from the camera.
  11192. *
  11193. * ```js
  11194. * const scene = new THREE.Scene();
  11195. * scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
  11196. * ```
  11197. */
  11198. class FogExp2 {
  11199. /**
  11200. * Constructs a new fog.
  11201. *
  11202. * @param {number|Color} color - The fog's color.
  11203. * @param {number} [density=0.00025] - Defines how fast the fog will grow dense.
  11204. */
  11205. constructor( color, density = 0.00025 ) {
  11206. /**
  11207. * This flag can be used for type testing.
  11208. *
  11209. * @type {boolean}
  11210. * @readonly
  11211. * @default true
  11212. */
  11213. this.isFogExp2 = true;
  11214. /**
  11215. * The name of the fog.
  11216. *
  11217. * @type {string}
  11218. */
  11219. this.name = '';
  11220. /**
  11221. * The fog's color.
  11222. *
  11223. * @type {Color}
  11224. */
  11225. this.color = new Color( color );
  11226. /**
  11227. * Defines how fast the fog will grow dense.
  11228. *
  11229. * @type {number}
  11230. * @default 0.00025
  11231. */
  11232. this.density = density;
  11233. }
  11234. /**
  11235. * Returns a new fog with copied values from this instance.
  11236. *
  11237. * @return {FogExp2} A clone of this instance.
  11238. */
  11239. clone() {
  11240. return new FogExp2( this.color, this.density );
  11241. }
  11242. /**
  11243. * Serializes the fog into JSON.
  11244. *
  11245. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  11246. * @return {Object} A JSON object representing the serialized fog
  11247. */
  11248. toJSON( /* meta */ ) {
  11249. return {
  11250. type: 'FogExp2',
  11251. name: this.name,
  11252. color: this.color.getHex(),
  11253. density: this.density
  11254. };
  11255. }
  11256. }
  11257. /**
  11258. * This class can be used to define a linear fog that grows linearly denser
  11259. * with the distance.
  11260. *
  11261. * ```js
  11262. * const scene = new THREE.Scene();
  11263. * scene.fog = new THREE.Fog( 0xcccccc, 10, 15 );
  11264. * ```
  11265. */
  11266. class Fog {
  11267. /**
  11268. * Constructs a new fog.
  11269. *
  11270. * @param {number|Color} color - The fog's color.
  11271. * @param {number} [near=1] - The minimum distance to start applying fog.
  11272. * @param {number} [far=1000] - The maximum distance at which fog stops being calculated and applied.
  11273. */
  11274. constructor( color, near = 1, far = 1000 ) {
  11275. /**
  11276. * This flag can be used for type testing.
  11277. *
  11278. * @type {boolean}
  11279. * @readonly
  11280. * @default true
  11281. */
  11282. this.isFog = true;
  11283. /**
  11284. * The name of the fog.
  11285. *
  11286. * @type {string}
  11287. */
  11288. this.name = '';
  11289. /**
  11290. * The fog's color.
  11291. *
  11292. * @type {Color}
  11293. */
  11294. this.color = new Color( color );
  11295. /**
  11296. * The minimum distance to start applying fog. Objects that are less than
  11297. * `near` units from the active camera won't be affected by fog.
  11298. *
  11299. * @type {number}
  11300. * @default 1
  11301. */
  11302. this.near = near;
  11303. /**
  11304. * The maximum distance at which fog stops being calculated and applied.
  11305. * Objects that are more than `far` units away from the active camera won't
  11306. * be affected by fog.
  11307. *
  11308. * @type {number}
  11309. * @default 1000
  11310. */
  11311. this.far = far;
  11312. }
  11313. /**
  11314. * Returns a new fog with copied values from this instance.
  11315. *
  11316. * @return {Fog} A clone of this instance.
  11317. */
  11318. clone() {
  11319. return new Fog( this.color, this.near, this.far );
  11320. }
  11321. /**
  11322. * Serializes the fog into JSON.
  11323. *
  11324. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  11325. * @return {Object} A JSON object representing the serialized fog
  11326. */
  11327. toJSON( /* meta */ ) {
  11328. return {
  11329. type: 'Fog',
  11330. name: this.name,
  11331. color: this.color.getHex(),
  11332. near: this.near,
  11333. far: this.far
  11334. };
  11335. }
  11336. }
  11337. /**
  11338. * Scenes allow you to set up what is to be rendered and where by three.js.
  11339. * This is where you place 3D objects like meshes, lines or lights.
  11340. *
  11341. * @augments Object3D
  11342. */
  11343. class Scene extends Object3D {
  11344. /**
  11345. * Constructs a new scene.
  11346. */
  11347. constructor() {
  11348. super();
  11349. /**
  11350. * This flag can be used for type testing.
  11351. *
  11352. * @type {boolean}
  11353. * @readonly
  11354. * @default true
  11355. */
  11356. this.isScene = true;
  11357. this.type = 'Scene';
  11358. /**
  11359. * Defines the background of the scene. Valid inputs are:
  11360. *
  11361. * - A color for defining a uniform colored background.
  11362. * - A texture for defining a (flat) textured background.
  11363. * - Cube textures or equirectangular textures for defining a skybox.
  11364. *
  11365. * @type {?(Color|Texture)}
  11366. * @default null
  11367. */
  11368. this.background = null;
  11369. /**
  11370. * Sets the environment map for all physical materials in the scene. However,
  11371. * it's not possible to overwrite an existing texture assigned to the `envMap`
  11372. * material property.
  11373. *
  11374. * @type {?Texture}
  11375. * @default null
  11376. */
  11377. this.environment = null;
  11378. /**
  11379. * A fog instance defining the type of fog that affects everything
  11380. * rendered in the scene.
  11381. *
  11382. * @type {?(Fog|FogExp2)}
  11383. * @default null
  11384. */
  11385. this.fog = null;
  11386. /**
  11387. * Sets the blurriness of the background. Only influences environment maps
  11388. * assigned to {@link Scene#background}. Valid input is a float between `0`
  11389. * and `1`.
  11390. *
  11391. * @type {number}
  11392. * @default 0
  11393. */
  11394. this.backgroundBlurriness = 0;
  11395. /**
  11396. * Attenuates the color of the background. Only applies to background textures.
  11397. *
  11398. * @type {number}
  11399. * @default 1
  11400. */
  11401. this.backgroundIntensity = 1;
  11402. /**
  11403. * The rotation of the background in radians. Only influences environment maps
  11404. * assigned to {@link Scene#background}.
  11405. *
  11406. * @type {Euler}
  11407. * @default (0,0,0)
  11408. */
  11409. this.backgroundRotation = new Euler();
  11410. /**
  11411. * Attenuates the color of the environment. Only influences environment maps
  11412. * assigned to {@link Scene#environment}.
  11413. *
  11414. * @type {number}
  11415. * @default 1
  11416. */
  11417. this.environmentIntensity = 1;
  11418. /**
  11419. * The rotation of the environment map in radians. Only influences physical materials
  11420. * in the scene when {@link Scene#environment} is used.
  11421. *
  11422. * @type {Euler}
  11423. * @default (0,0,0)
  11424. */
  11425. this.environmentRotation = new Euler();
  11426. /**
  11427. * Forces everything in the scene to be rendered with the defined material. It is possible
  11428. * to exclude materials from override by setting {@link Material#allowOverride} to `false`.
  11429. *
  11430. * @type {?Material}
  11431. * @default null
  11432. */
  11433. this.overrideMaterial = null;
  11434. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  11435. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  11436. }
  11437. }
  11438. copy( source, recursive ) {
  11439. super.copy( source, recursive );
  11440. if ( source.background !== null ) this.background = source.background.clone();
  11441. if ( source.environment !== null ) this.environment = source.environment.clone();
  11442. if ( source.fog !== null ) this.fog = source.fog.clone();
  11443. this.backgroundBlurriness = source.backgroundBlurriness;
  11444. this.backgroundIntensity = source.backgroundIntensity;
  11445. this.backgroundRotation.copy( source.backgroundRotation );
  11446. this.environmentIntensity = source.environmentIntensity;
  11447. this.environmentRotation.copy( source.environmentRotation );
  11448. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  11449. this.matrixAutoUpdate = source.matrixAutoUpdate;
  11450. return this;
  11451. }
  11452. toJSON( meta ) {
  11453. const data = super.toJSON( meta );
  11454. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  11455. if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;
  11456. if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;
  11457. data.object.backgroundRotation = this.backgroundRotation.toArray();
  11458. if ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity;
  11459. data.object.environmentRotation = this.environmentRotation.toArray();
  11460. return data;
  11461. }
  11462. }
  11463. const _v0$2 = /*@__PURE__*/ new Vector3();
  11464. const _v1$5 = /*@__PURE__*/ new Vector3();
  11465. const _v2$4 = /*@__PURE__*/ new Vector3();
  11466. const _v3$2 = /*@__PURE__*/ new Vector3();
  11467. const _vab = /*@__PURE__*/ new Vector3();
  11468. const _vac = /*@__PURE__*/ new Vector3();
  11469. const _vbc = /*@__PURE__*/ new Vector3();
  11470. const _vap = /*@__PURE__*/ new Vector3();
  11471. const _vbp = /*@__PURE__*/ new Vector3();
  11472. const _vcp = /*@__PURE__*/ new Vector3();
  11473. const _v40 = /*@__PURE__*/ new Vector4();
  11474. const _v41 = /*@__PURE__*/ new Vector4();
  11475. const _v42 = /*@__PURE__*/ new Vector4();
  11476. /**
  11477. * A geometric triangle as defined by three vectors representing its three corners.
  11478. */
  11479. class Triangle {
  11480. /**
  11481. * Constructs a new triangle.
  11482. *
  11483. * @param {Vector3} [a=(0,0,0)] - The first corner of the triangle.
  11484. * @param {Vector3} [b=(0,0,0)] - The second corner of the triangle.
  11485. * @param {Vector3} [c=(0,0,0)] - The third corner of the triangle.
  11486. */
  11487. constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {
  11488. /**
  11489. * The first corner of the triangle.
  11490. *
  11491. * @type {Vector3}
  11492. */
  11493. this.a = a;
  11494. /**
  11495. * The second corner of the triangle.
  11496. *
  11497. * @type {Vector3}
  11498. */
  11499. this.b = b;
  11500. /**
  11501. * The third corner of the triangle.
  11502. *
  11503. * @type {Vector3}
  11504. */
  11505. this.c = c;
  11506. }
  11507. /**
  11508. * Computes the normal vector of a triangle.
  11509. *
  11510. * @param {Vector3} a - The first corner of the triangle.
  11511. * @param {Vector3} b - The second corner of the triangle.
  11512. * @param {Vector3} c - The third corner of the triangle.
  11513. * @param {Vector3} target - The target vector that is used to store the method's result.
  11514. * @return {Vector3} The triangle's normal.
  11515. */
  11516. static getNormal( a, b, c, target ) {
  11517. target.subVectors( c, b );
  11518. _v0$2.subVectors( a, b );
  11519. target.cross( _v0$2 );
  11520. const targetLengthSq = target.lengthSq();
  11521. if ( targetLengthSq > 0 ) {
  11522. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  11523. }
  11524. return target.set( 0, 0, 0 );
  11525. }
  11526. /**
  11527. * Computes a barycentric coordinates from the given vector.
  11528. * Returns `null` if the triangle is degenerate.
  11529. *
  11530. * @param {Vector3} point - A point in 3D space.
  11531. * @param {Vector3} a - The first corner of the triangle.
  11532. * @param {Vector3} b - The second corner of the triangle.
  11533. * @param {Vector3} c - The third corner of the triangle.
  11534. * @param {Vector3} target - The target vector that is used to store the method's result.
  11535. * @return {?Vector3} The barycentric coordinates for the given point
  11536. */
  11537. static getBarycoord( point, a, b, c, target ) {
  11538. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  11539. _v0$2.subVectors( c, a );
  11540. _v1$5.subVectors( b, a );
  11541. _v2$4.subVectors( point, a );
  11542. const dot00 = _v0$2.dot( _v0$2 );
  11543. const dot01 = _v0$2.dot( _v1$5 );
  11544. const dot02 = _v0$2.dot( _v2$4 );
  11545. const dot11 = _v1$5.dot( _v1$5 );
  11546. const dot12 = _v1$5.dot( _v2$4 );
  11547. const denom = ( dot00 * dot11 - dot01 * dot01 );
  11548. // collinear or singular triangle
  11549. if ( denom === 0 ) {
  11550. target.set( 0, 0, 0 );
  11551. return null;
  11552. }
  11553. const invDenom = 1 / denom;
  11554. const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  11555. const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  11556. // barycentric coordinates must always sum to 1
  11557. return target.set( 1 - u - v, v, u );
  11558. }
  11559. /**
  11560. * Returns `true` if the given point, when projected onto the plane of the
  11561. * triangle, lies within the triangle.
  11562. *
  11563. * @param {Vector3} point - The point in 3D space to test.
  11564. * @param {Vector3} a - The first corner of the triangle.
  11565. * @param {Vector3} b - The second corner of the triangle.
  11566. * @param {Vector3} c - The third corner of the triangle.
  11567. * @return {boolean} Whether the given point, when projected onto the plane of the
  11568. * triangle, lies within the triangle or not.
  11569. */
  11570. static containsPoint( point, a, b, c ) {
  11571. // if the triangle is degenerate then we can't contain a point
  11572. if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {
  11573. return false;
  11574. }
  11575. return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );
  11576. }
  11577. /**
  11578. * Computes the value barycentrically interpolated for the given point on the
  11579. * triangle. Returns `null` if the triangle is degenerate.
  11580. *
  11581. * @param {Vector3} point - Position of interpolated point.
  11582. * @param {Vector3} p1 - The first corner of the triangle.
  11583. * @param {Vector3} p2 - The second corner of the triangle.
  11584. * @param {Vector3} p3 - The third corner of the triangle.
  11585. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11586. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11587. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11588. * @param {Vector3} target - The target vector that is used to store the method's result.
  11589. * @return {?Vector3} The interpolated value.
  11590. */
  11591. static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {
  11592. if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {
  11593. target.x = 0;
  11594. target.y = 0;
  11595. if ( 'z' in target ) target.z = 0;
  11596. if ( 'w' in target ) target.w = 0;
  11597. return null;
  11598. }
  11599. target.setScalar( 0 );
  11600. target.addScaledVector( v1, _v3$2.x );
  11601. target.addScaledVector( v2, _v3$2.y );
  11602. target.addScaledVector( v3, _v3$2.z );
  11603. return target;
  11604. }
  11605. /**
  11606. * Computes the value barycentrically interpolated for the given attribute and indices.
  11607. *
  11608. * @param {BufferAttribute} attr - The attribute to interpolate.
  11609. * @param {number} i1 - Index of first vertex.
  11610. * @param {number} i2 - Index of second vertex.
  11611. * @param {number} i3 - Index of third vertex.
  11612. * @param {Vector3} barycoord - The barycoordinate value to use to interpolate.
  11613. * @param {Vector3} target - The target vector that is used to store the method's result.
  11614. * @return {Vector3} The interpolated attribute value.
  11615. */
  11616. static getInterpolatedAttribute( attr, i1, i2, i3, barycoord, target ) {
  11617. _v40.setScalar( 0 );
  11618. _v41.setScalar( 0 );
  11619. _v42.setScalar( 0 );
  11620. _v40.fromBufferAttribute( attr, i1 );
  11621. _v41.fromBufferAttribute( attr, i2 );
  11622. _v42.fromBufferAttribute( attr, i3 );
  11623. target.setScalar( 0 );
  11624. target.addScaledVector( _v40, barycoord.x );
  11625. target.addScaledVector( _v41, barycoord.y );
  11626. target.addScaledVector( _v42, barycoord.z );
  11627. return target;
  11628. }
  11629. /**
  11630. * Returns `true` if the triangle is oriented towards the given direction.
  11631. *
  11632. * @param {Vector3} a - The first corner of the triangle.
  11633. * @param {Vector3} b - The second corner of the triangle.
  11634. * @param {Vector3} c - The third corner of the triangle.
  11635. * @param {Vector3} direction - The (normalized) direction vector.
  11636. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11637. */
  11638. static isFrontFacing( a, b, c, direction ) {
  11639. _v0$2.subVectors( c, b );
  11640. _v1$5.subVectors( a, b );
  11641. // strictly front facing
  11642. return _v0$2.cross( _v1$5 ).dot( direction ) < 0;
  11643. }
  11644. /**
  11645. * Sets the triangle's vertices by copying the given values.
  11646. *
  11647. * @param {Vector3} a - The first corner of the triangle.
  11648. * @param {Vector3} b - The second corner of the triangle.
  11649. * @param {Vector3} c - The third corner of the triangle.
  11650. * @return {Triangle} A reference to this triangle.
  11651. */
  11652. set( a, b, c ) {
  11653. this.a.copy( a );
  11654. this.b.copy( b );
  11655. this.c.copy( c );
  11656. return this;
  11657. }
  11658. /**
  11659. * Sets the triangle's vertices by copying the given array values.
  11660. *
  11661. * @param {Array<Vector3>} points - An array with 3D points.
  11662. * @param {number} i0 - The array index representing the first corner of the triangle.
  11663. * @param {number} i1 - The array index representing the second corner of the triangle.
  11664. * @param {number} i2 - The array index representing the third corner of the triangle.
  11665. * @return {Triangle} A reference to this triangle.
  11666. */
  11667. setFromPointsAndIndices( points, i0, i1, i2 ) {
  11668. this.a.copy( points[ i0 ] );
  11669. this.b.copy( points[ i1 ] );
  11670. this.c.copy( points[ i2 ] );
  11671. return this;
  11672. }
  11673. /**
  11674. * Sets the triangle's vertices by copying the given attribute values.
  11675. *
  11676. * @param {BufferAttribute} attribute - A buffer attribute with 3D points data.
  11677. * @param {number} i0 - The attribute index representing the first corner of the triangle.
  11678. * @param {number} i1 - The attribute index representing the second corner of the triangle.
  11679. * @param {number} i2 - The attribute index representing the third corner of the triangle.
  11680. * @return {Triangle} A reference to this triangle.
  11681. */
  11682. setFromAttributeAndIndices( attribute, i0, i1, i2 ) {
  11683. this.a.fromBufferAttribute( attribute, i0 );
  11684. this.b.fromBufferAttribute( attribute, i1 );
  11685. this.c.fromBufferAttribute( attribute, i2 );
  11686. return this;
  11687. }
  11688. /**
  11689. * Returns a new triangle with copied values from this instance.
  11690. *
  11691. * @return {Triangle} A clone of this instance.
  11692. */
  11693. clone() {
  11694. return new this.constructor().copy( this );
  11695. }
  11696. /**
  11697. * Copies the values of the given triangle to this instance.
  11698. *
  11699. * @param {Triangle} triangle - The triangle to copy.
  11700. * @return {Triangle} A reference to this triangle.
  11701. */
  11702. copy( triangle ) {
  11703. this.a.copy( triangle.a );
  11704. this.b.copy( triangle.b );
  11705. this.c.copy( triangle.c );
  11706. return this;
  11707. }
  11708. /**
  11709. * Computes the area of the triangle.
  11710. *
  11711. * @return {number} The triangle's area.
  11712. */
  11713. getArea() {
  11714. _v0$2.subVectors( this.c, this.b );
  11715. _v1$5.subVectors( this.a, this.b );
  11716. return _v0$2.cross( _v1$5 ).length() * 0.5;
  11717. }
  11718. /**
  11719. * Computes the midpoint of the triangle.
  11720. *
  11721. * @param {Vector3} target - The target vector that is used to store the method's result.
  11722. * @return {Vector3} The triangle's midpoint.
  11723. */
  11724. getMidpoint( target ) {
  11725. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  11726. }
  11727. /**
  11728. * Computes the normal of the triangle.
  11729. *
  11730. * @param {Vector3} target - The target vector that is used to store the method's result.
  11731. * @return {Vector3} The triangle's normal.
  11732. */
  11733. getNormal( target ) {
  11734. return Triangle.getNormal( this.a, this.b, this.c, target );
  11735. }
  11736. /**
  11737. * Computes a plane the triangle lies within.
  11738. *
  11739. * @param {Plane} target - The target vector that is used to store the method's result.
  11740. * @return {Plane} The plane the triangle lies within.
  11741. */
  11742. getPlane( target ) {
  11743. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  11744. }
  11745. /**
  11746. * Computes a barycentric coordinates from the given vector.
  11747. * Returns `null` if the triangle is degenerate.
  11748. *
  11749. * @param {Vector3} point - A point in 3D space.
  11750. * @param {Vector3} target - The target vector that is used to store the method's result.
  11751. * @return {?Vector3} The barycentric coordinates for the given point
  11752. */
  11753. getBarycoord( point, target ) {
  11754. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  11755. }
  11756. /**
  11757. * Computes the value barycentrically interpolated for the given point on the
  11758. * triangle. Returns `null` if the triangle is degenerate.
  11759. *
  11760. * @param {Vector3} point - Position of interpolated point.
  11761. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11762. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11763. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11764. * @param {Vector3} target - The target vector that is used to store the method's result.
  11765. * @return {?Vector3} The interpolated value.
  11766. */
  11767. getInterpolation( point, v1, v2, v3, target ) {
  11768. return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );
  11769. }
  11770. /**
  11771. * Returns `true` if the given point, when projected onto the plane of the
  11772. * triangle, lies within the triangle.
  11773. *
  11774. * @param {Vector3} point - The point in 3D space to test.
  11775. * @return {boolean} Whether the given point, when projected onto the plane of the
  11776. * triangle, lies within the triangle or not.
  11777. */
  11778. containsPoint( point ) {
  11779. return Triangle.containsPoint( point, this.a, this.b, this.c );
  11780. }
  11781. /**
  11782. * Returns `true` if the triangle is oriented towards the given direction.
  11783. *
  11784. * @param {Vector3} direction - The (normalized) direction vector.
  11785. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11786. */
  11787. isFrontFacing( direction ) {
  11788. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  11789. }
  11790. /**
  11791. * Returns `true` if this triangle intersects with the given box.
  11792. *
  11793. * @param {Box3} box - The box to intersect.
  11794. * @return {boolean} Whether this triangle intersects with the given box or not.
  11795. */
  11796. intersectsBox( box ) {
  11797. return box.intersectsTriangle( this );
  11798. }
  11799. /**
  11800. * Returns the closest point on the triangle to the given point.
  11801. *
  11802. * @param {Vector3} p - The point to compute the closest point for.
  11803. * @param {Vector3} target - The target vector that is used to store the method's result.
  11804. * @return {Vector3} The closest point on the triangle.
  11805. */
  11806. closestPointToPoint( p, target ) {
  11807. const a = this.a, b = this.b, c = this.c;
  11808. let v, w;
  11809. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  11810. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  11811. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  11812. // basically, we're distinguishing which of the voronoi regions of the triangle
  11813. // the point lies in with the minimum amount of redundant computation.
  11814. _vab.subVectors( b, a );
  11815. _vac.subVectors( c, a );
  11816. _vap.subVectors( p, a );
  11817. const d1 = _vab.dot( _vap );
  11818. const d2 = _vac.dot( _vap );
  11819. if ( d1 <= 0 && d2 <= 0 ) {
  11820. // vertex region of A; barycentric coords (1, 0, 0)
  11821. return target.copy( a );
  11822. }
  11823. _vbp.subVectors( p, b );
  11824. const d3 = _vab.dot( _vbp );
  11825. const d4 = _vac.dot( _vbp );
  11826. if ( d3 >= 0 && d4 <= d3 ) {
  11827. // vertex region of B; barycentric coords (0, 1, 0)
  11828. return target.copy( b );
  11829. }
  11830. const vc = d1 * d4 - d3 * d2;
  11831. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  11832. v = d1 / ( d1 - d3 );
  11833. // edge region of AB; barycentric coords (1-v, v, 0)
  11834. return target.copy( a ).addScaledVector( _vab, v );
  11835. }
  11836. _vcp.subVectors( p, c );
  11837. const d5 = _vab.dot( _vcp );
  11838. const d6 = _vac.dot( _vcp );
  11839. if ( d6 >= 0 && d5 <= d6 ) {
  11840. // vertex region of C; barycentric coords (0, 0, 1)
  11841. return target.copy( c );
  11842. }
  11843. const vb = d5 * d2 - d1 * d6;
  11844. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  11845. w = d2 / ( d2 - d6 );
  11846. // edge region of AC; barycentric coords (1-w, 0, w)
  11847. return target.copy( a ).addScaledVector( _vac, w );
  11848. }
  11849. const va = d3 * d6 - d5 * d4;
  11850. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  11851. _vbc.subVectors( c, b );
  11852. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  11853. // edge region of BC; barycentric coords (0, 1-w, w)
  11854. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  11855. }
  11856. // face region
  11857. const denom = 1 / ( va + vb + vc );
  11858. // u = va * denom
  11859. v = vb * denom;
  11860. w = vc * denom;
  11861. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  11862. }
  11863. /**
  11864. * Returns `true` if this triangle is equal with the given one.
  11865. *
  11866. * @param {Triangle} triangle - The triangle to test for equality.
  11867. * @return {boolean} Whether this triangle is equal with the given one.
  11868. */
  11869. equals( triangle ) {
  11870. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  11871. }
  11872. }
  11873. /**
  11874. * Represents an axis-aligned bounding box (AABB) in 3D space.
  11875. */
  11876. class Box3 {
  11877. /**
  11878. * Constructs a new bounding box.
  11879. *
  11880. * @param {Vector3} [min=(Infinity,Infinity,Infinity)] - A vector representing the lower boundary of the box.
  11881. * @param {Vector3} [max=(-Infinity,-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  11882. */
  11883. constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {
  11884. /**
  11885. * This flag can be used for type testing.
  11886. *
  11887. * @type {boolean}
  11888. * @readonly
  11889. * @default true
  11890. */
  11891. this.isBox3 = true;
  11892. /**
  11893. * The lower boundary of the box.
  11894. *
  11895. * @type {Vector3}
  11896. */
  11897. this.min = min;
  11898. /**
  11899. * The upper boundary of the box.
  11900. *
  11901. * @type {Vector3}
  11902. */
  11903. this.max = max;
  11904. }
  11905. /**
  11906. * Sets the lower and upper boundaries of this box.
  11907. * Please note that this method only copies the values from the given objects.
  11908. *
  11909. * @param {Vector3} min - The lower boundary of the box.
  11910. * @param {Vector3} max - The upper boundary of the box.
  11911. * @return {Box3} A reference to this bounding box.
  11912. */
  11913. set( min, max ) {
  11914. this.min.copy( min );
  11915. this.max.copy( max );
  11916. return this;
  11917. }
  11918. /**
  11919. * Sets the upper and lower bounds of this box so it encloses the position data
  11920. * in the given array.
  11921. *
  11922. * @param {Array<number>} array - An array holding 3D position data.
  11923. * @return {Box3} A reference to this bounding box.
  11924. */
  11925. setFromArray( array ) {
  11926. this.makeEmpty();
  11927. for ( let i = 0, il = array.length; i < il; i += 3 ) {
  11928. this.expandByPoint( _vector$b.fromArray( array, i ) );
  11929. }
  11930. return this;
  11931. }
  11932. /**
  11933. * Sets the upper and lower bounds of this box so it encloses the position data
  11934. * in the given buffer attribute.
  11935. *
  11936. * @param {BufferAttribute} attribute - A buffer attribute holding 3D position data.
  11937. * @return {Box3} A reference to this bounding box.
  11938. */
  11939. setFromBufferAttribute( attribute ) {
  11940. this.makeEmpty();
  11941. for ( let i = 0, il = attribute.count; i < il; i ++ ) {
  11942. this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );
  11943. }
  11944. return this;
  11945. }
  11946. /**
  11947. * Sets the upper and lower bounds of this box so it encloses the position data
  11948. * in the given array.
  11949. *
  11950. * @param {Array<Vector3>} points - An array holding 3D position data as instances of {@link Vector3}.
  11951. * @return {Box3} A reference to this bounding box.
  11952. */
  11953. setFromPoints( points ) {
  11954. this.makeEmpty();
  11955. for ( let i = 0, il = points.length; i < il; i ++ ) {
  11956. this.expandByPoint( points[ i ] );
  11957. }
  11958. return this;
  11959. }
  11960. /**
  11961. * Centers this box on the given center vector and sets this box's width, height and
  11962. * depth to the given size values.
  11963. *
  11964. * @param {Vector3} center - The center of the box.
  11965. * @param {Vector3} size - The x, y and z dimensions of the box.
  11966. * @return {Box3} A reference to this bounding box.
  11967. */
  11968. setFromCenterAndSize( center, size ) {
  11969. const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );
  11970. this.min.copy( center ).sub( halfSize );
  11971. this.max.copy( center ).add( halfSize );
  11972. return this;
  11973. }
  11974. /**
  11975. * Computes the world-axis-aligned bounding box for the given 3D object
  11976. * (including its children), accounting for the object's, and children's,
  11977. * world transforms. The function may result in a larger box than strictly necessary.
  11978. *
  11979. * @param {Object3D} object - The 3D object to compute the bounding box for.
  11980. * @param {boolean} [precise=false] - If set to `true`, the method computes the smallest
  11981. * world-axis-aligned bounding box at the expense of more computation.
  11982. * @return {Box3} A reference to this bounding box.
  11983. */
  11984. setFromObject( object, precise = false ) {
  11985. this.makeEmpty();
  11986. return this.expandByObject( object, precise );
  11987. }
  11988. /**
  11989. * Returns a new box with copied values from this instance.
  11990. *
  11991. * @return {Box3} A clone of this instance.
  11992. */
  11993. clone() {
  11994. return new this.constructor().copy( this );
  11995. }
  11996. /**
  11997. * Copies the values of the given box to this instance.
  11998. *
  11999. * @param {Box3} box - The box to copy.
  12000. * @return {Box3} A reference to this bounding box.
  12001. */
  12002. copy( box ) {
  12003. this.min.copy( box.min );
  12004. this.max.copy( box.max );
  12005. return this;
  12006. }
  12007. /**
  12008. * Makes this box empty which means in encloses a zero space in 3D.
  12009. *
  12010. * @return {Box3} A reference to this bounding box.
  12011. */
  12012. makeEmpty() {
  12013. this.min.x = this.min.y = this.min.z = + Infinity;
  12014. this.max.x = this.max.y = this.max.z = - Infinity;
  12015. return this;
  12016. }
  12017. /**
  12018. * Returns true if this box includes zero points within its bounds.
  12019. * Note that a box with equal lower and upper bounds still includes one
  12020. * point, the one both bounds share.
  12021. *
  12022. * @return {boolean} Whether this box is empty or not.
  12023. */
  12024. isEmpty() {
  12025. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  12026. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  12027. }
  12028. /**
  12029. * Returns the center point of this box.
  12030. *
  12031. * @param {Vector3} target - The target vector that is used to store the method's result.
  12032. * @return {Vector3} The center point.
  12033. */
  12034. getCenter( target ) {
  12035. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  12036. }
  12037. /**
  12038. * Returns the dimensions of this box.
  12039. *
  12040. * @param {Vector3} target - The target vector that is used to store the method's result.
  12041. * @return {Vector3} The size.
  12042. */
  12043. getSize( target ) {
  12044. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  12045. }
  12046. /**
  12047. * Expands the boundaries of this box to include the given point.
  12048. *
  12049. * @param {Vector3} point - The point that should be included by the bounding box.
  12050. * @return {Box3} A reference to this bounding box.
  12051. */
  12052. expandByPoint( point ) {
  12053. this.min.min( point );
  12054. this.max.max( point );
  12055. return this;
  12056. }
  12057. /**
  12058. * Expands this box equilaterally by the given vector. The width of this
  12059. * box will be expanded by the x component of the vector in both
  12060. * directions. The height of this box will be expanded by the y component of
  12061. * the vector in both directions. The depth of this box will be
  12062. * expanded by the z component of the vector in both directions.
  12063. *
  12064. * @param {Vector3} vector - The vector that should expand the bounding box.
  12065. * @return {Box3} A reference to this bounding box.
  12066. */
  12067. expandByVector( vector ) {
  12068. this.min.sub( vector );
  12069. this.max.add( vector );
  12070. return this;
  12071. }
  12072. /**
  12073. * Expands each dimension of the box by the given scalar. If negative, the
  12074. * dimensions of the box will be contracted.
  12075. *
  12076. * @param {number} scalar - The scalar value that should expand the bounding box.
  12077. * @return {Box3} A reference to this bounding box.
  12078. */
  12079. expandByScalar( scalar ) {
  12080. this.min.addScalar( - scalar );
  12081. this.max.addScalar( scalar );
  12082. return this;
  12083. }
  12084. /**
  12085. * Expands the boundaries of this box to include the given 3D object and
  12086. * its children, accounting for the object's, and children's, world
  12087. * transforms. The function may result in a larger box than strictly
  12088. * necessary (unless the precise parameter is set to true).
  12089. *
  12090. * @param {Object3D} object - The 3D object that should expand the bounding box.
  12091. * @param {boolean} precise - If set to `true`, the method expands the bounding box
  12092. * as little as necessary at the expense of more computation.
  12093. * @return {Box3} A reference to this bounding box.
  12094. */
  12095. expandByObject( object, precise = false ) {
  12096. // Computes the world-axis-aligned bounding box of an object (including its children),
  12097. // accounting for both the object's, and children's, world transforms
  12098. object.updateWorldMatrix( false, false );
  12099. const geometry = object.geometry;
  12100. if ( geometry !== undefined ) {
  12101. const positionAttribute = geometry.getAttribute( 'position' );
  12102. // precise AABB computation based on vertex data requires at least a position attribute.
  12103. // instancing isn't supported so far and uses the normal (conservative) code path.
  12104. if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {
  12105. for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {
  12106. if ( object.isMesh === true ) {
  12107. object.getVertexPosition( i, _vector$b );
  12108. } else {
  12109. _vector$b.fromBufferAttribute( positionAttribute, i );
  12110. }
  12111. _vector$b.applyMatrix4( object.matrixWorld );
  12112. this.expandByPoint( _vector$b );
  12113. }
  12114. } else {
  12115. if ( object.boundingBox !== undefined ) {
  12116. // object-level bounding box
  12117. if ( object.boundingBox === null ) {
  12118. object.computeBoundingBox();
  12119. }
  12120. _box$4.copy( object.boundingBox );
  12121. } else {
  12122. // geometry-level bounding box
  12123. if ( geometry.boundingBox === null ) {
  12124. geometry.computeBoundingBox();
  12125. }
  12126. _box$4.copy( geometry.boundingBox );
  12127. }
  12128. _box$4.applyMatrix4( object.matrixWorld );
  12129. this.union( _box$4 );
  12130. }
  12131. }
  12132. const children = object.children;
  12133. for ( let i = 0, l = children.length; i < l; i ++ ) {
  12134. this.expandByObject( children[ i ], precise );
  12135. }
  12136. return this;
  12137. }
  12138. /**
  12139. * Returns `true` if the given point lies within or on the boundaries of this box.
  12140. *
  12141. * @param {Vector3} point - The point to test.
  12142. * @return {boolean} Whether the bounding box contains the given point or not.
  12143. */
  12144. containsPoint( point ) {
  12145. return point.x >= this.min.x && point.x <= this.max.x &&
  12146. point.y >= this.min.y && point.y <= this.max.y &&
  12147. point.z >= this.min.z && point.z <= this.max.z;
  12148. }
  12149. /**
  12150. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  12151. * If this box and the given one are identical, this function also returns `true`.
  12152. *
  12153. * @param {Box3} box - The bounding box to test.
  12154. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  12155. */
  12156. containsBox( box ) {
  12157. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  12158. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  12159. this.min.z <= box.min.z && box.max.z <= this.max.z;
  12160. }
  12161. /**
  12162. * Returns a point as a proportion of this box's width, height and depth.
  12163. *
  12164. * @param {Vector3} point - A point in 3D space.
  12165. * @param {Vector3} target - The target vector that is used to store the method's result.
  12166. * @return {Vector3} A point as a proportion of this box's width, height and depth.
  12167. */
  12168. getParameter( point, target ) {
  12169. // This can potentially have a divide by zero if the box
  12170. // has a size dimension of 0.
  12171. return target.set(
  12172. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  12173. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  12174. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  12175. );
  12176. }
  12177. /**
  12178. * Returns `true` if the given bounding box intersects with this bounding box.
  12179. *
  12180. * @param {Box3} box - The bounding box to test.
  12181. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  12182. */
  12183. intersectsBox( box ) {
  12184. // using 6 splitting planes to rule out intersections.
  12185. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  12186. box.max.y >= this.min.y && box.min.y <= this.max.y &&
  12187. box.max.z >= this.min.z && box.min.z <= this.max.z;
  12188. }
  12189. /**
  12190. * Returns `true` if the given bounding sphere intersects with this bounding box.
  12191. *
  12192. * @param {Sphere} sphere - The bounding sphere to test.
  12193. * @return {boolean} Whether the given bounding sphere intersects with this bounding box.
  12194. */
  12195. intersectsSphere( sphere ) {
  12196. // Find the point on the AABB closest to the sphere center.
  12197. this.clampPoint( sphere.center, _vector$b );
  12198. // If that point is inside the sphere, the AABB and sphere intersect.
  12199. return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  12200. }
  12201. /**
  12202. * Returns `true` if the given plane intersects with this bounding box.
  12203. *
  12204. * @param {Plane} plane - The plane to test.
  12205. * @return {boolean} Whether the given plane intersects with this bounding box.
  12206. */
  12207. intersectsPlane( plane ) {
  12208. // We compute the minimum and maximum dot product values. If those values
  12209. // are on the same side (back or front) of the plane, then there is no intersection.
  12210. let min, max;
  12211. if ( plane.normal.x > 0 ) {
  12212. min = plane.normal.x * this.min.x;
  12213. max = plane.normal.x * this.max.x;
  12214. } else {
  12215. min = plane.normal.x * this.max.x;
  12216. max = plane.normal.x * this.min.x;
  12217. }
  12218. if ( plane.normal.y > 0 ) {
  12219. min += plane.normal.y * this.min.y;
  12220. max += plane.normal.y * this.max.y;
  12221. } else {
  12222. min += plane.normal.y * this.max.y;
  12223. max += plane.normal.y * this.min.y;
  12224. }
  12225. if ( plane.normal.z > 0 ) {
  12226. min += plane.normal.z * this.min.z;
  12227. max += plane.normal.z * this.max.z;
  12228. } else {
  12229. min += plane.normal.z * this.max.z;
  12230. max += plane.normal.z * this.min.z;
  12231. }
  12232. return ( min <= - plane.constant && max >= - plane.constant );
  12233. }
  12234. /**
  12235. * Returns `true` if the given triangle intersects with this bounding box.
  12236. *
  12237. * @param {Triangle} triangle - The triangle to test.
  12238. * @return {boolean} Whether the given triangle intersects with this bounding box.
  12239. */
  12240. intersectsTriangle( triangle ) {
  12241. if ( this.isEmpty() ) {
  12242. return false;
  12243. }
  12244. // compute box center and extents
  12245. this.getCenter( _center );
  12246. _extents.subVectors( this.max, _center );
  12247. // translate triangle to aabb origin
  12248. _v0$1.subVectors( triangle.a, _center );
  12249. _v1$4.subVectors( triangle.b, _center );
  12250. _v2$3.subVectors( triangle.c, _center );
  12251. // compute edge vectors for triangle
  12252. _f0.subVectors( _v1$4, _v0$1 );
  12253. _f1.subVectors( _v2$3, _v1$4 );
  12254. _f2.subVectors( _v0$1, _v2$3 );
  12255. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  12256. // 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
  12257. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  12258. let axes = [
  12259. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  12260. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  12261. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  12262. ];
  12263. if ( ! satForAxes( axes, _v0$1, _v1$4, _v2$3, _extents ) ) {
  12264. return false;
  12265. }
  12266. // test 3 face normals from the aabb
  12267. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  12268. if ( ! satForAxes( axes, _v0$1, _v1$4, _v2$3, _extents ) ) {
  12269. return false;
  12270. }
  12271. // finally testing the face normal of the triangle
  12272. // use already existing triangle edge vectors here
  12273. _triangleNormal.crossVectors( _f0, _f1 );
  12274. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  12275. return satForAxes( axes, _v0$1, _v1$4, _v2$3, _extents );
  12276. }
  12277. /**
  12278. * Clamps the given point within the bounds of this box.
  12279. *
  12280. * @param {Vector3} point - The point to clamp.
  12281. * @param {Vector3} target - The target vector that is used to store the method's result.
  12282. * @return {Vector3} The clamped point.
  12283. */
  12284. clampPoint( point, target ) {
  12285. return target.copy( point ).clamp( this.min, this.max );
  12286. }
  12287. /**
  12288. * Returns the euclidean distance from any edge of this box to the specified point. If
  12289. * the given point lies inside of this box, the distance will be `0`.
  12290. *
  12291. * @param {Vector3} point - The point to compute the distance to.
  12292. * @return {number} The euclidean distance.
  12293. */
  12294. distanceToPoint( point ) {
  12295. return this.clampPoint( point, _vector$b ).distanceTo( point );
  12296. }
  12297. /**
  12298. * Returns a bounding sphere that encloses this bounding box.
  12299. *
  12300. * @param {Sphere} target - The target sphere that is used to store the method's result.
  12301. * @return {Sphere} The bounding sphere that encloses this bounding box.
  12302. */
  12303. getBoundingSphere( target ) {
  12304. if ( this.isEmpty() ) {
  12305. target.makeEmpty();
  12306. } else {
  12307. this.getCenter( target.center );
  12308. target.radius = this.getSize( _vector$b ).length() * 0.5;
  12309. }
  12310. return target;
  12311. }
  12312. /**
  12313. * Computes the intersection of this bounding box and the given one, setting the upper
  12314. * bound of this box to the lesser of the two boxes' upper bounds and the
  12315. * lower bound of this box to the greater of the two boxes' lower bounds. If
  12316. * there's no overlap, makes this box empty.
  12317. *
  12318. * @param {Box3} box - The bounding box to intersect with.
  12319. * @return {Box3} A reference to this bounding box.
  12320. */
  12321. intersect( box ) {
  12322. this.min.max( box.min );
  12323. this.max.min( box.max );
  12324. // 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.
  12325. if ( this.isEmpty() ) this.makeEmpty();
  12326. return this;
  12327. }
  12328. /**
  12329. * Computes the union of this box and another and the given one, setting the upper
  12330. * bound of this box to the greater of the two boxes' upper bounds and the
  12331. * lower bound of this box to the lesser of the two boxes' lower bounds.
  12332. *
  12333. * @param {Box3} box - The bounding box that will be unioned with this instance.
  12334. * @return {Box3} A reference to this bounding box.
  12335. */
  12336. union( box ) {
  12337. this.min.min( box.min );
  12338. this.max.max( box.max );
  12339. return this;
  12340. }
  12341. /**
  12342. * Transforms this bounding box by the given 4x4 transformation matrix.
  12343. *
  12344. * @param {Matrix4} matrix - The transformation matrix.
  12345. * @return {Box3} A reference to this bounding box.
  12346. */
  12347. applyMatrix4( matrix ) {
  12348. // transform of empty box is an empty box.
  12349. if ( this.isEmpty() ) return this;
  12350. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  12351. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  12352. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  12353. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  12354. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  12355. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  12356. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  12357. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  12358. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  12359. this.setFromPoints( _points );
  12360. return this;
  12361. }
  12362. /**
  12363. * Adds the given offset to both the upper and lower bounds of this bounding box,
  12364. * effectively moving it in 3D space.
  12365. *
  12366. * @param {Vector3} offset - The offset that should be used to translate the bounding box.
  12367. * @return {Box3} A reference to this bounding box.
  12368. */
  12369. translate( offset ) {
  12370. this.min.add( offset );
  12371. this.max.add( offset );
  12372. return this;
  12373. }
  12374. /**
  12375. * Returns `true` if this bounding box is equal with the given one.
  12376. *
  12377. * @param {Box3} box - The box to test for equality.
  12378. * @return {boolean} Whether this bounding box is equal with the given one.
  12379. */
  12380. equals( box ) {
  12381. return box.min.equals( this.min ) && box.max.equals( this.max );
  12382. }
  12383. /**
  12384. * Returns a serialized structure of the bounding box.
  12385. *
  12386. * @return {Object} Serialized structure with fields representing the object state.
  12387. */
  12388. toJSON() {
  12389. return {
  12390. min: this.min.toArray(),
  12391. max: this.max.toArray()
  12392. };
  12393. }
  12394. /**
  12395. * Returns a serialized structure of the bounding box.
  12396. *
  12397. * @param {Object} json - The serialized json to set the box from.
  12398. * @return {Box3} A reference to this bounding box.
  12399. */
  12400. fromJSON( json ) {
  12401. this.min.fromArray( json.min );
  12402. this.max.fromArray( json.max );
  12403. return this;
  12404. }
  12405. }
  12406. const _points = [
  12407. /*@__PURE__*/ new Vector3(),
  12408. /*@__PURE__*/ new Vector3(),
  12409. /*@__PURE__*/ new Vector3(),
  12410. /*@__PURE__*/ new Vector3(),
  12411. /*@__PURE__*/ new Vector3(),
  12412. /*@__PURE__*/ new Vector3(),
  12413. /*@__PURE__*/ new Vector3(),
  12414. /*@__PURE__*/ new Vector3()
  12415. ];
  12416. const _vector$b = /*@__PURE__*/ new Vector3();
  12417. const _box$4 = /*@__PURE__*/ new Box3();
  12418. // triangle centered vertices
  12419. const _v0$1 = /*@__PURE__*/ new Vector3();
  12420. const _v1$4 = /*@__PURE__*/ new Vector3();
  12421. const _v2$3 = /*@__PURE__*/ new Vector3();
  12422. // triangle edge vectors
  12423. const _f0 = /*@__PURE__*/ new Vector3();
  12424. const _f1 = /*@__PURE__*/ new Vector3();
  12425. const _f2 = /*@__PURE__*/ new Vector3();
  12426. const _center = /*@__PURE__*/ new Vector3();
  12427. const _extents = /*@__PURE__*/ new Vector3();
  12428. const _triangleNormal = /*@__PURE__*/ new Vector3();
  12429. const _testAxis = /*@__PURE__*/ new Vector3();
  12430. function satForAxes( axes, v0, v1, v2, extents ) {
  12431. for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  12432. _testAxis.fromArray( axes, i );
  12433. // project the aabb onto the separating axis
  12434. const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  12435. // project all 3 vertices of the triangle onto the separating axis
  12436. const p0 = v0.dot( _testAxis );
  12437. const p1 = v1.dot( _testAxis );
  12438. const p2 = v2.dot( _testAxis );
  12439. // actual test, basically see if either of the most extreme of the triangle points intersects r
  12440. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  12441. // points of the projected triangle are outside the projected half-length of the aabb
  12442. // the axis is separating and we can exit
  12443. return false;
  12444. }
  12445. }
  12446. return true;
  12447. }
  12448. // Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
  12449. const _tables = /*@__PURE__*/ _generateTables();
  12450. function _generateTables() {
  12451. // float32 to float16 helpers
  12452. const buffer = new ArrayBuffer( 4 );
  12453. const floatView = new Float32Array( buffer );
  12454. const uint32View = new Uint32Array( buffer );
  12455. const baseTable = new Uint32Array( 512 );
  12456. const shiftTable = new Uint32Array( 512 );
  12457. for ( let i = 0; i < 256; ++ i ) {
  12458. const e = i - 127;
  12459. // very small number (0, -0)
  12460. if ( e < -27 ) {
  12461. baseTable[ i ] = 0x0000;
  12462. baseTable[ i | 0x100 ] = 0x8000;
  12463. shiftTable[ i ] = 24;
  12464. shiftTable[ i | 0x100 ] = 24;
  12465. // small number (denorm)
  12466. } else if ( e < -14 ) {
  12467. baseTable[ i ] = 0x0400 >> ( - e - 14 );
  12468. baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;
  12469. shiftTable[ i ] = - e - 1;
  12470. shiftTable[ i | 0x100 ] = - e - 1;
  12471. // normal number
  12472. } else if ( e <= 15 ) {
  12473. baseTable[ i ] = ( e + 15 ) << 10;
  12474. baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;
  12475. shiftTable[ i ] = 13;
  12476. shiftTable[ i | 0x100 ] = 13;
  12477. // large number (Infinity, -Infinity)
  12478. } else if ( e < 128 ) {
  12479. baseTable[ i ] = 0x7c00;
  12480. baseTable[ i | 0x100 ] = 0xfc00;
  12481. shiftTable[ i ] = 24;
  12482. shiftTable[ i | 0x100 ] = 24;
  12483. // stay (NaN, Infinity, -Infinity)
  12484. } else {
  12485. baseTable[ i ] = 0x7c00;
  12486. baseTable[ i | 0x100 ] = 0xfc00;
  12487. shiftTable[ i ] = 13;
  12488. shiftTable[ i | 0x100 ] = 13;
  12489. }
  12490. }
  12491. // float16 to float32 helpers
  12492. const mantissaTable = new Uint32Array( 2048 );
  12493. const exponentTable = new Uint32Array( 64 );
  12494. const offsetTable = new Uint32Array( 64 );
  12495. for ( let i = 1; i < 1024; ++ i ) {
  12496. let m = i << 13; // zero pad mantissa bits
  12497. let e = 0; // zero exponent
  12498. // normalized
  12499. while ( ( m & 0x00800000 ) === 0 ) {
  12500. m <<= 1;
  12501. e -= 0x00800000; // decrement exponent
  12502. }
  12503. m &= -8388609; // clear leading 1 bit
  12504. e += 0x38800000; // adjust bias
  12505. mantissaTable[ i ] = m | e;
  12506. }
  12507. for ( let i = 1024; i < 2048; ++ i ) {
  12508. mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );
  12509. }
  12510. for ( let i = 1; i < 31; ++ i ) {
  12511. exponentTable[ i ] = i << 23;
  12512. }
  12513. exponentTable[ 31 ] = 0x47800000;
  12514. exponentTable[ 32 ] = 0x80000000;
  12515. for ( let i = 33; i < 63; ++ i ) {
  12516. exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );
  12517. }
  12518. exponentTable[ 63 ] = 0xc7800000;
  12519. for ( let i = 1; i < 64; ++ i ) {
  12520. if ( i !== 32 ) {
  12521. offsetTable[ i ] = 1024;
  12522. }
  12523. }
  12524. return {
  12525. floatView: floatView,
  12526. uint32View: uint32View,
  12527. baseTable: baseTable,
  12528. shiftTable: shiftTable,
  12529. mantissaTable: mantissaTable,
  12530. exponentTable: exponentTable,
  12531. offsetTable: offsetTable
  12532. };
  12533. }
  12534. /**
  12535. * Returns a half precision floating point value (FP16) from the given single
  12536. * precision floating point value (FP32).
  12537. *
  12538. * @param {number} val - A single precision floating point value.
  12539. * @return {number} The FP16 value.
  12540. */
  12541. function toHalfFloat( val ) {
  12542. if ( Math.abs( val ) > 65504 ) warn( 'DataUtils.toHalfFloat(): Value out of range.' );
  12543. val = clamp( val, -65504, 65504 );
  12544. _tables.floatView[ 0 ] = val;
  12545. const f = _tables.uint32View[ 0 ];
  12546. const e = ( f >> 23 ) & 0x1ff;
  12547. return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );
  12548. }
  12549. /**
  12550. * Returns a single precision floating point value (FP32) from the given half
  12551. * precision floating point value (FP16).
  12552. *
  12553. * @param {number} val - A half precision floating point value.
  12554. * @return {number} The FP32 value.
  12555. */
  12556. function fromHalfFloat( val ) {
  12557. const m = val >> 10;
  12558. _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];
  12559. return _tables.floatView[ 0 ];
  12560. }
  12561. /**
  12562. * A class containing utility functions for data.
  12563. *
  12564. * @hideconstructor
  12565. */
  12566. class DataUtils {
  12567. /**
  12568. * Returns a half precision floating point value (FP16) from the given single
  12569. * precision floating point value (FP32).
  12570. *
  12571. * @param {number} val - A single precision floating point value.
  12572. * @return {number} The FP16 value.
  12573. */
  12574. static toHalfFloat( val ) {
  12575. return toHalfFloat( val );
  12576. }
  12577. /**
  12578. * Returns a single precision floating point value (FP32) from the given half
  12579. * precision floating point value (FP16).
  12580. *
  12581. * @param {number} val - A half precision floating point value.
  12582. * @return {number} The FP32 value.
  12583. */
  12584. static fromHalfFloat( val ) {
  12585. return fromHalfFloat( val );
  12586. }
  12587. }
  12588. const _vector$a = /*@__PURE__*/ new Vector3();
  12589. const _vector2$1 = /*@__PURE__*/ new Vector2();
  12590. let _id$2 = 0;
  12591. /**
  12592. * This class stores data for an attribute (such as vertex positions, face
  12593. * indices, normals, colors, UVs, and any custom attributes ) associated with
  12594. * a geometry, which allows for more efficient passing of data to the GPU.
  12595. *
  12596. * When working with vector-like data, the `fromBufferAttribute( attribute, index )`
  12597. * helper methods on vector and color class might be helpful. E.g. {@link Vector3#fromBufferAttribute}.
  12598. */
  12599. class BufferAttribute {
  12600. /**
  12601. * Constructs a new buffer attribute.
  12602. *
  12603. * @param {TypedArray} array - The array holding the attribute data.
  12604. * @param {number} itemSize - The item size.
  12605. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  12606. */
  12607. constructor( array, itemSize, normalized = false ) {
  12608. if ( Array.isArray( array ) ) {
  12609. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  12610. }
  12611. /**
  12612. * This flag can be used for type testing.
  12613. *
  12614. * @type {boolean}
  12615. * @readonly
  12616. * @default true
  12617. */
  12618. this.isBufferAttribute = true;
  12619. /**
  12620. * The ID of the buffer attribute.
  12621. *
  12622. * @name BufferAttribute#id
  12623. * @type {number}
  12624. * @readonly
  12625. */
  12626. Object.defineProperty( this, 'id', { value: _id$2 ++ } );
  12627. /**
  12628. * The name of the buffer attribute.
  12629. *
  12630. * @type {string}
  12631. */
  12632. this.name = '';
  12633. /**
  12634. * The array holding the attribute data. It should have `itemSize * numVertices`
  12635. * elements, where `numVertices` is the number of vertices in the associated geometry.
  12636. *
  12637. * @type {TypedArray}
  12638. */
  12639. this.array = array;
  12640. /**
  12641. * The number of values of the array that should be associated with a particular vertex.
  12642. * For instance, if this attribute is storing a 3-component vector (such as a position,
  12643. * normal, or color), then the value should be `3`.
  12644. *
  12645. * @type {number}
  12646. */
  12647. this.itemSize = itemSize;
  12648. /**
  12649. * Represents the number of items this buffer attribute stores. It is internally computed
  12650. * by dividing the `array` length by the `itemSize`.
  12651. *
  12652. * @type {number}
  12653. * @readonly
  12654. */
  12655. this.count = array !== undefined ? array.length / itemSize : 0;
  12656. /**
  12657. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  12658. * the values in the GLSL code. For instance, if `array` is an instance of `UInt16Array`,
  12659. * and `normalized` is `true`, the values `0 - +65535` in the array data will be mapped to
  12660. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  12661. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  12662. *
  12663. * @type {boolean}
  12664. */
  12665. this.normalized = normalized;
  12666. /**
  12667. * Defines the intended usage pattern of the data store for optimization purposes.
  12668. *
  12669. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  12670. * instantiate a new one and set the desired usage before the next render.
  12671. *
  12672. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  12673. * @default StaticDrawUsage
  12674. */
  12675. this.usage = StaticDrawUsage;
  12676. /**
  12677. * This can be used to only update some components of stored vectors (for example, just the
  12678. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  12679. *
  12680. * @type {Array<Object>}
  12681. */
  12682. this.updateRanges = [];
  12683. /**
  12684. * Configures the bound GPU type for use in shaders.
  12685. *
  12686. * Note: this only has an effect for integer arrays and is not configurable for float arrays.
  12687. * For lower precision float types, use `Float16BufferAttribute`.
  12688. *
  12689. * @type {(FloatType|IntType)}
  12690. * @default FloatType
  12691. */
  12692. this.gpuType = FloatType;
  12693. /**
  12694. * A version number, incremented every time the `needsUpdate` is set to `true`.
  12695. *
  12696. * @type {number}
  12697. */
  12698. this.version = 0;
  12699. }
  12700. /**
  12701. * A callback function that is executed after the renderer has transferred the attribute
  12702. * array data to the GPU.
  12703. */
  12704. onUploadCallback() {}
  12705. /**
  12706. * Flag to indicate that this attribute has changed and should be re-sent to
  12707. * the GPU. Set this to `true` when you modify the value of the array.
  12708. *
  12709. * @type {number}
  12710. * @default false
  12711. * @param {boolean} value
  12712. */
  12713. set needsUpdate( value ) {
  12714. if ( value === true ) this.version ++;
  12715. }
  12716. /**
  12717. * Sets the usage of this buffer attribute.
  12718. *
  12719. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  12720. * @return {BufferAttribute} A reference to this buffer attribute.
  12721. */
  12722. setUsage( value ) {
  12723. this.usage = value;
  12724. return this;
  12725. }
  12726. /**
  12727. * Adds a range of data in the data array to be updated on the GPU.
  12728. *
  12729. * @param {number} start - Position at which to start update.
  12730. * @param {number} count - The number of components to update.
  12731. */
  12732. addUpdateRange( start, count ) {
  12733. this.updateRanges.push( { start, count } );
  12734. }
  12735. /**
  12736. * Clears the update ranges.
  12737. */
  12738. clearUpdateRanges() {
  12739. this.updateRanges.length = 0;
  12740. }
  12741. /**
  12742. * Copies the values of the given buffer attribute to this instance.
  12743. *
  12744. * @param {BufferAttribute} source - The buffer attribute to copy.
  12745. * @return {BufferAttribute} A reference to this instance.
  12746. */
  12747. copy( source ) {
  12748. this.name = source.name;
  12749. this.array = new source.array.constructor( source.array );
  12750. this.itemSize = source.itemSize;
  12751. this.count = source.count;
  12752. this.normalized = source.normalized;
  12753. this.usage = source.usage;
  12754. this.gpuType = source.gpuType;
  12755. return this;
  12756. }
  12757. /**
  12758. * Copies a vector from the given buffer attribute to this one. The start
  12759. * and destination position in the attribute buffers are represented by the
  12760. * given indices.
  12761. *
  12762. * @param {number} index1 - The destination index into this buffer attribute.
  12763. * @param {BufferAttribute} attribute - The buffer attribute to copy from.
  12764. * @param {number} index2 - The source index into the given buffer attribute.
  12765. * @return {BufferAttribute} A reference to this instance.
  12766. */
  12767. copyAt( index1, attribute, index2 ) {
  12768. index1 *= this.itemSize;
  12769. index2 *= attribute.itemSize;
  12770. for ( let i = 0, l = this.itemSize; i < l; i ++ ) {
  12771. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  12772. }
  12773. return this;
  12774. }
  12775. /**
  12776. * Copies the given array data into this buffer attribute.
  12777. *
  12778. * @param {(TypedArray|Array)} array - The array to copy.
  12779. * @return {BufferAttribute} A reference to this instance.
  12780. */
  12781. copyArray( array ) {
  12782. this.array.set( array );
  12783. return this;
  12784. }
  12785. /**
  12786. * Applies the given 3x3 matrix to the given attribute. Works with
  12787. * item size `2` and `3`.
  12788. *
  12789. * @param {Matrix3} m - The matrix to apply.
  12790. * @return {BufferAttribute} A reference to this instance.
  12791. */
  12792. applyMatrix3( m ) {
  12793. if ( this.itemSize === 2 ) {
  12794. for ( let i = 0, l = this.count; i < l; i ++ ) {
  12795. _vector2$1.fromBufferAttribute( this, i );
  12796. _vector2$1.applyMatrix3( m );
  12797. this.setXY( i, _vector2$1.x, _vector2$1.y );
  12798. }
  12799. } else if ( this.itemSize === 3 ) {
  12800. for ( let i = 0, l = this.count; i < l; i ++ ) {
  12801. _vector$a.fromBufferAttribute( this, i );
  12802. _vector$a.applyMatrix3( m );
  12803. this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z );
  12804. }
  12805. }
  12806. return this;
  12807. }
  12808. /**
  12809. * Applies the given 4x4 matrix to the given attribute. Only works with
  12810. * item size `3`.
  12811. *
  12812. * @param {Matrix4} m - The matrix to apply.
  12813. * @return {BufferAttribute} A reference to this instance.
  12814. */
  12815. applyMatrix4( m ) {
  12816. for ( let i = 0, l = this.count; i < l; i ++ ) {
  12817. _vector$a.fromBufferAttribute( this, i );
  12818. _vector$a.applyMatrix4( m );
  12819. this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z );
  12820. }
  12821. return this;
  12822. }
  12823. /**
  12824. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  12825. * item size `3`.
  12826. *
  12827. * @param {Matrix3} m - The normal matrix to apply.
  12828. * @return {BufferAttribute} A reference to this instance.
  12829. */
  12830. applyNormalMatrix( m ) {
  12831. for ( let i = 0, l = this.count; i < l; i ++ ) {
  12832. _vector$a.fromBufferAttribute( this, i );
  12833. _vector$a.applyNormalMatrix( m );
  12834. this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z );
  12835. }
  12836. return this;
  12837. }
  12838. /**
  12839. * Applies the given 4x4 matrix to the given attribute. Only works with
  12840. * item size `3` and with direction vectors.
  12841. *
  12842. * @param {Matrix4} m - The matrix to apply.
  12843. * @return {BufferAttribute} A reference to this instance.
  12844. */
  12845. transformDirection( m ) {
  12846. for ( let i = 0, l = this.count; i < l; i ++ ) {
  12847. _vector$a.fromBufferAttribute( this, i );
  12848. _vector$a.transformDirection( m );
  12849. this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z );
  12850. }
  12851. return this;
  12852. }
  12853. /**
  12854. * Sets the given array data in the buffer attribute.
  12855. *
  12856. * @param {(TypedArray|Array)} value - The array data to set.
  12857. * @param {number} [offset=0] - The offset in this buffer attribute's array.
  12858. * @return {BufferAttribute} A reference to this instance.
  12859. */
  12860. set( value, offset = 0 ) {
  12861. // Matching BufferAttribute constructor, do not normalize the array.
  12862. this.array.set( value, offset );
  12863. return this;
  12864. }
  12865. /**
  12866. * Returns the given component of the vector at the given index.
  12867. *
  12868. * @param {number} index - The index into the buffer attribute.
  12869. * @param {number} component - The component index.
  12870. * @return {number} The returned value.
  12871. */
  12872. getComponent( index, component ) {
  12873. let value = this.array[ index * this.itemSize + component ];
  12874. if ( this.normalized ) value = denormalize( value, this.array );
  12875. return value;
  12876. }
  12877. /**
  12878. * Sets the given value to the given component of the vector at the given index.
  12879. *
  12880. * @param {number} index - The index into the buffer attribute.
  12881. * @param {number} component - The component index.
  12882. * @param {number} value - The value to set.
  12883. * @return {BufferAttribute} A reference to this instance.
  12884. */
  12885. setComponent( index, component, value ) {
  12886. if ( this.normalized ) value = normalize( value, this.array );
  12887. this.array[ index * this.itemSize + component ] = value;
  12888. return this;
  12889. }
  12890. /**
  12891. * Returns the x component of the vector at the given index.
  12892. *
  12893. * @param {number} index - The index into the buffer attribute.
  12894. * @return {number} The x component.
  12895. */
  12896. getX( index ) {
  12897. let x = this.array[ index * this.itemSize ];
  12898. if ( this.normalized ) x = denormalize( x, this.array );
  12899. return x;
  12900. }
  12901. /**
  12902. * Sets the x component of the vector at the given index.
  12903. *
  12904. * @param {number} index - The index into the buffer attribute.
  12905. * @param {number} x - The value to set.
  12906. * @return {BufferAttribute} A reference to this instance.
  12907. */
  12908. setX( index, x ) {
  12909. if ( this.normalized ) x = normalize( x, this.array );
  12910. this.array[ index * this.itemSize ] = x;
  12911. return this;
  12912. }
  12913. /**
  12914. * Returns the y component of the vector at the given index.
  12915. *
  12916. * @param {number} index - The index into the buffer attribute.
  12917. * @return {number} The y component.
  12918. */
  12919. getY( index ) {
  12920. let y = this.array[ index * this.itemSize + 1 ];
  12921. if ( this.normalized ) y = denormalize( y, this.array );
  12922. return y;
  12923. }
  12924. /**
  12925. * Sets the y component of the vector at the given index.
  12926. *
  12927. * @param {number} index - The index into the buffer attribute.
  12928. * @param {number} y - The value to set.
  12929. * @return {BufferAttribute} A reference to this instance.
  12930. */
  12931. setY( index, y ) {
  12932. if ( this.normalized ) y = normalize( y, this.array );
  12933. this.array[ index * this.itemSize + 1 ] = y;
  12934. return this;
  12935. }
  12936. /**
  12937. * Returns the z component of the vector at the given index.
  12938. *
  12939. * @param {number} index - The index into the buffer attribute.
  12940. * @return {number} The z component.
  12941. */
  12942. getZ( index ) {
  12943. let z = this.array[ index * this.itemSize + 2 ];
  12944. if ( this.normalized ) z = denormalize( z, this.array );
  12945. return z;
  12946. }
  12947. /**
  12948. * Sets the z component of the vector at the given index.
  12949. *
  12950. * @param {number} index - The index into the buffer attribute.
  12951. * @param {number} z - The value to set.
  12952. * @return {BufferAttribute} A reference to this instance.
  12953. */
  12954. setZ( index, z ) {
  12955. if ( this.normalized ) z = normalize( z, this.array );
  12956. this.array[ index * this.itemSize + 2 ] = z;
  12957. return this;
  12958. }
  12959. /**
  12960. * Returns the w component of the vector at the given index.
  12961. *
  12962. * @param {number} index - The index into the buffer attribute.
  12963. * @return {number} The w component.
  12964. */
  12965. getW( index ) {
  12966. let w = this.array[ index * this.itemSize + 3 ];
  12967. if ( this.normalized ) w = denormalize( w, this.array );
  12968. return w;
  12969. }
  12970. /**
  12971. * Sets the w component of the vector at the given index.
  12972. *
  12973. * @param {number} index - The index into the buffer attribute.
  12974. * @param {number} w - The value to set.
  12975. * @return {BufferAttribute} A reference to this instance.
  12976. */
  12977. setW( index, w ) {
  12978. if ( this.normalized ) w = normalize( w, this.array );
  12979. this.array[ index * this.itemSize + 3 ] = w;
  12980. return this;
  12981. }
  12982. /**
  12983. * Sets the x and y component of the vector at the given index.
  12984. *
  12985. * @param {number} index - The index into the buffer attribute.
  12986. * @param {number} x - The value for the x component to set.
  12987. * @param {number} y - The value for the y component to set.
  12988. * @return {BufferAttribute} A reference to this instance.
  12989. */
  12990. setXY( index, x, y ) {
  12991. index *= this.itemSize;
  12992. if ( this.normalized ) {
  12993. x = normalize( x, this.array );
  12994. y = normalize( y, this.array );
  12995. }
  12996. this.array[ index + 0 ] = x;
  12997. this.array[ index + 1 ] = y;
  12998. return this;
  12999. }
  13000. /**
  13001. * Sets the x, y and z component of the vector at the given index.
  13002. *
  13003. * @param {number} index - The index into the buffer attribute.
  13004. * @param {number} x - The value for the x component to set.
  13005. * @param {number} y - The value for the y component to set.
  13006. * @param {number} z - The value for the z component to set.
  13007. * @return {BufferAttribute} A reference to this instance.
  13008. */
  13009. setXYZ( index, x, y, z ) {
  13010. index *= this.itemSize;
  13011. if ( this.normalized ) {
  13012. x = normalize( x, this.array );
  13013. y = normalize( y, this.array );
  13014. z = normalize( z, this.array );
  13015. }
  13016. this.array[ index + 0 ] = x;
  13017. this.array[ index + 1 ] = y;
  13018. this.array[ index + 2 ] = z;
  13019. return this;
  13020. }
  13021. /**
  13022. * Sets the x, y, z and w component of the vector at the given index.
  13023. *
  13024. * @param {number} index - The index into the buffer attribute.
  13025. * @param {number} x - The value for the x component to set.
  13026. * @param {number} y - The value for the y component to set.
  13027. * @param {number} z - The value for the z component to set.
  13028. * @param {number} w - The value for the w component to set.
  13029. * @return {BufferAttribute} A reference to this instance.
  13030. */
  13031. setXYZW( index, x, y, z, w ) {
  13032. index *= this.itemSize;
  13033. if ( this.normalized ) {
  13034. x = normalize( x, this.array );
  13035. y = normalize( y, this.array );
  13036. z = normalize( z, this.array );
  13037. w = normalize( w, this.array );
  13038. }
  13039. this.array[ index + 0 ] = x;
  13040. this.array[ index + 1 ] = y;
  13041. this.array[ index + 2 ] = z;
  13042. this.array[ index + 3 ] = w;
  13043. return this;
  13044. }
  13045. /**
  13046. * Sets the given callback function that is executed after the Renderer has transferred
  13047. * the attribute array data to the GPU. Can be used to perform clean-up operations after
  13048. * the upload when attribute data are not needed anymore on the CPU side.
  13049. *
  13050. * @param {Function} callback - The `onUpload()` callback.
  13051. * @return {BufferAttribute} A reference to this instance.
  13052. */
  13053. onUpload( callback ) {
  13054. this.onUploadCallback = callback;
  13055. return this;
  13056. }
  13057. /**
  13058. * Returns a new buffer attribute with copied values from this instance.
  13059. *
  13060. * @return {BufferAttribute} A clone of this instance.
  13061. */
  13062. clone() {
  13063. return new this.constructor( this.array, this.itemSize ).copy( this );
  13064. }
  13065. /**
  13066. * Serializes the buffer attribute into JSON.
  13067. *
  13068. * @return {Object} A JSON object representing the serialized buffer attribute.
  13069. */
  13070. toJSON() {
  13071. const data = {
  13072. itemSize: this.itemSize,
  13073. type: this.array.constructor.name,
  13074. array: Array.from( this.array ),
  13075. normalized: this.normalized
  13076. };
  13077. if ( this.name !== '' ) data.name = this.name;
  13078. if ( this.usage !== StaticDrawUsage ) data.usage = this.usage;
  13079. return data;
  13080. }
  13081. }
  13082. /**
  13083. * Convenient class that can be used when creating a `Int8` buffer attribute with
  13084. * a plain `Array` instance.
  13085. *
  13086. * @augments BufferAttribute
  13087. */
  13088. class Int8BufferAttribute extends BufferAttribute {
  13089. /**
  13090. * Constructs a new buffer attribute.
  13091. *
  13092. * @param {(Array<number>|Int8Array)} array - The array holding the attribute data.
  13093. * @param {number} itemSize - The item size.
  13094. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13095. */
  13096. constructor( array, itemSize, normalized ) {
  13097. super( new Int8Array( array ), itemSize, normalized );
  13098. }
  13099. }
  13100. /**
  13101. * Convenient class that can be used when creating a `UInt8` buffer attribute with
  13102. * a plain `Array` instance.
  13103. *
  13104. * @augments BufferAttribute
  13105. */
  13106. class Uint8BufferAttribute extends BufferAttribute {
  13107. /**
  13108. * Constructs a new buffer attribute.
  13109. *
  13110. * @param {(Array<number>|Uint8Array)} array - The array holding the attribute data.
  13111. * @param {number} itemSize - The item size.
  13112. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13113. */
  13114. constructor( array, itemSize, normalized ) {
  13115. super( new Uint8Array( array ), itemSize, normalized );
  13116. }
  13117. }
  13118. /**
  13119. * Convenient class that can be used when creating a `UInt8Clamped` buffer attribute with
  13120. * a plain `Array` instance.
  13121. *
  13122. * @augments BufferAttribute
  13123. */
  13124. class Uint8ClampedBufferAttribute extends BufferAttribute {
  13125. /**
  13126. * Constructs a new buffer attribute.
  13127. *
  13128. * @param {(Array<number>|Uint8ClampedArray)} array - The array holding the attribute data.
  13129. * @param {number} itemSize - The item size.
  13130. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13131. */
  13132. constructor( array, itemSize, normalized ) {
  13133. super( new Uint8ClampedArray( array ), itemSize, normalized );
  13134. }
  13135. }
  13136. /**
  13137. * Convenient class that can be used when creating a `Int16` buffer attribute with
  13138. * a plain `Array` instance.
  13139. *
  13140. * @augments BufferAttribute
  13141. */
  13142. class Int16BufferAttribute extends BufferAttribute {
  13143. /**
  13144. * Constructs a new buffer attribute.
  13145. *
  13146. * @param {(Array<number>|Int16Array)} array - The array holding the attribute data.
  13147. * @param {number} itemSize - The item size.
  13148. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13149. */
  13150. constructor( array, itemSize, normalized ) {
  13151. super( new Int16Array( array ), itemSize, normalized );
  13152. }
  13153. }
  13154. /**
  13155. * Convenient class that can be used when creating a `UInt16` buffer attribute with
  13156. * a plain `Array` instance.
  13157. *
  13158. * @augments BufferAttribute
  13159. */
  13160. class Uint16BufferAttribute extends BufferAttribute {
  13161. /**
  13162. * Constructs a new buffer attribute.
  13163. *
  13164. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  13165. * @param {number} itemSize - The item size.
  13166. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13167. */
  13168. constructor( array, itemSize, normalized ) {
  13169. super( new Uint16Array( array ), itemSize, normalized );
  13170. }
  13171. }
  13172. /**
  13173. * Convenient class that can be used when creating a `Int32` buffer attribute with
  13174. * a plain `Array` instance.
  13175. *
  13176. * @augments BufferAttribute
  13177. */
  13178. class Int32BufferAttribute extends BufferAttribute {
  13179. /**
  13180. * Constructs a new buffer attribute.
  13181. *
  13182. * @param {(Array<number>|Int32Array)} array - The array holding the attribute data.
  13183. * @param {number} itemSize - The item size.
  13184. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13185. */
  13186. constructor( array, itemSize, normalized ) {
  13187. super( new Int32Array( array ), itemSize, normalized );
  13188. }
  13189. }
  13190. /**
  13191. * Convenient class that can be used when creating a `UInt32` buffer attribute with
  13192. * a plain `Array` instance.
  13193. *
  13194. * @augments BufferAttribute
  13195. */
  13196. class Uint32BufferAttribute extends BufferAttribute {
  13197. /**
  13198. * Constructs a new buffer attribute.
  13199. *
  13200. * @param {(Array<number>|Uint32Array)} array - The array holding the attribute data.
  13201. * @param {number} itemSize - The item size.
  13202. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13203. */
  13204. constructor( array, itemSize, normalized ) {
  13205. super( new Uint32Array( array ), itemSize, normalized );
  13206. }
  13207. }
  13208. /**
  13209. * Convenient class that can be used when creating a `Float16` buffer attribute with
  13210. * a plain `Array` instance.
  13211. *
  13212. * This class automatically converts to and from FP16 via `Uint16Array` since `Float16Array`
  13213. * browser support is still problematic.
  13214. *
  13215. * @augments BufferAttribute
  13216. */
  13217. class Float16BufferAttribute extends BufferAttribute {
  13218. /**
  13219. * Constructs a new buffer attribute.
  13220. *
  13221. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  13222. * @param {number} itemSize - The item size.
  13223. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13224. */
  13225. constructor( array, itemSize, normalized ) {
  13226. super( new Uint16Array( array ), itemSize, normalized );
  13227. this.isFloat16BufferAttribute = true;
  13228. }
  13229. getX( index ) {
  13230. let x = fromHalfFloat( this.array[ index * this.itemSize ] );
  13231. if ( this.normalized ) x = denormalize( x, this.array );
  13232. return x;
  13233. }
  13234. setX( index, x ) {
  13235. if ( this.normalized ) x = normalize( x, this.array );
  13236. this.array[ index * this.itemSize ] = toHalfFloat( x );
  13237. return this;
  13238. }
  13239. getY( index ) {
  13240. let y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );
  13241. if ( this.normalized ) y = denormalize( y, this.array );
  13242. return y;
  13243. }
  13244. setY( index, y ) {
  13245. if ( this.normalized ) y = normalize( y, this.array );
  13246. this.array[ index * this.itemSize + 1 ] = toHalfFloat( y );
  13247. return this;
  13248. }
  13249. getZ( index ) {
  13250. let z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );
  13251. if ( this.normalized ) z = denormalize( z, this.array );
  13252. return z;
  13253. }
  13254. setZ( index, z ) {
  13255. if ( this.normalized ) z = normalize( z, this.array );
  13256. this.array[ index * this.itemSize + 2 ] = toHalfFloat( z );
  13257. return this;
  13258. }
  13259. getW( index ) {
  13260. let w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );
  13261. if ( this.normalized ) w = denormalize( w, this.array );
  13262. return w;
  13263. }
  13264. setW( index, w ) {
  13265. if ( this.normalized ) w = normalize( w, this.array );
  13266. this.array[ index * this.itemSize + 3 ] = toHalfFloat( w );
  13267. return this;
  13268. }
  13269. setXY( index, x, y ) {
  13270. index *= this.itemSize;
  13271. if ( this.normalized ) {
  13272. x = normalize( x, this.array );
  13273. y = normalize( y, this.array );
  13274. }
  13275. this.array[ index + 0 ] = toHalfFloat( x );
  13276. this.array[ index + 1 ] = toHalfFloat( y );
  13277. return this;
  13278. }
  13279. setXYZ( index, x, y, z ) {
  13280. index *= this.itemSize;
  13281. if ( this.normalized ) {
  13282. x = normalize( x, this.array );
  13283. y = normalize( y, this.array );
  13284. z = normalize( z, this.array );
  13285. }
  13286. this.array[ index + 0 ] = toHalfFloat( x );
  13287. this.array[ index + 1 ] = toHalfFloat( y );
  13288. this.array[ index + 2 ] = toHalfFloat( z );
  13289. return this;
  13290. }
  13291. setXYZW( index, x, y, z, w ) {
  13292. index *= this.itemSize;
  13293. if ( this.normalized ) {
  13294. x = normalize( x, this.array );
  13295. y = normalize( y, this.array );
  13296. z = normalize( z, this.array );
  13297. w = normalize( w, this.array );
  13298. }
  13299. this.array[ index + 0 ] = toHalfFloat( x );
  13300. this.array[ index + 1 ] = toHalfFloat( y );
  13301. this.array[ index + 2 ] = toHalfFloat( z );
  13302. this.array[ index + 3 ] = toHalfFloat( w );
  13303. return this;
  13304. }
  13305. }
  13306. /**
  13307. * Convenient class that can be used when creating a `Float32` buffer attribute with
  13308. * a plain `Array` instance.
  13309. *
  13310. * @augments BufferAttribute
  13311. */
  13312. class Float32BufferAttribute extends BufferAttribute {
  13313. /**
  13314. * Constructs a new buffer attribute.
  13315. *
  13316. * @param {(Array<number>|Float32Array)} array - The array holding the attribute data.
  13317. * @param {number} itemSize - The item size.
  13318. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13319. */
  13320. constructor( array, itemSize, normalized ) {
  13321. super( new Float32Array( array ), itemSize, normalized );
  13322. }
  13323. }
  13324. const _box$3 = /*@__PURE__*/ new Box3();
  13325. const _v1$3 = /*@__PURE__*/ new Vector3();
  13326. const _v2$2 = /*@__PURE__*/ new Vector3();
  13327. /**
  13328. * An analytical 3D sphere defined by a center and radius. This class is mainly
  13329. * used as a Bounding Sphere for 3D objects.
  13330. */
  13331. class Sphere {
  13332. /**
  13333. * Constructs a new sphere.
  13334. *
  13335. * @param {Vector3} [center=(0,0,0)] - The center of the sphere
  13336. * @param {number} [radius=-1] - The radius of the sphere.
  13337. */
  13338. constructor( center = new Vector3(), radius = -1 ) {
  13339. /**
  13340. * This flag can be used for type testing.
  13341. *
  13342. * @type {boolean}
  13343. * @readonly
  13344. * @default true
  13345. */
  13346. this.isSphere = true;
  13347. /**
  13348. * The center of the sphere
  13349. *
  13350. * @type {Vector3}
  13351. */
  13352. this.center = center;
  13353. /**
  13354. * The radius of the sphere.
  13355. *
  13356. * @type {number}
  13357. */
  13358. this.radius = radius;
  13359. }
  13360. /**
  13361. * Sets the sphere's components by copying the given values.
  13362. *
  13363. * @param {Vector3} center - The center.
  13364. * @param {number} radius - The radius.
  13365. * @return {Sphere} A reference to this sphere.
  13366. */
  13367. set( center, radius ) {
  13368. this.center.copy( center );
  13369. this.radius = radius;
  13370. return this;
  13371. }
  13372. /**
  13373. * Computes the minimum bounding sphere for list of points.
  13374. * If the optional center point is given, it is used as the sphere's
  13375. * center. Otherwise, the center of the axis-aligned bounding box
  13376. * encompassing the points is calculated.
  13377. *
  13378. * @param {Array<Vector3>} points - A list of points in 3D space.
  13379. * @param {Vector3} [optionalCenter] - The center of the sphere.
  13380. * @return {Sphere} A reference to this sphere.
  13381. */
  13382. setFromPoints( points, optionalCenter ) {
  13383. const center = this.center;
  13384. if ( optionalCenter !== undefined ) {
  13385. center.copy( optionalCenter );
  13386. } else {
  13387. _box$3.setFromPoints( points ).getCenter( center );
  13388. }
  13389. let maxRadiusSq = 0;
  13390. for ( let i = 0, il = points.length; i < il; i ++ ) {
  13391. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  13392. }
  13393. this.radius = Math.sqrt( maxRadiusSq );
  13394. return this;
  13395. }
  13396. /**
  13397. * Copies the values of the given sphere to this instance.
  13398. *
  13399. * @param {Sphere} sphere - The sphere to copy.
  13400. * @return {Sphere} A reference to this sphere.
  13401. */
  13402. copy( sphere ) {
  13403. this.center.copy( sphere.center );
  13404. this.radius = sphere.radius;
  13405. return this;
  13406. }
  13407. /**
  13408. * Returns `true` if the sphere is empty (the radius set to a negative number).
  13409. *
  13410. * Spheres with a radius of `0` contain only their center point and are not
  13411. * considered to be empty.
  13412. *
  13413. * @return {boolean} Whether this sphere is empty or not.
  13414. */
  13415. isEmpty() {
  13416. return ( this.radius < 0 );
  13417. }
  13418. /**
  13419. * Makes this sphere empty which means in encloses a zero space in 3D.
  13420. *
  13421. * @return {Sphere} A reference to this sphere.
  13422. */
  13423. makeEmpty() {
  13424. this.center.set( 0, 0, 0 );
  13425. this.radius = -1;
  13426. return this;
  13427. }
  13428. /**
  13429. * Returns `true` if this sphere contains the given point inclusive of
  13430. * the surface of the sphere.
  13431. *
  13432. * @param {Vector3} point - The point to check.
  13433. * @return {boolean} Whether this sphere contains the given point or not.
  13434. */
  13435. containsPoint( point ) {
  13436. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  13437. }
  13438. /**
  13439. * Returns the closest distance from the boundary of the sphere to the
  13440. * given point. If the sphere contains the point, the distance will
  13441. * be negative.
  13442. *
  13443. * @param {Vector3} point - The point to compute the distance to.
  13444. * @return {number} The distance to the point.
  13445. */
  13446. distanceToPoint( point ) {
  13447. return ( point.distanceTo( this.center ) - this.radius );
  13448. }
  13449. /**
  13450. * Returns `true` if this sphere intersects with the given one.
  13451. *
  13452. * @param {Sphere} sphere - The sphere to test.
  13453. * @return {boolean} Whether this sphere intersects with the given one or not.
  13454. */
  13455. intersectsSphere( sphere ) {
  13456. const radiusSum = this.radius + sphere.radius;
  13457. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  13458. }
  13459. /**
  13460. * Returns `true` if this sphere intersects with the given box.
  13461. *
  13462. * @param {Box3} box - The box to test.
  13463. * @return {boolean} Whether this sphere intersects with the given box or not.
  13464. */
  13465. intersectsBox( box ) {
  13466. return box.intersectsSphere( this );
  13467. }
  13468. /**
  13469. * Returns `true` if this sphere intersects with the given plane.
  13470. *
  13471. * @param {Plane} plane - The plane to test.
  13472. * @return {boolean} Whether this sphere intersects with the given plane or not.
  13473. */
  13474. intersectsPlane( plane ) {
  13475. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  13476. }
  13477. /**
  13478. * Clamps a point within the sphere. If the point is outside the sphere, it
  13479. * will clamp it to the closest point on the edge of the sphere. Points
  13480. * already inside the sphere will not be affected.
  13481. *
  13482. * @param {Vector3} point - The plane to clamp.
  13483. * @param {Vector3} target - The target vector that is used to store the method's result.
  13484. * @return {Vector3} The clamped point.
  13485. */
  13486. clampPoint( point, target ) {
  13487. const deltaLengthSq = this.center.distanceToSquared( point );
  13488. target.copy( point );
  13489. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  13490. target.sub( this.center ).normalize();
  13491. target.multiplyScalar( this.radius ).add( this.center );
  13492. }
  13493. return target;
  13494. }
  13495. /**
  13496. * Returns a bounding box that encloses this sphere.
  13497. *
  13498. * @param {Box3} target - The target box that is used to store the method's result.
  13499. * @return {Box3} The bounding box that encloses this sphere.
  13500. */
  13501. getBoundingBox( target ) {
  13502. if ( this.isEmpty() ) {
  13503. // Empty sphere produces empty bounding box
  13504. target.makeEmpty();
  13505. return target;
  13506. }
  13507. target.set( this.center, this.center );
  13508. target.expandByScalar( this.radius );
  13509. return target;
  13510. }
  13511. /**
  13512. * Transforms this sphere with the given 4x4 transformation matrix.
  13513. *
  13514. * @param {Matrix4} matrix - The transformation matrix.
  13515. * @return {Sphere} A reference to this sphere.
  13516. */
  13517. applyMatrix4( matrix ) {
  13518. this.center.applyMatrix4( matrix );
  13519. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  13520. return this;
  13521. }
  13522. /**
  13523. * Translates the sphere's center by the given offset.
  13524. *
  13525. * @param {Vector3} offset - The offset.
  13526. * @return {Sphere} A reference to this sphere.
  13527. */
  13528. translate( offset ) {
  13529. this.center.add( offset );
  13530. return this;
  13531. }
  13532. /**
  13533. * Expands the boundaries of this sphere to include the given point.
  13534. *
  13535. * @param {Vector3} point - The point to include.
  13536. * @return {Sphere} A reference to this sphere.
  13537. */
  13538. expandByPoint( point ) {
  13539. if ( this.isEmpty() ) {
  13540. this.center.copy( point );
  13541. this.radius = 0;
  13542. return this;
  13543. }
  13544. _v1$3.subVectors( point, this.center );
  13545. const lengthSq = _v1$3.lengthSq();
  13546. if ( lengthSq > ( this.radius * this.radius ) ) {
  13547. // calculate the minimal sphere
  13548. const length = Math.sqrt( lengthSq );
  13549. const delta = ( length - this.radius ) * 0.5;
  13550. this.center.addScaledVector( _v1$3, delta / length );
  13551. this.radius += delta;
  13552. }
  13553. return this;
  13554. }
  13555. /**
  13556. * Expands this sphere to enclose both the original sphere and the given sphere.
  13557. *
  13558. * @param {Sphere} sphere - The sphere to include.
  13559. * @return {Sphere} A reference to this sphere.
  13560. */
  13561. union( sphere ) {
  13562. if ( sphere.isEmpty() ) {
  13563. return this;
  13564. }
  13565. if ( this.isEmpty() ) {
  13566. this.copy( sphere );
  13567. return this;
  13568. }
  13569. if ( this.center.equals( sphere.center ) === true ) {
  13570. this.radius = Math.max( this.radius, sphere.radius );
  13571. } else {
  13572. _v2$2.subVectors( sphere.center, this.center ).setLength( sphere.radius );
  13573. this.expandByPoint( _v1$3.copy( sphere.center ).add( _v2$2 ) );
  13574. this.expandByPoint( _v1$3.copy( sphere.center ).sub( _v2$2 ) );
  13575. }
  13576. return this;
  13577. }
  13578. /**
  13579. * Returns `true` if this sphere is equal with the given one.
  13580. *
  13581. * @param {Sphere} sphere - The sphere to test for equality.
  13582. * @return {boolean} Whether this bounding sphere is equal with the given one.
  13583. */
  13584. equals( sphere ) {
  13585. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  13586. }
  13587. /**
  13588. * Returns a new sphere with copied values from this instance.
  13589. *
  13590. * @return {Sphere} A clone of this instance.
  13591. */
  13592. clone() {
  13593. return new this.constructor().copy( this );
  13594. }
  13595. /**
  13596. * Returns a serialized structure of the bounding sphere.
  13597. *
  13598. * @return {Object} Serialized structure with fields representing the object state.
  13599. */
  13600. toJSON() {
  13601. return {
  13602. radius: this.radius,
  13603. center: this.center.toArray()
  13604. };
  13605. }
  13606. /**
  13607. * Returns a serialized structure of the bounding sphere.
  13608. *
  13609. * @param {Object} json - The serialized json to set the sphere from.
  13610. * @return {Sphere} A reference to this bounding sphere.
  13611. */
  13612. fromJSON( json ) {
  13613. this.radius = json.radius;
  13614. this.center.fromArray( json.center );
  13615. return this;
  13616. }
  13617. }
  13618. let _id$1 = 0;
  13619. const _m1 = /*@__PURE__*/ new Matrix4();
  13620. const _obj = /*@__PURE__*/ new Object3D();
  13621. const _offset = /*@__PURE__*/ new Vector3();
  13622. const _box$2 = /*@__PURE__*/ new Box3();
  13623. const _boxMorphTargets = /*@__PURE__*/ new Box3();
  13624. const _vector$9 = /*@__PURE__*/ new Vector3();
  13625. /**
  13626. * A representation of mesh, line, or point geometry. Includes vertex
  13627. * positions, face indices, normals, colors, UVs, and custom attributes
  13628. * within buffers, reducing the cost of passing all this data to the GPU.
  13629. *
  13630. * ```js
  13631. * const geometry = new THREE.BufferGeometry();
  13632. * // create a simple square shape. We duplicate the top left and bottom right
  13633. * // vertices because each vertex needs to appear once per triangle.
  13634. * const vertices = new Float32Array( [
  13635. * -1.0, -1.0, 1.0, // v0
  13636. * 1.0, -1.0, 1.0, // v1
  13637. * 1.0, 1.0, 1.0, // v2
  13638. *
  13639. * 1.0, 1.0, 1.0, // v3
  13640. * -1.0, 1.0, 1.0, // v4
  13641. * -1.0, -1.0, 1.0 // v5
  13642. * ] );
  13643. * // itemSize = 3 because there are 3 values (components) per vertex
  13644. * geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  13645. * const material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
  13646. * const mesh = new THREE.Mesh( geometry, material );
  13647. * ```
  13648. *
  13649. * @augments EventDispatcher
  13650. */
  13651. class BufferGeometry extends EventDispatcher {
  13652. /**
  13653. * Constructs a new geometry.
  13654. */
  13655. constructor() {
  13656. super();
  13657. /**
  13658. * This flag can be used for type testing.
  13659. *
  13660. * @type {boolean}
  13661. * @readonly
  13662. * @default true
  13663. */
  13664. this.isBufferGeometry = true;
  13665. /**
  13666. * The ID of the geometry.
  13667. *
  13668. * @name BufferGeometry#id
  13669. * @type {number}
  13670. * @readonly
  13671. */
  13672. Object.defineProperty( this, 'id', { value: _id$1 ++ } );
  13673. /**
  13674. * The UUID of the geometry.
  13675. *
  13676. * @type {string}
  13677. * @readonly
  13678. */
  13679. this.uuid = generateUUID();
  13680. /**
  13681. * The name of the geometry.
  13682. *
  13683. * @type {string}
  13684. */
  13685. this.name = '';
  13686. this.type = 'BufferGeometry';
  13687. /**
  13688. * Allows for vertices to be re-used across multiple triangles; this is
  13689. * called using "indexed triangles". Each triangle is associated with the
  13690. * indices of three vertices. This attribute therefore stores the index of
  13691. * each vertex for each triangular face. If this attribute is not set, the
  13692. * renderer assumes that each three contiguous positions represent a single triangle.
  13693. *
  13694. * @type {?BufferAttribute}
  13695. * @default null
  13696. */
  13697. this.index = null;
  13698. /**
  13699. * A (storage) buffer attribute which was generated with a compute shader and
  13700. * now defines indirect draw calls.
  13701. *
  13702. * Can only be used with {@link WebGPURenderer} and a WebGPU backend.
  13703. *
  13704. * @type {?BufferAttribute}
  13705. * @default null
  13706. */
  13707. this.indirect = null;
  13708. /**
  13709. * The offset, in bytes, into the indirect drawing buffer where the value data begins. If an array is provided, multiple indirect draw calls will be made for each offset.
  13710. *
  13711. * Can only be used with {@link WebGPURenderer} and a WebGPU backend.
  13712. *
  13713. * @type {number|Array<number>}
  13714. * @default 0
  13715. */
  13716. this.indirectOffset = 0;
  13717. /**
  13718. * This dictionary has as id the name of the attribute to be set and as value
  13719. * the buffer attribute to set it to. Rather than accessing this property directly,
  13720. * use `setAttribute()` and `getAttribute()` to access attributes of this geometry.
  13721. *
  13722. * @type {Object<string,(BufferAttribute|InterleavedBufferAttribute)>}
  13723. */
  13724. this.attributes = {};
  13725. /**
  13726. * This dictionary holds the morph targets of the geometry.
  13727. *
  13728. * Note: Once the geometry has been rendered, the morph attribute data cannot
  13729. * be changed. You will have to call `dispose()`, and create a new geometry instance.
  13730. *
  13731. * @type {Object}
  13732. */
  13733. this.morphAttributes = {};
  13734. /**
  13735. * Used to control the morph target behavior; when set to `true`, the morph
  13736. * target data is treated as relative offsets, rather than as absolute
  13737. * positions/normals.
  13738. *
  13739. * @type {boolean}
  13740. * @default false
  13741. */
  13742. this.morphTargetsRelative = false;
  13743. /**
  13744. * Split the geometry into groups, each of which will be rendered in a
  13745. * separate draw call. This allows an array of materials to be used with the geometry.
  13746. *
  13747. * Use `addGroup()` and `clearGroups()` to edit groups, rather than modifying this array directly.
  13748. *
  13749. * Every vertex and index must belong to exactly one group — groups must not share vertices or
  13750. * indices, and must not leave vertices or indices unused.
  13751. *
  13752. * @type {Array<Object>}
  13753. */
  13754. this.groups = [];
  13755. /**
  13756. * Bounding box for the geometry which can be calculated with `computeBoundingBox()`.
  13757. *
  13758. * @type {?Box3}
  13759. * @default null
  13760. */
  13761. this.boundingBox = null;
  13762. /**
  13763. * Bounding sphere for the geometry which can be calculated with `computeBoundingSphere()`.
  13764. *
  13765. * @type {?Sphere}
  13766. * @default null
  13767. */
  13768. this.boundingSphere = null;
  13769. /**
  13770. * Determines the part of the geometry to render. This should not be set directly,
  13771. * instead use `setDrawRange()`.
  13772. *
  13773. * @type {{start:number,count:number}}
  13774. */
  13775. this.drawRange = { start: 0, count: Infinity };
  13776. /**
  13777. * An object that can be used to store custom data about the geometry.
  13778. * It should not hold references to functions as these will not be cloned.
  13779. *
  13780. * @type {Object}
  13781. */
  13782. this.userData = {};
  13783. }
  13784. /**
  13785. * Returns the index of this geometry.
  13786. *
  13787. * @return {?BufferAttribute} The index. Returns `null` if no index is defined.
  13788. */
  13789. getIndex() {
  13790. return this.index;
  13791. }
  13792. /**
  13793. * Sets the given index to this geometry.
  13794. *
  13795. * @param {Array<number>|BufferAttribute} index - The index to set.
  13796. * @return {BufferGeometry} A reference to this instance.
  13797. */
  13798. setIndex( index ) {
  13799. if ( Array.isArray( index ) ) {
  13800. this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  13801. } else {
  13802. this.index = index;
  13803. }
  13804. return this;
  13805. }
  13806. /**
  13807. * Sets the given indirect attribute to this geometry.
  13808. *
  13809. * @param {BufferAttribute} indirect - The attribute holding indirect draw calls.
  13810. * @param {number|Array<number>} [indirectOffset=0] - The offset, in bytes, into the indirect drawing buffer where the value data begins. If an array is provided, multiple indirect draw calls will be made for each offset.
  13811. * @return {BufferGeometry} A reference to this instance.
  13812. */
  13813. setIndirect( indirect, indirectOffset = 0 ) {
  13814. this.indirect = indirect;
  13815. this.indirectOffset = indirectOffset;
  13816. return this;
  13817. }
  13818. /**
  13819. * Returns the indirect attribute of this geometry.
  13820. *
  13821. * @return {?BufferAttribute} The indirect attribute. Returns `null` if no indirect attribute is defined.
  13822. */
  13823. getIndirect() {
  13824. return this.indirect;
  13825. }
  13826. /**
  13827. * Returns the buffer attribute for the given name.
  13828. *
  13829. * @param {string} name - The attribute name.
  13830. * @return {BufferAttribute|InterleavedBufferAttribute|undefined} The buffer attribute.
  13831. * Returns `undefined` if not attribute has been found.
  13832. */
  13833. getAttribute( name ) {
  13834. return this.attributes[ name ];
  13835. }
  13836. /**
  13837. * Sets the given attribute for the given name.
  13838. *
  13839. * @param {string} name - The attribute name.
  13840. * @param {BufferAttribute|InterleavedBufferAttribute} attribute - The attribute to set.
  13841. * @return {BufferGeometry} A reference to this instance.
  13842. */
  13843. setAttribute( name, attribute ) {
  13844. this.attributes[ name ] = attribute;
  13845. return this;
  13846. }
  13847. /**
  13848. * Deletes the attribute for the given name.
  13849. *
  13850. * @param {string} name - The attribute name to delete.
  13851. * @return {BufferGeometry} A reference to this instance.
  13852. */
  13853. deleteAttribute( name ) {
  13854. delete this.attributes[ name ];
  13855. return this;
  13856. }
  13857. /**
  13858. * Returns `true` if this geometry has an attribute for the given name.
  13859. *
  13860. * @param {string} name - The attribute name.
  13861. * @return {boolean} Whether this geometry has an attribute for the given name or not.
  13862. */
  13863. hasAttribute( name ) {
  13864. return this.attributes[ name ] !== undefined;
  13865. }
  13866. /**
  13867. * Adds a group to this geometry.
  13868. *
  13869. * @param {number} start - The first element in this draw call. That is the first
  13870. * vertex for non-indexed geometry, otherwise the first triangle index.
  13871. * @param {number} count - Specifies how many vertices (or indices) are part of this group.
  13872. * @param {number} [materialIndex=0] - The material array index to use.
  13873. */
  13874. addGroup( start, count, materialIndex = 0 ) {
  13875. this.groups.push( {
  13876. start: start,
  13877. count: count,
  13878. materialIndex: materialIndex
  13879. } );
  13880. }
  13881. /**
  13882. * Clears all groups.
  13883. */
  13884. clearGroups() {
  13885. this.groups = [];
  13886. }
  13887. /**
  13888. * Sets the draw range for this geometry.
  13889. *
  13890. * @param {number} start - The first vertex for non-indexed geometry, otherwise the first triangle index.
  13891. * @param {number} count - For non-indexed BufferGeometry, `count` is the number of vertices to render.
  13892. * For indexed BufferGeometry, `count` is the number of indices to render.
  13893. */
  13894. setDrawRange( start, count ) {
  13895. this.drawRange.start = start;
  13896. this.drawRange.count = count;
  13897. }
  13898. /**
  13899. * Applies the given 4x4 transformation matrix to the geometry.
  13900. *
  13901. * @param {Matrix4} matrix - The matrix to apply.
  13902. * @return {BufferGeometry} A reference to this instance.
  13903. */
  13904. applyMatrix4( matrix ) {
  13905. const position = this.attributes.position;
  13906. if ( position !== undefined ) {
  13907. position.applyMatrix4( matrix );
  13908. position.needsUpdate = true;
  13909. }
  13910. const normal = this.attributes.normal;
  13911. if ( normal !== undefined ) {
  13912. const normalMatrix = new Matrix3().getNormalMatrix( matrix );
  13913. normal.applyNormalMatrix( normalMatrix );
  13914. normal.needsUpdate = true;
  13915. }
  13916. const tangent = this.attributes.tangent;
  13917. if ( tangent !== undefined ) {
  13918. tangent.transformDirection( matrix );
  13919. tangent.needsUpdate = true;
  13920. }
  13921. if ( this.boundingBox !== null ) {
  13922. this.computeBoundingBox();
  13923. }
  13924. if ( this.boundingSphere !== null ) {
  13925. this.computeBoundingSphere();
  13926. }
  13927. return this;
  13928. }
  13929. /**
  13930. * Applies the rotation represented by the Quaternion to the geometry.
  13931. *
  13932. * @param {Quaternion} q - The Quaternion to apply.
  13933. * @return {BufferGeometry} A reference to this instance.
  13934. */
  13935. applyQuaternion( q ) {
  13936. _m1.makeRotationFromQuaternion( q );
  13937. this.applyMatrix4( _m1 );
  13938. return this;
  13939. }
  13940. /**
  13941. * Rotates the geometry about the X axis. This is typically done as a one time
  13942. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  13943. * real-time mesh rotation.
  13944. *
  13945. * @param {number} angle - The angle in radians.
  13946. * @return {BufferGeometry} A reference to this instance.
  13947. */
  13948. rotateX( angle ) {
  13949. // rotate geometry around world x-axis
  13950. _m1.makeRotationX( angle );
  13951. this.applyMatrix4( _m1 );
  13952. return this;
  13953. }
  13954. /**
  13955. * Rotates the geometry about the Y axis. This is typically done as a one time
  13956. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  13957. * real-time mesh rotation.
  13958. *
  13959. * @param {number} angle - The angle in radians.
  13960. * @return {BufferGeometry} A reference to this instance.
  13961. */
  13962. rotateY( angle ) {
  13963. // rotate geometry around world y-axis
  13964. _m1.makeRotationY( angle );
  13965. this.applyMatrix4( _m1 );
  13966. return this;
  13967. }
  13968. /**
  13969. * Rotates the geometry about the Z axis. This is typically done as a one time
  13970. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  13971. * real-time mesh rotation.
  13972. *
  13973. * @param {number} angle - The angle in radians.
  13974. * @return {BufferGeometry} A reference to this instance.
  13975. */
  13976. rotateZ( angle ) {
  13977. // rotate geometry around world z-axis
  13978. _m1.makeRotationZ( angle );
  13979. this.applyMatrix4( _m1 );
  13980. return this;
  13981. }
  13982. /**
  13983. * Translates the geometry. This is typically done as a one time
  13984. * operation, and not during a loop. Use {@link Object3D#position} for typical
  13985. * real-time mesh rotation.
  13986. *
  13987. * @param {number} x - The x offset.
  13988. * @param {number} y - The y offset.
  13989. * @param {number} z - The z offset.
  13990. * @return {BufferGeometry} A reference to this instance.
  13991. */
  13992. translate( x, y, z ) {
  13993. // translate geometry
  13994. _m1.makeTranslation( x, y, z );
  13995. this.applyMatrix4( _m1 );
  13996. return this;
  13997. }
  13998. /**
  13999. * Scales the geometry. This is typically done as a one time
  14000. * operation, and not during a loop. Use {@link Object3D#scale} for typical
  14001. * real-time mesh rotation.
  14002. *
  14003. * @param {number} x - The x scale.
  14004. * @param {number} y - The y scale.
  14005. * @param {number} z - The z scale.
  14006. * @return {BufferGeometry} A reference to this instance.
  14007. */
  14008. scale( x, y, z ) {
  14009. // scale geometry
  14010. _m1.makeScale( x, y, z );
  14011. this.applyMatrix4( _m1 );
  14012. return this;
  14013. }
  14014. /**
  14015. * Rotates the geometry to face a point in 3D space. This is typically done as a one time
  14016. * operation, and not during a loop. Use {@link Object3D#lookAt} for typical
  14017. * real-time mesh rotation.
  14018. *
  14019. * @param {Vector3} vector - The target point.
  14020. * @return {BufferGeometry} A reference to this instance.
  14021. */
  14022. lookAt( vector ) {
  14023. _obj.lookAt( vector );
  14024. _obj.updateMatrix();
  14025. this.applyMatrix4( _obj.matrix );
  14026. return this;
  14027. }
  14028. /**
  14029. * Center the geometry based on its bounding box.
  14030. *
  14031. * @return {BufferGeometry} A reference to this instance.
  14032. */
  14033. center() {
  14034. this.computeBoundingBox();
  14035. this.boundingBox.getCenter( _offset ).negate();
  14036. this.translate( _offset.x, _offset.y, _offset.z );
  14037. return this;
  14038. }
  14039. /**
  14040. * Defines a geometry by creating a `position` attribute based on the given array of points. The array
  14041. * can hold 2D or 3D vectors. When using two-dimensional data, the `z` coordinate for all vertices is
  14042. * set to `0`.
  14043. *
  14044. * If the method is used with an existing `position` attribute, the vertex data are overwritten with the
  14045. * data from the array. The length of the array must match the vertex count.
  14046. *
  14047. * @param {Array<Vector2>|Array<Vector3>} points - The points.
  14048. * @return {BufferGeometry} A reference to this instance.
  14049. */
  14050. setFromPoints( points ) {
  14051. const positionAttribute = this.getAttribute( 'position' );
  14052. if ( positionAttribute === undefined ) {
  14053. const position = [];
  14054. for ( let i = 0, l = points.length; i < l; i ++ ) {
  14055. const point = points[ i ];
  14056. position.push( point.x, point.y, point.z || 0 );
  14057. }
  14058. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  14059. } else {
  14060. const l = Math.min( points.length, positionAttribute.count ); // make sure data do not exceed buffer size
  14061. for ( let i = 0; i < l; i ++ ) {
  14062. const point = points[ i ];
  14063. positionAttribute.setXYZ( i, point.x, point.y, point.z || 0 );
  14064. }
  14065. if ( points.length > positionAttribute.count ) {
  14066. warn( 'BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry.' );
  14067. }
  14068. positionAttribute.needsUpdate = true;
  14069. }
  14070. return this;
  14071. }
  14072. /**
  14073. * Computes the bounding box of the geometry, and updates the `boundingBox` member.
  14074. * The bounding box is not computed by the engine; it must be computed by your app.
  14075. * You may need to recompute the bounding box if the geometry vertices are modified.
  14076. */
  14077. computeBoundingBox() {
  14078. if ( this.boundingBox === null ) {
  14079. this.boundingBox = new Box3();
  14080. }
  14081. const position = this.attributes.position;
  14082. const morphAttributesPosition = this.morphAttributes.position;
  14083. if ( position && position.isGLBufferAttribute ) {
  14084. error( 'BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );
  14085. this.boundingBox.set(
  14086. new Vector3( - Infinity, - Infinity, - Infinity ),
  14087. new Vector3( + Infinity, + Infinity, + Infinity )
  14088. );
  14089. return;
  14090. }
  14091. if ( position !== undefined ) {
  14092. this.boundingBox.setFromBufferAttribute( position );
  14093. // process morph attributes if present
  14094. if ( morphAttributesPosition ) {
  14095. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14096. const morphAttribute = morphAttributesPosition[ i ];
  14097. _box$2.setFromBufferAttribute( morphAttribute );
  14098. if ( this.morphTargetsRelative ) {
  14099. _vector$9.addVectors( this.boundingBox.min, _box$2.min );
  14100. this.boundingBox.expandByPoint( _vector$9 );
  14101. _vector$9.addVectors( this.boundingBox.max, _box$2.max );
  14102. this.boundingBox.expandByPoint( _vector$9 );
  14103. } else {
  14104. this.boundingBox.expandByPoint( _box$2.min );
  14105. this.boundingBox.expandByPoint( _box$2.max );
  14106. }
  14107. }
  14108. }
  14109. } else {
  14110. this.boundingBox.makeEmpty();
  14111. }
  14112. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  14113. error( 'BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  14114. }
  14115. }
  14116. /**
  14117. * Computes the bounding sphere of the geometry, and updates the `boundingSphere` member.
  14118. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  14119. * You may need to recompute the bounding sphere if the geometry vertices are modified.
  14120. */
  14121. computeBoundingSphere() {
  14122. if ( this.boundingSphere === null ) {
  14123. this.boundingSphere = new Sphere();
  14124. }
  14125. const position = this.attributes.position;
  14126. const morphAttributesPosition = this.morphAttributes.position;
  14127. if ( position && position.isGLBufferAttribute ) {
  14128. error( 'BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );
  14129. this.boundingSphere.set( new Vector3(), Infinity );
  14130. return;
  14131. }
  14132. if ( position ) {
  14133. // first, find the center of the bounding sphere
  14134. const center = this.boundingSphere.center;
  14135. _box$2.setFromBufferAttribute( position );
  14136. // process morph attributes if present
  14137. if ( morphAttributesPosition ) {
  14138. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14139. const morphAttribute = morphAttributesPosition[ i ];
  14140. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  14141. if ( this.morphTargetsRelative ) {
  14142. _vector$9.addVectors( _box$2.min, _boxMorphTargets.min );
  14143. _box$2.expandByPoint( _vector$9 );
  14144. _vector$9.addVectors( _box$2.max, _boxMorphTargets.max );
  14145. _box$2.expandByPoint( _vector$9 );
  14146. } else {
  14147. _box$2.expandByPoint( _boxMorphTargets.min );
  14148. _box$2.expandByPoint( _boxMorphTargets.max );
  14149. }
  14150. }
  14151. }
  14152. _box$2.getCenter( center );
  14153. // second, try to find a boundingSphere with a radius smaller than the
  14154. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  14155. let maxRadiusSq = 0;
  14156. for ( let i = 0, il = position.count; i < il; i ++ ) {
  14157. _vector$9.fromBufferAttribute( position, i );
  14158. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$9 ) );
  14159. }
  14160. // process morph attributes if present
  14161. if ( morphAttributesPosition ) {
  14162. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14163. const morphAttribute = morphAttributesPosition[ i ];
  14164. const morphTargetsRelative = this.morphTargetsRelative;
  14165. for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  14166. _vector$9.fromBufferAttribute( morphAttribute, j );
  14167. if ( morphTargetsRelative ) {
  14168. _offset.fromBufferAttribute( position, j );
  14169. _vector$9.add( _offset );
  14170. }
  14171. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$9 ) );
  14172. }
  14173. }
  14174. }
  14175. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  14176. if ( isNaN( this.boundingSphere.radius ) ) {
  14177. error( 'BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  14178. }
  14179. }
  14180. }
  14181. /**
  14182. * Calculates and adds a tangent attribute to this geometry.
  14183. *
  14184. * The computation is only supported for indexed geometries and if position, normal, and uv attributes
  14185. * are defined. When using a tangent space normal map, prefer the MikkTSpace algorithm provided by
  14186. * {@link BufferGeometryUtils#computeMikkTSpaceTangents} instead.
  14187. */
  14188. computeTangents() {
  14189. const index = this.index;
  14190. const attributes = this.attributes;
  14191. // based on http://www.terathon.com/code/tangent.html
  14192. // (per vertex tangents)
  14193. if ( index === null ||
  14194. attributes.position === undefined ||
  14195. attributes.normal === undefined ||
  14196. attributes.uv === undefined ) {
  14197. error( 'BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );
  14198. return;
  14199. }
  14200. const positionAttribute = attributes.position;
  14201. const normalAttribute = attributes.normal;
  14202. const uvAttribute = attributes.uv;
  14203. if ( this.hasAttribute( 'tangent' ) === false ) {
  14204. this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) );
  14205. }
  14206. const tangentAttribute = this.getAttribute( 'tangent' );
  14207. const tan1 = [], tan2 = [];
  14208. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  14209. tan1[ i ] = new Vector3();
  14210. tan2[ i ] = new Vector3();
  14211. }
  14212. const vA = new Vector3(),
  14213. vB = new Vector3(),
  14214. vC = new Vector3(),
  14215. uvA = new Vector2(),
  14216. uvB = new Vector2(),
  14217. uvC = new Vector2(),
  14218. sdir = new Vector3(),
  14219. tdir = new Vector3();
  14220. function handleTriangle( a, b, c ) {
  14221. vA.fromBufferAttribute( positionAttribute, a );
  14222. vB.fromBufferAttribute( positionAttribute, b );
  14223. vC.fromBufferAttribute( positionAttribute, c );
  14224. uvA.fromBufferAttribute( uvAttribute, a );
  14225. uvB.fromBufferAttribute( uvAttribute, b );
  14226. uvC.fromBufferAttribute( uvAttribute, c );
  14227. vB.sub( vA );
  14228. vC.sub( vA );
  14229. uvB.sub( uvA );
  14230. uvC.sub( uvA );
  14231. const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );
  14232. // silently ignore degenerate uv triangles having coincident or colinear vertices
  14233. if ( ! isFinite( r ) ) return;
  14234. sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );
  14235. tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );
  14236. tan1[ a ].add( sdir );
  14237. tan1[ b ].add( sdir );
  14238. tan1[ c ].add( sdir );
  14239. tan2[ a ].add( tdir );
  14240. tan2[ b ].add( tdir );
  14241. tan2[ c ].add( tdir );
  14242. }
  14243. let groups = this.groups;
  14244. if ( groups.length === 0 ) {
  14245. groups = [ {
  14246. start: 0,
  14247. count: index.count
  14248. } ];
  14249. }
  14250. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14251. const group = groups[ i ];
  14252. const start = group.start;
  14253. const count = group.count;
  14254. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14255. handleTriangle(
  14256. index.getX( j + 0 ),
  14257. index.getX( j + 1 ),
  14258. index.getX( j + 2 )
  14259. );
  14260. }
  14261. }
  14262. const tmp = new Vector3(), tmp2 = new Vector3();
  14263. const n = new Vector3(), n2 = new Vector3();
  14264. function handleVertex( v ) {
  14265. n.fromBufferAttribute( normalAttribute, v );
  14266. n2.copy( n );
  14267. const t = tan1[ v ];
  14268. // Gram-Schmidt orthogonalize
  14269. tmp.copy( t );
  14270. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  14271. // Calculate handedness
  14272. tmp2.crossVectors( n2, t );
  14273. const test = tmp2.dot( tan2[ v ] );
  14274. const w = ( test < 0.0 ) ? -1 : 1.0;
  14275. tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );
  14276. }
  14277. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14278. const group = groups[ i ];
  14279. const start = group.start;
  14280. const count = group.count;
  14281. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14282. handleVertex( index.getX( j + 0 ) );
  14283. handleVertex( index.getX( j + 1 ) );
  14284. handleVertex( index.getX( j + 2 ) );
  14285. }
  14286. }
  14287. }
  14288. /**
  14289. * Computes vertex normals for the given vertex data. For indexed geometries, the method sets
  14290. * each vertex normal to be the average of the face normals of the faces that share that vertex.
  14291. * For non-indexed geometries, vertices are not shared, and the method sets each vertex normal
  14292. * to be the same as the face normal.
  14293. */
  14294. computeVertexNormals() {
  14295. const index = this.index;
  14296. const positionAttribute = this.getAttribute( 'position' );
  14297. if ( positionAttribute !== undefined ) {
  14298. let normalAttribute = this.getAttribute( 'normal' );
  14299. if ( normalAttribute === undefined ) {
  14300. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  14301. this.setAttribute( 'normal', normalAttribute );
  14302. } else {
  14303. // reset existing normals to zero
  14304. for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {
  14305. normalAttribute.setXYZ( i, 0, 0, 0 );
  14306. }
  14307. }
  14308. const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  14309. const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  14310. const cb = new Vector3(), ab = new Vector3();
  14311. // indexed elements
  14312. if ( index ) {
  14313. for ( let i = 0, il = index.count; i < il; i += 3 ) {
  14314. const vA = index.getX( i + 0 );
  14315. const vB = index.getX( i + 1 );
  14316. const vC = index.getX( i + 2 );
  14317. pA.fromBufferAttribute( positionAttribute, vA );
  14318. pB.fromBufferAttribute( positionAttribute, vB );
  14319. pC.fromBufferAttribute( positionAttribute, vC );
  14320. cb.subVectors( pC, pB );
  14321. ab.subVectors( pA, pB );
  14322. cb.cross( ab );
  14323. nA.fromBufferAttribute( normalAttribute, vA );
  14324. nB.fromBufferAttribute( normalAttribute, vB );
  14325. nC.fromBufferAttribute( normalAttribute, vC );
  14326. nA.add( cb );
  14327. nB.add( cb );
  14328. nC.add( cb );
  14329. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  14330. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  14331. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  14332. }
  14333. } else {
  14334. // non-indexed elements (unconnected triangle soup)
  14335. for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {
  14336. pA.fromBufferAttribute( positionAttribute, i + 0 );
  14337. pB.fromBufferAttribute( positionAttribute, i + 1 );
  14338. pC.fromBufferAttribute( positionAttribute, i + 2 );
  14339. cb.subVectors( pC, pB );
  14340. ab.subVectors( pA, pB );
  14341. cb.cross( ab );
  14342. normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );
  14343. normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );
  14344. normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );
  14345. }
  14346. }
  14347. this.normalizeNormals();
  14348. normalAttribute.needsUpdate = true;
  14349. }
  14350. }
  14351. /**
  14352. * Ensures every normal vector in a geometry will have a magnitude of `1`. This will
  14353. * correct lighting on the geometry surfaces.
  14354. */
  14355. normalizeNormals() {
  14356. const normals = this.attributes.normal;
  14357. for ( let i = 0, il = normals.count; i < il; i ++ ) {
  14358. _vector$9.fromBufferAttribute( normals, i );
  14359. _vector$9.normalize();
  14360. normals.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  14361. }
  14362. }
  14363. /**
  14364. * Return a new non-index version of this indexed geometry. If the geometry
  14365. * is already non-indexed, the method is a NOOP.
  14366. *
  14367. * @return {BufferGeometry} The non-indexed version of this indexed geometry.
  14368. */
  14369. toNonIndexed() {
  14370. function convertBufferAttribute( attribute, indices ) {
  14371. const array = attribute.array;
  14372. const itemSize = attribute.itemSize;
  14373. const normalized = attribute.normalized;
  14374. const array2 = new array.constructor( indices.length * itemSize );
  14375. let index = 0, index2 = 0;
  14376. for ( let i = 0, l = indices.length; i < l; i ++ ) {
  14377. if ( attribute.isInterleavedBufferAttribute ) {
  14378. index = indices[ i ] * attribute.data.stride + attribute.offset;
  14379. } else {
  14380. index = indices[ i ] * itemSize;
  14381. }
  14382. for ( let j = 0; j < itemSize; j ++ ) {
  14383. array2[ index2 ++ ] = array[ index ++ ];
  14384. }
  14385. }
  14386. return new BufferAttribute( array2, itemSize, normalized );
  14387. }
  14388. //
  14389. if ( this.index === null ) {
  14390. warn( 'BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );
  14391. return this;
  14392. }
  14393. const geometry2 = new BufferGeometry();
  14394. const indices = this.index.array;
  14395. const attributes = this.attributes;
  14396. // attributes
  14397. for ( const name in attributes ) {
  14398. const attribute = attributes[ name ];
  14399. const newAttribute = convertBufferAttribute( attribute, indices );
  14400. geometry2.setAttribute( name, newAttribute );
  14401. }
  14402. // morph attributes
  14403. const morphAttributes = this.morphAttributes;
  14404. for ( const name in morphAttributes ) {
  14405. const morphArray = [];
  14406. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  14407. for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {
  14408. const attribute = morphAttribute[ i ];
  14409. const newAttribute = convertBufferAttribute( attribute, indices );
  14410. morphArray.push( newAttribute );
  14411. }
  14412. geometry2.morphAttributes[ name ] = morphArray;
  14413. }
  14414. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  14415. // groups
  14416. const groups = this.groups;
  14417. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  14418. const group = groups[ i ];
  14419. geometry2.addGroup( group.start, group.count, group.materialIndex );
  14420. }
  14421. return geometry2;
  14422. }
  14423. /**
  14424. * Serializes the geometry into JSON.
  14425. *
  14426. * @return {Object} A JSON object representing the serialized geometry.
  14427. */
  14428. toJSON() {
  14429. const data = {
  14430. metadata: {
  14431. version: 4.7,
  14432. type: 'BufferGeometry',
  14433. generator: 'BufferGeometry.toJSON'
  14434. }
  14435. };
  14436. // standard BufferGeometry serialization
  14437. data.uuid = this.uuid;
  14438. data.type = this.type;
  14439. if ( this.name !== '' ) data.name = this.name;
  14440. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  14441. if ( this.parameters !== undefined ) {
  14442. const parameters = this.parameters;
  14443. for ( const key in parameters ) {
  14444. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  14445. }
  14446. return data;
  14447. }
  14448. // for simplicity the code assumes attributes are not shared across geometries, see #15811
  14449. data.data = { attributes: {} };
  14450. const index = this.index;
  14451. if ( index !== null ) {
  14452. data.data.index = {
  14453. type: index.array.constructor.name,
  14454. array: Array.prototype.slice.call( index.array )
  14455. };
  14456. }
  14457. const attributes = this.attributes;
  14458. for ( const key in attributes ) {
  14459. const attribute = attributes[ key ];
  14460. data.data.attributes[ key ] = attribute.toJSON( data.data );
  14461. }
  14462. const morphAttributes = {};
  14463. let hasMorphAttributes = false;
  14464. for ( const key in this.morphAttributes ) {
  14465. const attributeArray = this.morphAttributes[ key ];
  14466. const array = [];
  14467. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  14468. const attribute = attributeArray[ i ];
  14469. array.push( attribute.toJSON( data.data ) );
  14470. }
  14471. if ( array.length > 0 ) {
  14472. morphAttributes[ key ] = array;
  14473. hasMorphAttributes = true;
  14474. }
  14475. }
  14476. if ( hasMorphAttributes ) {
  14477. data.data.morphAttributes = morphAttributes;
  14478. data.data.morphTargetsRelative = this.morphTargetsRelative;
  14479. }
  14480. const groups = this.groups;
  14481. if ( groups.length > 0 ) {
  14482. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  14483. }
  14484. const boundingSphere = this.boundingSphere;
  14485. if ( boundingSphere !== null ) {
  14486. data.data.boundingSphere = boundingSphere.toJSON();
  14487. }
  14488. return data;
  14489. }
  14490. /**
  14491. * Returns a new geometry with copied values from this instance.
  14492. *
  14493. * @return {BufferGeometry} A clone of this instance.
  14494. */
  14495. clone() {
  14496. return new this.constructor().copy( this );
  14497. }
  14498. /**
  14499. * Copies the values of the given geometry to this instance.
  14500. *
  14501. * @param {BufferGeometry} source - The geometry to copy.
  14502. * @return {BufferGeometry} A reference to this instance.
  14503. */
  14504. copy( source ) {
  14505. // reset
  14506. this.index = null;
  14507. this.attributes = {};
  14508. this.morphAttributes = {};
  14509. this.groups = [];
  14510. this.boundingBox = null;
  14511. this.boundingSphere = null;
  14512. // used for storing cloned, shared data
  14513. const data = {};
  14514. // name
  14515. this.name = source.name;
  14516. // index
  14517. const index = source.index;
  14518. if ( index !== null ) {
  14519. this.setIndex( index.clone() );
  14520. }
  14521. // attributes
  14522. const attributes = source.attributes;
  14523. for ( const name in attributes ) {
  14524. const attribute = attributes[ name ];
  14525. this.setAttribute( name, attribute.clone( data ) );
  14526. }
  14527. // morph attributes
  14528. const morphAttributes = source.morphAttributes;
  14529. for ( const name in morphAttributes ) {
  14530. const array = [];
  14531. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  14532. for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {
  14533. array.push( morphAttribute[ i ].clone( data ) );
  14534. }
  14535. this.morphAttributes[ name ] = array;
  14536. }
  14537. this.morphTargetsRelative = source.morphTargetsRelative;
  14538. // groups
  14539. const groups = source.groups;
  14540. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  14541. const group = groups[ i ];
  14542. this.addGroup( group.start, group.count, group.materialIndex );
  14543. }
  14544. // bounding box
  14545. const boundingBox = source.boundingBox;
  14546. if ( boundingBox !== null ) {
  14547. this.boundingBox = boundingBox.clone();
  14548. }
  14549. // bounding sphere
  14550. const boundingSphere = source.boundingSphere;
  14551. if ( boundingSphere !== null ) {
  14552. this.boundingSphere = boundingSphere.clone();
  14553. }
  14554. // draw range
  14555. this.drawRange.start = source.drawRange.start;
  14556. this.drawRange.count = source.drawRange.count;
  14557. // user data
  14558. this.userData = source.userData;
  14559. return this;
  14560. }
  14561. /**
  14562. * Frees the GPU-related resources allocated by this instance. Call this
  14563. * method whenever this instance is no longer used in your app.
  14564. *
  14565. * @fires BufferGeometry#dispose
  14566. */
  14567. dispose() {
  14568. this.dispatchEvent( { type: 'dispose' } );
  14569. }
  14570. }
  14571. /**
  14572. * "Interleaved" means that multiple attributes, possibly of different types,
  14573. * (e.g., position, normal, uv, color) are packed into a single array buffer.
  14574. *
  14575. * An introduction into interleaved arrays can be found here: [Interleaved array basics](https://blog.tojicode.com/2011/05/interleaved-array-basics.html)
  14576. */
  14577. class InterleavedBuffer {
  14578. /**
  14579. * Constructs a new interleaved buffer.
  14580. *
  14581. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  14582. * @param {number} stride - The number of typed-array elements per vertex.
  14583. */
  14584. constructor( array, stride ) {
  14585. /**
  14586. * This flag can be used for type testing.
  14587. *
  14588. * @type {boolean}
  14589. * @readonly
  14590. * @default true
  14591. */
  14592. this.isInterleavedBuffer = true;
  14593. /**
  14594. * A typed array with a shared buffer storing attribute data.
  14595. *
  14596. * @type {TypedArray}
  14597. */
  14598. this.array = array;
  14599. /**
  14600. * The number of typed-array elements per vertex.
  14601. *
  14602. * @type {number}
  14603. */
  14604. this.stride = stride;
  14605. /**
  14606. * The total number of elements in the array
  14607. *
  14608. * @type {number}
  14609. * @readonly
  14610. */
  14611. this.count = array !== undefined ? array.length / stride : 0;
  14612. /**
  14613. * Defines the intended usage pattern of the data store for optimization purposes.
  14614. *
  14615. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  14616. * instantiate a new one and set the desired usage before the next render.
  14617. *
  14618. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  14619. * @default StaticDrawUsage
  14620. */
  14621. this.usage = StaticDrawUsage;
  14622. /**
  14623. * This can be used to only update some components of stored vectors (for example, just the
  14624. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  14625. *
  14626. * @type {Array<Object>}
  14627. */
  14628. this.updateRanges = [];
  14629. /**
  14630. * A version number, incremented every time the `needsUpdate` is set to `true`.
  14631. *
  14632. * @type {number}
  14633. */
  14634. this.version = 0;
  14635. /**
  14636. * The UUID of the interleaved buffer.
  14637. *
  14638. * @type {string}
  14639. * @readonly
  14640. */
  14641. this.uuid = generateUUID();
  14642. }
  14643. /**
  14644. * A callback function that is executed after the renderer has transferred the attribute array
  14645. * data to the GPU.
  14646. */
  14647. onUploadCallback() {}
  14648. /**
  14649. * Flag to indicate that this attribute has changed and should be re-sent to
  14650. * the GPU. Set this to `true` when you modify the value of the array.
  14651. *
  14652. * @type {number}
  14653. * @default false
  14654. * @param {boolean} value
  14655. */
  14656. set needsUpdate( value ) {
  14657. if ( value === true ) this.version ++;
  14658. }
  14659. /**
  14660. * Sets the usage of this interleaved buffer.
  14661. *
  14662. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  14663. * @return {InterleavedBuffer} A reference to this interleaved buffer.
  14664. */
  14665. setUsage( value ) {
  14666. this.usage = value;
  14667. return this;
  14668. }
  14669. /**
  14670. * Adds a range of data in the data array to be updated on the GPU.
  14671. *
  14672. * @param {number} start - Position at which to start update.
  14673. * @param {number} count - The number of components to update.
  14674. */
  14675. addUpdateRange( start, count ) {
  14676. this.updateRanges.push( { start, count } );
  14677. }
  14678. /**
  14679. * Clears the update ranges.
  14680. */
  14681. clearUpdateRanges() {
  14682. this.updateRanges.length = 0;
  14683. }
  14684. /**
  14685. * Copies the values of the given interleaved buffer to this instance.
  14686. *
  14687. * @param {InterleavedBuffer} source - The interleaved buffer to copy.
  14688. * @return {InterleavedBuffer} A reference to this instance.
  14689. */
  14690. copy( source ) {
  14691. this.array = new source.array.constructor( source.array );
  14692. this.count = source.count;
  14693. this.stride = source.stride;
  14694. this.usage = source.usage;
  14695. return this;
  14696. }
  14697. /**
  14698. * Copies a vector from the given interleaved buffer to this one. The start
  14699. * and destination position in the attribute buffers are represented by the
  14700. * given indices.
  14701. *
  14702. * @param {number} index1 - The destination index into this interleaved buffer.
  14703. * @param {InterleavedBuffer} interleavedBuffer - The interleaved buffer to copy from.
  14704. * @param {number} index2 - The source index into the given interleaved buffer.
  14705. * @return {InterleavedBuffer} A reference to this instance.
  14706. */
  14707. copyAt( index1, interleavedBuffer, index2 ) {
  14708. index1 *= this.stride;
  14709. index2 *= interleavedBuffer.stride;
  14710. for ( let i = 0, l = this.stride; i < l; i ++ ) {
  14711. this.array[ index1 + i ] = interleavedBuffer.array[ index2 + i ];
  14712. }
  14713. return this;
  14714. }
  14715. /**
  14716. * Sets the given array data in the interleaved buffer.
  14717. *
  14718. * @param {(TypedArray|Array)} value - The array data to set.
  14719. * @param {number} [offset=0] - The offset in this interleaved buffer's array.
  14720. * @return {InterleavedBuffer} A reference to this instance.
  14721. */
  14722. set( value, offset = 0 ) {
  14723. this.array.set( value, offset );
  14724. return this;
  14725. }
  14726. /**
  14727. * Returns a new interleaved buffer with copied values from this instance.
  14728. *
  14729. * @param {Object} [data] - An object with shared array buffers that allows to retain shared structures.
  14730. * @return {InterleavedBuffer} A clone of this instance.
  14731. */
  14732. clone( data ) {
  14733. if ( data.arrayBuffers === undefined ) {
  14734. data.arrayBuffers = {};
  14735. }
  14736. if ( this.array.buffer._uuid === undefined ) {
  14737. this.array.buffer._uuid = generateUUID();
  14738. }
  14739. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  14740. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  14741. }
  14742. const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  14743. const ib = new this.constructor( array, this.stride );
  14744. ib.setUsage( this.usage );
  14745. return ib;
  14746. }
  14747. /**
  14748. * Sets the given callback function that is executed after the Renderer has transferred
  14749. * the array data to the GPU. Can be used to perform clean-up operations after
  14750. * the upload when data are not needed anymore on the CPU side.
  14751. *
  14752. * @param {Function} callback - The `onUpload()` callback.
  14753. * @return {InterleavedBuffer} A reference to this instance.
  14754. */
  14755. onUpload( callback ) {
  14756. this.onUploadCallback = callback;
  14757. return this;
  14758. }
  14759. /**
  14760. * Serializes the interleaved buffer into JSON.
  14761. *
  14762. * @param {Object} [data] - An optional value holding meta information about the serialization.
  14763. * @return {Object} A JSON object representing the serialized interleaved buffer.
  14764. */
  14765. toJSON( data ) {
  14766. if ( data.arrayBuffers === undefined ) {
  14767. data.arrayBuffers = {};
  14768. }
  14769. // generate UUID for array buffer if necessary
  14770. if ( this.array.buffer._uuid === undefined ) {
  14771. this.array.buffer._uuid = generateUUID();
  14772. }
  14773. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  14774. data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) );
  14775. }
  14776. //
  14777. return {
  14778. uuid: this.uuid,
  14779. buffer: this.array.buffer._uuid,
  14780. type: this.array.constructor.name,
  14781. stride: this.stride
  14782. };
  14783. }
  14784. }
  14785. const _vector$8 = /*@__PURE__*/ new Vector3();
  14786. /**
  14787. * An alternative version of a buffer attribute with interleaved data. Interleaved
  14788. * attributes share a common interleaved data storage ({@link InterleavedBuffer}) and refer with
  14789. * different offsets into the buffer.
  14790. */
  14791. class InterleavedBufferAttribute {
  14792. /**
  14793. * Constructs a new interleaved buffer attribute.
  14794. *
  14795. * @param {InterleavedBuffer} interleavedBuffer - The buffer holding the interleaved data.
  14796. * @param {number} itemSize - The item size.
  14797. * @param {number} offset - The attribute offset into the buffer.
  14798. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14799. */
  14800. constructor( interleavedBuffer, itemSize, offset, normalized = false ) {
  14801. /**
  14802. * This flag can be used for type testing.
  14803. *
  14804. * @type {boolean}
  14805. * @readonly
  14806. * @default true
  14807. */
  14808. this.isInterleavedBufferAttribute = true;
  14809. /**
  14810. * The name of the buffer attribute.
  14811. *
  14812. * @type {string}
  14813. */
  14814. this.name = '';
  14815. /**
  14816. * The buffer holding the interleaved data.
  14817. *
  14818. * @type {InterleavedBuffer}
  14819. */
  14820. this.data = interleavedBuffer;
  14821. /**
  14822. * The item size, see {@link BufferAttribute#itemSize}.
  14823. *
  14824. * @type {number}
  14825. */
  14826. this.itemSize = itemSize;
  14827. /**
  14828. * The attribute offset into the buffer.
  14829. *
  14830. * @type {number}
  14831. */
  14832. this.offset = offset;
  14833. /**
  14834. * Whether the data are normalized or not, see {@link BufferAttribute#normalized}
  14835. *
  14836. * @type {InterleavedBuffer}
  14837. */
  14838. this.normalized = normalized;
  14839. }
  14840. /**
  14841. * The item count of this buffer attribute.
  14842. *
  14843. * @type {number}
  14844. * @readonly
  14845. */
  14846. get count() {
  14847. return this.data.count;
  14848. }
  14849. /**
  14850. * The array holding the interleaved buffer attribute data.
  14851. *
  14852. * @type {TypedArray}
  14853. */
  14854. get array() {
  14855. return this.data.array;
  14856. }
  14857. /**
  14858. * Flag to indicate that this attribute has changed and should be re-sent to
  14859. * the GPU. Set this to `true` when you modify the value of the array.
  14860. *
  14861. * @type {number}
  14862. * @default false
  14863. * @param {boolean} value
  14864. */
  14865. set needsUpdate( value ) {
  14866. this.data.needsUpdate = value;
  14867. }
  14868. /**
  14869. * Applies the given 4x4 matrix to the given attribute. Only works with
  14870. * item size `3`.
  14871. *
  14872. * @param {Matrix4} m - The matrix to apply.
  14873. * @return {InterleavedBufferAttribute} A reference to this instance.
  14874. */
  14875. applyMatrix4( m ) {
  14876. for ( let i = 0, l = this.data.count; i < l; i ++ ) {
  14877. _vector$8.fromBufferAttribute( this, i );
  14878. _vector$8.applyMatrix4( m );
  14879. this.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
  14880. }
  14881. return this;
  14882. }
  14883. /**
  14884. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  14885. * item size `3`.
  14886. *
  14887. * @param {Matrix3} m - The normal matrix to apply.
  14888. * @return {InterleavedBufferAttribute} A reference to this instance.
  14889. */
  14890. applyNormalMatrix( m ) {
  14891. for ( let i = 0, l = this.count; i < l; i ++ ) {
  14892. _vector$8.fromBufferAttribute( this, i );
  14893. _vector$8.applyNormalMatrix( m );
  14894. this.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
  14895. }
  14896. return this;
  14897. }
  14898. /**
  14899. * Applies the given 4x4 matrix to the given attribute. Only works with
  14900. * item size `3` and with direction vectors.
  14901. *
  14902. * @param {Matrix4} m - The matrix to apply.
  14903. * @return {InterleavedBufferAttribute} A reference to this instance.
  14904. */
  14905. transformDirection( m ) {
  14906. for ( let i = 0, l = this.count; i < l; i ++ ) {
  14907. _vector$8.fromBufferAttribute( this, i );
  14908. _vector$8.transformDirection( m );
  14909. this.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
  14910. }
  14911. return this;
  14912. }
  14913. /**
  14914. * Returns the given component of the vector at the given index.
  14915. *
  14916. * @param {number} index - The index into the buffer attribute.
  14917. * @param {number} component - The component index.
  14918. * @return {number} The returned value.
  14919. */
  14920. getComponent( index, component ) {
  14921. let value = this.array[ index * this.data.stride + this.offset + component ];
  14922. if ( this.normalized ) value = denormalize( value, this.array );
  14923. return value;
  14924. }
  14925. /**
  14926. * Sets the given value to the given component of the vector at the given index.
  14927. *
  14928. * @param {number} index - The index into the buffer attribute.
  14929. * @param {number} component - The component index.
  14930. * @param {number} value - The value to set.
  14931. * @return {InterleavedBufferAttribute} A reference to this instance.
  14932. */
  14933. setComponent( index, component, value ) {
  14934. if ( this.normalized ) value = normalize( value, this.array );
  14935. this.data.array[ index * this.data.stride + this.offset + component ] = value;
  14936. return this;
  14937. }
  14938. /**
  14939. * Sets the x component of the vector at the given index.
  14940. *
  14941. * @param {number} index - The index into the buffer attribute.
  14942. * @param {number} x - The value to set.
  14943. * @return {InterleavedBufferAttribute} A reference to this instance.
  14944. */
  14945. setX( index, x ) {
  14946. if ( this.normalized ) x = normalize( x, this.array );
  14947. this.data.array[ index * this.data.stride + this.offset ] = x;
  14948. return this;
  14949. }
  14950. /**
  14951. * Sets the y component of the vector at the given index.
  14952. *
  14953. * @param {number} index - The index into the buffer attribute.
  14954. * @param {number} y - The value to set.
  14955. * @return {InterleavedBufferAttribute} A reference to this instance.
  14956. */
  14957. setY( index, y ) {
  14958. if ( this.normalized ) y = normalize( y, this.array );
  14959. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  14960. return this;
  14961. }
  14962. /**
  14963. * Sets the z component of the vector at the given index.
  14964. *
  14965. * @param {number} index - The index into the buffer attribute.
  14966. * @param {number} z - The value to set.
  14967. * @return {InterleavedBufferAttribute} A reference to this instance.
  14968. */
  14969. setZ( index, z ) {
  14970. if ( this.normalized ) z = normalize( z, this.array );
  14971. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  14972. return this;
  14973. }
  14974. /**
  14975. * Sets the w component of the vector at the given index.
  14976. *
  14977. * @param {number} index - The index into the buffer attribute.
  14978. * @param {number} w - The value to set.
  14979. * @return {InterleavedBufferAttribute} A reference to this instance.
  14980. */
  14981. setW( index, w ) {
  14982. if ( this.normalized ) w = normalize( w, this.array );
  14983. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  14984. return this;
  14985. }
  14986. /**
  14987. * Returns the x component of the vector at the given index.
  14988. *
  14989. * @param {number} index - The index into the buffer attribute.
  14990. * @return {number} The x component.
  14991. */
  14992. getX( index ) {
  14993. let x = this.data.array[ index * this.data.stride + this.offset ];
  14994. if ( this.normalized ) x = denormalize( x, this.array );
  14995. return x;
  14996. }
  14997. /**
  14998. * Returns the y component of the vector at the given index.
  14999. *
  15000. * @param {number} index - The index into the buffer attribute.
  15001. * @return {number} The y component.
  15002. */
  15003. getY( index ) {
  15004. let y = this.data.array[ index * this.data.stride + this.offset + 1 ];
  15005. if ( this.normalized ) y = denormalize( y, this.array );
  15006. return y;
  15007. }
  15008. /**
  15009. * Returns the z component of the vector at the given index.
  15010. *
  15011. * @param {number} index - The index into the buffer attribute.
  15012. * @return {number} The z component.
  15013. */
  15014. getZ( index ) {
  15015. let z = this.data.array[ index * this.data.stride + this.offset + 2 ];
  15016. if ( this.normalized ) z = denormalize( z, this.array );
  15017. return z;
  15018. }
  15019. /**
  15020. * Returns the w component of the vector at the given index.
  15021. *
  15022. * @param {number} index - The index into the buffer attribute.
  15023. * @return {number} The w component.
  15024. */
  15025. getW( index ) {
  15026. let w = this.data.array[ index * this.data.stride + this.offset + 3 ];
  15027. if ( this.normalized ) w = denormalize( w, this.array );
  15028. return w;
  15029. }
  15030. /**
  15031. * Sets the x and y component of the vector at the given index.
  15032. *
  15033. * @param {number} index - The index into the buffer attribute.
  15034. * @param {number} x - The value for the x component to set.
  15035. * @param {number} y - The value for the y component to set.
  15036. * @return {InterleavedBufferAttribute} A reference to this instance.
  15037. */
  15038. setXY( index, x, y ) {
  15039. index = index * this.data.stride + this.offset;
  15040. if ( this.normalized ) {
  15041. x = normalize( x, this.array );
  15042. y = normalize( y, this.array );
  15043. }
  15044. this.data.array[ index + 0 ] = x;
  15045. this.data.array[ index + 1 ] = y;
  15046. return this;
  15047. }
  15048. /**
  15049. * Sets the x, y and z component of the vector at the given index.
  15050. *
  15051. * @param {number} index - The index into the buffer attribute.
  15052. * @param {number} x - The value for the x component to set.
  15053. * @param {number} y - The value for the y component to set.
  15054. * @param {number} z - The value for the z component to set.
  15055. * @return {InterleavedBufferAttribute} A reference to this instance.
  15056. */
  15057. setXYZ( index, x, y, z ) {
  15058. index = index * this.data.stride + this.offset;
  15059. if ( this.normalized ) {
  15060. x = normalize( x, this.array );
  15061. y = normalize( y, this.array );
  15062. z = normalize( z, this.array );
  15063. }
  15064. this.data.array[ index + 0 ] = x;
  15065. this.data.array[ index + 1 ] = y;
  15066. this.data.array[ index + 2 ] = z;
  15067. return this;
  15068. }
  15069. /**
  15070. * Sets the x, y, z and w component of the vector at the given index.
  15071. *
  15072. * @param {number} index - The index into the buffer attribute.
  15073. * @param {number} x - The value for the x component to set.
  15074. * @param {number} y - The value for the y component to set.
  15075. * @param {number} z - The value for the z component to set.
  15076. * @param {number} w - The value for the w component to set.
  15077. * @return {InterleavedBufferAttribute} A reference to this instance.
  15078. */
  15079. setXYZW( index, x, y, z, w ) {
  15080. index = index * this.data.stride + this.offset;
  15081. if ( this.normalized ) {
  15082. x = normalize( x, this.array );
  15083. y = normalize( y, this.array );
  15084. z = normalize( z, this.array );
  15085. w = normalize( w, this.array );
  15086. }
  15087. this.data.array[ index + 0 ] = x;
  15088. this.data.array[ index + 1 ] = y;
  15089. this.data.array[ index + 2 ] = z;
  15090. this.data.array[ index + 3 ] = w;
  15091. return this;
  15092. }
  15093. /**
  15094. * Returns a new buffer attribute with copied values from this instance.
  15095. *
  15096. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  15097. *
  15098. * @param {Object} [data] - An object with interleaved buffers that allows to retain the interleaved property.
  15099. * @return {BufferAttribute|InterleavedBufferAttribute} A clone of this instance.
  15100. */
  15101. clone( data ) {
  15102. if ( data === undefined ) {
  15103. log( 'InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );
  15104. const array = [];
  15105. for ( let i = 0; i < this.count; i ++ ) {
  15106. const index = i * this.data.stride + this.offset;
  15107. for ( let j = 0; j < this.itemSize; j ++ ) {
  15108. array.push( this.data.array[ index + j ] );
  15109. }
  15110. }
  15111. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  15112. } else {
  15113. if ( data.interleavedBuffers === undefined ) {
  15114. data.interleavedBuffers = {};
  15115. }
  15116. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  15117. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  15118. }
  15119. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  15120. }
  15121. }
  15122. /**
  15123. * Serializes the buffer attribute into JSON.
  15124. *
  15125. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  15126. *
  15127. * @param {Object} [data] - An optional value holding meta information about the serialization.
  15128. * @return {Object} A JSON object representing the serialized buffer attribute.
  15129. */
  15130. toJSON( data ) {
  15131. if ( data === undefined ) {
  15132. log( 'InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );
  15133. const array = [];
  15134. for ( let i = 0; i < this.count; i ++ ) {
  15135. const index = i * this.data.stride + this.offset;
  15136. for ( let j = 0; j < this.itemSize; j ++ ) {
  15137. array.push( this.data.array[ index + j ] );
  15138. }
  15139. }
  15140. // de-interleave data and save it as an ordinary buffer attribute for now
  15141. return {
  15142. itemSize: this.itemSize,
  15143. type: this.array.constructor.name,
  15144. array: array,
  15145. normalized: this.normalized
  15146. };
  15147. } else {
  15148. // save as true interleaved attribute
  15149. if ( data.interleavedBuffers === undefined ) {
  15150. data.interleavedBuffers = {};
  15151. }
  15152. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  15153. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  15154. }
  15155. return {
  15156. isInterleavedBufferAttribute: true,
  15157. itemSize: this.itemSize,
  15158. data: this.data.uuid,
  15159. offset: this.offset,
  15160. normalized: this.normalized
  15161. };
  15162. }
  15163. }
  15164. }
  15165. let _materialId = 0;
  15166. /**
  15167. * Abstract base class for materials.
  15168. *
  15169. * Materials define the appearance of renderable 3D objects.
  15170. *
  15171. * @abstract
  15172. * @augments EventDispatcher
  15173. */
  15174. class Material extends EventDispatcher {
  15175. /**
  15176. * Constructs a new material.
  15177. */
  15178. constructor() {
  15179. super();
  15180. /**
  15181. * This flag can be used for type testing.
  15182. *
  15183. * @type {boolean}
  15184. * @readonly
  15185. * @default true
  15186. */
  15187. this.isMaterial = true;
  15188. /**
  15189. * The ID of the material.
  15190. *
  15191. * @name Material#id
  15192. * @type {number}
  15193. * @readonly
  15194. */
  15195. Object.defineProperty( this, 'id', { value: _materialId ++ } );
  15196. /**
  15197. * The UUID of the material.
  15198. *
  15199. * @type {string}
  15200. * @readonly
  15201. */
  15202. this.uuid = generateUUID();
  15203. /**
  15204. * The name of the material.
  15205. *
  15206. * @type {string}
  15207. */
  15208. this.name = '';
  15209. /**
  15210. * The type property is used for detecting the object type
  15211. * in context of serialization/deserialization.
  15212. *
  15213. * @type {string}
  15214. * @readonly
  15215. */
  15216. this.type = 'Material';
  15217. /**
  15218. * Defines the blending type of the material.
  15219. *
  15220. * It must be set to `CustomBlending` if custom blending properties like
  15221. * {@link Material#blendSrc}, {@link Material#blendDst} or {@link Material#blendEquation}
  15222. * should have any effect.
  15223. *
  15224. * @type {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending)}
  15225. * @default NormalBlending
  15226. */
  15227. this.blending = NormalBlending;
  15228. /**
  15229. * Defines which side of faces will be rendered - front, back or both.
  15230. *
  15231. * @type {(FrontSide|BackSide|DoubleSide)}
  15232. * @default FrontSide
  15233. */
  15234. this.side = FrontSide;
  15235. /**
  15236. * If set to `true`, vertex colors should be used.
  15237. *
  15238. * The engine supports RGB and RGBA vertex colors depending on whether a three (RGB) or
  15239. * four (RGBA) component color buffer attribute is used.
  15240. *
  15241. * @type {boolean}
  15242. * @default false
  15243. */
  15244. this.vertexColors = false;
  15245. /**
  15246. * Defines how transparent the material is.
  15247. * A value of `0.0` indicates fully transparent, `1.0` is fully opaque.
  15248. *
  15249. * If the {@link Material#transparent} is not set to `true`,
  15250. * the material will remain fully opaque and this value will only affect its color.
  15251. *
  15252. * @type {number}
  15253. * @default 1
  15254. */
  15255. this.opacity = 1;
  15256. /**
  15257. * Defines whether this material is transparent. This has an effect on
  15258. * rendering as transparent objects need special treatment and are rendered
  15259. * after non-transparent objects.
  15260. *
  15261. * When set to true, the extent to which the material is transparent is
  15262. * controlled by {@link Material#opacity}.
  15263. *
  15264. * @type {boolean}
  15265. * @default false
  15266. */
  15267. this.transparent = false;
  15268. /**
  15269. * Enables alpha hashed transparency, an alternative to {@link Material#transparent} or
  15270. * {@link Material#alphaTest}. The material will not be rendered if opacity is lower than
  15271. * a random threshold. Randomization introduces some grain or noise, but approximates alpha
  15272. * blending without the associated problems of sorting. Using TAA can reduce the resulting noise.
  15273. *
  15274. * @type {boolean}
  15275. * @default false
  15276. */
  15277. this.alphaHash = false;
  15278. /**
  15279. * Defines the blending source factor.
  15280. *
  15281. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  15282. * @default SrcAlphaFactor
  15283. */
  15284. this.blendSrc = SrcAlphaFactor;
  15285. /**
  15286. * Defines the blending destination factor.
  15287. *
  15288. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  15289. * @default OneMinusSrcAlphaFactor
  15290. */
  15291. this.blendDst = OneMinusSrcAlphaFactor;
  15292. /**
  15293. * Defines the blending equation.
  15294. *
  15295. * @type {(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  15296. * @default AddEquation
  15297. */
  15298. this.blendEquation = AddEquation;
  15299. /**
  15300. * Defines the blending source alpha factor.
  15301. *
  15302. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  15303. * @default null
  15304. */
  15305. this.blendSrcAlpha = null;
  15306. /**
  15307. * Defines the blending destination alpha factor.
  15308. *
  15309. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  15310. * @default null
  15311. */
  15312. this.blendDstAlpha = null;
  15313. /**
  15314. * Defines the blending equation of the alpha channel.
  15315. *
  15316. * @type {?(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  15317. * @default null
  15318. */
  15319. this.blendEquationAlpha = null;
  15320. /**
  15321. * Represents the RGB values of the constant blend color.
  15322. *
  15323. * This property has only an effect when using custom blending with `ConstantColor` or `OneMinusConstantColor`.
  15324. *
  15325. * @type {Color}
  15326. * @default (0,0,0)
  15327. */
  15328. this.blendColor = new Color( 0, 0, 0 );
  15329. /**
  15330. * Represents the alpha value of the constant blend color.
  15331. *
  15332. * This property has only an effect when using custom blending with `ConstantAlpha` or `OneMinusConstantAlpha`.
  15333. *
  15334. * @type {number}
  15335. * @default 0
  15336. */
  15337. this.blendAlpha = 0;
  15338. /**
  15339. * Defines the depth function.
  15340. *
  15341. * @type {(NeverDepth|AlwaysDepth|LessDepth|LessEqualDepth|EqualDepth|GreaterEqualDepth|GreaterDepth|NotEqualDepth)}
  15342. * @default LessEqualDepth
  15343. */
  15344. this.depthFunc = LessEqualDepth;
  15345. /**
  15346. * Whether to have depth test enabled when rendering this material.
  15347. * When the depth test is disabled, the depth write will also be implicitly disabled.
  15348. *
  15349. * @type {boolean}
  15350. * @default true
  15351. */
  15352. this.depthTest = true;
  15353. /**
  15354. * Whether rendering this material has any effect on the depth buffer.
  15355. *
  15356. * When drawing 2D overlays it can be useful to disable the depth writing in
  15357. * order to layer several things together without creating z-index artifacts.
  15358. *
  15359. * @type {boolean}
  15360. * @default true
  15361. */
  15362. this.depthWrite = true;
  15363. /**
  15364. * The bit mask to use when writing to the stencil buffer.
  15365. *
  15366. * @type {number}
  15367. * @default 0xff
  15368. */
  15369. this.stencilWriteMask = 0xff;
  15370. /**
  15371. * The stencil comparison function to use.
  15372. *
  15373. * @type {NeverStencilFunc|LessStencilFunc|EqualStencilFunc|LessEqualStencilFunc|GreaterStencilFunc|NotEqualStencilFunc|GreaterEqualStencilFunc|AlwaysStencilFunc}
  15374. * @default AlwaysStencilFunc
  15375. */
  15376. this.stencilFunc = AlwaysStencilFunc;
  15377. /**
  15378. * The value to use when performing stencil comparisons or stencil operations.
  15379. *
  15380. * @type {number}
  15381. * @default 0
  15382. */
  15383. this.stencilRef = 0;
  15384. /**
  15385. * The bit mask to use when comparing against the stencil buffer.
  15386. *
  15387. * @type {number}
  15388. * @default 0xff
  15389. */
  15390. this.stencilFuncMask = 0xff;
  15391. /**
  15392. * Which stencil operation to perform when the comparison function returns `false`.
  15393. *
  15394. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  15395. * @default KeepStencilOp
  15396. */
  15397. this.stencilFail = KeepStencilOp;
  15398. /**
  15399. * Which stencil operation to perform when the comparison function returns
  15400. * `true` but the depth test fails.
  15401. *
  15402. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  15403. * @default KeepStencilOp
  15404. */
  15405. this.stencilZFail = KeepStencilOp;
  15406. /**
  15407. * Which stencil operation to perform when the comparison function returns
  15408. * `true` and the depth test passes.
  15409. *
  15410. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  15411. * @default KeepStencilOp
  15412. */
  15413. this.stencilZPass = KeepStencilOp;
  15414. /**
  15415. * Whether stencil operations are performed against the stencil buffer. In
  15416. * order to perform writes or comparisons against the stencil buffer this
  15417. * value must be `true`.
  15418. *
  15419. * @type {boolean}
  15420. * @default false
  15421. */
  15422. this.stencilWrite = false;
  15423. /**
  15424. * User-defined clipping planes specified as THREE.Plane objects in world
  15425. * space. These planes apply to the objects this material is attached to.
  15426. * Points in space whose signed distance to the plane is negative are clipped
  15427. * (not rendered). This requires {@link WebGLRenderer#localClippingEnabled} to
  15428. * be `true`.
  15429. *
  15430. * @type {?Array<Plane>}
  15431. * @default null
  15432. */
  15433. this.clippingPlanes = null;
  15434. /**
  15435. * Changes the behavior of clipping planes so that only their intersection is
  15436. * clipped, rather than their union.
  15437. *
  15438. * @type {boolean}
  15439. * @default false
  15440. */
  15441. this.clipIntersection = false;
  15442. /**
  15443. * Defines whether to clip shadows according to the clipping planes specified
  15444. * on this material.
  15445. *
  15446. * @type {boolean}
  15447. * @default false
  15448. */
  15449. this.clipShadows = false;
  15450. /**
  15451. * Defines which side of faces cast shadows. If `null`, the side casting shadows
  15452. * is determined as follows:
  15453. *
  15454. * - When {@link Material#side} is set to `FrontSide`, the back side cast shadows.
  15455. * - When {@link Material#side} is set to `BackSide`, the front side cast shadows.
  15456. * - When {@link Material#side} is set to `DoubleSide`, both sides cast shadows.
  15457. *
  15458. * @type {?(FrontSide|BackSide|DoubleSide)}
  15459. * @default null
  15460. */
  15461. this.shadowSide = null;
  15462. /**
  15463. * Whether to render the material's color.
  15464. *
  15465. * This can be used in conjunction with {@link Object3D#renderOder} to create invisible
  15466. * objects that occlude other objects.
  15467. *
  15468. * @type {boolean}
  15469. * @default true
  15470. */
  15471. this.colorWrite = true;
  15472. /**
  15473. * Override the renderer's default precision for this material.
  15474. *
  15475. * @type {?('highp'|'mediump'|'lowp')}
  15476. * @default null
  15477. */
  15478. this.precision = null;
  15479. /**
  15480. * Whether to use polygon offset or not. When enabled, each fragment's depth value will
  15481. * be offset after it is interpolated from the depth values of the appropriate vertices.
  15482. * The offset is added before the depth test is performed and before the value is written
  15483. * into the depth buffer.
  15484. *
  15485. * Can be useful for rendering hidden-line images, for applying decals to surfaces, and for
  15486. * rendering solids with highlighted edges.
  15487. *
  15488. * @type {boolean}
  15489. * @default false
  15490. */
  15491. this.polygonOffset = false;
  15492. /**
  15493. * Specifies a scale factor that is used to create a variable depth offset for each polygon.
  15494. *
  15495. * @type {number}
  15496. * @default 0
  15497. */
  15498. this.polygonOffsetFactor = 0;
  15499. /**
  15500. * Is multiplied by an implementation-specific value to create a constant depth offset.
  15501. *
  15502. * @type {number}
  15503. * @default 0
  15504. */
  15505. this.polygonOffsetUnits = 0;
  15506. /**
  15507. * Whether to apply dithering to the color to remove the appearance of banding.
  15508. *
  15509. * @type {boolean}
  15510. * @default false
  15511. */
  15512. this.dithering = false;
  15513. /**
  15514. * Whether alpha to coverage should be enabled or not. Can only be used with MSAA-enabled contexts
  15515. * (meaning when the renderer was created with *antialias* parameter set to `true`). Enabling this
  15516. * will smooth aliasing on clip plane edges and alphaTest-clipped edges.
  15517. *
  15518. * @type {boolean}
  15519. * @default false
  15520. */
  15521. this.alphaToCoverage = false;
  15522. /**
  15523. * Whether to premultiply the alpha (transparency) value.
  15524. *
  15525. * @type {boolean}
  15526. * @default false
  15527. */
  15528. this.premultipliedAlpha = false;
  15529. /**
  15530. * Whether double-sided, transparent objects should be rendered with a single pass or not.
  15531. *
  15532. * The engine renders double-sided, transparent objects with two draw calls (back faces first,
  15533. * then front faces) to mitigate transparency artifacts. There are scenarios however where this
  15534. * approach produces no quality gains but still doubles draw calls e.g. when rendering flat
  15535. * vegetation like grass sprites. In these cases, set the `forceSinglePass` flag to `true` to
  15536. * disable the two pass rendering to avoid performance issues.
  15537. *
  15538. * @type {boolean}
  15539. * @default false
  15540. */
  15541. this.forceSinglePass = false;
  15542. /**
  15543. * Whether it's possible to override the material with {@link Scene#overrideMaterial} or not.
  15544. *
  15545. * @type {boolean}
  15546. * @default true
  15547. */
  15548. this.allowOverride = true;
  15549. /**
  15550. * Defines whether 3D objects using this material are visible.
  15551. *
  15552. * @type {boolean}
  15553. * @default true
  15554. */
  15555. this.visible = true;
  15556. /**
  15557. * Defines whether this material is tone mapped according to the renderer's tone mapping setting.
  15558. *
  15559. * It is ignored when rendering to a render target or using post processing or when using
  15560. * `WebGPURenderer`. In all these cases, all materials are honored by tone mapping.
  15561. *
  15562. * @type {boolean}
  15563. * @default true
  15564. */
  15565. this.toneMapped = true;
  15566. /**
  15567. * An object that can be used to store custom data about the Material. It
  15568. * should not hold references to functions as these will not be cloned.
  15569. *
  15570. * @type {Object}
  15571. */
  15572. this.userData = {};
  15573. /**
  15574. * This starts at `0` and counts how many times {@link Material#needsUpdate} is set to `true`.
  15575. *
  15576. * @type {number}
  15577. * @readonly
  15578. * @default 0
  15579. */
  15580. this.version = 0;
  15581. this._alphaTest = 0;
  15582. }
  15583. /**
  15584. * Sets the alpha value to be used when running an alpha test. The material
  15585. * will not be rendered if the opacity is lower than this value.
  15586. *
  15587. * @type {number}
  15588. * @readonly
  15589. * @default 0
  15590. */
  15591. get alphaTest() {
  15592. return this._alphaTest;
  15593. }
  15594. set alphaTest( value ) {
  15595. if ( this._alphaTest > 0 !== value > 0 ) {
  15596. this.version ++;
  15597. }
  15598. this._alphaTest = value;
  15599. }
  15600. /**
  15601. * An optional callback that is executed immediately before the material is used to render a 3D object.
  15602. *
  15603. * This method can only be used when rendering with {@link WebGLRenderer}.
  15604. *
  15605. * @param {WebGLRenderer} renderer - The renderer.
  15606. * @param {Scene} scene - The scene.
  15607. * @param {Camera} camera - The camera that is used to render the scene.
  15608. * @param {BufferGeometry} geometry - The 3D object's geometry.
  15609. * @param {Object3D} object - The 3D object.
  15610. * @param {Object} group - The geometry group data.
  15611. */
  15612. onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}
  15613. /**
  15614. * An optional callback that is executed immediately before the shader
  15615. * program is compiled. This function is called with the shader source code
  15616. * as a parameter. Useful for the modification of built-in materials.
  15617. *
  15618. * This method can only be used when rendering with {@link WebGLRenderer}. The
  15619. * recommended approach when customizing materials is to use `WebGPURenderer` with the new
  15620. * Node Material system and [TSL](https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language).
  15621. *
  15622. * @param {{vertexShader:string,fragmentShader:string,uniforms:Object}} shaderobject - The object holds the uniforms and the vertex and fragment shader source.
  15623. * @param {WebGLRenderer} renderer - A reference to the renderer.
  15624. */
  15625. onBeforeCompile( /* shaderobject, renderer */ ) {}
  15626. /**
  15627. * In case {@link Material#onBeforeCompile} is used, this callback can be used to identify
  15628. * values of settings used in `onBeforeCompile()`, so three.js can reuse a cached
  15629. * shader or recompile the shader for this material as needed.
  15630. *
  15631. * This method can only be used when rendering with {@link WebGLRenderer}.
  15632. *
  15633. * @return {string} The custom program cache key.
  15634. */
  15635. customProgramCacheKey() {
  15636. return this.onBeforeCompile.toString();
  15637. }
  15638. /**
  15639. * This method can be used to set default values from parameter objects.
  15640. * It is a generic implementation so it can be used with different types
  15641. * of materials.
  15642. *
  15643. * @param {Object} [values] - The material values to set.
  15644. */
  15645. setValues( values ) {
  15646. if ( values === undefined ) return;
  15647. for ( const key in values ) {
  15648. const newValue = values[ key ];
  15649. if ( newValue === undefined ) {
  15650. warn( `Material: parameter '${ key }' has value of undefined.` );
  15651. continue;
  15652. }
  15653. const currentValue = this[ key ];
  15654. if ( currentValue === undefined ) {
  15655. warn( `Material: '${ key }' is not a property of THREE.${ this.type }.` );
  15656. continue;
  15657. }
  15658. if ( currentValue && currentValue.isColor ) {
  15659. currentValue.set( newValue );
  15660. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  15661. currentValue.copy( newValue );
  15662. } else {
  15663. this[ key ] = newValue;
  15664. }
  15665. }
  15666. }
  15667. /**
  15668. * Serializes the material into JSON.
  15669. *
  15670. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  15671. * @return {Object} A JSON object representing the serialized material.
  15672. * @see {@link ObjectLoader#parse}
  15673. */
  15674. toJSON( meta ) {
  15675. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  15676. if ( isRootObject ) {
  15677. meta = {
  15678. textures: {},
  15679. images: {}
  15680. };
  15681. }
  15682. const data = {
  15683. metadata: {
  15684. version: 4.7,
  15685. type: 'Material',
  15686. generator: 'Material.toJSON'
  15687. }
  15688. };
  15689. // standard Material serialization
  15690. data.uuid = this.uuid;
  15691. data.type = this.type;
  15692. if ( this.name !== '' ) data.name = this.name;
  15693. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  15694. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  15695. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  15696. if ( this.sheen !== undefined ) data.sheen = this.sheen;
  15697. if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();
  15698. if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;
  15699. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  15700. if ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  15701. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  15702. if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;
  15703. if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();
  15704. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  15705. if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
  15706. if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
  15707. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  15708. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  15709. }
  15710. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  15711. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  15712. }
  15713. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  15714. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  15715. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  15716. }
  15717. if ( this.sheenColorMap && this.sheenColorMap.isTexture ) {
  15718. data.sheenColorMap = this.sheenColorMap.toJSON( meta ).uuid;
  15719. }
  15720. if ( this.sheenRoughnessMap && this.sheenRoughnessMap.isTexture ) {
  15721. data.sheenRoughnessMap = this.sheenRoughnessMap.toJSON( meta ).uuid;
  15722. }
  15723. if ( this.dispersion !== undefined ) data.dispersion = this.dispersion;
  15724. if ( this.iridescence !== undefined ) data.iridescence = this.iridescence;
  15725. if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;
  15726. if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;
  15727. if ( this.iridescenceMap && this.iridescenceMap.isTexture ) {
  15728. data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;
  15729. }
  15730. if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {
  15731. data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;
  15732. }
  15733. if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;
  15734. if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;
  15735. if ( this.anisotropyMap && this.anisotropyMap.isTexture ) {
  15736. data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;
  15737. }
  15738. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  15739. if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
  15740. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  15741. if ( this.lightMap && this.lightMap.isTexture ) {
  15742. data.lightMap = this.lightMap.toJSON( meta ).uuid;
  15743. data.lightMapIntensity = this.lightMapIntensity;
  15744. }
  15745. if ( this.aoMap && this.aoMap.isTexture ) {
  15746. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  15747. data.aoMapIntensity = this.aoMapIntensity;
  15748. }
  15749. if ( this.bumpMap && this.bumpMap.isTexture ) {
  15750. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  15751. data.bumpScale = this.bumpScale;
  15752. }
  15753. if ( this.normalMap && this.normalMap.isTexture ) {
  15754. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  15755. data.normalMapType = this.normalMapType;
  15756. data.normalScale = this.normalScale.toArray();
  15757. }
  15758. if ( this.displacementMap && this.displacementMap.isTexture ) {
  15759. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  15760. data.displacementScale = this.displacementScale;
  15761. data.displacementBias = this.displacementBias;
  15762. }
  15763. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  15764. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  15765. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  15766. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  15767. if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;
  15768. if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;
  15769. if ( this.envMap && this.envMap.isTexture ) {
  15770. data.envMap = this.envMap.toJSON( meta ).uuid;
  15771. if ( this.combine !== undefined ) data.combine = this.combine;
  15772. }
  15773. if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();
  15774. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  15775. if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
  15776. if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;
  15777. if ( this.gradientMap && this.gradientMap.isTexture ) {
  15778. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  15779. }
  15780. if ( this.transmission !== undefined ) data.transmission = this.transmission;
  15781. if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
  15782. if ( this.thickness !== undefined ) data.thickness = this.thickness;
  15783. if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
  15784. if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;
  15785. if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();
  15786. if ( this.size !== undefined ) data.size = this.size;
  15787. if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
  15788. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  15789. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  15790. if ( this.side !== FrontSide ) data.side = this.side;
  15791. if ( this.vertexColors === true ) data.vertexColors = true;
  15792. if ( this.opacity < 1 ) data.opacity = this.opacity;
  15793. if ( this.transparent === true ) data.transparent = true;
  15794. if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;
  15795. if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;
  15796. if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;
  15797. if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;
  15798. if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;
  15799. if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;
  15800. if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();
  15801. if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;
  15802. if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;
  15803. if ( this.depthTest === false ) data.depthTest = this.depthTest;
  15804. if ( this.depthWrite === false ) data.depthWrite = this.depthWrite;
  15805. if ( this.colorWrite === false ) data.colorWrite = this.colorWrite;
  15806. if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;
  15807. if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;
  15808. if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;
  15809. if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;
  15810. if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;
  15811. if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;
  15812. if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;
  15813. if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;
  15814. // rotation (SpriteMaterial)
  15815. if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;
  15816. if ( this.polygonOffset === true ) data.polygonOffset = true;
  15817. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  15818. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  15819. if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;
  15820. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  15821. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  15822. if ( this.scale !== undefined ) data.scale = this.scale;
  15823. if ( this.dithering === true ) data.dithering = true;
  15824. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  15825. if ( this.alphaHash === true ) data.alphaHash = true;
  15826. if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
  15827. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
  15828. if ( this.forceSinglePass === true ) data.forceSinglePass = true;
  15829. if ( this.allowOverride === false ) data.allowOverride = false;
  15830. if ( this.wireframe === true ) data.wireframe = true;
  15831. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  15832. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  15833. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  15834. if ( this.flatShading === true ) data.flatShading = true;
  15835. if ( this.visible === false ) data.visible = false;
  15836. if ( this.toneMapped === false ) data.toneMapped = false;
  15837. if ( this.fog === false ) data.fog = false;
  15838. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  15839. // TODO: Copied from Object3D.toJSON
  15840. function extractFromCache( cache ) {
  15841. const values = [];
  15842. for ( const key in cache ) {
  15843. const data = cache[ key ];
  15844. delete data.metadata;
  15845. values.push( data );
  15846. }
  15847. return values;
  15848. }
  15849. if ( isRootObject ) {
  15850. const textures = extractFromCache( meta.textures );
  15851. const images = extractFromCache( meta.images );
  15852. if ( textures.length > 0 ) data.textures = textures;
  15853. if ( images.length > 0 ) data.images = images;
  15854. }
  15855. return data;
  15856. }
  15857. /**
  15858. * Returns a new material with copied values from this instance.
  15859. *
  15860. * @return {Material} A clone of this instance.
  15861. */
  15862. clone() {
  15863. return new this.constructor().copy( this );
  15864. }
  15865. /**
  15866. * Copies the values of the given material to this instance.
  15867. *
  15868. * @param {Material} source - The material to copy.
  15869. * @return {Material} A reference to this instance.
  15870. */
  15871. copy( source ) {
  15872. this.name = source.name;
  15873. this.blending = source.blending;
  15874. this.side = source.side;
  15875. this.vertexColors = source.vertexColors;
  15876. this.opacity = source.opacity;
  15877. this.transparent = source.transparent;
  15878. this.blendSrc = source.blendSrc;
  15879. this.blendDst = source.blendDst;
  15880. this.blendEquation = source.blendEquation;
  15881. this.blendSrcAlpha = source.blendSrcAlpha;
  15882. this.blendDstAlpha = source.blendDstAlpha;
  15883. this.blendEquationAlpha = source.blendEquationAlpha;
  15884. this.blendColor.copy( source.blendColor );
  15885. this.blendAlpha = source.blendAlpha;
  15886. this.depthFunc = source.depthFunc;
  15887. this.depthTest = source.depthTest;
  15888. this.depthWrite = source.depthWrite;
  15889. this.stencilWriteMask = source.stencilWriteMask;
  15890. this.stencilFunc = source.stencilFunc;
  15891. this.stencilRef = source.stencilRef;
  15892. this.stencilFuncMask = source.stencilFuncMask;
  15893. this.stencilFail = source.stencilFail;
  15894. this.stencilZFail = source.stencilZFail;
  15895. this.stencilZPass = source.stencilZPass;
  15896. this.stencilWrite = source.stencilWrite;
  15897. const srcPlanes = source.clippingPlanes;
  15898. let dstPlanes = null;
  15899. if ( srcPlanes !== null ) {
  15900. const n = srcPlanes.length;
  15901. dstPlanes = new Array( n );
  15902. for ( let i = 0; i !== n; ++ i ) {
  15903. dstPlanes[ i ] = srcPlanes[ i ].clone();
  15904. }
  15905. }
  15906. this.clippingPlanes = dstPlanes;
  15907. this.clipIntersection = source.clipIntersection;
  15908. this.clipShadows = source.clipShadows;
  15909. this.shadowSide = source.shadowSide;
  15910. this.colorWrite = source.colorWrite;
  15911. this.precision = source.precision;
  15912. this.polygonOffset = source.polygonOffset;
  15913. this.polygonOffsetFactor = source.polygonOffsetFactor;
  15914. this.polygonOffsetUnits = source.polygonOffsetUnits;
  15915. this.dithering = source.dithering;
  15916. this.alphaTest = source.alphaTest;
  15917. this.alphaHash = source.alphaHash;
  15918. this.alphaToCoverage = source.alphaToCoverage;
  15919. this.premultipliedAlpha = source.premultipliedAlpha;
  15920. this.forceSinglePass = source.forceSinglePass;
  15921. this.allowOverride = source.allowOverride;
  15922. this.visible = source.visible;
  15923. this.toneMapped = source.toneMapped;
  15924. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  15925. return this;
  15926. }
  15927. /**
  15928. * Frees the GPU-related resources allocated by this instance. Call this
  15929. * method whenever this instance is no longer used in your app.
  15930. *
  15931. * @fires Material#dispose
  15932. */
  15933. dispose() {
  15934. /**
  15935. * Fires when the material has been disposed of.
  15936. *
  15937. * @event Material#dispose
  15938. * @type {Object}
  15939. */
  15940. this.dispatchEvent( { type: 'dispose' } );
  15941. }
  15942. /**
  15943. * Setting this property to `true` indicates the engine the material
  15944. * needs to be recompiled.
  15945. *
  15946. * @type {boolean}
  15947. * @default false
  15948. * @param {boolean} value
  15949. */
  15950. set needsUpdate( value ) {
  15951. if ( value === true ) this.version ++;
  15952. }
  15953. }
  15954. /**
  15955. * A material for rendering instances of {@link Sprite}.
  15956. *
  15957. * ```js
  15958. * const map = new THREE.TextureLoader().load( 'textures/sprite.png' );
  15959. * const material = new THREE.SpriteMaterial( { map: map, color: 0xffffff } );
  15960. *
  15961. * const sprite = new THREE.Sprite( material );
  15962. * sprite.scale.set(200, 200, 1)
  15963. * scene.add( sprite );
  15964. * ```
  15965. *
  15966. * @augments Material
  15967. */
  15968. class SpriteMaterial extends Material {
  15969. /**
  15970. * Constructs a new sprite material.
  15971. *
  15972. * @param {Object} [parameters] - An object with one or more properties
  15973. * defining the material's appearance. Any property of the material
  15974. * (including any property from inherited materials) can be passed
  15975. * in here. Color values can be passed any type of value accepted
  15976. * by {@link Color#set}.
  15977. */
  15978. constructor( parameters ) {
  15979. super();
  15980. /**
  15981. * This flag can be used for type testing.
  15982. *
  15983. * @type {boolean}
  15984. * @readonly
  15985. * @default true
  15986. */
  15987. this.isSpriteMaterial = true;
  15988. this.type = 'SpriteMaterial';
  15989. /**
  15990. * Color of the material.
  15991. *
  15992. * @type {Color}
  15993. * @default (1,1,1)
  15994. */
  15995. this.color = new Color( 0xffffff );
  15996. /**
  15997. * The color map. May optionally include an alpha channel, typically combined
  15998. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  15999. * color is modulated by the diffuse `color`.
  16000. *
  16001. * @type {?Texture}
  16002. * @default null
  16003. */
  16004. this.map = null;
  16005. /**
  16006. * The alpha map is a grayscale texture that controls the opacity across the
  16007. * surface (black: fully transparent; white: fully opaque).
  16008. *
  16009. * Only the color of the texture is used, ignoring the alpha channel if one
  16010. * exists. For RGB and RGBA textures, the renderer will use the green channel
  16011. * when sampling this texture due to the extra bit of precision provided for
  16012. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  16013. * luminance/alpha textures will also still work as expected.
  16014. *
  16015. * @type {?Texture}
  16016. * @default null
  16017. */
  16018. this.alphaMap = null;
  16019. /**
  16020. * The rotation of the sprite in radians.
  16021. *
  16022. * @type {number}
  16023. * @default 0
  16024. */
  16025. this.rotation = 0;
  16026. /**
  16027. * Specifies whether size of the sprite is attenuated by the camera depth (perspective camera only).
  16028. *
  16029. * @type {boolean}
  16030. * @default true
  16031. */
  16032. this.sizeAttenuation = true;
  16033. /**
  16034. * Overwritten since sprite materials are transparent
  16035. * by default.
  16036. *
  16037. * @type {boolean}
  16038. * @default true
  16039. */
  16040. this.transparent = true;
  16041. /**
  16042. * Whether the material is affected by fog or not.
  16043. *
  16044. * @type {boolean}
  16045. * @default true
  16046. */
  16047. this.fog = true;
  16048. this.setValues( parameters );
  16049. }
  16050. copy( source ) {
  16051. super.copy( source );
  16052. this.color.copy( source.color );
  16053. this.map = source.map;
  16054. this.alphaMap = source.alphaMap;
  16055. this.rotation = source.rotation;
  16056. this.sizeAttenuation = source.sizeAttenuation;
  16057. this.fog = source.fog;
  16058. return this;
  16059. }
  16060. }
  16061. let _geometry;
  16062. const _intersectPoint = /*@__PURE__*/ new Vector3();
  16063. const _worldScale = /*@__PURE__*/ new Vector3();
  16064. const _mvPosition = /*@__PURE__*/ new Vector3();
  16065. const _alignedPosition = /*@__PURE__*/ new Vector2();
  16066. const _rotatedPosition = /*@__PURE__*/ new Vector2();
  16067. const _viewWorldMatrix = /*@__PURE__*/ new Matrix4();
  16068. const _vA$1 = /*@__PURE__*/ new Vector3();
  16069. const _vB$1 = /*@__PURE__*/ new Vector3();
  16070. const _vC$1 = /*@__PURE__*/ new Vector3();
  16071. const _uvA = /*@__PURE__*/ new Vector2();
  16072. const _uvB = /*@__PURE__*/ new Vector2();
  16073. const _uvC = /*@__PURE__*/ new Vector2();
  16074. /**
  16075. * A sprite is a plane that always faces towards the camera, generally with a
  16076. * partially transparent texture applied.
  16077. *
  16078. * Sprites do not cast shadows, setting {@link Object3D#castShadow} to `true` will
  16079. * have no effect.
  16080. *
  16081. * ```js
  16082. * const map = new THREE.TextureLoader().load( 'sprite.png' );
  16083. * const material = new THREE.SpriteMaterial( { map: map } );
  16084. *
  16085. * const sprite = new THREE.Sprite( material );
  16086. * scene.add( sprite );
  16087. * ```
  16088. *
  16089. * @augments Object3D
  16090. */
  16091. class Sprite extends Object3D {
  16092. /**
  16093. * Constructs a new sprite.
  16094. *
  16095. * @param {(SpriteMaterial|SpriteNodeMaterial)} [material] - The sprite material.
  16096. */
  16097. constructor( material = new SpriteMaterial() ) {
  16098. super();
  16099. /**
  16100. * This flag can be used for type testing.
  16101. *
  16102. * @type {boolean}
  16103. * @readonly
  16104. * @default true
  16105. */
  16106. this.isSprite = true;
  16107. this.type = 'Sprite';
  16108. if ( _geometry === undefined ) {
  16109. _geometry = new BufferGeometry();
  16110. const float32Array = new Float32Array( [
  16111. -0.5, -0.5, 0, 0, 0,
  16112. 0.5, -0.5, 0, 1, 0,
  16113. 0.5, 0.5, 0, 1, 1,
  16114. -0.5, 0.5, 0, 0, 1
  16115. ] );
  16116. const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  16117. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  16118. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  16119. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  16120. }
  16121. /**
  16122. * The sprite geometry.
  16123. *
  16124. * @type {BufferGeometry}
  16125. */
  16126. this.geometry = _geometry;
  16127. /**
  16128. * The sprite material.
  16129. *
  16130. * @type {(SpriteMaterial|SpriteNodeMaterial)}
  16131. */
  16132. this.material = material;
  16133. /**
  16134. * The sprite's anchor point, and the point around which the sprite rotates.
  16135. * A value of `(0.5, 0.5)` corresponds to the midpoint of the sprite. A value
  16136. * of `(0, 0)` corresponds to the lower left corner of the sprite.
  16137. *
  16138. * @type {Vector2}
  16139. * @default (0.5,0.5)
  16140. */
  16141. this.center = new Vector2( 0.5, 0.5 );
  16142. /**
  16143. * The number of instances of this sprite.
  16144. * Can only be used with {@link WebGPURenderer}.
  16145. *
  16146. * @type {number}
  16147. * @default 1
  16148. */
  16149. this.count = 1;
  16150. }
  16151. /**
  16152. * Computes intersection points between a casted ray and this sprite.
  16153. *
  16154. * @param {Raycaster} raycaster - The raycaster.
  16155. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  16156. */
  16157. raycast( raycaster, intersects ) {
  16158. if ( raycaster.camera === null ) {
  16159. error( 'Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  16160. }
  16161. _worldScale.setFromMatrixScale( this.matrixWorld );
  16162. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  16163. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  16164. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  16165. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  16166. _worldScale.multiplyScalar( - _mvPosition.z );
  16167. }
  16168. const rotation = this.material.rotation;
  16169. let sin, cos;
  16170. if ( rotation !== 0 ) {
  16171. cos = Math.cos( rotation );
  16172. sin = Math.sin( rotation );
  16173. }
  16174. const center = this.center;
  16175. transformVertex( _vA$1.set( -0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16176. transformVertex( _vB$1.set( 0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16177. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16178. _uvA.set( 0, 0 );
  16179. _uvB.set( 1, 0 );
  16180. _uvC.set( 1, 1 );
  16181. // check first triangle
  16182. let intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  16183. if ( intersect === null ) {
  16184. // check second triangle
  16185. transformVertex( _vB$1.set( -0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16186. _uvB.set( 0, 1 );
  16187. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  16188. if ( intersect === null ) {
  16189. return;
  16190. }
  16191. }
  16192. const distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  16193. if ( distance < raycaster.near || distance > raycaster.far ) return;
  16194. intersects.push( {
  16195. distance: distance,
  16196. point: _intersectPoint.clone(),
  16197. uv: Triangle.getInterpolation( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA, _uvB, _uvC, new Vector2() ),
  16198. face: null,
  16199. object: this
  16200. } );
  16201. }
  16202. copy( source, recursive ) {
  16203. super.copy( source, recursive );
  16204. if ( source.center !== undefined ) this.center.copy( source.center );
  16205. this.material = source.material;
  16206. return this;
  16207. }
  16208. }
  16209. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  16210. // compute position in camera space
  16211. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  16212. // to check if rotation is not zero
  16213. if ( sin !== undefined ) {
  16214. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  16215. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  16216. } else {
  16217. _rotatedPosition.copy( _alignedPosition );
  16218. }
  16219. vertexPosition.copy( mvPosition );
  16220. vertexPosition.x += _rotatedPosition.x;
  16221. vertexPosition.y += _rotatedPosition.y;
  16222. // transform to world space
  16223. vertexPosition.applyMatrix4( _viewWorldMatrix );
  16224. }
  16225. const _v1$2 = /*@__PURE__*/ new Vector3();
  16226. const _v2$1 = /*@__PURE__*/ new Vector3();
  16227. /**
  16228. * A component for providing a basic Level of Detail (LOD) mechanism.
  16229. *
  16230. * Every LOD level is associated with an object, and rendering can be switched
  16231. * between them at the distances specified. Typically you would create, say,
  16232. * three meshes, one for far away (low detail), one for mid range (medium
  16233. * detail) and one for close up (high detail).
  16234. *
  16235. * ```js
  16236. * const lod = new THREE.LOD();
  16237. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  16238. *
  16239. * //Create spheres with 3 levels of detail and create new LOD levels for them
  16240. * for( let i = 0; i < 3; i++ ) {
  16241. *
  16242. * const geometry = new THREE.IcosahedronGeometry( 10, 3 - i );
  16243. * const mesh = new THREE.Mesh( geometry, material );
  16244. * lod.addLevel( mesh, i * 75 );
  16245. *
  16246. * }
  16247. *
  16248. * scene.add( lod );
  16249. * ```
  16250. *
  16251. * @augments Object3D
  16252. */
  16253. class LOD extends Object3D {
  16254. /**
  16255. * Constructs a new LOD.
  16256. */
  16257. constructor() {
  16258. super();
  16259. /**
  16260. * This flag can be used for type testing.
  16261. *
  16262. * @type {boolean}
  16263. * @readonly
  16264. * @default true
  16265. */
  16266. this.isLOD = true;
  16267. /**
  16268. * The current LOD index.
  16269. *
  16270. * @private
  16271. * @type {number}
  16272. * @default 0
  16273. */
  16274. this._currentLevel = 0;
  16275. this.type = 'LOD';
  16276. Object.defineProperties( this, {
  16277. /**
  16278. * This array holds the LOD levels.
  16279. *
  16280. * @name LOD#levels
  16281. * @type {Array<{object:Object3D,distance:number,hysteresis:number}>}
  16282. */
  16283. levels: {
  16284. enumerable: true,
  16285. value: []
  16286. }
  16287. } );
  16288. /**
  16289. * Whether the LOD object is updated automatically by the renderer per frame
  16290. * or not. If set to `false`, you have to call {@link LOD#update} in the
  16291. * render loop by yourself.
  16292. *
  16293. * @type {boolean}
  16294. * @default true
  16295. */
  16296. this.autoUpdate = true;
  16297. }
  16298. copy( source ) {
  16299. super.copy( source, false );
  16300. const levels = source.levels;
  16301. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  16302. const level = levels[ i ];
  16303. this.addLevel( level.object.clone(), level.distance, level.hysteresis );
  16304. }
  16305. this.autoUpdate = source.autoUpdate;
  16306. return this;
  16307. }
  16308. /**
  16309. * Adds a mesh that will display at a certain distance and greater. Typically
  16310. * the further away the distance, the lower the detail on the mesh.
  16311. *
  16312. * @param {Object3D} object - The 3D object to display at this level.
  16313. * @param {number} [distance=0] - The distance at which to display this level of detail.
  16314. * @param {number} [hysteresis=0] - Threshold used to avoid flickering at LOD boundaries, as a fraction of distance.
  16315. * @return {LOD} A reference to this instance.
  16316. */
  16317. addLevel( object, distance = 0, hysteresis = 0 ) {
  16318. distance = Math.abs( distance );
  16319. const levels = this.levels;
  16320. let l;
  16321. for ( l = 0; l < levels.length; l ++ ) {
  16322. if ( distance < levels[ l ].distance ) {
  16323. break;
  16324. }
  16325. }
  16326. levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } );
  16327. this.add( object );
  16328. return this;
  16329. }
  16330. /**
  16331. * Removes an existing level, based on the distance from the camera.
  16332. * Returns `true` when the level has been removed. Otherwise `false`.
  16333. *
  16334. * @param {number} distance - Distance of the level to remove.
  16335. * @return {boolean} Whether the level has been removed or not.
  16336. */
  16337. removeLevel( distance ) {
  16338. const levels = this.levels;
  16339. for ( let i = 0; i < levels.length; i ++ ) {
  16340. if ( levels[ i ].distance === distance ) {
  16341. const removedElements = levels.splice( i, 1 );
  16342. this.remove( removedElements[ 0 ].object );
  16343. return true;
  16344. }
  16345. }
  16346. return false;
  16347. }
  16348. /**
  16349. * Returns the currently active LOD level index.
  16350. *
  16351. * @return {number} The current active LOD level index.
  16352. */
  16353. getCurrentLevel() {
  16354. return this._currentLevel;
  16355. }
  16356. /**
  16357. * Returns a reference to the first 3D object that is greater than
  16358. * the given distance.
  16359. *
  16360. * @param {number} distance - The LOD distance.
  16361. * @return {?Object3D} The found 3D object. `null` if no 3D object has been found.
  16362. */
  16363. getObjectForDistance( distance ) {
  16364. const levels = this.levels;
  16365. if ( levels.length > 0 ) {
  16366. let i, l;
  16367. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16368. let levelDistance = levels[ i ].distance;
  16369. if ( levels[ i ].object.visible ) {
  16370. levelDistance -= levelDistance * levels[ i ].hysteresis;
  16371. }
  16372. if ( distance < levelDistance ) {
  16373. break;
  16374. }
  16375. }
  16376. return levels[ i - 1 ].object;
  16377. }
  16378. return null;
  16379. }
  16380. /**
  16381. * Computes intersection points between a casted ray and this LOD.
  16382. *
  16383. * @param {Raycaster} raycaster - The raycaster.
  16384. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  16385. */
  16386. raycast( raycaster, intersects ) {
  16387. const levels = this.levels;
  16388. if ( levels.length > 0 ) {
  16389. _v1$2.setFromMatrixPosition( this.matrixWorld );
  16390. const distance = raycaster.ray.origin.distanceTo( _v1$2 );
  16391. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  16392. }
  16393. }
  16394. /**
  16395. * Updates the LOD by computing which LOD level should be visible according
  16396. * to the current distance of the given camera.
  16397. *
  16398. * @param {Camera} camera - The camera the scene is rendered with.
  16399. */
  16400. update( camera ) {
  16401. const levels = this.levels;
  16402. if ( levels.length > 1 ) {
  16403. _v1$2.setFromMatrixPosition( camera.matrixWorld );
  16404. _v2$1.setFromMatrixPosition( this.matrixWorld );
  16405. const distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;
  16406. levels[ 0 ].object.visible = true;
  16407. let i, l;
  16408. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16409. let levelDistance = levels[ i ].distance;
  16410. if ( levels[ i ].object.visible ) {
  16411. levelDistance -= levelDistance * levels[ i ].hysteresis;
  16412. }
  16413. if ( distance >= levelDistance ) {
  16414. levels[ i - 1 ].object.visible = false;
  16415. levels[ i ].object.visible = true;
  16416. } else {
  16417. break;
  16418. }
  16419. }
  16420. this._currentLevel = i - 1;
  16421. for ( ; i < l; i ++ ) {
  16422. levels[ i ].object.visible = false;
  16423. }
  16424. }
  16425. }
  16426. toJSON( meta ) {
  16427. const data = super.toJSON( meta );
  16428. if ( this.autoUpdate === false ) data.object.autoUpdate = false;
  16429. data.object.levels = [];
  16430. const levels = this.levels;
  16431. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  16432. const level = levels[ i ];
  16433. data.object.levels.push( {
  16434. object: level.object.uuid,
  16435. distance: level.distance,
  16436. hysteresis: level.hysteresis
  16437. } );
  16438. }
  16439. return data;
  16440. }
  16441. }
  16442. const _vector$7 = /*@__PURE__*/ new Vector3();
  16443. const _segCenter = /*@__PURE__*/ new Vector3();
  16444. const _segDir = /*@__PURE__*/ new Vector3();
  16445. const _diff = /*@__PURE__*/ new Vector3();
  16446. const _edge1 = /*@__PURE__*/ new Vector3();
  16447. const _edge2 = /*@__PURE__*/ new Vector3();
  16448. const _normal$1 = /*@__PURE__*/ new Vector3();
  16449. /**
  16450. * A ray that emits from an origin in a certain direction. The class is used by
  16451. * {@link Raycaster} to assist with raycasting. Raycasting is used for
  16452. * mouse picking (working out what objects in the 3D space the mouse is over)
  16453. * amongst other things.
  16454. */
  16455. class Ray {
  16456. /**
  16457. * Constructs a new ray.
  16458. *
  16459. * @param {Vector3} [origin=(0,0,0)] - The origin of the ray.
  16460. * @param {Vector3} [direction=(0,0,-1)] - The (normalized) direction of the ray.
  16461. */
  16462. constructor( origin = new Vector3(), direction = new Vector3( 0, 0, -1 ) ) {
  16463. /**
  16464. * The origin of the ray.
  16465. *
  16466. * @type {Vector3}
  16467. */
  16468. this.origin = origin;
  16469. /**
  16470. * The (normalized) direction of the ray.
  16471. *
  16472. * @type {Vector3}
  16473. */
  16474. this.direction = direction;
  16475. }
  16476. /**
  16477. * Sets the ray's components by copying the given values.
  16478. *
  16479. * @param {Vector3} origin - The origin.
  16480. * @param {Vector3} direction - The direction.
  16481. * @return {Ray} A reference to this ray.
  16482. */
  16483. set( origin, direction ) {
  16484. this.origin.copy( origin );
  16485. this.direction.copy( direction );
  16486. return this;
  16487. }
  16488. /**
  16489. * Copies the values of the given ray to this instance.
  16490. *
  16491. * @param {Ray} ray - The ray to copy.
  16492. * @return {Ray} A reference to this ray.
  16493. */
  16494. copy( ray ) {
  16495. this.origin.copy( ray.origin );
  16496. this.direction.copy( ray.direction );
  16497. return this;
  16498. }
  16499. /**
  16500. * Returns a vector that is located at a given distance along this ray.
  16501. *
  16502. * @param {number} t - The distance along the ray to retrieve a position for.
  16503. * @param {Vector3} target - The target vector that is used to store the method's result.
  16504. * @return {Vector3} A position on the ray.
  16505. */
  16506. at( t, target ) {
  16507. return target.copy( this.origin ).addScaledVector( this.direction, t );
  16508. }
  16509. /**
  16510. * Adjusts the direction of the ray to point at the given vector in world space.
  16511. *
  16512. * @param {Vector3} v - The target position.
  16513. * @return {Ray} A reference to this ray.
  16514. */
  16515. lookAt( v ) {
  16516. this.direction.copy( v ).sub( this.origin ).normalize();
  16517. return this;
  16518. }
  16519. /**
  16520. * Shift the origin of this ray along its direction by the given distance.
  16521. *
  16522. * @param {number} t - The distance along the ray to interpolate.
  16523. * @return {Ray} A reference to this ray.
  16524. */
  16525. recast( t ) {
  16526. this.origin.copy( this.at( t, _vector$7 ) );
  16527. return this;
  16528. }
  16529. /**
  16530. * Returns the point along this ray that is closest to the given point.
  16531. *
  16532. * @param {Vector3} point - A point in 3D space to get the closet location on the ray for.
  16533. * @param {Vector3} target - The target vector that is used to store the method's result.
  16534. * @return {Vector3} The closest point on this ray.
  16535. */
  16536. closestPointToPoint( point, target ) {
  16537. target.subVectors( point, this.origin );
  16538. const directionDistance = target.dot( this.direction );
  16539. if ( directionDistance < 0 ) {
  16540. return target.copy( this.origin );
  16541. }
  16542. return target.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  16543. }
  16544. /**
  16545. * Returns the distance of the closest approach between this ray and the given point.
  16546. *
  16547. * @param {Vector3} point - A point in 3D space to compute the distance to.
  16548. * @return {number} The distance.
  16549. */
  16550. distanceToPoint( point ) {
  16551. return Math.sqrt( this.distanceSqToPoint( point ) );
  16552. }
  16553. /**
  16554. * Returns the squared distance of the closest approach between this ray and the given point.
  16555. *
  16556. * @param {Vector3} point - A point in 3D space to compute the distance to.
  16557. * @return {number} The squared distance.
  16558. */
  16559. distanceSqToPoint( point ) {
  16560. const directionDistance = _vector$7.subVectors( point, this.origin ).dot( this.direction );
  16561. // point behind the ray
  16562. if ( directionDistance < 0 ) {
  16563. return this.origin.distanceToSquared( point );
  16564. }
  16565. _vector$7.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  16566. return _vector$7.distanceToSquared( point );
  16567. }
  16568. /**
  16569. * Returns the squared distance between this ray and the given line segment.
  16570. *
  16571. * @param {Vector3} v0 - The start point of the line segment.
  16572. * @param {Vector3} v1 - The end point of the line segment.
  16573. * @param {Vector3} [optionalPointOnRay] - When provided, it receives the point on this ray that is closest to the segment.
  16574. * @param {Vector3} [optionalPointOnSegment] - When provided, it receives the point on the line segment that is closest to this ray.
  16575. * @return {number} The squared distance.
  16576. */
  16577. distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  16578. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h
  16579. // It returns the min distance between the ray and the segment
  16580. // defined by v0 and v1
  16581. // It can also set two optional targets :
  16582. // - The closest point on the ray
  16583. // - The closest point on the segment
  16584. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  16585. _segDir.copy( v1 ).sub( v0 ).normalize();
  16586. _diff.copy( this.origin ).sub( _segCenter );
  16587. const segExtent = v0.distanceTo( v1 ) * 0.5;
  16588. const a01 = - this.direction.dot( _segDir );
  16589. const b0 = _diff.dot( this.direction );
  16590. const b1 = - _diff.dot( _segDir );
  16591. const c = _diff.lengthSq();
  16592. const det = Math.abs( 1 - a01 * a01 );
  16593. let s0, s1, sqrDist, extDet;
  16594. if ( det > 0 ) {
  16595. // The ray and segment are not parallel.
  16596. s0 = a01 * b1 - b0;
  16597. s1 = a01 * b0 - b1;
  16598. extDet = segExtent * det;
  16599. if ( s0 >= 0 ) {
  16600. if ( s1 >= - extDet ) {
  16601. if ( s1 <= extDet ) {
  16602. // region 0
  16603. // Minimum at interior points of ray and segment.
  16604. const invDet = 1 / det;
  16605. s0 *= invDet;
  16606. s1 *= invDet;
  16607. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  16608. } else {
  16609. // region 1
  16610. s1 = segExtent;
  16611. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  16612. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  16613. }
  16614. } else {
  16615. // region 5
  16616. s1 = - segExtent;
  16617. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  16618. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  16619. }
  16620. } else {
  16621. if ( s1 <= - extDet ) {
  16622. // region 4
  16623. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  16624. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  16625. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  16626. } else if ( s1 <= extDet ) {
  16627. // region 3
  16628. s0 = 0;
  16629. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  16630. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  16631. } else {
  16632. // region 2
  16633. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  16634. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  16635. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  16636. }
  16637. }
  16638. } else {
  16639. // Ray and segment are parallel.
  16640. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  16641. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  16642. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  16643. }
  16644. if ( optionalPointOnRay ) {
  16645. optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 );
  16646. }
  16647. if ( optionalPointOnSegment ) {
  16648. optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );
  16649. }
  16650. return sqrDist;
  16651. }
  16652. /**
  16653. * Intersects this ray with the given sphere, returning the intersection
  16654. * point or `null` if there is no intersection.
  16655. *
  16656. * @param {Sphere} sphere - The sphere to intersect.
  16657. * @param {Vector3} target - The target vector that is used to store the method's result.
  16658. * @return {?Vector3} The intersection point.
  16659. */
  16660. intersectSphere( sphere, target ) {
  16661. _vector$7.subVectors( sphere.center, this.origin );
  16662. const tca = _vector$7.dot( this.direction );
  16663. const d2 = _vector$7.dot( _vector$7 ) - tca * tca;
  16664. const radius2 = sphere.radius * sphere.radius;
  16665. if ( d2 > radius2 ) return null;
  16666. const thc = Math.sqrt( radius2 - d2 );
  16667. // t0 = first intersect point - entrance on front of sphere
  16668. const t0 = tca - thc;
  16669. // t1 = second intersect point - exit point on back of sphere
  16670. const t1 = tca + thc;
  16671. // test to see if t1 is behind the ray - if so, return null
  16672. if ( t1 < 0 ) return null;
  16673. // test to see if t0 is behind the ray:
  16674. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  16675. // in order to always return an intersect point that is in front of the ray.
  16676. if ( t0 < 0 ) return this.at( t1, target );
  16677. // else t0 is in front of the ray, so return the first collision point scaled by t0
  16678. return this.at( t0, target );
  16679. }
  16680. /**
  16681. * Returns `true` if this ray intersects with the given sphere.
  16682. *
  16683. * @param {Sphere} sphere - The sphere to intersect.
  16684. * @return {boolean} Whether this ray intersects with the given sphere or not.
  16685. */
  16686. intersectsSphere( sphere ) {
  16687. if ( sphere.radius < 0 ) return false; // handle empty spheres, see #31187
  16688. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  16689. }
  16690. /**
  16691. * Computes the distance from the ray's origin to the given plane. Returns `null` if the ray
  16692. * does not intersect with the plane.
  16693. *
  16694. * @param {Plane} plane - The plane to compute the distance to.
  16695. * @return {?number} Whether this ray intersects with the given sphere or not.
  16696. */
  16697. distanceToPlane( plane ) {
  16698. const denominator = plane.normal.dot( this.direction );
  16699. if ( denominator === 0 ) {
  16700. // line is coplanar, return origin
  16701. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  16702. return 0;
  16703. }
  16704. // Null is preferable to undefined since undefined means.... it is undefined
  16705. return null;
  16706. }
  16707. const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  16708. // Return if the ray never intersects the plane
  16709. return t >= 0 ? t : null;
  16710. }
  16711. /**
  16712. * Intersects this ray with the given plane, returning the intersection
  16713. * point or `null` if there is no intersection.
  16714. *
  16715. * @param {Plane} plane - The plane to intersect.
  16716. * @param {Vector3} target - The target vector that is used to store the method's result.
  16717. * @return {?Vector3} The intersection point.
  16718. */
  16719. intersectPlane( plane, target ) {
  16720. const t = this.distanceToPlane( plane );
  16721. if ( t === null ) {
  16722. return null;
  16723. }
  16724. return this.at( t, target );
  16725. }
  16726. /**
  16727. * Returns `true` if this ray intersects with the given plane.
  16728. *
  16729. * @param {Plane} plane - The plane to intersect.
  16730. * @return {boolean} Whether this ray intersects with the given plane or not.
  16731. */
  16732. intersectsPlane( plane ) {
  16733. // check if the ray lies on the plane first
  16734. const distToPoint = plane.distanceToPoint( this.origin );
  16735. if ( distToPoint === 0 ) {
  16736. return true;
  16737. }
  16738. const denominator = plane.normal.dot( this.direction );
  16739. if ( denominator * distToPoint < 0 ) {
  16740. return true;
  16741. }
  16742. // ray origin is behind the plane (and is pointing behind it)
  16743. return false;
  16744. }
  16745. /**
  16746. * Intersects this ray with the given bounding box, returning the intersection
  16747. * point or `null` if there is no intersection.
  16748. *
  16749. * @param {Box3} box - The box to intersect.
  16750. * @param {Vector3} target - The target vector that is used to store the method's result.
  16751. * @return {?Vector3} The intersection point.
  16752. */
  16753. intersectBox( box, target ) {
  16754. let tmin, tmax, tymin, tymax, tzmin, tzmax;
  16755. const invdirx = 1 / this.direction.x,
  16756. invdiry = 1 / this.direction.y,
  16757. invdirz = 1 / this.direction.z;
  16758. const origin = this.origin;
  16759. if ( invdirx >= 0 ) {
  16760. tmin = ( box.min.x - origin.x ) * invdirx;
  16761. tmax = ( box.max.x - origin.x ) * invdirx;
  16762. } else {
  16763. tmin = ( box.max.x - origin.x ) * invdirx;
  16764. tmax = ( box.min.x - origin.x ) * invdirx;
  16765. }
  16766. if ( invdiry >= 0 ) {
  16767. tymin = ( box.min.y - origin.y ) * invdiry;
  16768. tymax = ( box.max.y - origin.y ) * invdiry;
  16769. } else {
  16770. tymin = ( box.max.y - origin.y ) * invdiry;
  16771. tymax = ( box.min.y - origin.y ) * invdiry;
  16772. }
  16773. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  16774. if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;
  16775. if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;
  16776. if ( invdirz >= 0 ) {
  16777. tzmin = ( box.min.z - origin.z ) * invdirz;
  16778. tzmax = ( box.max.z - origin.z ) * invdirz;
  16779. } else {
  16780. tzmin = ( box.max.z - origin.z ) * invdirz;
  16781. tzmax = ( box.min.z - origin.z ) * invdirz;
  16782. }
  16783. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  16784. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  16785. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  16786. //return point closest to the ray (positive side)
  16787. if ( tmax < 0 ) return null;
  16788. return this.at( tmin >= 0 ? tmin : tmax, target );
  16789. }
  16790. /**
  16791. * Returns `true` if this ray intersects with the given box.
  16792. *
  16793. * @param {Box3} box - The box to intersect.
  16794. * @return {boolean} Whether this ray intersects with the given box or not.
  16795. */
  16796. intersectsBox( box ) {
  16797. return this.intersectBox( box, _vector$7 ) !== null;
  16798. }
  16799. /**
  16800. * Intersects this ray with the given triangle, returning the intersection
  16801. * point or `null` if there is no intersection.
  16802. *
  16803. * @param {Vector3} a - The first vertex of the triangle.
  16804. * @param {Vector3} b - The second vertex of the triangle.
  16805. * @param {Vector3} c - The third vertex of the triangle.
  16806. * @param {boolean} backfaceCulling - Whether to use backface culling or not.
  16807. * @param {Vector3} target - The target vector that is used to store the method's result.
  16808. * @return {?Vector3} The intersection point.
  16809. */
  16810. intersectTriangle( a, b, c, backfaceCulling, target ) {
  16811. // Compute the offset origin, edges, and normal.
  16812. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  16813. _edge1.subVectors( b, a );
  16814. _edge2.subVectors( c, a );
  16815. _normal$1.crossVectors( _edge1, _edge2 );
  16816. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  16817. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  16818. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  16819. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  16820. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  16821. let DdN = this.direction.dot( _normal$1 );
  16822. let sign;
  16823. if ( DdN > 0 ) {
  16824. if ( backfaceCulling ) return null;
  16825. sign = 1;
  16826. } else if ( DdN < 0 ) {
  16827. sign = -1;
  16828. DdN = - DdN;
  16829. } else {
  16830. return null;
  16831. }
  16832. _diff.subVectors( this.origin, a );
  16833. const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  16834. // b1 < 0, no intersection
  16835. if ( DdQxE2 < 0 ) {
  16836. return null;
  16837. }
  16838. const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  16839. // b2 < 0, no intersection
  16840. if ( DdE1xQ < 0 ) {
  16841. return null;
  16842. }
  16843. // b1+b2 > 1, no intersection
  16844. if ( DdQxE2 + DdE1xQ > DdN ) {
  16845. return null;
  16846. }
  16847. // Line intersects triangle, check if ray does.
  16848. const QdN = - sign * _diff.dot( _normal$1 );
  16849. // t < 0, no intersection
  16850. if ( QdN < 0 ) {
  16851. return null;
  16852. }
  16853. // Ray intersects triangle.
  16854. return this.at( QdN / DdN, target );
  16855. }
  16856. /**
  16857. * Transforms this ray with the given 4x4 transformation matrix.
  16858. *
  16859. * @param {Matrix4} matrix4 - The transformation matrix.
  16860. * @return {Ray} A reference to this ray.
  16861. */
  16862. applyMatrix4( matrix4 ) {
  16863. this.origin.applyMatrix4( matrix4 );
  16864. this.direction.transformDirection( matrix4 );
  16865. return this;
  16866. }
  16867. /**
  16868. * Returns `true` if this ray is equal with the given one.
  16869. *
  16870. * @param {Ray} ray - The ray to test for equality.
  16871. * @return {boolean} Whether this ray is equal with the given one.
  16872. */
  16873. equals( ray ) {
  16874. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  16875. }
  16876. /**
  16877. * Returns a new ray with copied values from this instance.
  16878. *
  16879. * @return {Ray} A clone of this instance.
  16880. */
  16881. clone() {
  16882. return new this.constructor().copy( this );
  16883. }
  16884. }
  16885. /**
  16886. * A material for drawing geometries in a simple shaded (flat or wireframe) way.
  16887. *
  16888. * This material is not affected by lights.
  16889. *
  16890. * @augments Material
  16891. * @demo scenes/material-browser.html#MeshBasicMaterial
  16892. */
  16893. class MeshBasicMaterial extends Material {
  16894. /**
  16895. * Constructs a new mesh basic material.
  16896. *
  16897. * @param {Object} [parameters] - An object with one or more properties
  16898. * defining the material's appearance. Any property of the material
  16899. * (including any property from inherited materials) can be passed
  16900. * in here. Color values can be passed any type of value accepted
  16901. * by {@link Color#set}.
  16902. */
  16903. constructor( parameters ) {
  16904. super();
  16905. /**
  16906. * This flag can be used for type testing.
  16907. *
  16908. * @type {boolean}
  16909. * @readonly
  16910. * @default true
  16911. */
  16912. this.isMeshBasicMaterial = true;
  16913. this.type = 'MeshBasicMaterial';
  16914. /**
  16915. * Color of the material.
  16916. *
  16917. * @type {Color}
  16918. * @default (1,1,1)
  16919. */
  16920. this.color = new Color( 0xffffff ); // diffuse
  16921. /**
  16922. * The color map. May optionally include an alpha channel, typically combined
  16923. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  16924. * color is modulated by the diffuse `color`.
  16925. *
  16926. * @type {?Texture}
  16927. * @default null
  16928. */
  16929. this.map = null;
  16930. /**
  16931. * The light map. Requires a second set of UVs.
  16932. *
  16933. * @type {?Texture}
  16934. * @default null
  16935. */
  16936. this.lightMap = null;
  16937. /**
  16938. * Intensity of the baked light.
  16939. *
  16940. * @type {number}
  16941. * @default 1
  16942. */
  16943. this.lightMapIntensity = 1.0;
  16944. /**
  16945. * The red channel of this texture is used as the ambient occlusion map.
  16946. * Requires a second set of UVs.
  16947. *
  16948. * @type {?Texture}
  16949. * @default null
  16950. */
  16951. this.aoMap = null;
  16952. /**
  16953. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  16954. * disables ambient occlusion. Where intensity is `1` and the AO map's
  16955. * red channel is also `1`, ambient light is fully occluded on a surface.
  16956. *
  16957. * @type {number}
  16958. * @default 1
  16959. */
  16960. this.aoMapIntensity = 1.0;
  16961. /**
  16962. * Specular map used by the material.
  16963. *
  16964. * @type {?Texture}
  16965. * @default null
  16966. */
  16967. this.specularMap = null;
  16968. /**
  16969. * The alpha map is a grayscale texture that controls the opacity across the
  16970. * surface (black: fully transparent; white: fully opaque).
  16971. *
  16972. * Only the color of the texture is used, ignoring the alpha channel if one
  16973. * exists. For RGB and RGBA textures, the renderer will use the green channel
  16974. * when sampling this texture due to the extra bit of precision provided for
  16975. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  16976. * luminance/alpha textures will also still work as expected.
  16977. *
  16978. * @type {?Texture}
  16979. * @default null
  16980. */
  16981. this.alphaMap = null;
  16982. /**
  16983. * The environment map.
  16984. *
  16985. * @type {?Texture}
  16986. * @default null
  16987. */
  16988. this.envMap = null;
  16989. /**
  16990. * The rotation of the environment map in radians.
  16991. *
  16992. * @type {Euler}
  16993. * @default (0,0,0)
  16994. */
  16995. this.envMapRotation = new Euler();
  16996. /**
  16997. * How to combine the result of the surface's color with the environment map, if any.
  16998. *
  16999. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  17000. * blend between the two colors.
  17001. *
  17002. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  17003. * @default MultiplyOperation
  17004. */
  17005. this.combine = MultiplyOperation;
  17006. /**
  17007. * How much the environment map affects the surface.
  17008. * The valid range is between `0` (no reflections) and `1` (full reflections).
  17009. *
  17010. * @type {number}
  17011. * @default 1
  17012. */
  17013. this.reflectivity = 1;
  17014. /**
  17015. * The index of refraction (IOR) of air (approximately 1) divided by the
  17016. * index of refraction of the material. It is used with environment mapping
  17017. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  17018. * The refraction ratio should not exceed `1`.
  17019. *
  17020. * @type {number}
  17021. * @default 0.98
  17022. */
  17023. this.refractionRatio = 0.98;
  17024. /**
  17025. * Renders the geometry as a wireframe.
  17026. *
  17027. * @type {boolean}
  17028. * @default false
  17029. */
  17030. this.wireframe = false;
  17031. /**
  17032. * Controls the thickness of the wireframe.
  17033. *
  17034. * Can only be used with {@link SVGRenderer}.
  17035. *
  17036. * @type {number}
  17037. * @default 1
  17038. */
  17039. this.wireframeLinewidth = 1;
  17040. /**
  17041. * Defines appearance of wireframe ends.
  17042. *
  17043. * Can only be used with {@link SVGRenderer}.
  17044. *
  17045. * @type {('round'|'bevel'|'miter')}
  17046. * @default 'round'
  17047. */
  17048. this.wireframeLinecap = 'round';
  17049. /**
  17050. * Defines appearance of wireframe joints.
  17051. *
  17052. * Can only be used with {@link SVGRenderer}.
  17053. *
  17054. * @type {('round'|'bevel'|'miter')}
  17055. * @default 'round'
  17056. */
  17057. this.wireframeLinejoin = 'round';
  17058. /**
  17059. * Whether the material is affected by fog or not.
  17060. *
  17061. * @type {boolean}
  17062. * @default true
  17063. */
  17064. this.fog = true;
  17065. this.setValues( parameters );
  17066. }
  17067. copy( source ) {
  17068. super.copy( source );
  17069. this.color.copy( source.color );
  17070. this.map = source.map;
  17071. this.lightMap = source.lightMap;
  17072. this.lightMapIntensity = source.lightMapIntensity;
  17073. this.aoMap = source.aoMap;
  17074. this.aoMapIntensity = source.aoMapIntensity;
  17075. this.specularMap = source.specularMap;
  17076. this.alphaMap = source.alphaMap;
  17077. this.envMap = source.envMap;
  17078. this.envMapRotation.copy( source.envMapRotation );
  17079. this.combine = source.combine;
  17080. this.reflectivity = source.reflectivity;
  17081. this.refractionRatio = source.refractionRatio;
  17082. this.wireframe = source.wireframe;
  17083. this.wireframeLinewidth = source.wireframeLinewidth;
  17084. this.wireframeLinecap = source.wireframeLinecap;
  17085. this.wireframeLinejoin = source.wireframeLinejoin;
  17086. this.fog = source.fog;
  17087. return this;
  17088. }
  17089. }
  17090. const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();
  17091. const _ray$3 = /*@__PURE__*/ new Ray();
  17092. const _sphere$6 = /*@__PURE__*/ new Sphere();
  17093. const _sphereHitAt = /*@__PURE__*/ new Vector3();
  17094. const _vA = /*@__PURE__*/ new Vector3();
  17095. const _vB = /*@__PURE__*/ new Vector3();
  17096. const _vC = /*@__PURE__*/ new Vector3();
  17097. const _tempA = /*@__PURE__*/ new Vector3();
  17098. const _morphA = /*@__PURE__*/ new Vector3();
  17099. const _intersectionPoint = /*@__PURE__*/ new Vector3();
  17100. const _intersectionPointWorld = /*@__PURE__*/ new Vector3();
  17101. /**
  17102. * Class representing triangular polygon mesh based objects.
  17103. *
  17104. * ```js
  17105. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  17106. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  17107. * const mesh = new THREE.Mesh( geometry, material );
  17108. * scene.add( mesh );
  17109. * ```
  17110. *
  17111. * @augments Object3D
  17112. */
  17113. class Mesh extends Object3D {
  17114. /**
  17115. * Constructs a new mesh.
  17116. *
  17117. * @param {BufferGeometry} [geometry] - The mesh geometry.
  17118. * @param {Material|Array<Material>} [material] - The mesh material.
  17119. */
  17120. constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {
  17121. super();
  17122. /**
  17123. * This flag can be used for type testing.
  17124. *
  17125. * @type {boolean}
  17126. * @readonly
  17127. * @default true
  17128. */
  17129. this.isMesh = true;
  17130. this.type = 'Mesh';
  17131. /**
  17132. * The mesh geometry.
  17133. *
  17134. * @type {BufferGeometry}
  17135. */
  17136. this.geometry = geometry;
  17137. /**
  17138. * The mesh material.
  17139. *
  17140. * @type {Material|Array<Material>}
  17141. * @default MeshBasicMaterial
  17142. */
  17143. this.material = material;
  17144. /**
  17145. * A dictionary representing the morph targets in the geometry. The key is the
  17146. * morph targets name, the value its attribute index. This member is `undefined`
  17147. * by default and only set when morph targets are detected in the geometry.
  17148. *
  17149. * @type {Object<string,number>|undefined}
  17150. * @default undefined
  17151. */
  17152. this.morphTargetDictionary = undefined;
  17153. /**
  17154. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  17155. * is applied. This member is `undefined` by default and only set when morph targets are
  17156. * detected in the geometry.
  17157. *
  17158. * @type {Array<number>|undefined}
  17159. * @default undefined
  17160. */
  17161. this.morphTargetInfluences = undefined;
  17162. /**
  17163. * The number of instances of this mesh.
  17164. * Can only be used with {@link WebGPURenderer}.
  17165. *
  17166. * @type {number}
  17167. * @default 1
  17168. */
  17169. this.count = 1;
  17170. this.updateMorphTargets();
  17171. }
  17172. copy( source, recursive ) {
  17173. super.copy( source, recursive );
  17174. if ( source.morphTargetInfluences !== undefined ) {
  17175. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  17176. }
  17177. if ( source.morphTargetDictionary !== undefined ) {
  17178. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  17179. }
  17180. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  17181. this.geometry = source.geometry;
  17182. return this;
  17183. }
  17184. /**
  17185. * Sets the values of {@link Mesh#morphTargetDictionary} and {@link Mesh#morphTargetInfluences}
  17186. * to make sure existing morph targets can influence this 3D object.
  17187. */
  17188. updateMorphTargets() {
  17189. const geometry = this.geometry;
  17190. const morphAttributes = geometry.morphAttributes;
  17191. const keys = Object.keys( morphAttributes );
  17192. if ( keys.length > 0 ) {
  17193. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  17194. if ( morphAttribute !== undefined ) {
  17195. this.morphTargetInfluences = [];
  17196. this.morphTargetDictionary = {};
  17197. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  17198. const name = morphAttribute[ m ].name || String( m );
  17199. this.morphTargetInfluences.push( 0 );
  17200. this.morphTargetDictionary[ name ] = m;
  17201. }
  17202. }
  17203. }
  17204. }
  17205. /**
  17206. * Returns the local-space position of the vertex at the given index, taking into
  17207. * account the current animation state of both morph targets and skinning.
  17208. *
  17209. * @param {number} index - The vertex index.
  17210. * @param {Vector3} target - The target object that is used to store the method's result.
  17211. * @return {Vector3} The vertex position in local space.
  17212. */
  17213. getVertexPosition( index, target ) {
  17214. const geometry = this.geometry;
  17215. const position = geometry.attributes.position;
  17216. const morphPosition = geometry.morphAttributes.position;
  17217. const morphTargetsRelative = geometry.morphTargetsRelative;
  17218. target.fromBufferAttribute( position, index );
  17219. const morphInfluences = this.morphTargetInfluences;
  17220. if ( morphPosition && morphInfluences ) {
  17221. _morphA.set( 0, 0, 0 );
  17222. for ( let i = 0, il = morphPosition.length; i < il; i ++ ) {
  17223. const influence = morphInfluences[ i ];
  17224. const morphAttribute = morphPosition[ i ];
  17225. if ( influence === 0 ) continue;
  17226. _tempA.fromBufferAttribute( morphAttribute, index );
  17227. if ( morphTargetsRelative ) {
  17228. _morphA.addScaledVector( _tempA, influence );
  17229. } else {
  17230. _morphA.addScaledVector( _tempA.sub( target ), influence );
  17231. }
  17232. }
  17233. target.add( _morphA );
  17234. }
  17235. return target;
  17236. }
  17237. /**
  17238. * Computes intersection points between a casted ray and this line.
  17239. *
  17240. * @param {Raycaster} raycaster - The raycaster.
  17241. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  17242. */
  17243. raycast( raycaster, intersects ) {
  17244. const geometry = this.geometry;
  17245. const material = this.material;
  17246. const matrixWorld = this.matrixWorld;
  17247. if ( material === undefined ) return;
  17248. // test with bounding sphere in world space
  17249. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  17250. _sphere$6.copy( geometry.boundingSphere );
  17251. _sphere$6.applyMatrix4( matrixWorld );
  17252. // check distance from ray origin to bounding sphere
  17253. _ray$3.copy( raycaster.ray ).recast( raycaster.near );
  17254. if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {
  17255. if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;
  17256. if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;
  17257. }
  17258. // convert ray to local space of mesh
  17259. _inverseMatrix$3.copy( matrixWorld ).invert();
  17260. _ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );
  17261. // test with bounding box in local space
  17262. if ( geometry.boundingBox !== null ) {
  17263. if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;
  17264. }
  17265. // test for intersections with geometry
  17266. this._computeIntersections( raycaster, intersects, _ray$3 );
  17267. }
  17268. _computeIntersections( raycaster, intersects, rayLocalSpace ) {
  17269. let intersection;
  17270. const geometry = this.geometry;
  17271. const material = this.material;
  17272. const index = geometry.index;
  17273. const position = geometry.attributes.position;
  17274. const uv = geometry.attributes.uv;
  17275. const uv1 = geometry.attributes.uv1;
  17276. const normal = geometry.attributes.normal;
  17277. const groups = geometry.groups;
  17278. const drawRange = geometry.drawRange;
  17279. if ( index !== null ) {
  17280. // indexed buffer geometry
  17281. if ( Array.isArray( material ) ) {
  17282. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  17283. const group = groups[ i ];
  17284. const groupMaterial = material[ group.materialIndex ];
  17285. const start = Math.max( group.start, drawRange.start );
  17286. const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  17287. for ( let j = start, jl = end; j < jl; j += 3 ) {
  17288. const a = index.getX( j );
  17289. const b = index.getX( j + 1 );
  17290. const c = index.getX( j + 2 );
  17291. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  17292. if ( intersection ) {
  17293. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  17294. intersection.face.materialIndex = group.materialIndex;
  17295. intersects.push( intersection );
  17296. }
  17297. }
  17298. }
  17299. } else {
  17300. const start = Math.max( 0, drawRange.start );
  17301. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  17302. for ( let i = start, il = end; i < il; i += 3 ) {
  17303. const a = index.getX( i );
  17304. const b = index.getX( i + 1 );
  17305. const c = index.getX( i + 2 );
  17306. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  17307. if ( intersection ) {
  17308. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  17309. intersects.push( intersection );
  17310. }
  17311. }
  17312. }
  17313. } else if ( position !== undefined ) {
  17314. // non-indexed buffer geometry
  17315. if ( Array.isArray( material ) ) {
  17316. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  17317. const group = groups[ i ];
  17318. const groupMaterial = material[ group.materialIndex ];
  17319. const start = Math.max( group.start, drawRange.start );
  17320. const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  17321. for ( let j = start, jl = end; j < jl; j += 3 ) {
  17322. const a = j;
  17323. const b = j + 1;
  17324. const c = j + 2;
  17325. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  17326. if ( intersection ) {
  17327. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  17328. intersection.face.materialIndex = group.materialIndex;
  17329. intersects.push( intersection );
  17330. }
  17331. }
  17332. }
  17333. } else {
  17334. const start = Math.max( 0, drawRange.start );
  17335. const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  17336. for ( let i = start, il = end; i < il; i += 3 ) {
  17337. const a = i;
  17338. const b = i + 1;
  17339. const c = i + 2;
  17340. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  17341. if ( intersection ) {
  17342. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  17343. intersects.push( intersection );
  17344. }
  17345. }
  17346. }
  17347. }
  17348. }
  17349. }
  17350. function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) {
  17351. let intersect;
  17352. if ( material.side === BackSide ) {
  17353. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  17354. } else {
  17355. intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );
  17356. }
  17357. if ( intersect === null ) return null;
  17358. _intersectionPointWorld.copy( point );
  17359. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  17360. const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  17361. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  17362. return {
  17363. distance: distance,
  17364. point: _intersectionPointWorld.clone(),
  17365. object: object
  17366. };
  17367. }
  17368. function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {
  17369. object.getVertexPosition( a, _vA );
  17370. object.getVertexPosition( b, _vB );
  17371. object.getVertexPosition( c, _vC );
  17372. const intersection = checkIntersection$1( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  17373. if ( intersection ) {
  17374. const barycoord = new Vector3();
  17375. Triangle.getBarycoord( _intersectionPoint, _vA, _vB, _vC, barycoord );
  17376. if ( uv ) {
  17377. intersection.uv = Triangle.getInterpolatedAttribute( uv, a, b, c, barycoord, new Vector2() );
  17378. }
  17379. if ( uv1 ) {
  17380. intersection.uv1 = Triangle.getInterpolatedAttribute( uv1, a, b, c, barycoord, new Vector2() );
  17381. }
  17382. if ( normal ) {
  17383. intersection.normal = Triangle.getInterpolatedAttribute( normal, a, b, c, barycoord, new Vector3() );
  17384. if ( intersection.normal.dot( ray.direction ) > 0 ) {
  17385. intersection.normal.multiplyScalar( -1 );
  17386. }
  17387. }
  17388. const face = {
  17389. a: a,
  17390. b: b,
  17391. c: c,
  17392. normal: new Vector3(),
  17393. materialIndex: 0
  17394. };
  17395. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  17396. intersection.face = face;
  17397. intersection.barycoord = barycoord;
  17398. }
  17399. return intersection;
  17400. }
  17401. const _baseVector = /*@__PURE__*/ new Vector4();
  17402. const _skinIndex = /*@__PURE__*/ new Vector4();
  17403. const _skinWeight = /*@__PURE__*/ new Vector4();
  17404. const _vector4 = /*@__PURE__*/ new Vector4();
  17405. const _matrix4 = /*@__PURE__*/ new Matrix4();
  17406. const _vertex = /*@__PURE__*/ new Vector3();
  17407. const _sphere$5 = /*@__PURE__*/ new Sphere();
  17408. const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();
  17409. const _ray$2 = /*@__PURE__*/ new Ray();
  17410. /**
  17411. * A mesh that has a {@link Skeleton} that can then be used to animate the
  17412. * vertices of the geometry with skinning/skeleton animation.
  17413. *
  17414. * Next to a valid skeleton, the skinned mesh requires skin indices and weights
  17415. * as buffer attributes in its geometry. These attribute define which bones affect a single
  17416. * vertex to a certain extend.
  17417. *
  17418. * Typically skinned meshes are not created manually but loaders like {@link GLTFLoader}
  17419. * or {@link FBXLoader } import respective models.
  17420. *
  17421. * @augments Mesh
  17422. * @demo scenes/bones-browser.html
  17423. */
  17424. class SkinnedMesh extends Mesh {
  17425. /**
  17426. * Constructs a new skinned mesh.
  17427. *
  17428. * @param {BufferGeometry} [geometry] - The mesh geometry.
  17429. * @param {Material|Array<Material>} [material] - The mesh material.
  17430. */
  17431. constructor( geometry, material ) {
  17432. super( geometry, material );
  17433. /**
  17434. * This flag can be used for type testing.
  17435. *
  17436. * @type {boolean}
  17437. * @readonly
  17438. * @default true
  17439. */
  17440. this.isSkinnedMesh = true;
  17441. this.type = 'SkinnedMesh';
  17442. /**
  17443. * `AttachedBindMode` means the skinned mesh shares the same world space as the skeleton.
  17444. * This is not true when using `DetachedBindMode` which is useful when sharing a skeleton
  17445. * across multiple skinned meshes.
  17446. *
  17447. * @type {(AttachedBindMode|DetachedBindMode)}
  17448. * @default AttachedBindMode
  17449. */
  17450. this.bindMode = AttachedBindMode;
  17451. /**
  17452. * The base matrix that is used for the bound bone transforms.
  17453. *
  17454. * @type {Matrix4}
  17455. */
  17456. this.bindMatrix = new Matrix4();
  17457. /**
  17458. * The base matrix that is used for resetting the bound bone transforms.
  17459. *
  17460. * @type {Matrix4}
  17461. */
  17462. this.bindMatrixInverse = new Matrix4();
  17463. /**
  17464. * The bounding box of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingBox}.
  17465. *
  17466. * @type {?Box3}
  17467. * @default null
  17468. */
  17469. this.boundingBox = null;
  17470. /**
  17471. * The bounding sphere of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingSphere}.
  17472. *
  17473. * @type {?Sphere}
  17474. * @default null
  17475. */
  17476. this.boundingSphere = null;
  17477. }
  17478. /**
  17479. * Computes the bounding box of the skinned mesh, and updates {@link SkinnedMesh#boundingBox}.
  17480. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  17481. * If the skinned mesh is animated, the bounding box should be recomputed per frame in order to reflect
  17482. * the current animation state.
  17483. */
  17484. computeBoundingBox() {
  17485. const geometry = this.geometry;
  17486. if ( this.boundingBox === null ) {
  17487. this.boundingBox = new Box3();
  17488. }
  17489. this.boundingBox.makeEmpty();
  17490. const positionAttribute = geometry.getAttribute( 'position' );
  17491. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  17492. this.getVertexPosition( i, _vertex );
  17493. this.boundingBox.expandByPoint( _vertex );
  17494. }
  17495. }
  17496. /**
  17497. * Computes the bounding sphere of the skinned mesh, and updates {@link SkinnedMesh#boundingSphere}.
  17498. * The bounding sphere is automatically computed by the engine once when it is needed, e.g., for ray casting
  17499. * and view frustum culling. If the skinned mesh is animated, the bounding sphere should be recomputed
  17500. * per frame in order to reflect the current animation state.
  17501. */
  17502. computeBoundingSphere() {
  17503. const geometry = this.geometry;
  17504. if ( this.boundingSphere === null ) {
  17505. this.boundingSphere = new Sphere();
  17506. }
  17507. this.boundingSphere.makeEmpty();
  17508. const positionAttribute = geometry.getAttribute( 'position' );
  17509. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  17510. this.getVertexPosition( i, _vertex );
  17511. this.boundingSphere.expandByPoint( _vertex );
  17512. }
  17513. }
  17514. copy( source, recursive ) {
  17515. super.copy( source, recursive );
  17516. this.bindMode = source.bindMode;
  17517. this.bindMatrix.copy( source.bindMatrix );
  17518. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  17519. this.skeleton = source.skeleton;
  17520. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  17521. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  17522. return this;
  17523. }
  17524. raycast( raycaster, intersects ) {
  17525. const material = this.material;
  17526. const matrixWorld = this.matrixWorld;
  17527. if ( material === undefined ) return;
  17528. // test with bounding sphere in world space
  17529. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  17530. _sphere$5.copy( this.boundingSphere );
  17531. _sphere$5.applyMatrix4( matrixWorld );
  17532. if ( raycaster.ray.intersectsSphere( _sphere$5 ) === false ) return;
  17533. // convert ray to local space of skinned mesh
  17534. _inverseMatrix$2.copy( matrixWorld ).invert();
  17535. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  17536. // test with bounding box in local space
  17537. if ( this.boundingBox !== null ) {
  17538. if ( _ray$2.intersectsBox( this.boundingBox ) === false ) return;
  17539. }
  17540. // test for intersections with geometry
  17541. this._computeIntersections( raycaster, intersects, _ray$2 );
  17542. }
  17543. getVertexPosition( index, target ) {
  17544. super.getVertexPosition( index, target );
  17545. this.applyBoneTransform( index, target );
  17546. return target;
  17547. }
  17548. /**
  17549. * Binds the given skeleton to the skinned mesh.
  17550. *
  17551. * @param {Skeleton} skeleton - The skeleton to bind.
  17552. * @param {Matrix4} [bindMatrix] - The bind matrix. If no bind matrix is provided,
  17553. * the skinned mesh's world matrix will be used instead.
  17554. */
  17555. bind( skeleton, bindMatrix ) {
  17556. this.skeleton = skeleton;
  17557. if ( bindMatrix === undefined ) {
  17558. this.updateMatrixWorld( true );
  17559. this.skeleton.calculateInverses();
  17560. bindMatrix = this.matrixWorld;
  17561. }
  17562. this.bindMatrix.copy( bindMatrix );
  17563. this.bindMatrixInverse.copy( bindMatrix ).invert();
  17564. }
  17565. /**
  17566. * This method sets the skinned mesh in the rest pose).
  17567. */
  17568. pose() {
  17569. this.skeleton.pose();
  17570. }
  17571. /**
  17572. * Normalizes the skin weights which are defined as a buffer attribute
  17573. * in the skinned mesh's geometry.
  17574. */
  17575. normalizeSkinWeights() {
  17576. const vector = new Vector4();
  17577. const skinWeight = this.geometry.attributes.skinWeight;
  17578. for ( let i = 0, l = skinWeight.count; i < l; i ++ ) {
  17579. vector.fromBufferAttribute( skinWeight, i );
  17580. const scale = 1.0 / vector.manhattanLength();
  17581. if ( scale !== Infinity ) {
  17582. vector.multiplyScalar( scale );
  17583. } else {
  17584. vector.set( 1, 0, 0, 0 ); // do something reasonable
  17585. }
  17586. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  17587. }
  17588. }
  17589. updateMatrixWorld( force ) {
  17590. super.updateMatrixWorld( force );
  17591. if ( this.bindMode === AttachedBindMode ) {
  17592. this.bindMatrixInverse.copy( this.matrixWorld ).invert();
  17593. } else if ( this.bindMode === DetachedBindMode ) {
  17594. this.bindMatrixInverse.copy( this.bindMatrix ).invert();
  17595. } else {
  17596. warn( 'SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  17597. }
  17598. }
  17599. /**
  17600. * Applies the bone transform associated with the given index to the given
  17601. * vector. Can be used to transform positions or direction vectors by providing
  17602. * a Vector4 with 1 or 0 in the w component respectively. Returns the updated vector.
  17603. *
  17604. * @param {number} index - The vertex index.
  17605. * @param {Vector3|Vector4} target - The target object that is used to store the method's result.
  17606. * @return {Vector3|Vector4} The updated vertex attribute data.
  17607. */
  17608. applyBoneTransform( index, target ) {
  17609. const skeleton = this.skeleton;
  17610. const geometry = this.geometry;
  17611. _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  17612. _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  17613. if ( target.isVector4 ) {
  17614. _baseVector.copy( target );
  17615. target.set( 0, 0, 0, 0 );
  17616. } else {
  17617. _baseVector.set( ...target, 1 );
  17618. target.set( 0, 0, 0 );
  17619. }
  17620. _baseVector.applyMatrix4( this.bindMatrix );
  17621. for ( let i = 0; i < 4; i ++ ) {
  17622. const weight = _skinWeight.getComponent( i );
  17623. if ( weight !== 0 ) {
  17624. const boneIndex = _skinIndex.getComponent( i );
  17625. _matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  17626. target.addScaledVector( _vector4.copy( _baseVector ).applyMatrix4( _matrix4 ), weight );
  17627. }
  17628. }
  17629. if ( target.isVector4 ) {
  17630. // ensure the homogenous coordinate remains unchanged after vector operations
  17631. target.w = _baseVector.w;
  17632. }
  17633. return target.applyMatrix4( this.bindMatrixInverse );
  17634. }
  17635. }
  17636. /**
  17637. * A bone which is part of a {@link Skeleton}. The skeleton in turn is used by
  17638. * the {@link SkinnedMesh}.
  17639. *
  17640. * ```js
  17641. * const root = new THREE.Bone();
  17642. * const child = new THREE.Bone();
  17643. *
  17644. * root.add( child );
  17645. * child.position.y = 5;
  17646. * ```
  17647. *
  17648. * @augments Object3D
  17649. */
  17650. class Bone extends Object3D {
  17651. /**
  17652. * Constructs a new bone.
  17653. */
  17654. constructor() {
  17655. super();
  17656. /**
  17657. * This flag can be used for type testing.
  17658. *
  17659. * @type {boolean}
  17660. * @readonly
  17661. * @default true
  17662. */
  17663. this.isBone = true;
  17664. this.type = 'Bone';
  17665. }
  17666. }
  17667. /**
  17668. * Creates a texture directly from raw buffer data.
  17669. *
  17670. * The interpretation of the data depends on type and format: If the type is
  17671. * `UnsignedByteType`, a `Uint8Array` will be useful for addressing the
  17672. * texel data. If the format is `RGBAFormat`, data needs four values for
  17673. * one texel; Red, Green, Blue and Alpha (typically the opacity).
  17674. *
  17675. * @augments Texture
  17676. */
  17677. class DataTexture extends Texture {
  17678. /**
  17679. * Constructs a new data texture.
  17680. *
  17681. * @param {?TypedArray} [data=null] - The buffer data.
  17682. * @param {number} [width=1] - The width of the texture.
  17683. * @param {number} [height=1] - The height of the texture.
  17684. * @param {number} [format=RGBAFormat] - The texture format.
  17685. * @param {number} [type=UnsignedByteType] - The texture type.
  17686. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  17687. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  17688. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  17689. * @param {number} [magFilter=NearestFilter] - The mag filter value.
  17690. * @param {number} [minFilter=NearestFilter] - The min filter value.
  17691. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  17692. * @param {string} [colorSpace=NoColorSpace] - The color space.
  17693. */
  17694. constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) {
  17695. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  17696. /**
  17697. * This flag can be used for type testing.
  17698. *
  17699. * @type {boolean}
  17700. * @readonly
  17701. * @default true
  17702. */
  17703. this.isDataTexture = true;
  17704. /**
  17705. * The image definition of a data texture.
  17706. *
  17707. * @type {{data:TypedArray,width:number,height:number}}
  17708. */
  17709. this.image = { data: data, width: width, height: height };
  17710. /**
  17711. * Whether to generate mipmaps (if possible) for a texture.
  17712. *
  17713. * Overwritten and set to `false` by default.
  17714. *
  17715. * @type {boolean}
  17716. * @default false
  17717. */
  17718. this.generateMipmaps = false;
  17719. /**
  17720. * If set to `true`, the texture is flipped along the vertical axis when
  17721. * uploaded to the GPU.
  17722. *
  17723. * Overwritten and set to `false` by default.
  17724. *
  17725. * @type {boolean}
  17726. * @default false
  17727. */
  17728. this.flipY = false;
  17729. /**
  17730. * Specifies the alignment requirements for the start of each pixel row in memory.
  17731. *
  17732. * Overwritten and set to `1` by default.
  17733. *
  17734. * @type {boolean}
  17735. * @default 1
  17736. */
  17737. this.unpackAlignment = 1;
  17738. }
  17739. }
  17740. const _offsetMatrix = /*@__PURE__*/ new Matrix4();
  17741. const _identityMatrix = /*@__PURE__*/ new Matrix4();
  17742. /**
  17743. * Class for representing the armatures in `three.js`. The skeleton
  17744. * is defined by a hierarchy of bones.
  17745. *
  17746. * ```js
  17747. * const bones = [];
  17748. *
  17749. * const shoulder = new THREE.Bone();
  17750. * const elbow = new THREE.Bone();
  17751. * const hand = new THREE.Bone();
  17752. *
  17753. * shoulder.add( elbow );
  17754. * elbow.add( hand );
  17755. *
  17756. * bones.push( shoulder , elbow, hand);
  17757. *
  17758. * shoulder.position.y = -5;
  17759. * elbow.position.y = 0;
  17760. * hand.position.y = 5;
  17761. *
  17762. * const armSkeleton = new THREE.Skeleton( bones );
  17763. * ```
  17764. */
  17765. class Skeleton {
  17766. /**
  17767. * Constructs a new skeleton.
  17768. *
  17769. * @param {Array<Bone>} [bones] - An array of bones.
  17770. * @param {Array<Matrix4>} [boneInverses] - An array of bone inverse matrices.
  17771. * If not provided, these matrices will be computed automatically via {@link Skeleton#calculateInverses}.
  17772. */
  17773. constructor( bones = [], boneInverses = [] ) {
  17774. this.uuid = generateUUID();
  17775. /**
  17776. * An array of bones defining the skeleton.
  17777. *
  17778. * @type {Array<Bone>}
  17779. */
  17780. this.bones = bones.slice( 0 );
  17781. /**
  17782. * An array of bone inverse matrices.
  17783. *
  17784. * @type {Array<Matrix4>}
  17785. */
  17786. this.boneInverses = boneInverses;
  17787. /**
  17788. * An array buffer holding the bone data.
  17789. * Input data for {@link Skeleton#boneTexture}.
  17790. *
  17791. * @type {?Float32Array}
  17792. * @default null
  17793. */
  17794. this.boneMatrices = null;
  17795. /**
  17796. * An array buffer holding the bone data of the previous frame.
  17797. * Required for computing velocity. Maintained in {@link SkinningNode}.
  17798. *
  17799. * @type {?Float32Array}
  17800. * @default null
  17801. */
  17802. this.previousBoneMatrices = null;
  17803. /**
  17804. * A texture holding the bone data for use
  17805. * in the vertex shader.
  17806. *
  17807. * @type {?DataTexture}
  17808. * @default null
  17809. */
  17810. this.boneTexture = null;
  17811. this.init();
  17812. }
  17813. /**
  17814. * Initializes the skeleton. This method gets automatically called by the constructor
  17815. * but depending on how the skeleton is created it might be necessary to call this method
  17816. * manually.
  17817. */
  17818. init() {
  17819. const bones = this.bones;
  17820. const boneInverses = this.boneInverses;
  17821. this.boneMatrices = new Float32Array( bones.length * 16 );
  17822. // calculate inverse bone matrices if necessary
  17823. if ( boneInverses.length === 0 ) {
  17824. this.calculateInverses();
  17825. } else {
  17826. // handle special case
  17827. if ( bones.length !== boneInverses.length ) {
  17828. warn( 'Skeleton: Number of inverse bone matrices does not match amount of bones.' );
  17829. this.boneInverses = [];
  17830. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  17831. this.boneInverses.push( new Matrix4() );
  17832. }
  17833. }
  17834. }
  17835. }
  17836. /**
  17837. * Computes the bone inverse matrices. This method resets {@link Skeleton#boneInverses}
  17838. * and fills it with new matrices.
  17839. */
  17840. calculateInverses() {
  17841. this.boneInverses.length = 0;
  17842. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  17843. const inverse = new Matrix4();
  17844. if ( this.bones[ i ] ) {
  17845. inverse.copy( this.bones[ i ].matrixWorld ).invert();
  17846. }
  17847. this.boneInverses.push( inverse );
  17848. }
  17849. }
  17850. /**
  17851. * Resets the skeleton to the base pose.
  17852. */
  17853. pose() {
  17854. // recover the bind-time world matrices
  17855. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  17856. const bone = this.bones[ i ];
  17857. if ( bone ) {
  17858. bone.matrixWorld.copy( this.boneInverses[ i ] ).invert();
  17859. }
  17860. }
  17861. // compute the local matrices, positions, rotations and scales
  17862. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  17863. const bone = this.bones[ i ];
  17864. if ( bone ) {
  17865. if ( bone.parent && bone.parent.isBone ) {
  17866. bone.matrix.copy( bone.parent.matrixWorld ).invert();
  17867. bone.matrix.multiply( bone.matrixWorld );
  17868. } else {
  17869. bone.matrix.copy( bone.matrixWorld );
  17870. }
  17871. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  17872. }
  17873. }
  17874. }
  17875. /**
  17876. * Resets the skeleton to the base pose.
  17877. */
  17878. update() {
  17879. const bones = this.bones;
  17880. const boneInverses = this.boneInverses;
  17881. const boneMatrices = this.boneMatrices;
  17882. const boneTexture = this.boneTexture;
  17883. // flatten bone matrices to array
  17884. for ( let i = 0, il = bones.length; i < il; i ++ ) {
  17885. // compute the offset between the current and the original transform
  17886. const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  17887. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  17888. _offsetMatrix.toArray( boneMatrices, i * 16 );
  17889. }
  17890. if ( boneTexture !== null ) {
  17891. boneTexture.needsUpdate = true;
  17892. }
  17893. }
  17894. /**
  17895. * Returns a new skeleton with copied values from this instance.
  17896. *
  17897. * @return {Skeleton} A clone of this instance.
  17898. */
  17899. clone() {
  17900. return new Skeleton( this.bones, this.boneInverses );
  17901. }
  17902. /**
  17903. * Computes a data texture for passing bone data to the vertex shader.
  17904. *
  17905. * @return {Skeleton} A reference of this instance.
  17906. */
  17907. computeBoneTexture() {
  17908. // layout (1 matrix = 4 pixels)
  17909. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  17910. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  17911. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  17912. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  17913. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  17914. let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
  17915. size = Math.ceil( size / 4 ) * 4;
  17916. size = Math.max( size, 4 );
  17917. const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  17918. boneMatrices.set( this.boneMatrices ); // copy current values
  17919. const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  17920. boneTexture.needsUpdate = true;
  17921. this.boneMatrices = boneMatrices;
  17922. this.boneTexture = boneTexture;
  17923. return this;
  17924. }
  17925. /**
  17926. * Searches through the skeleton's bone array and returns the first with a
  17927. * matching name.
  17928. *
  17929. * @param {string} name - The name of the bone.
  17930. * @return {Bone|undefined} The found bone. `undefined` if no bone has been found.
  17931. */
  17932. getBoneByName( name ) {
  17933. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  17934. const bone = this.bones[ i ];
  17935. if ( bone.name === name ) {
  17936. return bone;
  17937. }
  17938. }
  17939. return undefined;
  17940. }
  17941. /**
  17942. * Frees the GPU-related resources allocated by this instance. Call this
  17943. * method whenever this instance is no longer used in your app.
  17944. */
  17945. dispose( ) {
  17946. if ( this.boneTexture !== null ) {
  17947. this.boneTexture.dispose();
  17948. this.boneTexture = null;
  17949. }
  17950. }
  17951. /**
  17952. * Setups the skeleton by the given JSON and bones.
  17953. *
  17954. * @param {Object} json - The skeleton as serialized JSON.
  17955. * @param {Object<string, Bone>} bones - An array of bones.
  17956. * @return {Skeleton} A reference of this instance.
  17957. */
  17958. fromJSON( json, bones ) {
  17959. this.uuid = json.uuid;
  17960. for ( let i = 0, l = json.bones.length; i < l; i ++ ) {
  17961. const uuid = json.bones[ i ];
  17962. let bone = bones[ uuid ];
  17963. if ( bone === undefined ) {
  17964. warn( 'Skeleton: No bone found with UUID:', uuid );
  17965. bone = new Bone();
  17966. }
  17967. this.bones.push( bone );
  17968. this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );
  17969. }
  17970. this.init();
  17971. return this;
  17972. }
  17973. /**
  17974. * Serializes the skeleton into JSON.
  17975. *
  17976. * @return {Object} A JSON object representing the serialized skeleton.
  17977. * @see {@link ObjectLoader#parse}
  17978. */
  17979. toJSON() {
  17980. const data = {
  17981. metadata: {
  17982. version: 4.7,
  17983. type: 'Skeleton',
  17984. generator: 'Skeleton.toJSON'
  17985. },
  17986. bones: [],
  17987. boneInverses: []
  17988. };
  17989. data.uuid = this.uuid;
  17990. const bones = this.bones;
  17991. const boneInverses = this.boneInverses;
  17992. for ( let i = 0, l = bones.length; i < l; i ++ ) {
  17993. const bone = bones[ i ];
  17994. data.bones.push( bone.uuid );
  17995. const boneInverse = boneInverses[ i ];
  17996. data.boneInverses.push( boneInverse.toArray() );
  17997. }
  17998. return data;
  17999. }
  18000. }
  18001. /**
  18002. * An instanced version of a buffer attribute.
  18003. *
  18004. * @augments BufferAttribute
  18005. */
  18006. class InstancedBufferAttribute extends BufferAttribute {
  18007. /**
  18008. * Constructs a new instanced buffer attribute.
  18009. *
  18010. * @param {TypedArray} array - The array holding the attribute data.
  18011. * @param {number} itemSize - The item size.
  18012. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  18013. * @param {number} [meshPerAttribute=1] - How often a value of this buffer attribute should be repeated.
  18014. */
  18015. constructor( array, itemSize, normalized, meshPerAttribute = 1 ) {
  18016. super( array, itemSize, normalized );
  18017. /**
  18018. * This flag can be used for type testing.
  18019. *
  18020. * @type {boolean}
  18021. * @readonly
  18022. * @default true
  18023. */
  18024. this.isInstancedBufferAttribute = true;
  18025. /**
  18026. * Defines how often a value of this buffer attribute should be repeated. A
  18027. * value of one means that each value of the instanced attribute is used for
  18028. * a single instance. A value of two means that each value is used for two
  18029. * consecutive instances (and so on).
  18030. *
  18031. * @type {number}
  18032. * @default 1
  18033. */
  18034. this.meshPerAttribute = meshPerAttribute;
  18035. }
  18036. copy( source ) {
  18037. super.copy( source );
  18038. this.meshPerAttribute = source.meshPerAttribute;
  18039. return this;
  18040. }
  18041. toJSON() {
  18042. const data = super.toJSON();
  18043. data.meshPerAttribute = this.meshPerAttribute;
  18044. data.isInstancedBufferAttribute = true;
  18045. return data;
  18046. }
  18047. }
  18048. const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();
  18049. const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();
  18050. const _instanceIntersects = [];
  18051. const _box3 = /*@__PURE__*/ new Box3();
  18052. const _identity = /*@__PURE__*/ new Matrix4();
  18053. const _mesh$1 = /*@__PURE__*/ new Mesh();
  18054. const _sphere$4 = /*@__PURE__*/ new Sphere();
  18055. /**
  18056. * A special version of a mesh with instanced rendering support. Use
  18057. * this class if you have to render a large number of objects with the same
  18058. * geometry and material(s) but with different world transformations. The usage
  18059. * of 'InstancedMesh' will help you to reduce the number of draw calls and thus
  18060. * improve the overall rendering performance in your application.
  18061. *
  18062. * @augments Mesh
  18063. */
  18064. class InstancedMesh extends Mesh {
  18065. /**
  18066. * Constructs a new instanced mesh.
  18067. *
  18068. * @param {BufferGeometry} [geometry] - The mesh geometry.
  18069. * @param {Material|Array<Material>} [material] - The mesh material.
  18070. * @param {number} count - The number of instances.
  18071. */
  18072. constructor( geometry, material, count ) {
  18073. super( geometry, material );
  18074. /**
  18075. * This flag can be used for type testing.
  18076. *
  18077. * @type {boolean}
  18078. * @readonly
  18079. * @default true
  18080. */
  18081. this.isInstancedMesh = true;
  18082. /**
  18083. * Represents the local transformation of all instances. You have to set its
  18084. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  18085. * via {@link InstancedMesh#setMatrixAt}.
  18086. *
  18087. * @type {InstancedBufferAttribute}
  18088. */
  18089. this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );
  18090. /**
  18091. * Represents the local transformation of all instances of the previous frame.
  18092. * Required for computing velocity. Maintained in {@link InstanceNode}.
  18093. *
  18094. * @type {?InstancedBufferAttribute}
  18095. * @default null
  18096. */
  18097. this.previousInstanceMatrix = null;
  18098. /**
  18099. * Represents the color of all instances. You have to set its
  18100. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  18101. * via {@link InstancedMesh#setColorAt}.
  18102. *
  18103. * @type {?InstancedBufferAttribute}
  18104. * @default null
  18105. */
  18106. this.instanceColor = null;
  18107. /**
  18108. * Represents the morph target weights of all instances. You have to set its
  18109. * {@link Texture#needsUpdate} flag to true if you modify instanced data
  18110. * via {@link InstancedMesh#setMorphAt}.
  18111. *
  18112. * @type {?DataTexture}
  18113. * @default null
  18114. */
  18115. this.morphTexture = null;
  18116. /**
  18117. * The number of instances.
  18118. *
  18119. * @type {number}
  18120. */
  18121. this.count = count;
  18122. /**
  18123. * The bounding box of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingBox}.
  18124. *
  18125. * @type {?Box3}
  18126. * @default null
  18127. */
  18128. this.boundingBox = null;
  18129. /**
  18130. * The bounding sphere of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingSphere}.
  18131. *
  18132. * @type {?Sphere}
  18133. * @default null
  18134. */
  18135. this.boundingSphere = null;
  18136. for ( let i = 0; i < count; i ++ ) {
  18137. this.setMatrixAt( i, _identity );
  18138. }
  18139. }
  18140. /**
  18141. * Computes the bounding box of the instanced mesh, and updates {@link InstancedMesh#boundingBox}.
  18142. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  18143. * You may need to recompute the bounding box if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  18144. */
  18145. computeBoundingBox() {
  18146. const geometry = this.geometry;
  18147. const count = this.count;
  18148. if ( this.boundingBox === null ) {
  18149. this.boundingBox = new Box3();
  18150. }
  18151. if ( geometry.boundingBox === null ) {
  18152. geometry.computeBoundingBox();
  18153. }
  18154. this.boundingBox.makeEmpty();
  18155. for ( let i = 0; i < count; i ++ ) {
  18156. this.getMatrixAt( i, _instanceLocalMatrix );
  18157. _box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix );
  18158. this.boundingBox.union( _box3 );
  18159. }
  18160. }
  18161. /**
  18162. * Computes the bounding sphere of the instanced mesh, and updates {@link InstancedMesh#boundingSphere}
  18163. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  18164. * You may need to recompute the bounding sphere if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  18165. */
  18166. computeBoundingSphere() {
  18167. const geometry = this.geometry;
  18168. const count = this.count;
  18169. if ( this.boundingSphere === null ) {
  18170. this.boundingSphere = new Sphere();
  18171. }
  18172. if ( geometry.boundingSphere === null ) {
  18173. geometry.computeBoundingSphere();
  18174. }
  18175. this.boundingSphere.makeEmpty();
  18176. for ( let i = 0; i < count; i ++ ) {
  18177. this.getMatrixAt( i, _instanceLocalMatrix );
  18178. _sphere$4.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix );
  18179. this.boundingSphere.union( _sphere$4 );
  18180. }
  18181. }
  18182. copy( source, recursive ) {
  18183. super.copy( source, recursive );
  18184. this.instanceMatrix.copy( source.instanceMatrix );
  18185. if ( source.previousInstanceMatrix !== null ) this.previousInstanceMatrix = source.previousInstanceMatrix.clone();
  18186. if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone();
  18187. if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();
  18188. this.count = source.count;
  18189. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  18190. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  18191. return this;
  18192. }
  18193. /**
  18194. * Gets the color of the defined instance.
  18195. *
  18196. * @param {number} index - The instance index.
  18197. * @param {Color} color - The target object that is used to store the method's result.
  18198. * @return {Color} A reference to the target color.
  18199. */
  18200. getColorAt( index, color ) {
  18201. if ( this.instanceColor === null ) {
  18202. return color.setRGB( 1, 1, 1 );
  18203. } else {
  18204. return color.fromArray( this.instanceColor.array, index * 3 );
  18205. }
  18206. }
  18207. /**
  18208. * Gets the local transformation matrix of the defined instance.
  18209. *
  18210. * @param {number} index - The instance index.
  18211. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  18212. * @return {Matrix4} A reference to the target matrix.
  18213. */
  18214. getMatrixAt( index, matrix ) {
  18215. return matrix.fromArray( this.instanceMatrix.array, index * 16 );
  18216. }
  18217. /**
  18218. * Gets the morph target weights of the defined instance.
  18219. *
  18220. * @param {number} index - The instance index.
  18221. * @param {Mesh} object - The target object that is used to store the method's result.
  18222. */
  18223. getMorphAt( index, object ) {
  18224. const objectInfluences = object.morphTargetInfluences;
  18225. const array = this.morphTexture.source.data.data;
  18226. const len = objectInfluences.length + 1; // All influences + the baseInfluenceSum
  18227. const dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning
  18228. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  18229. objectInfluences[ i ] = array[ dataIndex + i ];
  18230. }
  18231. }
  18232. raycast( raycaster, intersects ) {
  18233. const matrixWorld = this.matrixWorld;
  18234. const raycastTimes = this.count;
  18235. _mesh$1.geometry = this.geometry;
  18236. _mesh$1.material = this.material;
  18237. if ( _mesh$1.material === undefined ) return;
  18238. // test with bounding sphere first
  18239. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  18240. _sphere$4.copy( this.boundingSphere );
  18241. _sphere$4.applyMatrix4( matrixWorld );
  18242. if ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return;
  18243. // now test each instance
  18244. for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  18245. // calculate the world matrix for each instance
  18246. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  18247. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  18248. // the mesh represents this single instance
  18249. _mesh$1.matrixWorld = _instanceWorldMatrix;
  18250. _mesh$1.raycast( raycaster, _instanceIntersects );
  18251. // process the result of raycast
  18252. for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  18253. const intersect = _instanceIntersects[ i ];
  18254. intersect.instanceId = instanceId;
  18255. intersect.object = this;
  18256. intersects.push( intersect );
  18257. }
  18258. _instanceIntersects.length = 0;
  18259. }
  18260. }
  18261. /**
  18262. * Sets the given color to the defined instance. Make sure you set the `needsUpdate` flag of
  18263. * {@link InstancedMesh#instanceColor} to `true` after updating all the colors.
  18264. *
  18265. * @param {number} index - The instance index.
  18266. * @param {Color} color - The instance color.
  18267. * @return {InstancedMesh} A reference to this instanced mesh.
  18268. */
  18269. setColorAt( index, color ) {
  18270. if ( this.instanceColor === null ) {
  18271. this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 );
  18272. }
  18273. color.toArray( this.instanceColor.array, index * 3 );
  18274. return this;
  18275. }
  18276. /**
  18277. * Sets the given local transformation matrix to the defined instance. Make sure you set the `needsUpdate` flag of
  18278. * {@link InstancedMesh#instanceMatrix} to `true` after updating all the colors.
  18279. *
  18280. * @param {number} index - The instance index.
  18281. * @param {Matrix4} matrix - The local transformation.
  18282. * @return {InstancedMesh} A reference to this instanced mesh.
  18283. */
  18284. setMatrixAt( index, matrix ) {
  18285. matrix.toArray( this.instanceMatrix.array, index * 16 );
  18286. return this;
  18287. }
  18288. /**
  18289. * Sets the morph target weights to the defined instance. Make sure you set the `needsUpdate` flag of
  18290. * {@link InstancedMesh#morphTexture} to `true` after updating all the influences.
  18291. *
  18292. * @param {number} index - The instance index.
  18293. * @param {Mesh} object - A mesh which `morphTargetInfluences` property containing the morph target weights
  18294. * of a single instance.
  18295. * @return {InstancedMesh} A reference to this instanced mesh.
  18296. */
  18297. setMorphAt( index, object ) {
  18298. const objectInfluences = object.morphTargetInfluences;
  18299. const len = objectInfluences.length + 1; // morphBaseInfluence + all influences
  18300. if ( this.morphTexture === null ) {
  18301. this.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType );
  18302. }
  18303. const array = this.morphTexture.source.data.data;
  18304. let morphInfluencesSum = 0;
  18305. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  18306. morphInfluencesSum += objectInfluences[ i ];
  18307. }
  18308. const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  18309. const dataIndex = len * index;
  18310. array[ dataIndex ] = morphBaseInfluence;
  18311. array.set( objectInfluences, dataIndex + 1 );
  18312. return this;
  18313. }
  18314. updateMorphTargets() {
  18315. }
  18316. /**
  18317. * Frees the GPU-related resources allocated by this instance. Call this
  18318. * method whenever this instance is no longer used in your app.
  18319. */
  18320. dispose() {
  18321. this.dispatchEvent( { type: 'dispose' } );
  18322. if ( this.morphTexture !== null ) {
  18323. this.morphTexture.dispose();
  18324. this.morphTexture = null;
  18325. }
  18326. }
  18327. }
  18328. const _vector1 = /*@__PURE__*/ new Vector3();
  18329. const _vector2 = /*@__PURE__*/ new Vector3();
  18330. const _normalMatrix = /*@__PURE__*/ new Matrix3();
  18331. /**
  18332. * A two dimensional surface that extends infinitely in 3D space, represented
  18333. * in [Hessian normal form](http://mathworld.wolfram.com/HessianNormalForm.html)
  18334. * by a unit length normal vector and a constant.
  18335. */
  18336. class Plane {
  18337. /**
  18338. * Constructs a new plane.
  18339. *
  18340. * @param {Vector3} [normal=(1,0,0)] - A unit length vector defining the normal of the plane.
  18341. * @param {number} [constant=0] - The signed distance from the origin to the plane.
  18342. */
  18343. constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {
  18344. /**
  18345. * This flag can be used for type testing.
  18346. *
  18347. * @type {boolean}
  18348. * @readonly
  18349. * @default true
  18350. */
  18351. this.isPlane = true;
  18352. /**
  18353. * A unit length vector defining the normal of the plane.
  18354. *
  18355. * @type {Vector3}
  18356. */
  18357. this.normal = normal;
  18358. /**
  18359. * The signed distance from the origin to the plane.
  18360. *
  18361. * @type {number}
  18362. * @default 0
  18363. */
  18364. this.constant = constant;
  18365. }
  18366. /**
  18367. * Sets the plane components by copying the given values.
  18368. *
  18369. * @param {Vector3} normal - The normal.
  18370. * @param {number} constant - The constant.
  18371. * @return {Plane} A reference to this plane.
  18372. */
  18373. set( normal, constant ) {
  18374. this.normal.copy( normal );
  18375. this.constant = constant;
  18376. return this;
  18377. }
  18378. /**
  18379. * Sets the plane components by defining `x`, `y`, `z` as the
  18380. * plane normal and `w` as the constant.
  18381. *
  18382. * @param {number} x - The value for the normal's x component.
  18383. * @param {number} y - The value for the normal's y component.
  18384. * @param {number} z - The value for the normal's z component.
  18385. * @param {number} w - The constant value.
  18386. * @return {Plane} A reference to this plane.
  18387. */
  18388. setComponents( x, y, z, w ) {
  18389. this.normal.set( x, y, z );
  18390. this.constant = w;
  18391. return this;
  18392. }
  18393. /**
  18394. * Sets the plane from the given normal and coplanar point (that is a point
  18395. * that lies onto the plane).
  18396. *
  18397. * @param {Vector3} normal - The normal.
  18398. * @param {Vector3} point - A coplanar point.
  18399. * @return {Plane} A reference to this plane.
  18400. */
  18401. setFromNormalAndCoplanarPoint( normal, point ) {
  18402. this.normal.copy( normal );
  18403. this.constant = - point.dot( this.normal );
  18404. return this;
  18405. }
  18406. /**
  18407. * Sets the plane from three coplanar points. The winding order is
  18408. * assumed to be counter-clockwise, and determines the direction of
  18409. * the plane normal.
  18410. *
  18411. * @param {Vector3} a - The first coplanar point.
  18412. * @param {Vector3} b - The second coplanar point.
  18413. * @param {Vector3} c - The third coplanar point.
  18414. * @return {Plane} A reference to this plane.
  18415. */
  18416. setFromCoplanarPoints( a, b, c ) {
  18417. const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  18418. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  18419. this.setFromNormalAndCoplanarPoint( normal, a );
  18420. return this;
  18421. }
  18422. /**
  18423. * Copies the values of the given plane to this instance.
  18424. *
  18425. * @param {Plane} plane - The plane to copy.
  18426. * @return {Plane} A reference to this plane.
  18427. */
  18428. copy( plane ) {
  18429. this.normal.copy( plane.normal );
  18430. this.constant = plane.constant;
  18431. return this;
  18432. }
  18433. /**
  18434. * Normalizes the plane normal and adjusts the constant accordingly.
  18435. *
  18436. * @return {Plane} A reference to this plane.
  18437. */
  18438. normalize() {
  18439. // Note: will lead to a divide by zero if the plane is invalid.
  18440. const inverseNormalLength = 1.0 / this.normal.length();
  18441. this.normal.multiplyScalar( inverseNormalLength );
  18442. this.constant *= inverseNormalLength;
  18443. return this;
  18444. }
  18445. /**
  18446. * Negates both the plane normal and the constant.
  18447. *
  18448. * @return {Plane} A reference to this plane.
  18449. */
  18450. negate() {
  18451. this.constant *= -1;
  18452. this.normal.negate();
  18453. return this;
  18454. }
  18455. /**
  18456. * Returns the signed distance from the given point to this plane.
  18457. *
  18458. * @param {Vector3} point - The point to compute the distance for.
  18459. * @return {number} The signed distance.
  18460. */
  18461. distanceToPoint( point ) {
  18462. return this.normal.dot( point ) + this.constant;
  18463. }
  18464. /**
  18465. * Returns the signed distance from the given sphere to this plane.
  18466. *
  18467. * @param {Sphere} sphere - The sphere to compute the distance for.
  18468. * @return {number} The signed distance.
  18469. */
  18470. distanceToSphere( sphere ) {
  18471. return this.distanceToPoint( sphere.center ) - sphere.radius;
  18472. }
  18473. /**
  18474. * Projects a the given point onto the plane.
  18475. *
  18476. * @param {Vector3} point - The point to project.
  18477. * @param {Vector3} target - The target vector that is used to store the method's result.
  18478. * @return {Vector3} The projected point on the plane.
  18479. */
  18480. projectPoint( point, target ) {
  18481. return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );
  18482. }
  18483. /**
  18484. * Returns the intersection point of the passed line and the plane. Returns
  18485. * `null` if the line does not intersect. Returns the line's starting point if
  18486. * the line is coplanar with the plane.
  18487. *
  18488. * @param {Line3} line - The line to compute the intersection for.
  18489. * @param {Vector3} target - The target vector that is used to store the method's result.
  18490. * @return {?Vector3} The intersection point.
  18491. */
  18492. intersectLine( line, target ) {
  18493. const direction = line.delta( _vector1 );
  18494. const denominator = this.normal.dot( direction );
  18495. if ( denominator === 0 ) {
  18496. // line is coplanar, return origin
  18497. if ( this.distanceToPoint( line.start ) === 0 ) {
  18498. return target.copy( line.start );
  18499. }
  18500. // Unsure if this is the correct method to handle this case.
  18501. return null;
  18502. }
  18503. const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  18504. if ( t < 0 || t > 1 ) {
  18505. return null;
  18506. }
  18507. return target.copy( line.start ).addScaledVector( direction, t );
  18508. }
  18509. /**
  18510. * Returns `true` if the given line segment intersects with (passes through) the plane.
  18511. *
  18512. * @param {Line3} line - The line to test.
  18513. * @return {boolean} Whether the given line segment intersects with the plane or not.
  18514. */
  18515. intersectsLine( line ) {
  18516. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  18517. const startSign = this.distanceToPoint( line.start );
  18518. const endSign = this.distanceToPoint( line.end );
  18519. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  18520. }
  18521. /**
  18522. * Returns `true` if the given bounding box intersects with the plane.
  18523. *
  18524. * @param {Box3} box - The bounding box to test.
  18525. * @return {boolean} Whether the given bounding box intersects with the plane or not.
  18526. */
  18527. intersectsBox( box ) {
  18528. return box.intersectsPlane( this );
  18529. }
  18530. /**
  18531. * Returns `true` if the given bounding sphere intersects with the plane.
  18532. *
  18533. * @param {Sphere} sphere - The bounding sphere to test.
  18534. * @return {boolean} Whether the given bounding sphere intersects with the plane or not.
  18535. */
  18536. intersectsSphere( sphere ) {
  18537. return sphere.intersectsPlane( this );
  18538. }
  18539. /**
  18540. * Returns a coplanar vector to the plane, by calculating the
  18541. * projection of the normal at the origin onto the plane.
  18542. *
  18543. * @param {Vector3} target - The target vector that is used to store the method's result.
  18544. * @return {Vector3} The coplanar point.
  18545. */
  18546. coplanarPoint( target ) {
  18547. return target.copy( this.normal ).multiplyScalar( - this.constant );
  18548. }
  18549. /**
  18550. * Apply a 4x4 matrix to the plane. The matrix must be an affine, homogeneous transform.
  18551. *
  18552. * The optional normal matrix can be pre-computed like so:
  18553. * ```js
  18554. * const optionalNormalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  18555. * ```
  18556. *
  18557. * @param {Matrix4} matrix - The transformation matrix.
  18558. * @param {Matrix4} [optionalNormalMatrix] - A pre-computed normal matrix.
  18559. * @return {Plane} A reference to this plane.
  18560. */
  18561. applyMatrix4( matrix, optionalNormalMatrix ) {
  18562. const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  18563. const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  18564. const normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  18565. this.constant = - referencePoint.dot( normal );
  18566. return this;
  18567. }
  18568. /**
  18569. * Translates the plane by the distance defined by the given offset vector.
  18570. * Note that this only affects the plane constant and will not affect the normal vector.
  18571. *
  18572. * @param {Vector3} offset - The offset vector.
  18573. * @return {Plane} A reference to this plane.
  18574. */
  18575. translate( offset ) {
  18576. this.constant -= offset.dot( this.normal );
  18577. return this;
  18578. }
  18579. /**
  18580. * Returns `true` if this plane is equal with the given one.
  18581. *
  18582. * @param {Plane} plane - The plane to test for equality.
  18583. * @return {boolean} Whether this plane is equal with the given one.
  18584. */
  18585. equals( plane ) {
  18586. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  18587. }
  18588. /**
  18589. * Returns a new plane with copied values from this instance.
  18590. *
  18591. * @return {Plane} A clone of this instance.
  18592. */
  18593. clone() {
  18594. return new this.constructor().copy( this );
  18595. }
  18596. }
  18597. const _sphere$3 = /*@__PURE__*/ new Sphere();
  18598. const _defaultSpriteCenter = /*@__PURE__*/ new Vector2( 0.5, 0.5 );
  18599. const _vector$6 = /*@__PURE__*/ new Vector3();
  18600. /**
  18601. * Frustums are used to determine what is inside the camera's field of view.
  18602. * They help speed up the rendering process - objects which lie outside a camera's
  18603. * frustum can safely be excluded from rendering.
  18604. *
  18605. * This class is mainly intended for use internally by a renderer.
  18606. */
  18607. class Frustum {
  18608. /**
  18609. * Constructs a new frustum.
  18610. *
  18611. * @param {Plane} [p0] - The first plane that encloses the frustum.
  18612. * @param {Plane} [p1] - The second plane that encloses the frustum.
  18613. * @param {Plane} [p2] - The third plane that encloses the frustum.
  18614. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  18615. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  18616. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  18617. */
  18618. constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {
  18619. /**
  18620. * This array holds the planes that enclose the frustum.
  18621. *
  18622. * @type {Array<Plane>}
  18623. */
  18624. this.planes = [ p0, p1, p2, p3, p4, p5 ];
  18625. }
  18626. /**
  18627. * Sets the frustum planes by copying the given planes.
  18628. *
  18629. * @param {Plane} [p0] - The first plane that encloses the frustum.
  18630. * @param {Plane} [p1] - The second plane that encloses the frustum.
  18631. * @param {Plane} [p2] - The third plane that encloses the frustum.
  18632. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  18633. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  18634. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  18635. * @return {Frustum} A reference to this frustum.
  18636. */
  18637. set( p0, p1, p2, p3, p4, p5 ) {
  18638. const planes = this.planes;
  18639. planes[ 0 ].copy( p0 );
  18640. planes[ 1 ].copy( p1 );
  18641. planes[ 2 ].copy( p2 );
  18642. planes[ 3 ].copy( p3 );
  18643. planes[ 4 ].copy( p4 );
  18644. planes[ 5 ].copy( p5 );
  18645. return this;
  18646. }
  18647. /**
  18648. * Copies the values of the given frustum to this instance.
  18649. *
  18650. * @param {Frustum} frustum - The frustum to copy.
  18651. * @return {Frustum} A reference to this frustum.
  18652. */
  18653. copy( frustum ) {
  18654. const planes = this.planes;
  18655. for ( let i = 0; i < 6; i ++ ) {
  18656. planes[ i ].copy( frustum.planes[ i ] );
  18657. }
  18658. return this;
  18659. }
  18660. /**
  18661. * Sets the frustum planes from the given projection matrix.
  18662. *
  18663. * @param {Matrix4} m - The projection matrix.
  18664. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} coordinateSystem - The coordinate system.
  18665. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  18666. * @return {Frustum} A reference to this frustum.
  18667. */
  18668. setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  18669. const planes = this.planes;
  18670. const me = m.elements;
  18671. const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  18672. const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  18673. const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  18674. const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  18675. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  18676. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  18677. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  18678. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  18679. if ( reversedDepth ) {
  18680. planes[ 4 ].setComponents( me2, me6, me10, me14 ).normalize(); // far
  18681. planes[ 5 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // near
  18682. } else {
  18683. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // far
  18684. if ( coordinateSystem === WebGLCoordinateSystem ) {
  18685. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); // near
  18686. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  18687. planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize(); // near
  18688. } else {
  18689. throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );
  18690. }
  18691. }
  18692. return this;
  18693. }
  18694. /**
  18695. * Returns `true` if the 3D object's bounding sphere is intersecting this frustum.
  18696. *
  18697. * Note that the 3D object must have a geometry so that the bounding sphere can be calculated.
  18698. *
  18699. * @param {Object3D} object - The 3D object to test.
  18700. * @return {boolean} Whether the 3D object's bounding sphere is intersecting this frustum or not.
  18701. */
  18702. intersectsObject( object ) {
  18703. if ( object.boundingSphere !== undefined ) {
  18704. if ( object.boundingSphere === null ) object.computeBoundingSphere();
  18705. _sphere$3.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );
  18706. } else {
  18707. const geometry = object.geometry;
  18708. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  18709. _sphere$3.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  18710. }
  18711. return this.intersectsSphere( _sphere$3 );
  18712. }
  18713. /**
  18714. * Returns `true` if the given sprite is intersecting this frustum.
  18715. *
  18716. * @param {Sprite} sprite - The sprite to test.
  18717. * @return {boolean} Whether the sprite is intersecting this frustum or not.
  18718. */
  18719. intersectsSprite( sprite ) {
  18720. _sphere$3.center.set( 0, 0, 0 );
  18721. const offset = _defaultSpriteCenter.distanceTo( sprite.center );
  18722. _sphere$3.radius = 0.7071067811865476 + offset;
  18723. _sphere$3.applyMatrix4( sprite.matrixWorld );
  18724. return this.intersectsSphere( _sphere$3 );
  18725. }
  18726. /**
  18727. * Returns `true` if the given bounding sphere is intersecting this frustum.
  18728. *
  18729. * @param {Sphere} sphere - The bounding sphere to test.
  18730. * @return {boolean} Whether the bounding sphere is intersecting this frustum or not.
  18731. */
  18732. intersectsSphere( sphere ) {
  18733. const planes = this.planes;
  18734. const center = sphere.center;
  18735. const negRadius = - sphere.radius;
  18736. for ( let i = 0; i < 6; i ++ ) {
  18737. const distance = planes[ i ].distanceToPoint( center );
  18738. if ( distance < negRadius ) {
  18739. return false;
  18740. }
  18741. }
  18742. return true;
  18743. }
  18744. /**
  18745. * Returns `true` if the given bounding box is intersecting this frustum.
  18746. *
  18747. * @param {Box3} box - The bounding box to test.
  18748. * @return {boolean} Whether the bounding box is intersecting this frustum or not.
  18749. */
  18750. intersectsBox( box ) {
  18751. const planes = this.planes;
  18752. for ( let i = 0; i < 6; i ++ ) {
  18753. const plane = planes[ i ];
  18754. // corner at max distance
  18755. _vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  18756. _vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  18757. _vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  18758. if ( plane.distanceToPoint( _vector$6 ) < 0 ) {
  18759. return false;
  18760. }
  18761. }
  18762. return true;
  18763. }
  18764. /**
  18765. * Returns `true` if the given point lies within the frustum.
  18766. *
  18767. * @param {Vector3} point - The point to test.
  18768. * @return {boolean} Whether the point lies within this frustum or not.
  18769. */
  18770. containsPoint( point ) {
  18771. const planes = this.planes;
  18772. for ( let i = 0; i < 6; i ++ ) {
  18773. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  18774. return false;
  18775. }
  18776. }
  18777. return true;
  18778. }
  18779. /**
  18780. * Returns a new frustum with copied values from this instance.
  18781. *
  18782. * @return {Frustum} A clone of this instance.
  18783. */
  18784. clone() {
  18785. return new this.constructor().copy( this );
  18786. }
  18787. }
  18788. const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();
  18789. const _frustum$1 = /*@__PURE__*/ new Frustum();
  18790. /**
  18791. * FrustumArray is used to determine if an object is visible in at least one camera
  18792. * from an array of cameras. This is particularly useful for multi-view renderers.
  18793. */
  18794. class FrustumArray {
  18795. /**
  18796. * Constructs a new frustum array.
  18797. *
  18798. */
  18799. constructor() {
  18800. /**
  18801. * The coordinate system to use.
  18802. *
  18803. * @type {WebGLCoordinateSystem|WebGPUCoordinateSystem}
  18804. * @default WebGLCoordinateSystem
  18805. */
  18806. this.coordinateSystem = WebGLCoordinateSystem;
  18807. }
  18808. /**
  18809. * Returns `true` if the 3D object's bounding sphere is intersecting any frustum
  18810. * from the camera array.
  18811. *
  18812. * @param {Object3D} object - The 3D object to test.
  18813. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  18814. * @return {boolean} Whether the 3D object is visible in any camera.
  18815. */
  18816. intersectsObject( object, cameraArray ) {
  18817. if ( ! cameraArray.isArrayCamera || cameraArray.cameras.length === 0 ) {
  18818. return false;
  18819. }
  18820. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  18821. const camera = cameraArray.cameras[ i ];
  18822. _projScreenMatrix$1.multiplyMatrices(
  18823. camera.projectionMatrix,
  18824. camera.matrixWorldInverse
  18825. );
  18826. _frustum$1.setFromProjectionMatrix(
  18827. _projScreenMatrix$1,
  18828. camera.coordinateSystem,
  18829. camera.reversedDepth
  18830. );
  18831. if ( _frustum$1.intersectsObject( object ) ) {
  18832. return true; // Object is visible in at least one camera
  18833. }
  18834. }
  18835. return false; // Not visible in any camera
  18836. }
  18837. /**
  18838. * Returns `true` if the given sprite is intersecting any frustum
  18839. * from the camera array.
  18840. *
  18841. * @param {Sprite} sprite - The sprite to test.
  18842. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  18843. * @return {boolean} Whether the sprite is visible in any camera.
  18844. */
  18845. intersectsSprite( sprite, cameraArray ) {
  18846. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  18847. return false;
  18848. }
  18849. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  18850. const camera = cameraArray.cameras[ i ];
  18851. _projScreenMatrix$1.multiplyMatrices(
  18852. camera.projectionMatrix,
  18853. camera.matrixWorldInverse
  18854. );
  18855. _frustum$1.setFromProjectionMatrix(
  18856. _projScreenMatrix$1,
  18857. camera.coordinateSystem,
  18858. camera.reversedDepth
  18859. );
  18860. if ( _frustum$1.intersectsSprite( sprite ) ) {
  18861. return true; // Sprite is visible in at least one camera
  18862. }
  18863. }
  18864. return false; // Not visible in any camera
  18865. }
  18866. /**
  18867. * Returns `true` if the given bounding sphere is intersecting any frustum
  18868. * from the camera array.
  18869. *
  18870. * @param {Sphere} sphere - The bounding sphere to test.
  18871. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  18872. * @return {boolean} Whether the sphere is visible in any camera.
  18873. */
  18874. intersectsSphere( sphere, cameraArray ) {
  18875. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  18876. return false;
  18877. }
  18878. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  18879. const camera = cameraArray.cameras[ i ];
  18880. _projScreenMatrix$1.multiplyMatrices(
  18881. camera.projectionMatrix,
  18882. camera.matrixWorldInverse
  18883. );
  18884. _frustum$1.setFromProjectionMatrix(
  18885. _projScreenMatrix$1,
  18886. camera.coordinateSystem,
  18887. camera.reversedDepth
  18888. );
  18889. if ( _frustum$1.intersectsSphere( sphere ) ) {
  18890. return true; // Sphere is visible in at least one camera
  18891. }
  18892. }
  18893. return false; // Not visible in any camera
  18894. }
  18895. /**
  18896. * Returns `true` if the given bounding box is intersecting any frustum
  18897. * from the camera array.
  18898. *
  18899. * @param {Box3} box - The bounding box to test.
  18900. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  18901. * @return {boolean} Whether the box is visible in any camera.
  18902. */
  18903. intersectsBox( box, cameraArray ) {
  18904. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  18905. return false;
  18906. }
  18907. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  18908. const camera = cameraArray.cameras[ i ];
  18909. _projScreenMatrix$1.multiplyMatrices(
  18910. camera.projectionMatrix,
  18911. camera.matrixWorldInverse
  18912. );
  18913. _frustum$1.setFromProjectionMatrix(
  18914. _projScreenMatrix$1,
  18915. camera.coordinateSystem,
  18916. camera.reversedDepth
  18917. );
  18918. if ( _frustum$1.intersectsBox( box ) ) {
  18919. return true; // Box is visible in at least one camera
  18920. }
  18921. }
  18922. return false; // Not visible in any camera
  18923. }
  18924. /**
  18925. * Returns `true` if the given point lies within any frustum
  18926. * from the camera array.
  18927. *
  18928. * @param {Vector3} point - The point to test.
  18929. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  18930. * @return {boolean} Whether the point is visible in any camera.
  18931. */
  18932. containsPoint( point, cameraArray ) {
  18933. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  18934. return false;
  18935. }
  18936. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  18937. const camera = cameraArray.cameras[ i ];
  18938. _projScreenMatrix$1.multiplyMatrices(
  18939. camera.projectionMatrix,
  18940. camera.matrixWorldInverse
  18941. );
  18942. _frustum$1.setFromProjectionMatrix(
  18943. _projScreenMatrix$1,
  18944. camera.coordinateSystem,
  18945. camera.reversedDepth
  18946. );
  18947. if ( _frustum$1.containsPoint( point ) ) {
  18948. return true; // Point is visible in at least one camera
  18949. }
  18950. }
  18951. return false; // Not visible in any camera
  18952. }
  18953. /**
  18954. * Returns a new frustum array with copied values from this instance.
  18955. *
  18956. * @return {FrustumArray} A clone of this instance.
  18957. */
  18958. clone() {
  18959. return new FrustumArray();
  18960. }
  18961. }
  18962. function ascIdSort( a, b ) {
  18963. return a - b;
  18964. }
  18965. function sortOpaque( a, b ) {
  18966. return a.z - b.z;
  18967. }
  18968. function sortTransparent( a, b ) {
  18969. return b.z - a.z;
  18970. }
  18971. class MultiDrawRenderList {
  18972. constructor() {
  18973. this.index = 0;
  18974. this.pool = [];
  18975. this.list = [];
  18976. }
  18977. push( start, count, z, index ) {
  18978. const pool = this.pool;
  18979. const list = this.list;
  18980. if ( this.index >= pool.length ) {
  18981. pool.push( {
  18982. start: -1,
  18983. count: -1,
  18984. z: -1,
  18985. index: -1,
  18986. } );
  18987. }
  18988. const item = pool[ this.index ];
  18989. list.push( item );
  18990. this.index ++;
  18991. item.start = start;
  18992. item.count = count;
  18993. item.z = z;
  18994. item.index = index;
  18995. }
  18996. reset() {
  18997. this.list.length = 0;
  18998. this.index = 0;
  18999. }
  19000. }
  19001. const _matrix$1 = /*@__PURE__*/ new Matrix4();
  19002. const _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 );
  19003. const _frustum = /*@__PURE__*/ new Frustum();
  19004. const _frustumArray = /*@__PURE__*/ new FrustumArray();
  19005. const _box$1 = /*@__PURE__*/ new Box3();
  19006. const _sphere$2 = /*@__PURE__*/ new Sphere();
  19007. const _vector$5 = /*@__PURE__*/ new Vector3();
  19008. const _forward$1 = /*@__PURE__*/ new Vector3();
  19009. const _temp = /*@__PURE__*/ new Vector3();
  19010. const _renderList = /*@__PURE__*/ new MultiDrawRenderList();
  19011. const _mesh = /*@__PURE__*/ new Mesh();
  19012. const _batchIntersects = [];
  19013. // copies data from attribute "src" into "target" starting at "targetOffset"
  19014. function copyAttributeData( src, target, targetOffset = 0 ) {
  19015. const itemSize = target.itemSize;
  19016. if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {
  19017. // use the component getters and setters if the array data cannot
  19018. // be copied directly
  19019. const vertexCount = src.count;
  19020. for ( let i = 0; i < vertexCount; i ++ ) {
  19021. for ( let c = 0; c < itemSize; c ++ ) {
  19022. target.setComponent( i + targetOffset, c, src.getComponent( i, c ) );
  19023. }
  19024. }
  19025. } else {
  19026. // faster copy approach using typed array set function
  19027. target.array.set( src.array, targetOffset * itemSize );
  19028. }
  19029. target.needsUpdate = true;
  19030. }
  19031. // safely copies array contents to a potentially smaller array
  19032. function copyArrayContents( src, target ) {
  19033. if ( src.constructor !== target.constructor ) {
  19034. // if arrays are of a different type (eg due to index size increasing) then data must be per-element copied
  19035. const len = Math.min( src.length, target.length );
  19036. for ( let i = 0; i < len; i ++ ) {
  19037. target[ i ] = src[ i ];
  19038. }
  19039. } else {
  19040. // if the arrays use the same data layout we can use a fast block copy
  19041. const len = Math.min( src.length, target.length );
  19042. target.set( new src.constructor( src.buffer, 0, len ) );
  19043. }
  19044. }
  19045. /**
  19046. * A special version of a mesh with multi draw batch rendering support. Use
  19047. * this class if you have to render a large number of objects with the same
  19048. * material but with different geometries or world transformations. The usage of
  19049. * `BatchedMesh` will help you to reduce the number of draw calls and thus improve the overall
  19050. * rendering performance in your application.
  19051. *
  19052. * ```js
  19053. * const box = new THREE.BoxGeometry( 1, 1, 1 );
  19054. * const sphere = new THREE.SphereGeometry( 1, 12, 12 );
  19055. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  19056. *
  19057. * // initialize and add geometries into the batched mesh
  19058. * const batchedMesh = new BatchedMesh( 10, 5000, 10000, material );
  19059. * const boxGeometryId = batchedMesh.addGeometry( box );
  19060. * const sphereGeometryId = batchedMesh.addGeometry( sphere );
  19061. *
  19062. * // create instances of those geometries
  19063. * const boxInstancedId1 = batchedMesh.addInstance( boxGeometryId );
  19064. * const boxInstancedId2 = batchedMesh.addInstance( boxGeometryId );
  19065. *
  19066. * const sphereInstancedId1 = batchedMesh.addInstance( sphereGeometryId );
  19067. * const sphereInstancedId2 = batchedMesh.addInstance( sphereGeometryId );
  19068. *
  19069. * // position the geometries
  19070. * batchedMesh.setMatrixAt( boxInstancedId1, boxMatrix1 );
  19071. * batchedMesh.setMatrixAt( boxInstancedId2, boxMatrix2 );
  19072. *
  19073. * batchedMesh.setMatrixAt( sphereInstancedId1, sphereMatrix1 );
  19074. * batchedMesh.setMatrixAt( sphereInstancedId2, sphereMatrix2 );
  19075. *
  19076. * scene.add( batchedMesh );
  19077. * ```
  19078. *
  19079. * @augments Mesh
  19080. */
  19081. class BatchedMesh extends Mesh {
  19082. /**
  19083. * Constructs a new batched mesh.
  19084. *
  19085. * @param {number} maxInstanceCount - The maximum number of individual instances planned to be added and rendered.
  19086. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries.
  19087. * @param {number} [maxIndexCount=maxVertexCount*2] - The maximum number of indices to be used by all unique geometries
  19088. * @param {Material|Array<Material>} [material] - The mesh material.
  19089. */
  19090. constructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {
  19091. super( new BufferGeometry(), material );
  19092. /**
  19093. * This flag can be used for type testing.
  19094. *
  19095. * @type {boolean}
  19096. * @readonly
  19097. * @default true
  19098. */
  19099. this.isBatchedMesh = true;
  19100. /**
  19101. * When set ot `true`, the individual objects of a batch are frustum culled.
  19102. *
  19103. * @type {boolean}
  19104. * @default true
  19105. */
  19106. this.perObjectFrustumCulled = true;
  19107. /**
  19108. * When set to `true`, the individual objects of a batch are sorted to improve overdraw-related artifacts.
  19109. * If the material is marked as "transparent" objects are rendered back to front and if not then they are
  19110. * rendered front to back.
  19111. *
  19112. * @type {boolean}
  19113. * @default true
  19114. */
  19115. this.sortObjects = true;
  19116. /**
  19117. * The bounding box of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingBox}.
  19118. *
  19119. * @type {?Box3}
  19120. * @default null
  19121. */
  19122. this.boundingBox = null;
  19123. /**
  19124. * The bounding sphere of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingSphere}.
  19125. *
  19126. * @type {?Sphere}
  19127. * @default null
  19128. */
  19129. this.boundingSphere = null;
  19130. /**
  19131. * Takes a sort a function that is run before render. The function takes a list of instances to
  19132. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered
  19133. * sort with.
  19134. *
  19135. * @type {?Function}
  19136. * @default null
  19137. */
  19138. this.customSort = null;
  19139. // stores visible, active, and geometry id per instance and reserved buffer ranges for geometries
  19140. this._instanceInfo = [];
  19141. this._geometryInfo = [];
  19142. // instance, geometry ids that have been set as inactive, and are available to be overwritten
  19143. this._availableInstanceIds = [];
  19144. this._availableGeometryIds = [];
  19145. // used to track where the next point is that geometry should be inserted
  19146. this._nextIndexStart = 0;
  19147. this._nextVertexStart = 0;
  19148. this._geometryCount = 0;
  19149. // flags
  19150. this._visibilityChanged = true;
  19151. this._geometryInitialized = false;
  19152. // cached user options
  19153. this._maxInstanceCount = maxInstanceCount;
  19154. this._maxVertexCount = maxVertexCount;
  19155. this._maxIndexCount = maxIndexCount;
  19156. // buffers for multi draw
  19157. this._multiDrawCounts = new Int32Array( maxInstanceCount );
  19158. this._multiDrawStarts = new Int32Array( maxInstanceCount );
  19159. this._multiDrawCount = 0;
  19160. // Local matrix per geometry by using data texture
  19161. this._matricesTexture = null;
  19162. this._indirectTexture = null;
  19163. this._colorsTexture = null;
  19164. this._initMatricesTexture();
  19165. this._initIndirectTexture();
  19166. }
  19167. /**
  19168. * The maximum number of individual instances that can be stored in the batch.
  19169. *
  19170. * @type {number}
  19171. * @readonly
  19172. */
  19173. get maxInstanceCount() {
  19174. return this._maxInstanceCount;
  19175. }
  19176. /**
  19177. * The instance count.
  19178. *
  19179. * @type {number}
  19180. * @readonly
  19181. */
  19182. get instanceCount() {
  19183. return this._instanceInfo.length - this._availableInstanceIds.length;
  19184. }
  19185. /**
  19186. * The number of unused vertices.
  19187. *
  19188. * @type {number}
  19189. * @readonly
  19190. */
  19191. get unusedVertexCount() {
  19192. return this._maxVertexCount - this._nextVertexStart;
  19193. }
  19194. /**
  19195. * The number of unused indices.
  19196. *
  19197. * @type {number}
  19198. * @readonly
  19199. */
  19200. get unusedIndexCount() {
  19201. return this._maxIndexCount - this._nextIndexStart;
  19202. }
  19203. _initMatricesTexture() {
  19204. // layout (1 matrix = 4 pixels)
  19205. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  19206. // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)
  19207. // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)
  19208. // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)
  19209. // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)
  19210. let size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix
  19211. size = Math.ceil( size / 4 ) * 4;
  19212. size = Math.max( size, 4 );
  19213. const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  19214. const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );
  19215. this._matricesTexture = matricesTexture;
  19216. }
  19217. _initIndirectTexture() {
  19218. let size = Math.sqrt( this._maxInstanceCount );
  19219. size = Math.ceil( size );
  19220. const indirectArray = new Uint32Array( size * size );
  19221. const indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType );
  19222. this._indirectTexture = indirectTexture;
  19223. }
  19224. _initColorsTexture() {
  19225. let size = Math.sqrt( this._maxInstanceCount );
  19226. size = Math.ceil( size );
  19227. // 4 floats per RGBA pixel initialized to white
  19228. const colorsArray = new Float32Array( size * size * 4 ).fill( 1 );
  19229. const colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType );
  19230. colorsTexture.colorSpace = ColorManagement.workingColorSpace;
  19231. this._colorsTexture = colorsTexture;
  19232. }
  19233. _initializeGeometry( reference ) {
  19234. const geometry = this.geometry;
  19235. const maxVertexCount = this._maxVertexCount;
  19236. const maxIndexCount = this._maxIndexCount;
  19237. if ( this._geometryInitialized === false ) {
  19238. for ( const attributeName in reference.attributes ) {
  19239. const srcAttribute = reference.getAttribute( attributeName );
  19240. const { array, itemSize, normalized } = srcAttribute;
  19241. const dstArray = new array.constructor( maxVertexCount * itemSize );
  19242. const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized );
  19243. geometry.setAttribute( attributeName, dstAttribute );
  19244. }
  19245. if ( reference.getIndex() !== null ) {
  19246. // Reserve last u16 index for primitive restart.
  19247. const indexArray = maxVertexCount > 65535
  19248. ? new Uint32Array( maxIndexCount )
  19249. : new Uint16Array( maxIndexCount );
  19250. geometry.setIndex( new BufferAttribute( indexArray, 1 ) );
  19251. }
  19252. this._geometryInitialized = true;
  19253. }
  19254. }
  19255. // Make sure the geometry is compatible with the existing combined geometry attributes
  19256. _validateGeometry( geometry ) {
  19257. // check to ensure the geometries are using consistent attributes and indices
  19258. const batchGeometry = this.geometry;
  19259. if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {
  19260. throw new Error( 'THREE.BatchedMesh: All geometries must consistently have "index".' );
  19261. }
  19262. for ( const attributeName in batchGeometry.attributes ) {
  19263. if ( ! geometry.hasAttribute( attributeName ) ) {
  19264. throw new Error( `THREE.BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` );
  19265. }
  19266. const srcAttribute = geometry.getAttribute( attributeName );
  19267. const dstAttribute = batchGeometry.getAttribute( attributeName );
  19268. if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {
  19269. throw new Error( 'THREE.BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );
  19270. }
  19271. }
  19272. }
  19273. /**
  19274. * Validates the instance defined by the given ID.
  19275. *
  19276. * @param {number} instanceId - The instance to validate.
  19277. */
  19278. validateInstanceId( instanceId ) {
  19279. const instanceInfo = this._instanceInfo;
  19280. if ( instanceId < 0 || instanceId >= instanceInfo.length || instanceInfo[ instanceId ].active === false ) {
  19281. throw new Error( `THREE.BatchedMesh: Invalid instanceId ${instanceId}. Instance is either out of range or has been deleted.` );
  19282. }
  19283. }
  19284. /**
  19285. * Validates the geometry defined by the given ID.
  19286. *
  19287. * @param {number} geometryId - The geometry to validate.
  19288. */
  19289. validateGeometryId( geometryId ) {
  19290. const geometryInfoList = this._geometryInfo;
  19291. if ( geometryId < 0 || geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  19292. throw new Error( `THREE.BatchedMesh: Invalid geometryId ${geometryId}. Geometry is either out of range or has been deleted.` );
  19293. }
  19294. }
  19295. /**
  19296. * Takes a sort a function that is run before render. The function takes a list of instances to
  19297. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered sort with.
  19298. *
  19299. * @param {Function} func - The custom sort function.
  19300. * @return {BatchedMesh} A reference to this batched mesh.
  19301. */
  19302. setCustomSort( func ) {
  19303. this.customSort = func;
  19304. return this;
  19305. }
  19306. /**
  19307. * Computes the bounding box, updating {@link BatchedMesh#boundingBox}.
  19308. * Bounding boxes aren't computed by default. They need to be explicitly computed,
  19309. * otherwise they are `null`.
  19310. */
  19311. computeBoundingBox() {
  19312. if ( this.boundingBox === null ) {
  19313. this.boundingBox = new Box3();
  19314. }
  19315. const boundingBox = this.boundingBox;
  19316. const instanceInfo = this._instanceInfo;
  19317. boundingBox.makeEmpty();
  19318. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  19319. if ( instanceInfo[ i ].active === false ) continue;
  19320. const geometryId = instanceInfo[ i ].geometryIndex;
  19321. this.getMatrixAt( i, _matrix$1 );
  19322. this.getBoundingBoxAt( geometryId, _box$1 ).applyMatrix4( _matrix$1 );
  19323. boundingBox.union( _box$1 );
  19324. }
  19325. }
  19326. /**
  19327. * Computes the bounding sphere, updating {@link BatchedMesh#boundingSphere}.
  19328. * Bounding spheres aren't computed by default. They need to be explicitly computed,
  19329. * otherwise they are `null`.
  19330. */
  19331. computeBoundingSphere() {
  19332. if ( this.boundingSphere === null ) {
  19333. this.boundingSphere = new Sphere();
  19334. }
  19335. const boundingSphere = this.boundingSphere;
  19336. const instanceInfo = this._instanceInfo;
  19337. boundingSphere.makeEmpty();
  19338. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  19339. if ( instanceInfo[ i ].active === false ) continue;
  19340. const geometryId = instanceInfo[ i ].geometryIndex;
  19341. this.getMatrixAt( i, _matrix$1 );
  19342. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  19343. boundingSphere.union( _sphere$2 );
  19344. }
  19345. }
  19346. /**
  19347. * Adds a new instance to the batch using the geometry of the given ID and returns
  19348. * a new id referring to the new instance to be used by other functions.
  19349. *
  19350. * @param {number} geometryId - The ID of a previously added geometry via {@link BatchedMesh#addGeometry}.
  19351. * @return {number} The instance ID.
  19352. */
  19353. addInstance( geometryId ) {
  19354. const atCapacity = this._instanceInfo.length >= this.maxInstanceCount;
  19355. // ensure we're not over geometry
  19356. if ( atCapacity && this._availableInstanceIds.length === 0 ) {
  19357. throw new Error( 'THREE.BatchedMesh: Maximum item count reached.' );
  19358. }
  19359. const instanceInfo = {
  19360. visible: true,
  19361. active: true,
  19362. geometryIndex: geometryId,
  19363. };
  19364. let drawId = null;
  19365. // Prioritize using previously freed instance ids
  19366. if ( this._availableInstanceIds.length > 0 ) {
  19367. this._availableInstanceIds.sort( ascIdSort );
  19368. drawId = this._availableInstanceIds.shift();
  19369. this._instanceInfo[ drawId ] = instanceInfo;
  19370. } else {
  19371. drawId = this._instanceInfo.length;
  19372. this._instanceInfo.push( instanceInfo );
  19373. }
  19374. const matricesTexture = this._matricesTexture;
  19375. _matrix$1.identity().toArray( matricesTexture.image.data, drawId * 16 );
  19376. matricesTexture.needsUpdate = true;
  19377. const colorsTexture = this._colorsTexture;
  19378. if ( colorsTexture ) {
  19379. _whiteColor.toArray( colorsTexture.image.data, drawId * 4 );
  19380. colorsTexture.needsUpdate = true;
  19381. }
  19382. this._visibilityChanged = true;
  19383. return drawId;
  19384. }
  19385. /**
  19386. * Adds the given geometry to the batch and returns the associated
  19387. * geometry id referring to it to be used in other functions.
  19388. *
  19389. * @param {BufferGeometry} geometry - The geometry to add.
  19390. * @param {number} [reservedVertexCount=-1] - Optional parameter specifying the amount of
  19391. * vertex buffer space to reserve for the added geometry. This is necessary if it is planned
  19392. * to set a new geometry at this index at a later time that is larger than the original geometry.
  19393. * Defaults to the length of the given geometry vertex buffer.
  19394. * @param {number} [reservedIndexCount=-1] - Optional parameter specifying the amount of index
  19395. * buffer space to reserve for the added geometry. This is necessary if it is planned to set a
  19396. * new geometry at this index at a later time that is larger than the original geometry. Defaults to
  19397. * the length of the given geometry index buffer.
  19398. * @return {number} The geometry ID.
  19399. */
  19400. addGeometry( geometry, reservedVertexCount = -1, reservedIndexCount = -1 ) {
  19401. this._initializeGeometry( geometry );
  19402. this._validateGeometry( geometry );
  19403. const geometryInfo = {
  19404. // geometry information
  19405. vertexStart: -1,
  19406. vertexCount: -1,
  19407. reservedVertexCount: -1,
  19408. indexStart: -1,
  19409. indexCount: -1,
  19410. reservedIndexCount: -1,
  19411. // draw range information
  19412. start: -1,
  19413. count: -1,
  19414. // state
  19415. boundingBox: null,
  19416. boundingSphere: null,
  19417. active: true,
  19418. };
  19419. const geometryInfoList = this._geometryInfo;
  19420. geometryInfo.vertexStart = this._nextVertexStart;
  19421. geometryInfo.reservedVertexCount = reservedVertexCount === -1 ? geometry.getAttribute( 'position' ).count : reservedVertexCount;
  19422. const index = geometry.getIndex();
  19423. const hasIndex = index !== null;
  19424. if ( hasIndex ) {
  19425. geometryInfo.indexStart = this._nextIndexStart;
  19426. geometryInfo.reservedIndexCount = reservedIndexCount === -1 ? index.count : reservedIndexCount;
  19427. }
  19428. if (
  19429. geometryInfo.indexStart !== -1 &&
  19430. geometryInfo.indexStart + geometryInfo.reservedIndexCount > this._maxIndexCount ||
  19431. geometryInfo.vertexStart + geometryInfo.reservedVertexCount > this._maxVertexCount
  19432. ) {
  19433. throw new Error( 'THREE.BatchedMesh: Reserved space request exceeds the maximum buffer size.' );
  19434. }
  19435. // update id
  19436. let geometryId;
  19437. if ( this._availableGeometryIds.length > 0 ) {
  19438. this._availableGeometryIds.sort( ascIdSort );
  19439. geometryId = this._availableGeometryIds.shift();
  19440. geometryInfoList[ geometryId ] = geometryInfo;
  19441. } else {
  19442. geometryId = this._geometryCount;
  19443. this._geometryCount ++;
  19444. geometryInfoList.push( geometryInfo );
  19445. }
  19446. // update the geometry
  19447. this.setGeometryAt( geometryId, geometry );
  19448. // increment the next geometry position
  19449. this._nextIndexStart = geometryInfo.indexStart + geometryInfo.reservedIndexCount;
  19450. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  19451. return geometryId;
  19452. }
  19453. /**
  19454. * Replaces the geometry at the given ID with the provided geometry. Throws an error if there
  19455. * is not enough space reserved for geometry. Calling this will change all instances that are
  19456. * rendering that geometry.
  19457. *
  19458. * @param {number} geometryId - The ID of the geometry that should be replaced with the given geometry.
  19459. * @param {BufferGeometry} geometry - The new geometry.
  19460. * @return {number} The geometry ID.
  19461. */
  19462. setGeometryAt( geometryId, geometry ) {
  19463. if ( geometryId >= this._geometryCount ) {
  19464. throw new Error( 'THREE.BatchedMesh: Maximum geometry count reached.' );
  19465. }
  19466. this._validateGeometry( geometry );
  19467. const batchGeometry = this.geometry;
  19468. const hasIndex = batchGeometry.getIndex() !== null;
  19469. const dstIndex = batchGeometry.getIndex();
  19470. const srcIndex = geometry.getIndex();
  19471. const geometryInfo = this._geometryInfo[ geometryId ];
  19472. if (
  19473. hasIndex &&
  19474. srcIndex.count > geometryInfo.reservedIndexCount ||
  19475. geometry.attributes.position.count > geometryInfo.reservedVertexCount
  19476. ) {
  19477. throw new Error( 'THREE.BatchedMesh: Reserved space not large enough for provided geometry.' );
  19478. }
  19479. // copy geometry buffer data over
  19480. const vertexStart = geometryInfo.vertexStart;
  19481. const reservedVertexCount = geometryInfo.reservedVertexCount;
  19482. geometryInfo.vertexCount = geometry.getAttribute( 'position' ).count;
  19483. for ( const attributeName in batchGeometry.attributes ) {
  19484. // copy attribute data
  19485. const srcAttribute = geometry.getAttribute( attributeName );
  19486. const dstAttribute = batchGeometry.getAttribute( attributeName );
  19487. copyAttributeData( srcAttribute, dstAttribute, vertexStart );
  19488. // fill the rest in with zeroes
  19489. const itemSize = srcAttribute.itemSize;
  19490. for ( let i = srcAttribute.count, l = reservedVertexCount; i < l; i ++ ) {
  19491. const index = vertexStart + i;
  19492. for ( let c = 0; c < itemSize; c ++ ) {
  19493. dstAttribute.setComponent( index, c, 0 );
  19494. }
  19495. }
  19496. dstAttribute.needsUpdate = true;
  19497. dstAttribute.addUpdateRange( vertexStart * itemSize, reservedVertexCount * itemSize );
  19498. }
  19499. // copy index
  19500. if ( hasIndex ) {
  19501. const indexStart = geometryInfo.indexStart;
  19502. const reservedIndexCount = geometryInfo.reservedIndexCount;
  19503. geometryInfo.indexCount = geometry.getIndex().count;
  19504. // copy index data over
  19505. for ( let i = 0; i < srcIndex.count; i ++ ) {
  19506. dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );
  19507. }
  19508. // fill the rest in with zeroes
  19509. for ( let i = srcIndex.count, l = reservedIndexCount; i < l; i ++ ) {
  19510. dstIndex.setX( indexStart + i, vertexStart );
  19511. }
  19512. dstIndex.needsUpdate = true;
  19513. dstIndex.addUpdateRange( indexStart, geometryInfo.reservedIndexCount );
  19514. }
  19515. // update the draw range
  19516. geometryInfo.start = hasIndex ? geometryInfo.indexStart : geometryInfo.vertexStart;
  19517. geometryInfo.count = hasIndex ? geometryInfo.indexCount : geometryInfo.vertexCount;
  19518. // store the bounding boxes
  19519. geometryInfo.boundingBox = null;
  19520. if ( geometry.boundingBox !== null ) {
  19521. geometryInfo.boundingBox = geometry.boundingBox.clone();
  19522. }
  19523. geometryInfo.boundingSphere = null;
  19524. if ( geometry.boundingSphere !== null ) {
  19525. geometryInfo.boundingSphere = geometry.boundingSphere.clone();
  19526. }
  19527. this._visibilityChanged = true;
  19528. return geometryId;
  19529. }
  19530. /**
  19531. * Deletes the geometry defined by the given ID from this batch. Any instances referencing
  19532. * this geometry will also be removed as a side effect.
  19533. *
  19534. * @param {number} geometryId - The ID of the geometry to remove from the batch.
  19535. * @return {BatchedMesh} A reference to this batched mesh.
  19536. */
  19537. deleteGeometry( geometryId ) {
  19538. const geometryInfoList = this._geometryInfo;
  19539. if ( geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  19540. return this;
  19541. }
  19542. // delete any instances associated with this geometry
  19543. const instanceInfo = this._instanceInfo;
  19544. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  19545. if ( instanceInfo[ i ].active && instanceInfo[ i ].geometryIndex === geometryId ) {
  19546. this.deleteInstance( i );
  19547. }
  19548. }
  19549. geometryInfoList[ geometryId ].active = false;
  19550. this._availableGeometryIds.push( geometryId );
  19551. this._visibilityChanged = true;
  19552. return this;
  19553. }
  19554. /**
  19555. * Deletes an existing instance from the batch using the given ID.
  19556. *
  19557. * @param {number} instanceId - The ID of the instance to remove from the batch.
  19558. * @return {BatchedMesh} A reference to this batched mesh.
  19559. */
  19560. deleteInstance( instanceId ) {
  19561. this.validateInstanceId( instanceId );
  19562. this._instanceInfo[ instanceId ].active = false;
  19563. this._availableInstanceIds.push( instanceId );
  19564. this._visibilityChanged = true;
  19565. return this;
  19566. }
  19567. /**
  19568. * Repacks the sub geometries in BatchedMesh to remove any unused space remaining from
  19569. * previously deleted geometry, freeing up space to add new geometry.
  19570. *
  19571. * @return {BatchedMesh} A reference to this batched mesh.
  19572. */
  19573. optimize() {
  19574. // track the next indices to copy data to
  19575. let nextVertexStart = 0;
  19576. let nextIndexStart = 0;
  19577. // Iterate over all geometry ranges in order sorted from earliest in the geometry buffer to latest
  19578. // in the geometry buffer. Because draw range objects can be reused there is no guarantee of their order.
  19579. const geometryInfoList = this._geometryInfo;
  19580. const indices = geometryInfoList
  19581. .map( ( e, i ) => i )
  19582. .sort( ( a, b ) => {
  19583. return geometryInfoList[ a ].vertexStart - geometryInfoList[ b ].vertexStart;
  19584. } );
  19585. const geometry = this.geometry;
  19586. for ( let i = 0, l = geometryInfoList.length; i < l; i ++ ) {
  19587. // if a geometry range is inactive then don't copy anything
  19588. const index = indices[ i ];
  19589. const geometryInfo = geometryInfoList[ index ];
  19590. if ( geometryInfo.active === false ) {
  19591. continue;
  19592. }
  19593. // if a geometry contains an index buffer then shift it, as well
  19594. if ( geometry.index !== null ) {
  19595. if ( geometryInfo.indexStart !== nextIndexStart ) {
  19596. const { indexStart, vertexStart, reservedIndexCount } = geometryInfo;
  19597. const index = geometry.index;
  19598. const array = index.array;
  19599. // shift the index pointers based on how the vertex data will shift
  19600. // adjusting the index must happen first so the original vertex start value is available
  19601. const elementDelta = nextVertexStart - vertexStart;
  19602. for ( let j = indexStart; j < indexStart + reservedIndexCount; j ++ ) {
  19603. array[ j ] = array[ j ] + elementDelta;
  19604. }
  19605. index.array.copyWithin( nextIndexStart, indexStart, indexStart + reservedIndexCount );
  19606. index.addUpdateRange( nextIndexStart, reservedIndexCount );
  19607. index.needsUpdate = true;
  19608. geometryInfo.indexStart = nextIndexStart;
  19609. }
  19610. nextIndexStart += geometryInfo.reservedIndexCount;
  19611. }
  19612. // if a geometry needs to be moved then copy attribute data to overwrite unused space
  19613. if ( geometryInfo.vertexStart !== nextVertexStart ) {
  19614. const { vertexStart, reservedVertexCount } = geometryInfo;
  19615. const attributes = geometry.attributes;
  19616. for ( const key in attributes ) {
  19617. const attribute = attributes[ key ];
  19618. const { array, itemSize } = attribute;
  19619. array.copyWithin( nextVertexStart * itemSize, vertexStart * itemSize, ( vertexStart + reservedVertexCount ) * itemSize );
  19620. attribute.addUpdateRange( nextVertexStart * itemSize, reservedVertexCount * itemSize );
  19621. attribute.needsUpdate = true;
  19622. }
  19623. geometryInfo.vertexStart = nextVertexStart;
  19624. }
  19625. nextVertexStart += geometryInfo.reservedVertexCount;
  19626. geometryInfo.start = geometry.index ? geometryInfo.indexStart : geometryInfo.vertexStart;
  19627. }
  19628. this._nextIndexStart = nextIndexStart;
  19629. this._nextVertexStart = nextVertexStart;
  19630. this._visibilityChanged = true;
  19631. return this;
  19632. }
  19633. /**
  19634. * Returns the bounding box for the given geometry.
  19635. *
  19636. * @param {number} geometryId - The ID of the geometry to return the bounding box for.
  19637. * @param {Box3} target - The target object that is used to store the method's result.
  19638. * @return {?Box3} The geometry's bounding box. Returns `null` if no geometry has been found for the given ID.
  19639. */
  19640. getBoundingBoxAt( geometryId, target ) {
  19641. if ( geometryId >= this._geometryCount ) {
  19642. return null;
  19643. }
  19644. // compute bounding box
  19645. const geometry = this.geometry;
  19646. const geometryInfo = this._geometryInfo[ geometryId ];
  19647. if ( geometryInfo.boundingBox === null ) {
  19648. const box = new Box3();
  19649. const index = geometry.index;
  19650. const position = geometry.attributes.position;
  19651. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  19652. let iv = i;
  19653. if ( index ) {
  19654. iv = index.getX( iv );
  19655. }
  19656. box.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) );
  19657. }
  19658. geometryInfo.boundingBox = box;
  19659. }
  19660. target.copy( geometryInfo.boundingBox );
  19661. return target;
  19662. }
  19663. /**
  19664. * Returns the bounding sphere for the given geometry.
  19665. *
  19666. * @param {number} geometryId - The ID of the geometry to return the bounding sphere for.
  19667. * @param {Sphere} target - The target object that is used to store the method's result.
  19668. * @return {?Sphere} The geometry's bounding sphere. Returns `null` if no geometry has been found for the given ID.
  19669. */
  19670. getBoundingSphereAt( geometryId, target ) {
  19671. if ( geometryId >= this._geometryCount ) {
  19672. return null;
  19673. }
  19674. // compute bounding sphere
  19675. const geometry = this.geometry;
  19676. const geometryInfo = this._geometryInfo[ geometryId ];
  19677. if ( geometryInfo.boundingSphere === null ) {
  19678. const sphere = new Sphere();
  19679. this.getBoundingBoxAt( geometryId, _box$1 );
  19680. _box$1.getCenter( sphere.center );
  19681. const index = geometry.index;
  19682. const position = geometry.attributes.position;
  19683. let maxRadiusSq = 0;
  19684. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  19685. let iv = i;
  19686. if ( index ) {
  19687. iv = index.getX( iv );
  19688. }
  19689. _vector$5.fromBufferAttribute( position, iv );
  19690. maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) );
  19691. }
  19692. sphere.radius = Math.sqrt( maxRadiusSq );
  19693. geometryInfo.boundingSphere = sphere;
  19694. }
  19695. target.copy( geometryInfo.boundingSphere );
  19696. return target;
  19697. }
  19698. /**
  19699. * Sets the given local transformation matrix to the defined instance.
  19700. * Negatively scaled matrices are not supported.
  19701. *
  19702. * @param {number} instanceId - The ID of an instance to set the matrix of.
  19703. * @param {Matrix4} matrix - A 4x4 matrix representing the local transformation of a single instance.
  19704. * @return {BatchedMesh} A reference to this batched mesh.
  19705. */
  19706. setMatrixAt( instanceId, matrix ) {
  19707. this.validateInstanceId( instanceId );
  19708. const matricesTexture = this._matricesTexture;
  19709. const matricesArray = this._matricesTexture.image.data;
  19710. matrix.toArray( matricesArray, instanceId * 16 );
  19711. matricesTexture.needsUpdate = true;
  19712. return this;
  19713. }
  19714. /**
  19715. * Returns the local transformation matrix of the defined instance.
  19716. *
  19717. * @param {number} instanceId - The ID of an instance to get the matrix of.
  19718. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  19719. * @return {Matrix4} The instance's local transformation matrix.
  19720. */
  19721. getMatrixAt( instanceId, matrix ) {
  19722. this.validateInstanceId( instanceId );
  19723. return matrix.fromArray( this._matricesTexture.image.data, instanceId * 16 );
  19724. }
  19725. /**
  19726. * Sets the given color to the defined instance.
  19727. *
  19728. * @param {number} instanceId - The ID of an instance to set the color of.
  19729. * @param {Color|Vector4} color - The color to set the instance to. Use a `Vector4` to also define alpha.
  19730. * @return {BatchedMesh} A reference to this batched mesh.
  19731. */
  19732. setColorAt( instanceId, color ) {
  19733. this.validateInstanceId( instanceId );
  19734. if ( this._colorsTexture === null ) {
  19735. this._initColorsTexture();
  19736. }
  19737. color.toArray( this._colorsTexture.image.data, instanceId * 4 );
  19738. this._colorsTexture.needsUpdate = true;
  19739. return this;
  19740. }
  19741. /**
  19742. * Returns the color of the defined instance.
  19743. *
  19744. * @param {number} instanceId - The ID of an instance to get the color of.
  19745. * @param {Color|Vector4} color - The target object that is used to store the method's result.
  19746. * @return {Color|Vector4} The instance's color. Use a `Vector4` to also retrieve alpha.
  19747. */
  19748. getColorAt( instanceId, color ) {
  19749. this.validateInstanceId( instanceId );
  19750. if ( this._colorsTexture === null ) {
  19751. if ( color.isVector4 ) {
  19752. return color.set( 1, 1, 1, 1 );
  19753. } else {
  19754. return color.setRGB( 1, 1, 1 );
  19755. }
  19756. } else {
  19757. return color.fromArray( this._colorsTexture.image.data, instanceId * 4 );
  19758. }
  19759. }
  19760. /**
  19761. * Sets the visibility of the instance.
  19762. *
  19763. * @param {number} instanceId - The id of the instance to set the visibility of.
  19764. * @param {boolean} visible - Whether the instance is visible or not.
  19765. * @return {BatchedMesh} A reference to this batched mesh.
  19766. */
  19767. setVisibleAt( instanceId, visible ) {
  19768. this.validateInstanceId( instanceId );
  19769. if ( this._instanceInfo[ instanceId ].visible === visible ) {
  19770. return this;
  19771. }
  19772. this._instanceInfo[ instanceId ].visible = visible;
  19773. this._visibilityChanged = true;
  19774. return this;
  19775. }
  19776. /**
  19777. * Returns the visibility state of the defined instance.
  19778. *
  19779. * @param {number} instanceId - The ID of an instance to get the visibility state of.
  19780. * @return {boolean} Whether the instance is visible or not.
  19781. */
  19782. getVisibleAt( instanceId ) {
  19783. this.validateInstanceId( instanceId );
  19784. return this._instanceInfo[ instanceId ].visible;
  19785. }
  19786. /**
  19787. * Sets the geometry ID of the instance at the given index.
  19788. *
  19789. * @param {number} instanceId - The ID of the instance to set the geometry ID of.
  19790. * @param {number} geometryId - The geometry ID to be use by the instance.
  19791. * @return {BatchedMesh} A reference to this batched mesh.
  19792. */
  19793. setGeometryIdAt( instanceId, geometryId ) {
  19794. this.validateInstanceId( instanceId );
  19795. this.validateGeometryId( geometryId );
  19796. this._instanceInfo[ instanceId ].geometryIndex = geometryId;
  19797. return this;
  19798. }
  19799. /**
  19800. * Returns the geometry ID of the defined instance.
  19801. *
  19802. * @param {number} instanceId - The ID of an instance to get the geometry ID of.
  19803. * @return {number} The instance's geometry ID.
  19804. */
  19805. getGeometryIdAt( instanceId ) {
  19806. this.validateInstanceId( instanceId );
  19807. return this._instanceInfo[ instanceId ].geometryIndex;
  19808. }
  19809. /**
  19810. * Get the range representing the subset of triangles related to the attached geometry,
  19811. * indicating the starting offset and count, or `null` if invalid.
  19812. *
  19813. * @param {number} geometryId - The id of the geometry to get the range of.
  19814. * @param {Object} [target] - The target object that is used to store the method's result.
  19815. * @return {{
  19816. * vertexStart:number,vertexCount:number,reservedVertexCount:number,
  19817. * indexStart:number,indexCount:number,reservedIndexCount:number,
  19818. * start:number,count:number
  19819. * }} The result object with range data.
  19820. */
  19821. getGeometryRangeAt( geometryId, target = {} ) {
  19822. this.validateGeometryId( geometryId );
  19823. const geometryInfo = this._geometryInfo[ geometryId ];
  19824. target.vertexStart = geometryInfo.vertexStart;
  19825. target.vertexCount = geometryInfo.vertexCount;
  19826. target.reservedVertexCount = geometryInfo.reservedVertexCount;
  19827. target.indexStart = geometryInfo.indexStart;
  19828. target.indexCount = geometryInfo.indexCount;
  19829. target.reservedIndexCount = geometryInfo.reservedIndexCount;
  19830. target.start = geometryInfo.start;
  19831. target.count = geometryInfo.count;
  19832. return target;
  19833. }
  19834. /**
  19835. * Resizes the necessary buffers to support the provided number of instances.
  19836. * If the provided arguments shrink the number of instances but there are not enough
  19837. * unused Ids at the end of the list then an error is thrown.
  19838. *
  19839. * @param {number} maxInstanceCount - The max number of individual instances that can be added and rendered by the batch.
  19840. */
  19841. setInstanceCount( maxInstanceCount ) {
  19842. // shrink the available instances as much as possible
  19843. const availableInstanceIds = this._availableInstanceIds;
  19844. const instanceInfo = this._instanceInfo;
  19845. availableInstanceIds.sort( ascIdSort );
  19846. while ( availableInstanceIds[ availableInstanceIds.length - 1 ] === instanceInfo.length - 1 ) {
  19847. instanceInfo.pop();
  19848. availableInstanceIds.pop();
  19849. }
  19850. // throw an error if it can't be shrunk to the desired size
  19851. if ( maxInstanceCount < instanceInfo.length ) {
  19852. throw new Error( `BatchedMesh: Instance ids outside the range ${ maxInstanceCount } are being used. Cannot shrink instance count.` );
  19853. }
  19854. // copy the multi draw counts
  19855. const multiDrawCounts = new Int32Array( maxInstanceCount );
  19856. const multiDrawStarts = new Int32Array( maxInstanceCount );
  19857. copyArrayContents( this._multiDrawCounts, multiDrawCounts );
  19858. copyArrayContents( this._multiDrawStarts, multiDrawStarts );
  19859. this._multiDrawCounts = multiDrawCounts;
  19860. this._multiDrawStarts = multiDrawStarts;
  19861. this._maxInstanceCount = maxInstanceCount;
  19862. // update texture data for instance sampling
  19863. const indirectTexture = this._indirectTexture;
  19864. const matricesTexture = this._matricesTexture;
  19865. const colorsTexture = this._colorsTexture;
  19866. indirectTexture.dispose();
  19867. this._initIndirectTexture();
  19868. copyArrayContents( indirectTexture.image.data, this._indirectTexture.image.data );
  19869. matricesTexture.dispose();
  19870. this._initMatricesTexture();
  19871. copyArrayContents( matricesTexture.image.data, this._matricesTexture.image.data );
  19872. if ( colorsTexture ) {
  19873. colorsTexture.dispose();
  19874. this._initColorsTexture();
  19875. copyArrayContents( colorsTexture.image.data, this._colorsTexture.image.data );
  19876. }
  19877. }
  19878. /**
  19879. * Resizes the available space in the batch's vertex and index buffer attributes to the provided sizes.
  19880. * If the provided arguments shrink the geometry buffers but there is not enough unused space at the
  19881. * end of the geometry attributes then an error is thrown.
  19882. *
  19883. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries to resize to.
  19884. * @param {number} maxIndexCount - The maximum number of indices to be used by all unique geometries to resize to.
  19885. */
  19886. setGeometrySize( maxVertexCount, maxIndexCount ) {
  19887. // Check if we can shrink to the requested vertex attribute size
  19888. const validRanges = [ ...this._geometryInfo ].filter( info => info.active );
  19889. const requiredVertexLength = Math.max( ...validRanges.map( range => range.vertexStart + range.reservedVertexCount ) );
  19890. if ( requiredVertexLength > maxVertexCount ) {
  19891. throw new Error( `BatchedMesh: Geometry vertex values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  19892. }
  19893. // Check if we can shrink to the requested index attribute size
  19894. if ( this.geometry.index ) {
  19895. const requiredIndexLength = Math.max( ...validRanges.map( range => range.indexStart + range.reservedIndexCount ) );
  19896. if ( requiredIndexLength > maxIndexCount ) {
  19897. throw new Error( `BatchedMesh: Geometry index values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  19898. }
  19899. }
  19900. //
  19901. // dispose of the previous geometry
  19902. const oldGeometry = this.geometry;
  19903. oldGeometry.dispose();
  19904. // recreate the geometry needed based on the previous variant
  19905. this._maxVertexCount = maxVertexCount;
  19906. this._maxIndexCount = maxIndexCount;
  19907. if ( this._geometryInitialized ) {
  19908. this._geometryInitialized = false;
  19909. this.geometry = new BufferGeometry();
  19910. this._initializeGeometry( oldGeometry );
  19911. }
  19912. // copy data from the previous geometry
  19913. const geometry = this.geometry;
  19914. if ( oldGeometry.index ) {
  19915. copyArrayContents( oldGeometry.index.array, geometry.index.array );
  19916. }
  19917. for ( const key in oldGeometry.attributes ) {
  19918. copyArrayContents( oldGeometry.attributes[ key ].array, geometry.attributes[ key ].array );
  19919. }
  19920. }
  19921. raycast( raycaster, intersects ) {
  19922. const instanceInfo = this._instanceInfo;
  19923. const geometryInfoList = this._geometryInfo;
  19924. const matrixWorld = this.matrixWorld;
  19925. const batchGeometry = this.geometry;
  19926. // iterate over each geometry
  19927. _mesh.material = this.material;
  19928. _mesh.geometry.index = batchGeometry.index;
  19929. _mesh.geometry.attributes = batchGeometry.attributes;
  19930. if ( _mesh.geometry.boundingBox === null ) {
  19931. _mesh.geometry.boundingBox = new Box3();
  19932. }
  19933. if ( _mesh.geometry.boundingSphere === null ) {
  19934. _mesh.geometry.boundingSphere = new Sphere();
  19935. }
  19936. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  19937. if ( ! instanceInfo[ i ].visible || ! instanceInfo[ i ].active ) {
  19938. continue;
  19939. }
  19940. const geometryId = instanceInfo[ i ].geometryIndex;
  19941. const geometryInfo = geometryInfoList[ geometryId ];
  19942. _mesh.geometry.setDrawRange( geometryInfo.start, geometryInfo.count );
  19943. // get the intersects
  19944. this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );
  19945. this.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox );
  19946. this.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere );
  19947. _mesh.raycast( raycaster, _batchIntersects );
  19948. // add batch id to the intersects
  19949. for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {
  19950. const intersect = _batchIntersects[ j ];
  19951. intersect.object = this;
  19952. intersect.batchId = i;
  19953. intersects.push( intersect );
  19954. }
  19955. _batchIntersects.length = 0;
  19956. }
  19957. _mesh.material = null;
  19958. _mesh.geometry.index = null;
  19959. _mesh.geometry.attributes = {};
  19960. _mesh.geometry.setDrawRange( 0, Infinity );
  19961. }
  19962. copy( source ) {
  19963. super.copy( source );
  19964. this.geometry = source.geometry.clone();
  19965. this.perObjectFrustumCulled = source.perObjectFrustumCulled;
  19966. this.sortObjects = source.sortObjects;
  19967. this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;
  19968. this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;
  19969. this._geometryInfo = source._geometryInfo.map( info => ( {
  19970. ...info,
  19971. boundingBox: info.boundingBox !== null ? info.boundingBox.clone() : null,
  19972. boundingSphere: info.boundingSphere !== null ? info.boundingSphere.clone() : null,
  19973. } ) );
  19974. this._instanceInfo = source._instanceInfo.map( info => ( { ...info } ) );
  19975. this._availableInstanceIds = source._availableInstanceIds.slice();
  19976. this._availableGeometryIds = source._availableGeometryIds.slice();
  19977. this._nextIndexStart = source._nextIndexStart;
  19978. this._nextVertexStart = source._nextVertexStart;
  19979. this._geometryCount = source._geometryCount;
  19980. this._maxInstanceCount = source._maxInstanceCount;
  19981. this._maxVertexCount = source._maxVertexCount;
  19982. this._maxIndexCount = source._maxIndexCount;
  19983. this._geometryInitialized = source._geometryInitialized;
  19984. this._multiDrawCounts = source._multiDrawCounts.slice();
  19985. this._multiDrawStarts = source._multiDrawStarts.slice();
  19986. this._indirectTexture = source._indirectTexture.clone();
  19987. this._indirectTexture.image.data = this._indirectTexture.image.data.slice();
  19988. this._matricesTexture = source._matricesTexture.clone();
  19989. this._matricesTexture.image.data = this._matricesTexture.image.data.slice();
  19990. if ( this._colorsTexture !== null ) {
  19991. this._colorsTexture = source._colorsTexture.clone();
  19992. this._colorsTexture.image.data = this._colorsTexture.image.data.slice();
  19993. }
  19994. return this;
  19995. }
  19996. /**
  19997. * Frees the GPU-related resources allocated by this instance. Call this
  19998. * method whenever this instance is no longer used in your app.
  19999. */
  20000. dispose() {
  20001. // Assuming the geometry is not shared with other meshes
  20002. this.geometry.dispose();
  20003. this._matricesTexture.dispose();
  20004. this._matricesTexture = null;
  20005. this._indirectTexture.dispose();
  20006. this._indirectTexture = null;
  20007. if ( this._colorsTexture !== null ) {
  20008. this._colorsTexture.dispose();
  20009. this._colorsTexture = null;
  20010. }
  20011. }
  20012. onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {
  20013. // if visibility has not changed and frustum culling and object sorting is not required
  20014. // then skip iterating over all items
  20015. if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {
  20016. return;
  20017. }
  20018. // the indexed version of the multi draw function requires specifying the start
  20019. // offset in bytes.
  20020. const index = geometry.getIndex();
  20021. let bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;
  20022. // the "wireframe" attribute implicitly creates a line attribute in the renderer, which is double
  20023. // the vertices to draw (3 lines per triangle) so we multiply the draw counts / starts and make
  20024. // assumptions about the index buffer byte size.
  20025. let multiDrawMultiplier = 1;
  20026. if ( material.wireframe ) {
  20027. multiDrawMultiplier = 2;
  20028. bytesPerElement = geometry.attributes.position.count > 65535 ? 4 : 2;
  20029. }
  20030. const instanceInfo = this._instanceInfo;
  20031. const multiDrawStarts = this._multiDrawStarts;
  20032. const multiDrawCounts = this._multiDrawCounts;
  20033. const geometryInfoList = this._geometryInfo;
  20034. const perObjectFrustumCulled = this.perObjectFrustumCulled;
  20035. const indirectTexture = this._indirectTexture;
  20036. const indirectArray = indirectTexture.image.data;
  20037. const frustum = camera.isArrayCamera ? _frustumArray : _frustum;
  20038. // prepare the frustum in the local frame
  20039. if ( perObjectFrustumCulled && ! camera.isArrayCamera ) {
  20040. _matrix$1
  20041. .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )
  20042. .multiply( this.matrixWorld );
  20043. _frustum.setFromProjectionMatrix(
  20044. _matrix$1,
  20045. camera.coordinateSystem,
  20046. camera.reversedDepth
  20047. );
  20048. }
  20049. let multiDrawCount = 0;
  20050. if ( this.sortObjects ) {
  20051. // get the camera position in the local frame
  20052. _matrix$1.copy( this.matrixWorld ).invert();
  20053. _vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _matrix$1 );
  20054. _forward$1.set( 0, 0, -1 ).transformDirection( camera.matrixWorld ).transformDirection( _matrix$1 );
  20055. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20056. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  20057. const geometryId = instanceInfo[ i ].geometryIndex;
  20058. // get the bounds in world space
  20059. this.getMatrixAt( i, _matrix$1 );
  20060. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20061. // determine whether the batched geometry is within the frustum
  20062. let culled = false;
  20063. if ( perObjectFrustumCulled ) {
  20064. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  20065. }
  20066. if ( ! culled ) {
  20067. // get the distance from camera used for sorting
  20068. const geometryInfo = geometryInfoList[ geometryId ];
  20069. const z = _temp.subVectors( _sphere$2.center, _vector$5 ).dot( _forward$1 );
  20070. _renderList.push( geometryInfo.start, geometryInfo.count, z, i );
  20071. }
  20072. }
  20073. }
  20074. // Sort the draw ranges and prep for rendering
  20075. const list = _renderList.list;
  20076. const customSort = this.customSort;
  20077. if ( customSort === null ) {
  20078. list.sort( material.transparent ? sortTransparent : sortOpaque );
  20079. } else {
  20080. customSort.call( this, list, camera );
  20081. }
  20082. for ( let i = 0, l = list.length; i < l; i ++ ) {
  20083. const item = list[ i ];
  20084. multiDrawStarts[ multiDrawCount ] = item.start * bytesPerElement * multiDrawMultiplier;
  20085. multiDrawCounts[ multiDrawCount ] = item.count * multiDrawMultiplier;
  20086. indirectArray[ multiDrawCount ] = item.index;
  20087. multiDrawCount ++;
  20088. }
  20089. _renderList.reset();
  20090. } else {
  20091. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20092. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  20093. const geometryId = instanceInfo[ i ].geometryIndex;
  20094. // determine whether the batched geometry is within the frustum
  20095. let culled = false;
  20096. if ( perObjectFrustumCulled ) {
  20097. // get the bounds in world space
  20098. this.getMatrixAt( i, _matrix$1 );
  20099. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20100. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  20101. }
  20102. if ( ! culled ) {
  20103. const geometryInfo = geometryInfoList[ geometryId ];
  20104. multiDrawStarts[ multiDrawCount ] = geometryInfo.start * bytesPerElement * multiDrawMultiplier;
  20105. multiDrawCounts[ multiDrawCount ] = geometryInfo.count * multiDrawMultiplier;
  20106. indirectArray[ multiDrawCount ] = i;
  20107. multiDrawCount ++;
  20108. }
  20109. }
  20110. }
  20111. }
  20112. indirectTexture.needsUpdate = true;
  20113. this._multiDrawCount = multiDrawCount;
  20114. this._visibilityChanged = false;
  20115. }
  20116. onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {
  20117. this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );
  20118. }
  20119. }
  20120. /**
  20121. * A material for rendering line primitives.
  20122. *
  20123. * Materials define the appearance of renderable 3D objects.
  20124. *
  20125. * ```js
  20126. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  20127. * ```
  20128. *
  20129. * @augments Material
  20130. */
  20131. class LineBasicMaterial extends Material {
  20132. /**
  20133. * Constructs a new line basic material.
  20134. *
  20135. * @param {Object} [parameters] - An object with one or more properties
  20136. * defining the material's appearance. Any property of the material
  20137. * (including any property from inherited materials) can be passed
  20138. * in here. Color values can be passed any type of value accepted
  20139. * by {@link Color#set}.
  20140. */
  20141. constructor( parameters ) {
  20142. super();
  20143. /**
  20144. * This flag can be used for type testing.
  20145. *
  20146. * @type {boolean}
  20147. * @readonly
  20148. * @default true
  20149. */
  20150. this.isLineBasicMaterial = true;
  20151. this.type = 'LineBasicMaterial';
  20152. /**
  20153. * Color of the material.
  20154. *
  20155. * @type {Color}
  20156. * @default (1,1,1)
  20157. */
  20158. this.color = new Color( 0xffffff );
  20159. /**
  20160. * Sets the color of the lines using data from a texture. The texture map
  20161. * color is modulated by the diffuse `color`.
  20162. *
  20163. * @type {?Texture}
  20164. * @default null
  20165. */
  20166. this.map = null;
  20167. /**
  20168. * Controls line thickness or lines.
  20169. *
  20170. * Can only be used with {@link SVGRenderer}. WebGL and WebGPU
  20171. * ignore this setting and always render line primitives with a
  20172. * width of one pixel.
  20173. *
  20174. * @type {number}
  20175. * @default 1
  20176. */
  20177. this.linewidth = 1;
  20178. /**
  20179. * Defines appearance of line ends.
  20180. *
  20181. * Can only be used with {@link SVGRenderer}.
  20182. *
  20183. * @type {('butt'|'round'|'square')}
  20184. * @default 'round'
  20185. */
  20186. this.linecap = 'round';
  20187. /**
  20188. * Defines appearance of line joints.
  20189. *
  20190. * Can only be used with {@link SVGRenderer}.
  20191. *
  20192. * @type {('round'|'bevel'|'miter')}
  20193. * @default 'round'
  20194. */
  20195. this.linejoin = 'round';
  20196. /**
  20197. * Whether the material is affected by fog or not.
  20198. *
  20199. * @type {boolean}
  20200. * @default true
  20201. */
  20202. this.fog = true;
  20203. this.setValues( parameters );
  20204. }
  20205. copy( source ) {
  20206. super.copy( source );
  20207. this.color.copy( source.color );
  20208. this.map = source.map;
  20209. this.linewidth = source.linewidth;
  20210. this.linecap = source.linecap;
  20211. this.linejoin = source.linejoin;
  20212. this.fog = source.fog;
  20213. return this;
  20214. }
  20215. }
  20216. const _vStart = /*@__PURE__*/ new Vector3();
  20217. const _vEnd = /*@__PURE__*/ new Vector3();
  20218. const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();
  20219. const _ray$1 = /*@__PURE__*/ new Ray();
  20220. const _sphere$1 = /*@__PURE__*/ new Sphere();
  20221. const _intersectPointOnRay = /*@__PURE__*/ new Vector3();
  20222. const _intersectPointOnSegment = /*@__PURE__*/ new Vector3();
  20223. /**
  20224. * A continuous line. The line are rendered by connecting consecutive
  20225. * vertices with straight lines.
  20226. *
  20227. * ```js
  20228. * const material = new THREE.LineBasicMaterial( { color: 0x0000ff } );
  20229. *
  20230. * const points = [];
  20231. * points.push( new THREE.Vector3( - 10, 0, 0 ) );
  20232. * points.push( new THREE.Vector3( 0, 10, 0 ) );
  20233. * points.push( new THREE.Vector3( 10, 0, 0 ) );
  20234. *
  20235. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  20236. *
  20237. * const line = new THREE.Line( geometry, material );
  20238. * scene.add( line );
  20239. * ```
  20240. *
  20241. * @augments Object3D
  20242. */
  20243. class Line extends Object3D {
  20244. /**
  20245. * Constructs a new line.
  20246. *
  20247. * @param {BufferGeometry} [geometry] - The line geometry.
  20248. * @param {Material|Array<Material>} [material] - The line material.
  20249. */
  20250. constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {
  20251. super();
  20252. /**
  20253. * This flag can be used for type testing.
  20254. *
  20255. * @type {boolean}
  20256. * @readonly
  20257. * @default true
  20258. */
  20259. this.isLine = true;
  20260. this.type = 'Line';
  20261. /**
  20262. * The line geometry.
  20263. *
  20264. * @type {BufferGeometry}
  20265. */
  20266. this.geometry = geometry;
  20267. /**
  20268. * The line material.
  20269. *
  20270. * @type {Material|Array<Material>}
  20271. * @default LineBasicMaterial
  20272. */
  20273. this.material = material;
  20274. /**
  20275. * A dictionary representing the morph targets in the geometry. The key is the
  20276. * morph targets name, the value its attribute index. This member is `undefined`
  20277. * by default and only set when morph targets are detected in the geometry.
  20278. *
  20279. * @type {Object<string,number>|undefined}
  20280. * @default undefined
  20281. */
  20282. this.morphTargetDictionary = undefined;
  20283. /**
  20284. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  20285. * is applied. This member is `undefined` by default and only set when morph targets are
  20286. * detected in the geometry.
  20287. *
  20288. * @type {Array<number>|undefined}
  20289. * @default undefined
  20290. */
  20291. this.morphTargetInfluences = undefined;
  20292. this.updateMorphTargets();
  20293. }
  20294. copy( source, recursive ) {
  20295. super.copy( source, recursive );
  20296. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  20297. this.geometry = source.geometry;
  20298. return this;
  20299. }
  20300. /**
  20301. * Computes an array of distance values which are necessary for rendering dashed lines.
  20302. * For each vertex in the geometry, the method calculates the cumulative length from the
  20303. * current point to the very beginning of the line.
  20304. *
  20305. * @return {Line} A reference to this line.
  20306. */
  20307. computeLineDistances() {
  20308. const geometry = this.geometry;
  20309. // we assume non-indexed geometry
  20310. if ( geometry.index === null ) {
  20311. const positionAttribute = geometry.attributes.position;
  20312. const lineDistances = [ 0 ];
  20313. for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {
  20314. _vStart.fromBufferAttribute( positionAttribute, i - 1 );
  20315. _vEnd.fromBufferAttribute( positionAttribute, i );
  20316. lineDistances[ i ] = lineDistances[ i - 1 ];
  20317. lineDistances[ i ] += _vStart.distanceTo( _vEnd );
  20318. }
  20319. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  20320. } else {
  20321. warn( 'Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  20322. }
  20323. return this;
  20324. }
  20325. /**
  20326. * Computes intersection points between a casted ray and this line.
  20327. *
  20328. * @param {Raycaster} raycaster - The raycaster.
  20329. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  20330. */
  20331. raycast( raycaster, intersects ) {
  20332. const geometry = this.geometry;
  20333. const matrixWorld = this.matrixWorld;
  20334. const threshold = raycaster.params.Line.threshold;
  20335. const drawRange = geometry.drawRange;
  20336. // Checking boundingSphere distance to ray
  20337. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  20338. _sphere$1.copy( geometry.boundingSphere );
  20339. _sphere$1.applyMatrix4( matrixWorld );
  20340. _sphere$1.radius += threshold;
  20341. if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;
  20342. //
  20343. _inverseMatrix$1.copy( matrixWorld ).invert();
  20344. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  20345. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  20346. const localThresholdSq = localThreshold * localThreshold;
  20347. const step = this.isLineSegments ? 2 : 1;
  20348. const index = geometry.index;
  20349. const attributes = geometry.attributes;
  20350. const positionAttribute = attributes.position;
  20351. if ( index !== null ) {
  20352. const start = Math.max( 0, drawRange.start );
  20353. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  20354. for ( let i = start, l = end - 1; i < l; i += step ) {
  20355. const a = index.getX( i );
  20356. const b = index.getX( i + 1 );
  20357. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, i );
  20358. if ( intersect ) {
  20359. intersects.push( intersect );
  20360. }
  20361. }
  20362. if ( this.isLineLoop ) {
  20363. const a = index.getX( end - 1 );
  20364. const b = index.getX( start );
  20365. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, end - 1 );
  20366. if ( intersect ) {
  20367. intersects.push( intersect );
  20368. }
  20369. }
  20370. } else {
  20371. const start = Math.max( 0, drawRange.start );
  20372. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  20373. for ( let i = start, l = end - 1; i < l; i += step ) {
  20374. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1, i );
  20375. if ( intersect ) {
  20376. intersects.push( intersect );
  20377. }
  20378. }
  20379. if ( this.isLineLoop ) {
  20380. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start, end - 1 );
  20381. if ( intersect ) {
  20382. intersects.push( intersect );
  20383. }
  20384. }
  20385. }
  20386. }
  20387. /**
  20388. * Sets the values of {@link Line#morphTargetDictionary} and {@link Line#morphTargetInfluences}
  20389. * to make sure existing morph targets can influence this 3D object.
  20390. */
  20391. updateMorphTargets() {
  20392. const geometry = this.geometry;
  20393. const morphAttributes = geometry.morphAttributes;
  20394. const keys = Object.keys( morphAttributes );
  20395. if ( keys.length > 0 ) {
  20396. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  20397. if ( morphAttribute !== undefined ) {
  20398. this.morphTargetInfluences = [];
  20399. this.morphTargetDictionary = {};
  20400. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  20401. const name = morphAttribute[ m ].name || String( m );
  20402. this.morphTargetInfluences.push( 0 );
  20403. this.morphTargetDictionary[ name ] = m;
  20404. }
  20405. }
  20406. }
  20407. }
  20408. }
  20409. function checkIntersection( object, raycaster, ray, thresholdSq, a, b, i ) {
  20410. const positionAttribute = object.geometry.attributes.position;
  20411. _vStart.fromBufferAttribute( positionAttribute, a );
  20412. _vEnd.fromBufferAttribute( positionAttribute, b );
  20413. const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment );
  20414. if ( distSq > thresholdSq ) return;
  20415. _intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation
  20416. const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay );
  20417. if ( distance < raycaster.near || distance > raycaster.far ) return;
  20418. return {
  20419. distance: distance,
  20420. // What do we want? intersection point on the ray or on the segment??
  20421. // point: raycaster.ray.at( distance ),
  20422. point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ),
  20423. index: i,
  20424. face: null,
  20425. faceIndex: null,
  20426. barycoord: null,
  20427. object: object
  20428. };
  20429. }
  20430. const _start = /*@__PURE__*/ new Vector3();
  20431. const _end = /*@__PURE__*/ new Vector3();
  20432. /**
  20433. * A series of lines drawn between pairs of vertices.
  20434. *
  20435. * @augments Line
  20436. */
  20437. class LineSegments extends Line {
  20438. /**
  20439. * Constructs a new line segments.
  20440. *
  20441. * @param {BufferGeometry} [geometry] - The line geometry.
  20442. * @param {Material|Array<Material>} [material] - The line material.
  20443. */
  20444. constructor( geometry, material ) {
  20445. super( geometry, material );
  20446. /**
  20447. * This flag can be used for type testing.
  20448. *
  20449. * @type {boolean}
  20450. * @readonly
  20451. * @default true
  20452. */
  20453. this.isLineSegments = true;
  20454. this.type = 'LineSegments';
  20455. }
  20456. computeLineDistances() {
  20457. const geometry = this.geometry;
  20458. // we assume non-indexed geometry
  20459. if ( geometry.index === null ) {
  20460. const positionAttribute = geometry.attributes.position;
  20461. const lineDistances = [];
  20462. for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  20463. _start.fromBufferAttribute( positionAttribute, i );
  20464. _end.fromBufferAttribute( positionAttribute, i + 1 );
  20465. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  20466. lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );
  20467. }
  20468. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  20469. } else {
  20470. warn( 'LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  20471. }
  20472. return this;
  20473. }
  20474. }
  20475. /**
  20476. * A continuous line. This is nearly the same as {@link Line} the only difference
  20477. * is that the last vertex is connected with the first vertex in order to close
  20478. * the line to form a loop.
  20479. *
  20480. * @augments Line
  20481. */
  20482. class LineLoop extends Line {
  20483. /**
  20484. * Constructs a new line loop.
  20485. *
  20486. * @param {BufferGeometry} [geometry] - The line geometry.
  20487. * @param {Material|Array<Material>} [material] - The line material.
  20488. */
  20489. constructor( geometry, material ) {
  20490. super( geometry, material );
  20491. /**
  20492. * This flag can be used for type testing.
  20493. *
  20494. * @type {boolean}
  20495. * @readonly
  20496. * @default true
  20497. */
  20498. this.isLineLoop = true;
  20499. this.type = 'LineLoop';
  20500. }
  20501. }
  20502. /**
  20503. * A material for rendering point primitives.
  20504. *
  20505. * Materials define the appearance of renderable 3D objects.
  20506. *
  20507. * ```js
  20508. * const vertices = [];
  20509. *
  20510. * for ( let i = 0; i < 10000; i ++ ) {
  20511. * const x = THREE.MathUtils.randFloatSpread( 2000 );
  20512. * const y = THREE.MathUtils.randFloatSpread( 2000 );
  20513. * const z = THREE.MathUtils.randFloatSpread( 2000 );
  20514. *
  20515. * vertices.push( x, y, z );
  20516. * }
  20517. *
  20518. * const geometry = new THREE.BufferGeometry();
  20519. * geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  20520. * const material = new THREE.PointsMaterial( { color: 0x888888 } );
  20521. * const points = new THREE.Points( geometry, material );
  20522. * scene.add( points );
  20523. * ```
  20524. *
  20525. * @augments Material
  20526. */
  20527. class PointsMaterial extends Material {
  20528. /**
  20529. * Constructs a new points material.
  20530. *
  20531. * @param {Object} [parameters] - An object with one or more properties
  20532. * defining the material's appearance. Any property of the material
  20533. * (including any property from inherited materials) can be passed
  20534. * in here. Color values can be passed any type of value accepted
  20535. * by {@link Color#set}.
  20536. */
  20537. constructor( parameters ) {
  20538. super();
  20539. /**
  20540. * This flag can be used for type testing.
  20541. *
  20542. * @type {boolean}
  20543. * @readonly
  20544. * @default true
  20545. */
  20546. this.isPointsMaterial = true;
  20547. this.type = 'PointsMaterial';
  20548. /**
  20549. * Color of the material.
  20550. *
  20551. * @type {Color}
  20552. * @default (1,1,1)
  20553. */
  20554. this.color = new Color( 0xffffff );
  20555. /**
  20556. * The color map. May optionally include an alpha channel, typically combined
  20557. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  20558. * color is modulated by the diffuse `color`.
  20559. *
  20560. * @type {?Texture}
  20561. * @default null
  20562. */
  20563. this.map = null;
  20564. /**
  20565. * The alpha map is a grayscale texture that controls the opacity across the
  20566. * surface (black: fully transparent; white: fully opaque).
  20567. *
  20568. * Only the color of the texture is used, ignoring the alpha channel if one
  20569. * exists. For RGB and RGBA textures, the renderer will use the green channel
  20570. * when sampling this texture due to the extra bit of precision provided for
  20571. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  20572. * luminance/alpha textures will also still work as expected.
  20573. *
  20574. * @type {?Texture}
  20575. * @default null
  20576. */
  20577. this.alphaMap = null;
  20578. /**
  20579. * Defines the size of the points in pixels.
  20580. *
  20581. * Might be capped if the value exceeds hardware dependent parameters like [gl.ALIASED_POINT_SIZE_RANGE](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getParamete).
  20582. *
  20583. * @type {number}
  20584. * @default 1
  20585. */
  20586. this.size = 1;
  20587. /**
  20588. * Specifies whether size of individual points is attenuated by the camera depth (perspective camera only).
  20589. *
  20590. * @type {boolean}
  20591. * @default true
  20592. */
  20593. this.sizeAttenuation = true;
  20594. /**
  20595. * Whether the material is affected by fog or not.
  20596. *
  20597. * @type {boolean}
  20598. * @default true
  20599. */
  20600. this.fog = true;
  20601. this.setValues( parameters );
  20602. }
  20603. copy( source ) {
  20604. super.copy( source );
  20605. this.color.copy( source.color );
  20606. this.map = source.map;
  20607. this.alphaMap = source.alphaMap;
  20608. this.size = source.size;
  20609. this.sizeAttenuation = source.sizeAttenuation;
  20610. this.fog = source.fog;
  20611. return this;
  20612. }
  20613. }
  20614. const _inverseMatrix = /*@__PURE__*/ new Matrix4();
  20615. const _ray = /*@__PURE__*/ new Ray();
  20616. const _sphere = /*@__PURE__*/ new Sphere();
  20617. const _position$3 = /*@__PURE__*/ new Vector3();
  20618. /**
  20619. * A class for displaying points or point clouds.
  20620. *
  20621. * @augments Object3D
  20622. */
  20623. class Points extends Object3D {
  20624. /**
  20625. * Constructs a new point cloud.
  20626. *
  20627. * @param {BufferGeometry} [geometry] - The points geometry.
  20628. * @param {Material|Array<Material>} [material] - The points material.
  20629. */
  20630. constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {
  20631. super();
  20632. /**
  20633. * This flag can be used for type testing.
  20634. *
  20635. * @type {boolean}
  20636. * @readonly
  20637. * @default true
  20638. */
  20639. this.isPoints = true;
  20640. this.type = 'Points';
  20641. /**
  20642. * The points geometry.
  20643. *
  20644. * @type {BufferGeometry}
  20645. */
  20646. this.geometry = geometry;
  20647. /**
  20648. * The line material.
  20649. *
  20650. * @type {Material|Array<Material>}
  20651. * @default PointsMaterial
  20652. */
  20653. this.material = material;
  20654. /**
  20655. * A dictionary representing the morph targets in the geometry. The key is the
  20656. * morph targets name, the value its attribute index. This member is `undefined`
  20657. * by default and only set when morph targets are detected in the geometry.
  20658. *
  20659. * @type {Object<string,number>|undefined}
  20660. * @default undefined
  20661. */
  20662. this.morphTargetDictionary = undefined;
  20663. /**
  20664. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  20665. * is applied. This member is `undefined` by default and only set when morph targets are
  20666. * detected in the geometry.
  20667. *
  20668. * @type {Array<number>|undefined}
  20669. * @default undefined
  20670. */
  20671. this.morphTargetInfluences = undefined;
  20672. this.updateMorphTargets();
  20673. }
  20674. copy( source, recursive ) {
  20675. super.copy( source, recursive );
  20676. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  20677. this.geometry = source.geometry;
  20678. return this;
  20679. }
  20680. /**
  20681. * Computes intersection points between a casted ray and this point cloud.
  20682. *
  20683. * @param {Raycaster} raycaster - The raycaster.
  20684. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  20685. */
  20686. raycast( raycaster, intersects ) {
  20687. const geometry = this.geometry;
  20688. const matrixWorld = this.matrixWorld;
  20689. const threshold = raycaster.params.Points.threshold;
  20690. const drawRange = geometry.drawRange;
  20691. // Checking boundingSphere distance to ray
  20692. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  20693. _sphere.copy( geometry.boundingSphere );
  20694. _sphere.applyMatrix4( matrixWorld );
  20695. _sphere.radius += threshold;
  20696. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
  20697. //
  20698. _inverseMatrix.copy( matrixWorld ).invert();
  20699. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  20700. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  20701. const localThresholdSq = localThreshold * localThreshold;
  20702. const index = geometry.index;
  20703. const attributes = geometry.attributes;
  20704. const positionAttribute = attributes.position;
  20705. if ( index !== null ) {
  20706. const start = Math.max( 0, drawRange.start );
  20707. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  20708. for ( let i = start, il = end; i < il; i ++ ) {
  20709. const a = index.getX( i );
  20710. _position$3.fromBufferAttribute( positionAttribute, a );
  20711. testPoint( _position$3, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  20712. }
  20713. } else {
  20714. const start = Math.max( 0, drawRange.start );
  20715. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  20716. for ( let i = start, l = end; i < l; i ++ ) {
  20717. _position$3.fromBufferAttribute( positionAttribute, i );
  20718. testPoint( _position$3, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  20719. }
  20720. }
  20721. }
  20722. /**
  20723. * Sets the values of {@link Points#morphTargetDictionary} and {@link Points#morphTargetInfluences}
  20724. * to make sure existing morph targets can influence this 3D object.
  20725. */
  20726. updateMorphTargets() {
  20727. const geometry = this.geometry;
  20728. const morphAttributes = geometry.morphAttributes;
  20729. const keys = Object.keys( morphAttributes );
  20730. if ( keys.length > 0 ) {
  20731. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  20732. if ( morphAttribute !== undefined ) {
  20733. this.morphTargetInfluences = [];
  20734. this.morphTargetDictionary = {};
  20735. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  20736. const name = morphAttribute[ m ].name || String( m );
  20737. this.morphTargetInfluences.push( 0 );
  20738. this.morphTargetDictionary[ name ] = m;
  20739. }
  20740. }
  20741. }
  20742. }
  20743. }
  20744. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  20745. const rayPointDistanceSq = _ray.distanceSqToPoint( point );
  20746. if ( rayPointDistanceSq < localThresholdSq ) {
  20747. const intersectPoint = new Vector3();
  20748. _ray.closestPointToPoint( point, intersectPoint );
  20749. intersectPoint.applyMatrix4( matrixWorld );
  20750. const distance = raycaster.ray.origin.distanceTo( intersectPoint );
  20751. if ( distance < raycaster.near || distance > raycaster.far ) return;
  20752. intersects.push( {
  20753. distance: distance,
  20754. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  20755. point: intersectPoint,
  20756. index: index,
  20757. face: null,
  20758. faceIndex: null,
  20759. barycoord: null,
  20760. object: object
  20761. } );
  20762. }
  20763. }
  20764. /**
  20765. * A texture for use with a video.
  20766. *
  20767. * ```js
  20768. * // assuming you have created a HTML video element with id="video"
  20769. * const video = document.getElementById( 'video' );
  20770. * const texture = new THREE.VideoTexture( video );
  20771. * ```
  20772. *
  20773. * Note: When using video textures with {@link WebGPURenderer}, {@link Texture#colorSpace} must be
  20774. * set to THREE.SRGBColorSpace.
  20775. *
  20776. * Note: After the initial use of a texture, its dimensions, format, and type
  20777. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  20778. *
  20779. * @augments Texture
  20780. */
  20781. class VideoTexture extends Texture {
  20782. /**
  20783. * Constructs a new video texture.
  20784. *
  20785. * @param {HTMLVideoElement} video - The video element to use as a data source for the texture.
  20786. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  20787. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  20788. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  20789. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  20790. * @param {number} [minFilter=LinearFilter] - The min filter value.
  20791. * @param {number} [format=RGBAFormat] - The texture format.
  20792. * @param {number} [type=UnsignedByteType] - The texture type.
  20793. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  20794. */
  20795. constructor( video, mapping, wrapS, wrapT, magFilter = LinearFilter, minFilter = LinearFilter, format, type, anisotropy ) {
  20796. super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  20797. /**
  20798. * This flag can be used for type testing.
  20799. *
  20800. * @type {boolean}
  20801. * @readonly
  20802. * @default true
  20803. */
  20804. this.isVideoTexture = true;
  20805. /**
  20806. * Whether to generate mipmaps (if possible) for a texture.
  20807. *
  20808. * Overwritten and set to `false` by default.
  20809. *
  20810. * @type {boolean}
  20811. * @default false
  20812. */
  20813. this.generateMipmaps = false;
  20814. /**
  20815. * The video frame request callback identifier, which is a positive integer.
  20816. *
  20817. * Value of 0 represents no scheduled rVFC.
  20818. *
  20819. * @private
  20820. * @type {number}
  20821. */
  20822. this._requestVideoFrameCallbackId = 0;
  20823. const scope = this;
  20824. function updateVideo() {
  20825. scope.needsUpdate = true;
  20826. scope._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
  20827. }
  20828. if ( 'requestVideoFrameCallback' in video ) {
  20829. this._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
  20830. }
  20831. }
  20832. clone() {
  20833. return new this.constructor( this.image ).copy( this );
  20834. }
  20835. /**
  20836. * This method is called automatically by the renderer and sets {@link Texture#needsUpdate}
  20837. * to `true` every time a new frame is available.
  20838. *
  20839. * Only relevant if `requestVideoFrameCallback` is not supported in the browser.
  20840. */
  20841. update() {
  20842. const video = this.image;
  20843. const hasVideoFrameCallback = 'requestVideoFrameCallback' in video;
  20844. if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {
  20845. this.needsUpdate = true;
  20846. }
  20847. }
  20848. dispose() {
  20849. if ( this._requestVideoFrameCallbackId !== 0 ) {
  20850. this.source.data.cancelVideoFrameCallback( this._requestVideoFrameCallbackId );
  20851. this._requestVideoFrameCallbackId = 0;
  20852. }
  20853. super.dispose();
  20854. }
  20855. }
  20856. /**
  20857. * This class can be used as an alternative way to define video data. Instead of using
  20858. * an instance of `HTMLVideoElement` like with `VideoTexture`, `VideoFrameTexture` expects each frame is
  20859. * defined manually via {@link VideoFrameTexture#setFrame}. A typical use case for this module is when
  20860. * video frames are decoded with the WebCodecs API.
  20861. *
  20862. * ```js
  20863. * const texture = new THREE.VideoFrameTexture();
  20864. * texture.setFrame( frame );
  20865. * ```
  20866. *
  20867. * @augments VideoTexture
  20868. */
  20869. class VideoFrameTexture extends VideoTexture {
  20870. /**
  20871. * Constructs a new video frame texture.
  20872. *
  20873. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  20874. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  20875. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  20876. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  20877. * @param {number} [minFilter=LinearFilter] - The min filter value.
  20878. * @param {number} [format=RGBAFormat] - The texture format.
  20879. * @param {number} [type=UnsignedByteType] - The texture type.
  20880. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  20881. */
  20882. constructor( mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  20883. super( {}, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  20884. /**
  20885. * This flag can be used for type testing.
  20886. *
  20887. * @type {boolean}
  20888. * @readonly
  20889. * @default true
  20890. */
  20891. this.isVideoFrameTexture = true;
  20892. }
  20893. /**
  20894. * This method overwritten with an empty implementation since
  20895. * this type of texture is updated via `setFrame()`.
  20896. */
  20897. update() {}
  20898. clone() {
  20899. return new this.constructor().copy( this ); // restoring Texture.clone()
  20900. }
  20901. /**
  20902. * Sets the current frame of the video. This will automatically update the texture
  20903. * so the data can be used for rendering.
  20904. *
  20905. * @param {VideoFrame} frame - The video frame.
  20906. */
  20907. setFrame( frame ) {
  20908. this.image = frame;
  20909. this.needsUpdate = true;
  20910. }
  20911. }
  20912. /**
  20913. * This class can only be used in combination with `copyFramebufferToTexture()` methods
  20914. * of renderers. It extracts the contents of the current bound framebuffer and provides it
  20915. * as a texture for further usage.
  20916. *
  20917. * ```js
  20918. * const pixelRatio = window.devicePixelRatio;
  20919. * const textureSize = 128 * pixelRatio;
  20920. *
  20921. * const frameTexture = new FramebufferTexture( textureSize, textureSize );
  20922. *
  20923. * // calculate start position for copying part of the frame data
  20924. * const vector = new Vector2();
  20925. * vector.x = ( window.innerWidth * pixelRatio / 2 ) - ( textureSize / 2 );
  20926. * vector.y = ( window.innerHeight * pixelRatio / 2 ) - ( textureSize / 2 );
  20927. *
  20928. * renderer.render( scene, camera );
  20929. *
  20930. * // copy part of the rendered frame into the framebuffer texture
  20931. * renderer.copyFramebufferToTexture( frameTexture, vector );
  20932. * ```
  20933. *
  20934. * @augments Texture
  20935. */
  20936. class FramebufferTexture extends Texture {
  20937. /**
  20938. * Constructs a new framebuffer texture.
  20939. *
  20940. * @param {number} [width] - The width of the texture.
  20941. * @param {number} [height] - The height of the texture.
  20942. */
  20943. constructor( width, height ) {
  20944. super( { width, height } );
  20945. /**
  20946. * This flag can be used for type testing.
  20947. *
  20948. * @type {boolean}
  20949. * @readonly
  20950. * @default true
  20951. */
  20952. this.isFramebufferTexture = true;
  20953. /**
  20954. * How the texture is sampled when a texel covers more than one pixel.
  20955. *
  20956. * Overwritten and set to `NearestFilter` by default to disable filtering.
  20957. *
  20958. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  20959. * @default NearestFilter
  20960. */
  20961. this.magFilter = NearestFilter;
  20962. /**
  20963. * How the texture is sampled when a texel covers less than one pixel.
  20964. *
  20965. * Overwritten and set to `NearestFilter` by default to disable filtering.
  20966. *
  20967. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  20968. * @default NearestFilter
  20969. */
  20970. this.minFilter = NearestFilter;
  20971. /**
  20972. * Whether to generate mipmaps (if possible) for a texture.
  20973. *
  20974. * Overwritten and set to `false` by default.
  20975. *
  20976. * @type {boolean}
  20977. * @default false
  20978. */
  20979. this.generateMipmaps = false;
  20980. this.needsUpdate = true;
  20981. }
  20982. }
  20983. /**
  20984. * Creates a texture based on data in compressed form.
  20985. *
  20986. * These texture are usually loaded with {@link CompressedTextureLoader}.
  20987. *
  20988. * @augments Texture
  20989. */
  20990. class CompressedTexture extends Texture {
  20991. /**
  20992. * Constructs a new compressed texture.
  20993. *
  20994. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  20995. * the data and dimensions.
  20996. * @param {number} width - The width of the texture.
  20997. * @param {number} height - The height of the texture.
  20998. * @param {number} [format=RGBAFormat] - The texture format.
  20999. * @param {number} [type=UnsignedByteType] - The texture type.
  21000. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21001. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21002. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21003. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21004. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21005. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21006. * @param {string} [colorSpace=NoColorSpace] - The color space.
  21007. */
  21008. constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) {
  21009. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  21010. /**
  21011. * This flag can be used for type testing.
  21012. *
  21013. * @type {boolean}
  21014. * @readonly
  21015. * @default true
  21016. */
  21017. this.isCompressedTexture = true;
  21018. /**
  21019. * The image property of a compressed texture just defines its dimensions.
  21020. *
  21021. * @type {{width:number,height:number}}
  21022. */
  21023. this.image = { width: width, height: height };
  21024. /**
  21025. * This array holds for all mipmaps (including the bases mip) the data and dimensions.
  21026. *
  21027. * @type {Array<Object>}
  21028. */
  21029. this.mipmaps = mipmaps;
  21030. /**
  21031. * If set to `true`, the texture is flipped along the vertical axis when
  21032. * uploaded to the GPU.
  21033. *
  21034. * Overwritten and set to `false` by default since it is not possible to
  21035. * flip compressed textures.
  21036. *
  21037. * @type {boolean}
  21038. * @default false
  21039. * @readonly
  21040. */
  21041. this.flipY = false;
  21042. /**
  21043. * Whether to generate mipmaps (if possible) for a texture.
  21044. *
  21045. * Overwritten and set to `false` by default since it is not
  21046. * possible to generate mipmaps for compressed data. Mipmaps
  21047. * must be embedded in the compressed texture file.
  21048. *
  21049. * @type {boolean}
  21050. * @default false
  21051. * @readonly
  21052. */
  21053. this.generateMipmaps = false;
  21054. }
  21055. }
  21056. /**
  21057. * Creates a texture 2D array based on data in compressed form.
  21058. *
  21059. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21060. *
  21061. * @augments CompressedTexture
  21062. */
  21063. class CompressedArrayTexture extends CompressedTexture {
  21064. /**
  21065. * Constructs a new compressed array texture.
  21066. *
  21067. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  21068. * the data and dimensions.
  21069. * @param {number} width - The width of the texture.
  21070. * @param {number} height - The height of the texture.
  21071. * @param {number} depth - The depth of the texture.
  21072. * @param {number} [format=RGBAFormat] - The min filter value.
  21073. * @param {number} [type=UnsignedByteType] - The min filter value.
  21074. */
  21075. constructor( mipmaps, width, height, depth, format, type ) {
  21076. super( mipmaps, width, height, format, type );
  21077. /**
  21078. * This flag can be used for type testing.
  21079. *
  21080. * @type {boolean}
  21081. * @readonly
  21082. * @default true
  21083. */
  21084. this.isCompressedArrayTexture = true;
  21085. /**
  21086. * The image property of a compressed texture just defines its dimensions.
  21087. *
  21088. * @name CompressedArrayTexture#image
  21089. * @type {{width:number,height:number,depth:number}}
  21090. */
  21091. this.image.depth = depth;
  21092. /**
  21093. * This defines how the texture is wrapped in the depth and corresponds to
  21094. * *W* in UVW mapping.
  21095. *
  21096. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  21097. * @default ClampToEdgeWrapping
  21098. */
  21099. this.wrapR = ClampToEdgeWrapping;
  21100. /**
  21101. * A set of all layers which need to be updated in the texture.
  21102. *
  21103. * @type {Set<number>}
  21104. */
  21105. this.layerUpdates = new Set();
  21106. }
  21107. /**
  21108. * Describes that a specific layer of the texture needs to be updated.
  21109. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  21110. * entire compressed texture array is sent to the GPU. Marking specific
  21111. * layers will only transmit subsets of all mipmaps associated with a
  21112. * specific depth in the array which is often much more performant.
  21113. *
  21114. * @param {number} layerIndex - The layer index that should be updated.
  21115. */
  21116. addLayerUpdate( layerIndex ) {
  21117. this.layerUpdates.add( layerIndex );
  21118. }
  21119. /**
  21120. * Resets the layer updates registry.
  21121. */
  21122. clearLayerUpdates() {
  21123. this.layerUpdates.clear();
  21124. }
  21125. }
  21126. /**
  21127. * Creates a cube texture based on data in compressed form.
  21128. *
  21129. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21130. *
  21131. * @augments CompressedTexture
  21132. */
  21133. class CompressedCubeTexture extends CompressedTexture {
  21134. /**
  21135. * Constructs a new compressed texture.
  21136. *
  21137. * @param {Array<CompressedTexture>} images - An array of compressed textures.
  21138. * @param {number} [format=RGBAFormat] - The texture format.
  21139. * @param {number} [type=UnsignedByteType] - The texture type.
  21140. */
  21141. constructor( images, format, type ) {
  21142. super( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping );
  21143. /**
  21144. * This flag can be used for type testing.
  21145. *
  21146. * @type {boolean}
  21147. * @readonly
  21148. * @default true
  21149. */
  21150. this.isCompressedCubeTexture = true;
  21151. /**
  21152. * This flag can be used for type testing.
  21153. *
  21154. * @type {boolean}
  21155. * @readonly
  21156. * @default true
  21157. */
  21158. this.isCubeTexture = true;
  21159. this.image = images;
  21160. }
  21161. }
  21162. /**
  21163. * Creates a cube texture made up of six images.
  21164. *
  21165. * ```js
  21166. * const loader = new THREE.CubeTextureLoader();
  21167. * loader.setPath( 'textures/cube/pisa/' );
  21168. *
  21169. * const textureCube = loader.load( [
  21170. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  21171. * ] );
  21172. *
  21173. * const material = new THREE.MeshBasicMaterial( { color: 0xffffff, envMap: textureCube } );
  21174. * ```
  21175. *
  21176. * @augments Texture
  21177. */
  21178. class CubeTexture extends Texture {
  21179. /**
  21180. * Constructs a new cube texture.
  21181. *
  21182. * @param {Array<Image>} [images=[]] - An array holding a image for each side of a cube.
  21183. * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
  21184. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21185. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21186. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21187. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21188. * @param {number} [format=RGBAFormat] - The texture format.
  21189. * @param {number} [type=UnsignedByteType] - The texture type.
  21190. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21191. * @param {string} [colorSpace=NoColorSpace] - The color space value.
  21192. */
  21193. constructor( images = [], mapping = CubeReflectionMapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {
  21194. super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  21195. /**
  21196. * This flag can be used for type testing.
  21197. *
  21198. * @type {boolean}
  21199. * @readonly
  21200. * @default true
  21201. */
  21202. this.isCubeTexture = true;
  21203. /**
  21204. * If set to `true`, the texture is flipped along the vertical axis when
  21205. * uploaded to the GPU.
  21206. *
  21207. * Overwritten and set to `false` by default.
  21208. *
  21209. * @type {boolean}
  21210. * @default false
  21211. */
  21212. this.flipY = false;
  21213. }
  21214. /**
  21215. * Alias for {@link CubeTexture#image}.
  21216. *
  21217. * @type {Array<Image>}
  21218. */
  21219. get images() {
  21220. return this.image;
  21221. }
  21222. set images( value ) {
  21223. this.image = value;
  21224. }
  21225. }
  21226. /**
  21227. * Creates a texture from a canvas element.
  21228. *
  21229. * This is almost the same as the base texture class, except that it sets {@link Texture#needsUpdate}
  21230. * to `true` immediately since a canvas can directly be used for rendering.
  21231. *
  21232. * @augments Texture
  21233. */
  21234. class CanvasTexture extends Texture {
  21235. /**
  21236. * Constructs a new texture.
  21237. *
  21238. * @param {HTMLCanvasElement} [canvas] - The HTML canvas element.
  21239. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21240. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21241. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21242. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21243. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21244. * @param {number} [format=RGBAFormat] - The texture format.
  21245. * @param {number} [type=UnsignedByteType] - The texture type.
  21246. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21247. */
  21248. constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  21249. super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21250. /**
  21251. * This flag can be used for type testing.
  21252. *
  21253. * @type {boolean}
  21254. * @readonly
  21255. * @default true
  21256. */
  21257. this.isCanvasTexture = true;
  21258. this.needsUpdate = true;
  21259. }
  21260. }
  21261. /**
  21262. * This class can be used to automatically save the depth information of a
  21263. * rendering into a texture.
  21264. *
  21265. * @augments Texture
  21266. */
  21267. class DepthTexture extends Texture {
  21268. /**
  21269. * Constructs a new depth texture.
  21270. *
  21271. * @param {number} width - The width of the texture.
  21272. * @param {number} height - The height of the texture.
  21273. * @param {number} [type=UnsignedIntType] - The texture type.
  21274. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21275. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21276. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21277. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21278. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21279. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21280. * @param {number} [format=DepthFormat] - The texture format.
  21281. * @param {number} [depth=1] - The depth of the texture.
  21282. */
  21283. constructor( width, height, type = UnsignedIntType, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat, depth = 1 ) {
  21284. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  21285. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  21286. }
  21287. const image = { width: width, height: height, depth: depth };
  21288. super( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21289. /**
  21290. * This flag can be used for type testing.
  21291. *
  21292. * @type {boolean}
  21293. * @readonly
  21294. * @default true
  21295. */
  21296. this.isDepthTexture = true;
  21297. /**
  21298. * If set to `true`, the texture is flipped along the vertical axis when
  21299. * uploaded to the GPU.
  21300. *
  21301. * Overwritten and set to `false` by default.
  21302. *
  21303. * @type {boolean}
  21304. * @default false
  21305. */
  21306. this.flipY = false;
  21307. /**
  21308. * Whether to generate mipmaps (if possible) for a texture.
  21309. *
  21310. * Overwritten and set to `false` by default.
  21311. *
  21312. * @type {boolean}
  21313. * @default false
  21314. */
  21315. this.generateMipmaps = false;
  21316. /**
  21317. * Code corresponding to the depth compare function.
  21318. *
  21319. * @type {?(NeverCompare|LessCompare|EqualCompare|LessEqualCompare|GreaterCompare|NotEqualCompare|GreaterEqualCompare|AlwaysCompare)}
  21320. * @default null
  21321. */
  21322. this.compareFunction = null;
  21323. }
  21324. copy( source ) {
  21325. super.copy( source );
  21326. this.source = new Source( Object.assign( {}, source.image ) ); // see #30540
  21327. this.compareFunction = source.compareFunction;
  21328. return this;
  21329. }
  21330. toJSON( meta ) {
  21331. const data = super.toJSON( meta );
  21332. if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;
  21333. return data;
  21334. }
  21335. }
  21336. /**
  21337. * This class can be used to automatically save the depth information of a
  21338. * cube rendering into a cube texture with depth format. Used for PointLight shadows.
  21339. *
  21340. * @augments DepthTexture
  21341. */
  21342. class CubeDepthTexture extends DepthTexture {
  21343. /**
  21344. * Constructs a new cube depth texture.
  21345. *
  21346. * @param {number} size - The size (width and height) of each cube face.
  21347. * @param {number} [type=UnsignedIntType] - The texture type.
  21348. * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
  21349. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21350. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21351. * @param {number} [magFilter=NearestFilter] - The mag filter value.
  21352. * @param {number} [minFilter=NearestFilter] - The min filter value.
  21353. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21354. * @param {number} [format=DepthFormat] - The texture format.
  21355. */
  21356. constructor( size, type = UnsignedIntType, mapping = CubeReflectionMapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat ) {
  21357. // Create 6 identical image descriptors for the cube faces
  21358. const image = { width: size, height: size, depth: 1 };
  21359. const images = [ image, image, image, image, image, image ];
  21360. // Call DepthTexture constructor with width, height
  21361. super( size, size, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format );
  21362. // Replace the single image with the array of 6 images
  21363. this.image = images;
  21364. /**
  21365. * This flag can be used for type testing.
  21366. *
  21367. * @type {boolean}
  21368. * @readonly
  21369. * @default true
  21370. */
  21371. this.isCubeDepthTexture = true;
  21372. /**
  21373. * Set to true for cube texture handling in WebGLTextures.
  21374. *
  21375. * @type {boolean}
  21376. * @readonly
  21377. * @default true
  21378. */
  21379. this.isCubeTexture = true;
  21380. }
  21381. /**
  21382. * Alias for {@link CubeDepthTexture#image}.
  21383. *
  21384. * @type {Array<Image>}
  21385. */
  21386. get images() {
  21387. return this.image;
  21388. }
  21389. set images( value ) {
  21390. this.image = value;
  21391. }
  21392. }
  21393. /**
  21394. * Represents a texture created externally with the same renderer context.
  21395. *
  21396. * This may be a texture from a protected media stream, device camera feed,
  21397. * or other data feeds like a depth sensor.
  21398. *
  21399. * Note that this class is only supported in {@link WebGLRenderer}, and in
  21400. * the {@link WebGPURenderer} WebGPU backend.
  21401. *
  21402. * @augments Texture
  21403. */
  21404. class ExternalTexture extends Texture {
  21405. /**
  21406. * Creates a new raw texture.
  21407. *
  21408. * @param {?(WebGLTexture|GPUTexture)} [sourceTexture=null] - The external texture.
  21409. */
  21410. constructor( sourceTexture = null ) {
  21411. super();
  21412. /**
  21413. * The external source texture.
  21414. *
  21415. * @type {?(WebGLTexture|GPUTexture)}
  21416. * @default null
  21417. */
  21418. this.sourceTexture = sourceTexture;
  21419. /**
  21420. * This flag can be used for type testing.
  21421. *
  21422. * @type {boolean}
  21423. * @readonly
  21424. * @default true
  21425. */
  21426. this.isExternalTexture = true;
  21427. }
  21428. copy( source ) {
  21429. super.copy( source );
  21430. this.sourceTexture = source.sourceTexture;
  21431. return this;
  21432. }
  21433. }
  21434. /**
  21435. * A geometry class for a rectangular cuboid with a given width, height, and depth.
  21436. * On creation, the cuboid is centred on the origin, with each edge parallel to one
  21437. * of the axes.
  21438. *
  21439. * ```js
  21440. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  21441. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  21442. * const cube = new THREE.Mesh( geometry, material );
  21443. * scene.add( cube );
  21444. * ```
  21445. *
  21446. * @augments BufferGeometry
  21447. * @demo scenes/geometry-browser.html#BoxGeometry
  21448. */
  21449. class BoxGeometry extends BufferGeometry {
  21450. /**
  21451. * Constructs a new box geometry.
  21452. *
  21453. * @param {number} [width=1] - The width. That is, the length of the edges parallel to the X axis.
  21454. * @param {number} [height=1] - The height. That is, the length of the edges parallel to the Y axis.
  21455. * @param {number} [depth=1] - The depth. That is, the length of the edges parallel to the Z axis.
  21456. * @param {number} [widthSegments=1] - Number of segmented rectangular faces along the width of the sides.
  21457. * @param {number} [heightSegments=1] - Number of segmented rectangular faces along the height of the sides.
  21458. * @param {number} [depthSegments=1] - Number of segmented rectangular faces along the depth of the sides.
  21459. */
  21460. constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {
  21461. super();
  21462. this.type = 'BoxGeometry';
  21463. /**
  21464. * Holds the constructor parameters that have been
  21465. * used to generate the geometry. Any modification
  21466. * after instantiation does not change the geometry.
  21467. *
  21468. * @type {Object}
  21469. */
  21470. this.parameters = {
  21471. width: width,
  21472. height: height,
  21473. depth: depth,
  21474. widthSegments: widthSegments,
  21475. heightSegments: heightSegments,
  21476. depthSegments: depthSegments
  21477. };
  21478. const scope = this;
  21479. // segments
  21480. widthSegments = Math.floor( widthSegments );
  21481. heightSegments = Math.floor( heightSegments );
  21482. depthSegments = Math.floor( depthSegments );
  21483. // buffers
  21484. const indices = [];
  21485. const vertices = [];
  21486. const normals = [];
  21487. const uvs = [];
  21488. // helper variables
  21489. let numberOfVertices = 0;
  21490. let groupStart = 0;
  21491. // build each side of the box geometry
  21492. buildPlane( 'z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  21493. buildPlane( 'z', 'y', 'x', 1, -1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  21494. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  21495. buildPlane( 'x', 'z', 'y', 1, -1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  21496. buildPlane( 'x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  21497. buildPlane( 'x', 'y', 'z', -1, -1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  21498. // build geometry
  21499. this.setIndex( indices );
  21500. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  21501. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  21502. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  21503. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  21504. const segmentWidth = width / gridX;
  21505. const segmentHeight = height / gridY;
  21506. const widthHalf = width / 2;
  21507. const heightHalf = height / 2;
  21508. const depthHalf = depth / 2;
  21509. const gridX1 = gridX + 1;
  21510. const gridY1 = gridY + 1;
  21511. let vertexCounter = 0;
  21512. let groupCount = 0;
  21513. const vector = new Vector3();
  21514. // generate vertices, normals and uvs
  21515. for ( let iy = 0; iy < gridY1; iy ++ ) {
  21516. const y = iy * segmentHeight - heightHalf;
  21517. for ( let ix = 0; ix < gridX1; ix ++ ) {
  21518. const x = ix * segmentWidth - widthHalf;
  21519. // set values to correct vector component
  21520. vector[ u ] = x * udir;
  21521. vector[ v ] = y * vdir;
  21522. vector[ w ] = depthHalf;
  21523. // now apply vector to vertex buffer
  21524. vertices.push( vector.x, vector.y, vector.z );
  21525. // set values to correct vector component
  21526. vector[ u ] = 0;
  21527. vector[ v ] = 0;
  21528. vector[ w ] = depth > 0 ? 1 : -1;
  21529. // now apply vector to normal buffer
  21530. normals.push( vector.x, vector.y, vector.z );
  21531. // uvs
  21532. uvs.push( ix / gridX );
  21533. uvs.push( 1 - ( iy / gridY ) );
  21534. // counters
  21535. vertexCounter += 1;
  21536. }
  21537. }
  21538. // indices
  21539. // 1. you need three indices to draw a single face
  21540. // 2. a single segment consists of two faces
  21541. // 3. so we need to generate six (2*3) indices per segment
  21542. for ( let iy = 0; iy < gridY; iy ++ ) {
  21543. for ( let ix = 0; ix < gridX; ix ++ ) {
  21544. const a = numberOfVertices + ix + gridX1 * iy;
  21545. const b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  21546. const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  21547. const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  21548. // faces
  21549. indices.push( a, b, d );
  21550. indices.push( b, c, d );
  21551. // increase counter
  21552. groupCount += 6;
  21553. }
  21554. }
  21555. // add a group to the geometry. this will ensure multi material support
  21556. scope.addGroup( groupStart, groupCount, materialIndex );
  21557. // calculate new start value for groups
  21558. groupStart += groupCount;
  21559. // update total number of vertices
  21560. numberOfVertices += vertexCounter;
  21561. }
  21562. }
  21563. copy( source ) {
  21564. super.copy( source );
  21565. this.parameters = Object.assign( {}, source.parameters );
  21566. return this;
  21567. }
  21568. /**
  21569. * Factory method for creating an instance of this class from the given
  21570. * JSON object.
  21571. *
  21572. * @param {Object} data - A JSON object representing the serialized geometry.
  21573. * @return {BoxGeometry} A new instance.
  21574. */
  21575. static fromJSON( data ) {
  21576. return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );
  21577. }
  21578. }
  21579. /**
  21580. * A geometry class for representing a capsule.
  21581. *
  21582. * ```js
  21583. * const geometry = new THREE.CapsuleGeometry( 1, 1, 4, 8, 1 );
  21584. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  21585. * const capsule = new THREE.Mesh( geometry, material );
  21586. * scene.add( capsule );
  21587. * ```
  21588. *
  21589. * @augments BufferGeometry
  21590. * @demo scenes/geometry-browser.html#CapsuleGeometry
  21591. */
  21592. class CapsuleGeometry extends BufferGeometry {
  21593. /**
  21594. * Constructs a new capsule geometry.
  21595. *
  21596. * @param {number} [radius=1] - Radius of the capsule.
  21597. * @param {number} [height=1] - Height of the middle section.
  21598. * @param {number} [capSegments=4] - Number of curve segments used to build each cap.
  21599. * @param {number} [radialSegments=8] - Number of segmented faces around the circumference of the capsule. Must be an integer >= 3.
  21600. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the middle section. Must be an integer >= 1.
  21601. */
  21602. constructor( radius = 1, height = 1, capSegments = 4, radialSegments = 8, heightSegments = 1 ) {
  21603. super();
  21604. this.type = 'CapsuleGeometry';
  21605. /**
  21606. * Holds the constructor parameters that have been
  21607. * used to generate the geometry. Any modification
  21608. * after instantiation does not change the geometry.
  21609. *
  21610. * @type {Object}
  21611. */
  21612. this.parameters = {
  21613. radius: radius,
  21614. height: height,
  21615. capSegments: capSegments,
  21616. radialSegments: radialSegments,
  21617. heightSegments: heightSegments,
  21618. };
  21619. height = Math.max( 0, height );
  21620. capSegments = Math.max( 1, Math.floor( capSegments ) );
  21621. radialSegments = Math.max( 3, Math.floor( radialSegments ) );
  21622. heightSegments = Math.max( 1, Math.floor( heightSegments ) );
  21623. // buffers
  21624. const indices = [];
  21625. const vertices = [];
  21626. const normals = [];
  21627. const uvs = [];
  21628. // helper variables
  21629. const halfHeight = height / 2;
  21630. const capArcLength = ( Math.PI / 2 ) * radius;
  21631. const cylinderPartLength = height;
  21632. const totalArcLength = 2 * capArcLength + cylinderPartLength;
  21633. const numVerticalSegments = capSegments * 2 + heightSegments;
  21634. const verticesPerRow = radialSegments + 1;
  21635. const normal = new Vector3();
  21636. const vertex = new Vector3();
  21637. // generate vertices, normals, and uvs
  21638. for ( let iy = 0; iy <= numVerticalSegments; iy ++ ) {
  21639. let currentArcLength = 0;
  21640. let profileY = 0;
  21641. let profileRadius = 0;
  21642. let normalYComponent = 0;
  21643. if ( iy <= capSegments ) {
  21644. // bottom cap
  21645. const segmentProgress = iy / capSegments;
  21646. const angle = ( segmentProgress * Math.PI ) / 2;
  21647. profileY = - halfHeight - radius * Math.cos( angle );
  21648. profileRadius = radius * Math.sin( angle );
  21649. normalYComponent = - radius * Math.cos( angle );
  21650. currentArcLength = segmentProgress * capArcLength;
  21651. } else if ( iy <= capSegments + heightSegments ) {
  21652. // middle section
  21653. const segmentProgress = ( iy - capSegments ) / heightSegments;
  21654. profileY = - halfHeight + segmentProgress * height;
  21655. profileRadius = radius;
  21656. normalYComponent = 0;
  21657. currentArcLength = capArcLength + segmentProgress * cylinderPartLength;
  21658. } else {
  21659. // top cap
  21660. const segmentProgress =
  21661. ( iy - capSegments - heightSegments ) / capSegments;
  21662. const angle = ( segmentProgress * Math.PI ) / 2;
  21663. profileY = halfHeight + radius * Math.sin( angle );
  21664. profileRadius = radius * Math.cos( angle );
  21665. normalYComponent = radius * Math.sin( angle );
  21666. currentArcLength =
  21667. capArcLength + cylinderPartLength + segmentProgress * capArcLength;
  21668. }
  21669. const v = Math.max( 0, Math.min( 1, currentArcLength / totalArcLength ) );
  21670. // special case for the poles
  21671. let uOffset = 0;
  21672. if ( iy === 0 ) {
  21673. uOffset = 0.5 / radialSegments;
  21674. } else if ( iy === numVerticalSegments ) {
  21675. uOffset = -0.5 / radialSegments;
  21676. }
  21677. for ( let ix = 0; ix <= radialSegments; ix ++ ) {
  21678. const u = ix / radialSegments;
  21679. const theta = u * Math.PI * 2;
  21680. const sinTheta = Math.sin( theta );
  21681. const cosTheta = Math.cos( theta );
  21682. // vertex
  21683. vertex.x = - profileRadius * cosTheta;
  21684. vertex.y = profileY;
  21685. vertex.z = profileRadius * sinTheta;
  21686. vertices.push( vertex.x, vertex.y, vertex.z );
  21687. // normal
  21688. normal.set(
  21689. - profileRadius * cosTheta,
  21690. normalYComponent,
  21691. profileRadius * sinTheta
  21692. );
  21693. normal.normalize();
  21694. normals.push( normal.x, normal.y, normal.z );
  21695. // uv
  21696. uvs.push( u + uOffset, v );
  21697. }
  21698. if ( iy > 0 ) {
  21699. const prevIndexRow = ( iy - 1 ) * verticesPerRow;
  21700. for ( let ix = 0; ix < radialSegments; ix ++ ) {
  21701. const i1 = prevIndexRow + ix;
  21702. const i2 = prevIndexRow + ix + 1;
  21703. const i3 = iy * verticesPerRow + ix;
  21704. const i4 = iy * verticesPerRow + ix + 1;
  21705. indices.push( i1, i2, i3 );
  21706. indices.push( i2, i4, i3 );
  21707. }
  21708. }
  21709. }
  21710. // build geometry
  21711. this.setIndex( indices );
  21712. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  21713. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  21714. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  21715. }
  21716. copy( source ) {
  21717. super.copy( source );
  21718. this.parameters = Object.assign( {}, source.parameters );
  21719. return this;
  21720. }
  21721. /**
  21722. * Factory method for creating an instance of this class from the given
  21723. * JSON object.
  21724. *
  21725. * @param {Object} data - A JSON object representing the serialized geometry.
  21726. * @return {CapsuleGeometry} A new instance.
  21727. */
  21728. static fromJSON( data ) {
  21729. return new CapsuleGeometry( data.radius, data.height, data.capSegments, data.radialSegments, data.heightSegments );
  21730. }
  21731. }
  21732. /**
  21733. * A simple shape of Euclidean geometry. It is constructed from a
  21734. * number of triangular segments that are oriented around a central point and
  21735. * extend as far out as a given radius. It is built counter-clockwise from a
  21736. * start angle and a given central angle. It can also be used to create
  21737. * regular polygons, where the number of segments determines the number of
  21738. * sides.
  21739. *
  21740. * ```js
  21741. * const geometry = new THREE.CircleGeometry( 5, 32 );
  21742. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  21743. * const circle = new THREE.Mesh( geometry, material );
  21744. * scene.add( circle )
  21745. * ```
  21746. *
  21747. * @augments BufferGeometry
  21748. * @demo scenes/geometry-browser.html#CircleGeometry
  21749. */
  21750. class CircleGeometry extends BufferGeometry {
  21751. /**
  21752. * Constructs a new circle geometry.
  21753. *
  21754. * @param {number} [radius=1] - Radius of the circle.
  21755. * @param {number} [segments=32] - Number of segments (triangles), minimum = `3`.
  21756. * @param {number} [thetaStart=0] - Start angle for first segment in radians.
  21757. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta,
  21758. * of the circular sector in radians. The default value results in a complete circle.
  21759. */
  21760. constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  21761. super();
  21762. this.type = 'CircleGeometry';
  21763. /**
  21764. * Holds the constructor parameters that have been
  21765. * used to generate the geometry. Any modification
  21766. * after instantiation does not change the geometry.
  21767. *
  21768. * @type {Object}
  21769. */
  21770. this.parameters = {
  21771. radius: radius,
  21772. segments: segments,
  21773. thetaStart: thetaStart,
  21774. thetaLength: thetaLength
  21775. };
  21776. segments = Math.max( 3, segments );
  21777. // buffers
  21778. const indices = [];
  21779. const vertices = [];
  21780. const normals = [];
  21781. const uvs = [];
  21782. // helper variables
  21783. const vertex = new Vector3();
  21784. const uv = new Vector2();
  21785. // center point
  21786. vertices.push( 0, 0, 0 );
  21787. normals.push( 0, 0, 1 );
  21788. uvs.push( 0.5, 0.5 );
  21789. for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  21790. const segment = thetaStart + s / segments * thetaLength;
  21791. // vertex
  21792. vertex.x = radius * Math.cos( segment );
  21793. vertex.y = radius * Math.sin( segment );
  21794. vertices.push( vertex.x, vertex.y, vertex.z );
  21795. // normal
  21796. normals.push( 0, 0, 1 );
  21797. // uvs
  21798. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  21799. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  21800. uvs.push( uv.x, uv.y );
  21801. }
  21802. // indices
  21803. for ( let i = 1; i <= segments; i ++ ) {
  21804. indices.push( i, i + 1, 0 );
  21805. }
  21806. // build geometry
  21807. this.setIndex( indices );
  21808. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  21809. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  21810. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  21811. }
  21812. copy( source ) {
  21813. super.copy( source );
  21814. this.parameters = Object.assign( {}, source.parameters );
  21815. return this;
  21816. }
  21817. /**
  21818. * Factory method for creating an instance of this class from the given
  21819. * JSON object.
  21820. *
  21821. * @param {Object} data - A JSON object representing the serialized geometry.
  21822. * @return {CircleGeometry} A new instance.
  21823. */
  21824. static fromJSON( data ) {
  21825. return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );
  21826. }
  21827. }
  21828. /**
  21829. * A geometry class for representing a cylinder.
  21830. *
  21831. * ```js
  21832. * const geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
  21833. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  21834. * const cylinder = new THREE.Mesh( geometry, material );
  21835. * scene.add( cylinder );
  21836. * ```
  21837. *
  21838. * @augments BufferGeometry
  21839. * @demo scenes/geometry-browser.html#CylinderGeometry
  21840. */
  21841. class CylinderGeometry extends BufferGeometry {
  21842. /**
  21843. * Constructs a new cylinder geometry.
  21844. *
  21845. * @param {number} [radiusTop=1] - Radius of the cylinder at the top.
  21846. * @param {number} [radiusBottom=1] - Radius of the cylinder at the bottom.
  21847. * @param {number} [height=1] - Height of the cylinder.
  21848. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cylinder.
  21849. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cylinder.
  21850. * @param {boolean} [openEnded=false] - Whether the base of the cylinder is open or capped.
  21851. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  21852. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  21853. * The default value results in a complete cylinder.
  21854. */
  21855. constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  21856. super();
  21857. this.type = 'CylinderGeometry';
  21858. /**
  21859. * Holds the constructor parameters that have been
  21860. * used to generate the geometry. Any modification
  21861. * after instantiation does not change the geometry.
  21862. *
  21863. * @type {Object}
  21864. */
  21865. this.parameters = {
  21866. radiusTop: radiusTop,
  21867. radiusBottom: radiusBottom,
  21868. height: height,
  21869. radialSegments: radialSegments,
  21870. heightSegments: heightSegments,
  21871. openEnded: openEnded,
  21872. thetaStart: thetaStart,
  21873. thetaLength: thetaLength
  21874. };
  21875. const scope = this;
  21876. radialSegments = Math.floor( radialSegments );
  21877. heightSegments = Math.floor( heightSegments );
  21878. // buffers
  21879. const indices = [];
  21880. const vertices = [];
  21881. const normals = [];
  21882. const uvs = [];
  21883. // helper variables
  21884. let index = 0;
  21885. const indexArray = [];
  21886. const halfHeight = height / 2;
  21887. let groupStart = 0;
  21888. // generate geometry
  21889. generateTorso();
  21890. if ( openEnded === false ) {
  21891. if ( radiusTop > 0 ) generateCap( true );
  21892. if ( radiusBottom > 0 ) generateCap( false );
  21893. }
  21894. // build geometry
  21895. this.setIndex( indices );
  21896. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  21897. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  21898. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  21899. function generateTorso() {
  21900. const normal = new Vector3();
  21901. const vertex = new Vector3();
  21902. let groupCount = 0;
  21903. // this will be used to calculate the normal
  21904. const slope = ( radiusBottom - radiusTop ) / height;
  21905. // generate vertices, normals and uvs
  21906. for ( let y = 0; y <= heightSegments; y ++ ) {
  21907. const indexRow = [];
  21908. const v = y / heightSegments;
  21909. // calculate the radius of the current row
  21910. const radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  21911. for ( let x = 0; x <= radialSegments; x ++ ) {
  21912. const u = x / radialSegments;
  21913. const theta = u * thetaLength + thetaStart;
  21914. const sinTheta = Math.sin( theta );
  21915. const cosTheta = Math.cos( theta );
  21916. // vertex
  21917. vertex.x = radius * sinTheta;
  21918. vertex.y = - v * height + halfHeight;
  21919. vertex.z = radius * cosTheta;
  21920. vertices.push( vertex.x, vertex.y, vertex.z );
  21921. // normal
  21922. normal.set( sinTheta, slope, cosTheta ).normalize();
  21923. normals.push( normal.x, normal.y, normal.z );
  21924. // uv
  21925. uvs.push( u, 1 - v );
  21926. // save index of vertex in respective row
  21927. indexRow.push( index ++ );
  21928. }
  21929. // now save vertices of the row in our index array
  21930. indexArray.push( indexRow );
  21931. }
  21932. // generate indices
  21933. for ( let x = 0; x < radialSegments; x ++ ) {
  21934. for ( let y = 0; y < heightSegments; y ++ ) {
  21935. // we use the index array to access the correct indices
  21936. const a = indexArray[ y ][ x ];
  21937. const b = indexArray[ y + 1 ][ x ];
  21938. const c = indexArray[ y + 1 ][ x + 1 ];
  21939. const d = indexArray[ y ][ x + 1 ];
  21940. // faces
  21941. if ( radiusTop > 0 || y !== 0 ) {
  21942. indices.push( a, b, d );
  21943. groupCount += 3;
  21944. }
  21945. if ( radiusBottom > 0 || y !== heightSegments - 1 ) {
  21946. indices.push( b, c, d );
  21947. groupCount += 3;
  21948. }
  21949. }
  21950. }
  21951. // add a group to the geometry. this will ensure multi material support
  21952. scope.addGroup( groupStart, groupCount, 0 );
  21953. // calculate new start value for groups
  21954. groupStart += groupCount;
  21955. }
  21956. function generateCap( top ) {
  21957. // save the index of the first center vertex
  21958. const centerIndexStart = index;
  21959. const uv = new Vector2();
  21960. const vertex = new Vector3();
  21961. let groupCount = 0;
  21962. const radius = ( top === true ) ? radiusTop : radiusBottom;
  21963. const sign = ( top === true ) ? 1 : -1;
  21964. // first we generate the center vertex data of the cap.
  21965. // because the geometry needs one set of uvs per face,
  21966. // we must generate a center vertex per face/segment
  21967. for ( let x = 1; x <= radialSegments; x ++ ) {
  21968. // vertex
  21969. vertices.push( 0, halfHeight * sign, 0 );
  21970. // normal
  21971. normals.push( 0, sign, 0 );
  21972. // uv
  21973. uvs.push( 0.5, 0.5 );
  21974. // increase index
  21975. index ++;
  21976. }
  21977. // save the index of the last center vertex
  21978. const centerIndexEnd = index;
  21979. // now we generate the surrounding vertices, normals and uvs
  21980. for ( let x = 0; x <= radialSegments; x ++ ) {
  21981. const u = x / radialSegments;
  21982. const theta = u * thetaLength + thetaStart;
  21983. const cosTheta = Math.cos( theta );
  21984. const sinTheta = Math.sin( theta );
  21985. // vertex
  21986. vertex.x = radius * sinTheta;
  21987. vertex.y = halfHeight * sign;
  21988. vertex.z = radius * cosTheta;
  21989. vertices.push( vertex.x, vertex.y, vertex.z );
  21990. // normal
  21991. normals.push( 0, sign, 0 );
  21992. // uv
  21993. uv.x = ( cosTheta * 0.5 ) + 0.5;
  21994. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  21995. uvs.push( uv.x, uv.y );
  21996. // increase index
  21997. index ++;
  21998. }
  21999. // generate indices
  22000. for ( let x = 0; x < radialSegments; x ++ ) {
  22001. const c = centerIndexStart + x;
  22002. const i = centerIndexEnd + x;
  22003. if ( top === true ) {
  22004. // face top
  22005. indices.push( i, i + 1, c );
  22006. } else {
  22007. // face bottom
  22008. indices.push( i + 1, i, c );
  22009. }
  22010. groupCount += 3;
  22011. }
  22012. // add a group to the geometry. this will ensure multi material support
  22013. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  22014. // calculate new start value for groups
  22015. groupStart += groupCount;
  22016. }
  22017. }
  22018. copy( source ) {
  22019. super.copy( source );
  22020. this.parameters = Object.assign( {}, source.parameters );
  22021. return this;
  22022. }
  22023. /**
  22024. * Factory method for creating an instance of this class from the given
  22025. * JSON object.
  22026. *
  22027. * @param {Object} data - A JSON object representing the serialized geometry.
  22028. * @return {CylinderGeometry} A new instance.
  22029. */
  22030. static fromJSON( data ) {
  22031. return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22032. }
  22033. }
  22034. /**
  22035. * A geometry class for representing a cone.
  22036. *
  22037. * ```js
  22038. * const geometry = new THREE.ConeGeometry( 5, 20, 32 );
  22039. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22040. * const cone = new THREE.Mesh(geometry, material );
  22041. * scene.add( cone );
  22042. * ```
  22043. *
  22044. * @augments CylinderGeometry
  22045. * @demo scenes/geometry-browser.html#ConeGeometry
  22046. */
  22047. class ConeGeometry extends CylinderGeometry {
  22048. /**
  22049. * Constructs a new cone geometry.
  22050. *
  22051. * @param {number} [radius=1] - Radius of the cone base.
  22052. * @param {number} [height=1] - Height of the cone.
  22053. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cone.
  22054. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cone.
  22055. * @param {boolean} [openEnded=false] - Whether the base of the cone is open or capped.
  22056. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  22057. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  22058. * The default value results in a complete cone.
  22059. */
  22060. constructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22061. super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  22062. this.type = 'ConeGeometry';
  22063. /**
  22064. * Holds the constructor parameters that have been
  22065. * used to generate the geometry. Any modification
  22066. * after instantiation does not change the geometry.
  22067. *
  22068. * @type {Object}
  22069. */
  22070. this.parameters = {
  22071. radius: radius,
  22072. height: height,
  22073. radialSegments: radialSegments,
  22074. heightSegments: heightSegments,
  22075. openEnded: openEnded,
  22076. thetaStart: thetaStart,
  22077. thetaLength: thetaLength
  22078. };
  22079. }
  22080. /**
  22081. * Factory method for creating an instance of this class from the given
  22082. * JSON object.
  22083. *
  22084. * @param {Object} data - A JSON object representing the serialized geometry.
  22085. * @return {ConeGeometry} A new instance.
  22086. */
  22087. static fromJSON( data ) {
  22088. return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22089. }
  22090. }
  22091. /**
  22092. * A polyhedron is a solid in three dimensions with flat faces. This class
  22093. * will take an array of vertices, project them onto a sphere, and then
  22094. * divide them up to the desired level of detail.
  22095. *
  22096. * @augments BufferGeometry
  22097. */
  22098. class PolyhedronGeometry extends BufferGeometry {
  22099. /**
  22100. * Constructs a new polyhedron geometry.
  22101. *
  22102. * @param {Array<number>} [vertices] - A flat array of vertices describing the base shape.
  22103. * @param {Array<number>} [indices] - A flat array of indices describing the base shape.
  22104. * @param {number} [radius=1] - The radius of the shape.
  22105. * @param {number} [detail=0] - How many levels to subdivide the geometry. The more detail, the smoother the shape.
  22106. */
  22107. constructor( vertices = [], indices = [], radius = 1, detail = 0 ) {
  22108. super();
  22109. this.type = 'PolyhedronGeometry';
  22110. /**
  22111. * Holds the constructor parameters that have been
  22112. * used to generate the geometry. Any modification
  22113. * after instantiation does not change the geometry.
  22114. *
  22115. * @type {Object}
  22116. */
  22117. this.parameters = {
  22118. vertices: vertices,
  22119. indices: indices,
  22120. radius: radius,
  22121. detail: detail
  22122. };
  22123. // default buffer data
  22124. const vertexBuffer = [];
  22125. const uvBuffer = [];
  22126. // the subdivision creates the vertex buffer data
  22127. subdivide( detail );
  22128. // all vertices should lie on a conceptual sphere with a given radius
  22129. applyRadius( radius );
  22130. // finally, create the uv data
  22131. generateUVs();
  22132. // build non-indexed geometry
  22133. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  22134. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  22135. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  22136. if ( detail === 0 ) {
  22137. this.computeVertexNormals(); // flat normals
  22138. } else {
  22139. this.normalizeNormals(); // smooth normals
  22140. }
  22141. // helper functions
  22142. function subdivide( detail ) {
  22143. const a = new Vector3();
  22144. const b = new Vector3();
  22145. const c = new Vector3();
  22146. // iterate over all faces and apply a subdivision with the given detail value
  22147. for ( let i = 0; i < indices.length; i += 3 ) {
  22148. // get the vertices of the face
  22149. getVertexByIndex( indices[ i + 0 ], a );
  22150. getVertexByIndex( indices[ i + 1 ], b );
  22151. getVertexByIndex( indices[ i + 2 ], c );
  22152. // perform subdivision
  22153. subdivideFace( a, b, c, detail );
  22154. }
  22155. }
  22156. function subdivideFace( a, b, c, detail ) {
  22157. const cols = detail + 1;
  22158. // we use this multidimensional array as a data structure for creating the subdivision
  22159. const v = [];
  22160. // construct all of the vertices for this subdivision
  22161. for ( let i = 0; i <= cols; i ++ ) {
  22162. v[ i ] = [];
  22163. const aj = a.clone().lerp( c, i / cols );
  22164. const bj = b.clone().lerp( c, i / cols );
  22165. const rows = cols - i;
  22166. for ( let j = 0; j <= rows; j ++ ) {
  22167. if ( j === 0 && i === cols ) {
  22168. v[ i ][ j ] = aj;
  22169. } else {
  22170. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  22171. }
  22172. }
  22173. }
  22174. // construct all of the faces
  22175. for ( let i = 0; i < cols; i ++ ) {
  22176. for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  22177. const k = Math.floor( j / 2 );
  22178. if ( j % 2 === 0 ) {
  22179. pushVertex( v[ i ][ k + 1 ] );
  22180. pushVertex( v[ i + 1 ][ k ] );
  22181. pushVertex( v[ i ][ k ] );
  22182. } else {
  22183. pushVertex( v[ i ][ k + 1 ] );
  22184. pushVertex( v[ i + 1 ][ k + 1 ] );
  22185. pushVertex( v[ i + 1 ][ k ] );
  22186. }
  22187. }
  22188. }
  22189. }
  22190. function applyRadius( radius ) {
  22191. const vertex = new Vector3();
  22192. // iterate over the entire buffer and apply the radius to each vertex
  22193. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22194. vertex.x = vertexBuffer[ i + 0 ];
  22195. vertex.y = vertexBuffer[ i + 1 ];
  22196. vertex.z = vertexBuffer[ i + 2 ];
  22197. vertex.normalize().multiplyScalar( radius );
  22198. vertexBuffer[ i + 0 ] = vertex.x;
  22199. vertexBuffer[ i + 1 ] = vertex.y;
  22200. vertexBuffer[ i + 2 ] = vertex.z;
  22201. }
  22202. }
  22203. function generateUVs() {
  22204. const vertex = new Vector3();
  22205. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22206. vertex.x = vertexBuffer[ i + 0 ];
  22207. vertex.y = vertexBuffer[ i + 1 ];
  22208. vertex.z = vertexBuffer[ i + 2 ];
  22209. const u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  22210. const v = inclination( vertex ) / Math.PI + 0.5;
  22211. uvBuffer.push( u, 1 - v );
  22212. }
  22213. correctUVs();
  22214. correctSeam();
  22215. }
  22216. function correctSeam() {
  22217. // handle case when face straddles the seam, see #3269
  22218. for ( let i = 0; i < uvBuffer.length; i += 6 ) {
  22219. // uv data of a single face
  22220. const x0 = uvBuffer[ i + 0 ];
  22221. const x1 = uvBuffer[ i + 2 ];
  22222. const x2 = uvBuffer[ i + 4 ];
  22223. const max = Math.max( x0, x1, x2 );
  22224. const min = Math.min( x0, x1, x2 );
  22225. // 0.9 is somewhat arbitrary
  22226. if ( max > 0.9 && min < 0.1 ) {
  22227. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  22228. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  22229. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  22230. }
  22231. }
  22232. }
  22233. function pushVertex( vertex ) {
  22234. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  22235. }
  22236. function getVertexByIndex( index, vertex ) {
  22237. const stride = index * 3;
  22238. vertex.x = vertices[ stride + 0 ];
  22239. vertex.y = vertices[ stride + 1 ];
  22240. vertex.z = vertices[ stride + 2 ];
  22241. }
  22242. function correctUVs() {
  22243. const a = new Vector3();
  22244. const b = new Vector3();
  22245. const c = new Vector3();
  22246. const centroid = new Vector3();
  22247. const uvA = new Vector2();
  22248. const uvB = new Vector2();
  22249. const uvC = new Vector2();
  22250. for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  22251. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  22252. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  22253. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  22254. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  22255. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  22256. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  22257. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  22258. const azi = azimuth( centroid );
  22259. correctUV( uvA, j + 0, a, azi );
  22260. correctUV( uvB, j + 2, b, azi );
  22261. correctUV( uvC, j + 4, c, azi );
  22262. }
  22263. }
  22264. function correctUV( uv, stride, vector, azimuth ) {
  22265. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  22266. uvBuffer[ stride ] = uv.x - 1;
  22267. }
  22268. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  22269. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  22270. }
  22271. }
  22272. // Angle around the Y axis, counter-clockwise when looking from above.
  22273. function azimuth( vector ) {
  22274. return Math.atan2( vector.z, - vector.x );
  22275. }
  22276. // Angle above the XZ plane.
  22277. function inclination( vector ) {
  22278. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  22279. }
  22280. }
  22281. copy( source ) {
  22282. super.copy( source );
  22283. this.parameters = Object.assign( {}, source.parameters );
  22284. return this;
  22285. }
  22286. /**
  22287. * Factory method for creating an instance of this class from the given
  22288. * JSON object.
  22289. *
  22290. * @param {Object} data - A JSON object representing the serialized geometry.
  22291. * @return {PolyhedronGeometry} A new instance.
  22292. */
  22293. static fromJSON( data ) {
  22294. return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.detail );
  22295. }
  22296. }
  22297. /**
  22298. * A geometry class for representing a dodecahedron.
  22299. *
  22300. * ```js
  22301. * const geometry = new THREE.DodecahedronGeometry();
  22302. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22303. * const dodecahedron = new THREE.Mesh( geometry, material );
  22304. * scene.add( dodecahedron );
  22305. * ```
  22306. *
  22307. * @augments PolyhedronGeometry
  22308. * @demo scenes/geometry-browser.html#DodecahedronGeometry
  22309. */
  22310. class DodecahedronGeometry extends PolyhedronGeometry {
  22311. /**
  22312. * Constructs a new dodecahedron geometry.
  22313. *
  22314. * @param {number} [radius=1] - Radius of the dodecahedron.
  22315. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a dodecahedron.
  22316. */
  22317. constructor( radius = 1, detail = 0 ) {
  22318. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  22319. const r = 1 / t;
  22320. const vertices = [
  22321. // (±1, ±1, ±1)
  22322. -1, -1, -1, -1, -1, 1,
  22323. -1, 1, -1, -1, 1, 1,
  22324. 1, -1, -1, 1, -1, 1,
  22325. 1, 1, -1, 1, 1, 1,
  22326. // (0, ±1/φ, ±φ)
  22327. 0, - r, - t, 0, - r, t,
  22328. 0, r, - t, 0, r, t,
  22329. // (±1/φ, ±φ, 0)
  22330. - r, - t, 0, - r, t, 0,
  22331. r, - t, 0, r, t, 0,
  22332. // (±φ, 0, ±1/φ)
  22333. - t, 0, - r, t, 0, - r,
  22334. - t, 0, r, t, 0, r
  22335. ];
  22336. const indices = [
  22337. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  22338. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  22339. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  22340. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  22341. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  22342. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  22343. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  22344. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  22345. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  22346. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  22347. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  22348. 1, 12, 14, 1, 14, 5, 1, 5, 9
  22349. ];
  22350. super( vertices, indices, radius, detail );
  22351. this.type = 'DodecahedronGeometry';
  22352. /**
  22353. * Holds the constructor parameters that have been
  22354. * used to generate the geometry. Any modification
  22355. * after instantiation does not change the geometry.
  22356. *
  22357. * @type {Object}
  22358. */
  22359. this.parameters = {
  22360. radius: radius,
  22361. detail: detail
  22362. };
  22363. }
  22364. /**
  22365. * Factory method for creating an instance of this class from the given
  22366. * JSON object.
  22367. *
  22368. * @param {Object} data - A JSON object representing the serialized geometry.
  22369. * @return {DodecahedronGeometry} A new instance.
  22370. */
  22371. static fromJSON( data ) {
  22372. return new DodecahedronGeometry( data.radius, data.detail );
  22373. }
  22374. }
  22375. const _v0 = /*@__PURE__*/ new Vector3();
  22376. const _v1$1 = /*@__PURE__*/ new Vector3();
  22377. const _normal = /*@__PURE__*/ new Vector3();
  22378. const _triangle = /*@__PURE__*/ new Triangle();
  22379. /**
  22380. * Can be used as a helper object to view the edges of a geometry.
  22381. *
  22382. * ```js
  22383. * const geometry = new THREE.BoxGeometry();
  22384. * const edges = new THREE.EdgesGeometry( geometry );
  22385. * const line = new THREE.LineSegments( edges );
  22386. * scene.add( line );
  22387. * ```
  22388. *
  22389. * Note: It is not yet possible to serialize/deserialize instances of this class.
  22390. *
  22391. * @augments BufferGeometry
  22392. */
  22393. class EdgesGeometry extends BufferGeometry {
  22394. /**
  22395. * Constructs a new edges geometry.
  22396. *
  22397. * @param {?BufferGeometry} [geometry=null] - The geometry.
  22398. * @param {number} [thresholdAngle=1] - An edge is only rendered if the angle (in degrees)
  22399. * between the face normals of the adjoining faces exceeds this value.
  22400. */
  22401. constructor( geometry = null, thresholdAngle = 1 ) {
  22402. super();
  22403. this.type = 'EdgesGeometry';
  22404. /**
  22405. * Holds the constructor parameters that have been
  22406. * used to generate the geometry. Any modification
  22407. * after instantiation does not change the geometry.
  22408. *
  22409. * @type {Object}
  22410. */
  22411. this.parameters = {
  22412. geometry: geometry,
  22413. thresholdAngle: thresholdAngle
  22414. };
  22415. if ( geometry !== null ) {
  22416. const precisionPoints = 4;
  22417. const precision = Math.pow( 10, precisionPoints );
  22418. const thresholdDot = Math.cos( DEG2RAD * thresholdAngle );
  22419. const indexAttr = geometry.getIndex();
  22420. const positionAttr = geometry.getAttribute( 'position' );
  22421. const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
  22422. const indexArr = [ 0, 0, 0 ];
  22423. const vertKeys = [ 'a', 'b', 'c' ];
  22424. const hashes = new Array( 3 );
  22425. const edgeData = {};
  22426. const vertices = [];
  22427. for ( let i = 0; i < indexCount; i += 3 ) {
  22428. if ( indexAttr ) {
  22429. indexArr[ 0 ] = indexAttr.getX( i );
  22430. indexArr[ 1 ] = indexAttr.getX( i + 1 );
  22431. indexArr[ 2 ] = indexAttr.getX( i + 2 );
  22432. } else {
  22433. indexArr[ 0 ] = i;
  22434. indexArr[ 1 ] = i + 1;
  22435. indexArr[ 2 ] = i + 2;
  22436. }
  22437. const { a, b, c } = _triangle;
  22438. a.fromBufferAttribute( positionAttr, indexArr[ 0 ] );
  22439. b.fromBufferAttribute( positionAttr, indexArr[ 1 ] );
  22440. c.fromBufferAttribute( positionAttr, indexArr[ 2 ] );
  22441. _triangle.getNormal( _normal );
  22442. // create hashes for the edge from the vertices
  22443. hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;
  22444. hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;
  22445. hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;
  22446. // skip degenerate triangles
  22447. if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {
  22448. continue;
  22449. }
  22450. // iterate over every edge
  22451. for ( let j = 0; j < 3; j ++ ) {
  22452. // get the first and next vertex making up the edge
  22453. const jNext = ( j + 1 ) % 3;
  22454. const vecHash0 = hashes[ j ];
  22455. const vecHash1 = hashes[ jNext ];
  22456. const v0 = _triangle[ vertKeys[ j ] ];
  22457. const v1 = _triangle[ vertKeys[ jNext ] ];
  22458. const hash = `${ vecHash0 }_${ vecHash1 }`;
  22459. const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
  22460. if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
  22461. // if we found a sibling edge add it into the vertex array if
  22462. // it meets the angle threshold and delete the edge from the map.
  22463. if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {
  22464. vertices.push( v0.x, v0.y, v0.z );
  22465. vertices.push( v1.x, v1.y, v1.z );
  22466. }
  22467. edgeData[ reverseHash ] = null;
  22468. } else if ( ! ( hash in edgeData ) ) {
  22469. // if we've already got an edge here then skip adding a new one
  22470. edgeData[ hash ] = {
  22471. index0: indexArr[ j ],
  22472. index1: indexArr[ jNext ],
  22473. normal: _normal.clone(),
  22474. };
  22475. }
  22476. }
  22477. }
  22478. // iterate over all remaining, unmatched edges and add them to the vertex array
  22479. for ( const key in edgeData ) {
  22480. if ( edgeData[ key ] ) {
  22481. const { index0, index1 } = edgeData[ key ];
  22482. _v0.fromBufferAttribute( positionAttr, index0 );
  22483. _v1$1.fromBufferAttribute( positionAttr, index1 );
  22484. vertices.push( _v0.x, _v0.y, _v0.z );
  22485. vertices.push( _v1$1.x, _v1$1.y, _v1$1.z );
  22486. }
  22487. }
  22488. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22489. }
  22490. }
  22491. copy( source ) {
  22492. super.copy( source );
  22493. this.parameters = Object.assign( {}, source.parameters );
  22494. return this;
  22495. }
  22496. }
  22497. /**
  22498. * An abstract base class for creating an analytic curve object that contains methods
  22499. * for interpolation.
  22500. *
  22501. * @abstract
  22502. */
  22503. class Curve {
  22504. /**
  22505. * Constructs a new curve.
  22506. */
  22507. constructor() {
  22508. /**
  22509. * The type property is used for detecting the object type
  22510. * in context of serialization/deserialization.
  22511. *
  22512. * @type {string}
  22513. * @readonly
  22514. */
  22515. this.type = 'Curve';
  22516. /**
  22517. * This value determines the amount of divisions when calculating the
  22518. * cumulative segment lengths of a curve via {@link Curve#getLengths}. To ensure
  22519. * precision when using methods like {@link Curve#getSpacedPoints}, it is
  22520. * recommended to increase the value of this property if the curve is very large.
  22521. *
  22522. * @type {number}
  22523. * @default 200
  22524. */
  22525. this.arcLengthDivisions = 200;
  22526. /**
  22527. * Must be set to `true` if the curve parameters have changed.
  22528. *
  22529. * @type {boolean}
  22530. * @default false
  22531. */
  22532. this.needsUpdate = false;
  22533. /**
  22534. * An internal cache that holds precomputed curve length values.
  22535. *
  22536. * @private
  22537. * @type {?Array<number>}
  22538. * @default null
  22539. */
  22540. this.cacheArcLengths = null;
  22541. }
  22542. /**
  22543. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  22544. * for the given interpolation factor.
  22545. *
  22546. * @abstract
  22547. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  22548. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  22549. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  22550. */
  22551. getPoint( /* t, optionalTarget */ ) {
  22552. warn( 'Curve: .getPoint() not implemented.' );
  22553. }
  22554. /**
  22555. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  22556. * for the given interpolation factor. Unlike {@link Curve#getPoint}, this method honors the length
  22557. * of the curve which equidistant samples.
  22558. *
  22559. * @param {number} u - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  22560. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  22561. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  22562. */
  22563. getPointAt( u, optionalTarget ) {
  22564. const t = this.getUtoTmapping( u );
  22565. return this.getPoint( t, optionalTarget );
  22566. }
  22567. /**
  22568. * This method samples the curve via {@link Curve#getPoint} and returns an array of points representing
  22569. * the curve shape.
  22570. *
  22571. * @param {number} [divisions=5] - The number of divisions.
  22572. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  22573. */
  22574. getPoints( divisions = 5 ) {
  22575. const points = [];
  22576. for ( let d = 0; d <= divisions; d ++ ) {
  22577. points.push( this.getPoint( d / divisions ) );
  22578. }
  22579. return points;
  22580. }
  22581. // Get sequence of points using getPointAt( u )
  22582. /**
  22583. * This method samples the curve via {@link Curve#getPointAt} and returns an array of points representing
  22584. * the curve shape. Unlike {@link Curve#getPoints}, this method returns equi-spaced points across the entire
  22585. * curve.
  22586. *
  22587. * @param {number} [divisions=5] - The number of divisions.
  22588. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  22589. */
  22590. getSpacedPoints( divisions = 5 ) {
  22591. const points = [];
  22592. for ( let d = 0; d <= divisions; d ++ ) {
  22593. points.push( this.getPointAt( d / divisions ) );
  22594. }
  22595. return points;
  22596. }
  22597. /**
  22598. * Returns the total arc length of the curve.
  22599. *
  22600. * @return {number} The length of the curve.
  22601. */
  22602. getLength() {
  22603. const lengths = this.getLengths();
  22604. return lengths[ lengths.length - 1 ];
  22605. }
  22606. /**
  22607. * Returns an array of cumulative segment lengths of the curve.
  22608. *
  22609. * @param {number} [divisions=this.arcLengthDivisions] - The number of divisions.
  22610. * @return {Array<number>} An array holding the cumulative segment lengths.
  22611. */
  22612. getLengths( divisions = this.arcLengthDivisions ) {
  22613. if ( this.cacheArcLengths &&
  22614. ( this.cacheArcLengths.length === divisions + 1 ) &&
  22615. ! this.needsUpdate ) {
  22616. return this.cacheArcLengths;
  22617. }
  22618. this.needsUpdate = false;
  22619. const cache = [];
  22620. let current, last = this.getPoint( 0 );
  22621. let sum = 0;
  22622. cache.push( 0 );
  22623. for ( let p = 1; p <= divisions; p ++ ) {
  22624. current = this.getPoint( p / divisions );
  22625. sum += current.distanceTo( last );
  22626. cache.push( sum );
  22627. last = current;
  22628. }
  22629. this.cacheArcLengths = cache;
  22630. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  22631. }
  22632. /**
  22633. * Update the cumulative segment distance cache. The method must be called
  22634. * every time curve parameters are changed. If an updated curve is part of a
  22635. * composed curve like {@link CurvePath}, this method must be called on the
  22636. * composed curve, too.
  22637. */
  22638. updateArcLengths() {
  22639. this.needsUpdate = true;
  22640. this.getLengths();
  22641. }
  22642. /**
  22643. * Given an interpolation factor in the range `[0,1]`, this method returns an updated
  22644. * interpolation factor in the same range that can be ued to sample equidistant points
  22645. * from a curve.
  22646. *
  22647. * @param {number} u - The interpolation factor.
  22648. * @param {?number} distance - An optional distance on the curve.
  22649. * @return {number} The updated interpolation factor.
  22650. */
  22651. getUtoTmapping( u, distance = null ) {
  22652. const arcLengths = this.getLengths();
  22653. let i = 0;
  22654. const il = arcLengths.length;
  22655. let targetArcLength; // The targeted u distance value to get
  22656. if ( distance ) {
  22657. targetArcLength = distance;
  22658. } else {
  22659. targetArcLength = u * arcLengths[ il - 1 ];
  22660. }
  22661. // binary search for the index with largest value smaller than target u distance
  22662. let low = 0, high = il - 1, comparison;
  22663. while ( low <= high ) {
  22664. 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
  22665. comparison = arcLengths[ i ] - targetArcLength;
  22666. if ( comparison < 0 ) {
  22667. low = i + 1;
  22668. } else if ( comparison > 0 ) {
  22669. high = i - 1;
  22670. } else {
  22671. high = i;
  22672. break;
  22673. // DONE
  22674. }
  22675. }
  22676. i = high;
  22677. if ( arcLengths[ i ] === targetArcLength ) {
  22678. return i / ( il - 1 );
  22679. }
  22680. // we could get finer grain at lengths, or use simple interpolation between two points
  22681. const lengthBefore = arcLengths[ i ];
  22682. const lengthAfter = arcLengths[ i + 1 ];
  22683. const segmentLength = lengthAfter - lengthBefore;
  22684. // determine where we are between the 'before' and 'after' points
  22685. const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  22686. // add that fractional amount to t
  22687. const t = ( i + segmentFraction ) / ( il - 1 );
  22688. return t;
  22689. }
  22690. /**
  22691. * Returns a unit vector tangent for the given interpolation factor.
  22692. * If the derived curve does not implement its tangent derivation,
  22693. * two points a small delta apart will be used to find its gradient
  22694. * which seems to give a reasonable approximation.
  22695. *
  22696. * @param {number} t - The interpolation factor.
  22697. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  22698. * @return {(Vector2|Vector3)} The tangent vector.
  22699. */
  22700. getTangent( t, optionalTarget ) {
  22701. const delta = 0.0001;
  22702. let t1 = t - delta;
  22703. let t2 = t + delta;
  22704. // Capping in case of danger
  22705. if ( t1 < 0 ) t1 = 0;
  22706. if ( t2 > 1 ) t2 = 1;
  22707. const pt1 = this.getPoint( t1 );
  22708. const pt2 = this.getPoint( t2 );
  22709. const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  22710. tangent.copy( pt2 ).sub( pt1 ).normalize();
  22711. return tangent;
  22712. }
  22713. /**
  22714. * Same as {@link Curve#getTangent} but with equidistant samples.
  22715. *
  22716. * @param {number} u - The interpolation factor.
  22717. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  22718. * @return {(Vector2|Vector3)} The tangent vector.
  22719. * @see {@link Curve#getPointAt}
  22720. */
  22721. getTangentAt( u, optionalTarget ) {
  22722. const t = this.getUtoTmapping( u );
  22723. return this.getTangent( t, optionalTarget );
  22724. }
  22725. /**
  22726. * Generates the Frenet Frames. Requires a curve definition in 3D space. Used
  22727. * in geometries like {@link TubeGeometry} or {@link ExtrudeGeometry}.
  22728. *
  22729. * @param {number} segments - The number of segments.
  22730. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  22731. * @return {{tangents: Array<Vector3>, normals: Array<Vector3>, binormals: Array<Vector3>}} The Frenet Frames.
  22732. */
  22733. computeFrenetFrames( segments, closed = false ) {
  22734. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  22735. const normal = new Vector3();
  22736. const tangents = [];
  22737. const normals = [];
  22738. const binormals = [];
  22739. const vec = new Vector3();
  22740. const mat = new Matrix4();
  22741. // compute the tangent vectors for each segment on the curve
  22742. for ( let i = 0; i <= segments; i ++ ) {
  22743. const u = i / segments;
  22744. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  22745. }
  22746. // select an initial normal vector perpendicular to the first tangent vector,
  22747. // and in the direction of the minimum tangent xyz component
  22748. normals[ 0 ] = new Vector3();
  22749. binormals[ 0 ] = new Vector3();
  22750. let min = Number.MAX_VALUE;
  22751. const tx = Math.abs( tangents[ 0 ].x );
  22752. const ty = Math.abs( tangents[ 0 ].y );
  22753. const tz = Math.abs( tangents[ 0 ].z );
  22754. if ( tx <= min ) {
  22755. min = tx;
  22756. normal.set( 1, 0, 0 );
  22757. }
  22758. if ( ty <= min ) {
  22759. min = ty;
  22760. normal.set( 0, 1, 0 );
  22761. }
  22762. if ( tz <= min ) {
  22763. normal.set( 0, 0, 1 );
  22764. }
  22765. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  22766. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  22767. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  22768. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  22769. for ( let i = 1; i <= segments; i ++ ) {
  22770. normals[ i ] = normals[ i - 1 ].clone();
  22771. binormals[ i ] = binormals[ i - 1 ].clone();
  22772. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  22773. if ( vec.length() > Number.EPSILON ) {
  22774. vec.normalize();
  22775. const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), -1, 1 ) ); // clamp for floating pt errors
  22776. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  22777. }
  22778. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  22779. }
  22780. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  22781. if ( closed === true ) {
  22782. let theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), -1, 1 ) );
  22783. theta /= segments;
  22784. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  22785. theta = - theta;
  22786. }
  22787. for ( let i = 1; i <= segments; i ++ ) {
  22788. // twist a little...
  22789. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  22790. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  22791. }
  22792. }
  22793. return {
  22794. tangents: tangents,
  22795. normals: normals,
  22796. binormals: binormals
  22797. };
  22798. }
  22799. /**
  22800. * Returns a new curve with copied values from this instance.
  22801. *
  22802. * @return {Curve} A clone of this instance.
  22803. */
  22804. clone() {
  22805. return new this.constructor().copy( this );
  22806. }
  22807. /**
  22808. * Copies the values of the given curve to this instance.
  22809. *
  22810. * @param {Curve} source - The curve to copy.
  22811. * @return {Curve} A reference to this curve.
  22812. */
  22813. copy( source ) {
  22814. this.arcLengthDivisions = source.arcLengthDivisions;
  22815. return this;
  22816. }
  22817. /**
  22818. * Serializes the curve into JSON.
  22819. *
  22820. * @return {Object} A JSON object representing the serialized curve.
  22821. * @see {@link ObjectLoader#parse}
  22822. */
  22823. toJSON() {
  22824. const data = {
  22825. metadata: {
  22826. version: 4.7,
  22827. type: 'Curve',
  22828. generator: 'Curve.toJSON'
  22829. }
  22830. };
  22831. data.arcLengthDivisions = this.arcLengthDivisions;
  22832. data.type = this.type;
  22833. return data;
  22834. }
  22835. /**
  22836. * Deserializes the curve from the given JSON.
  22837. *
  22838. * @param {Object} json - The JSON holding the serialized curve.
  22839. * @return {Curve} A reference to this curve.
  22840. */
  22841. fromJSON( json ) {
  22842. this.arcLengthDivisions = json.arcLengthDivisions;
  22843. return this;
  22844. }
  22845. }
  22846. /**
  22847. * A curve representing an ellipse.
  22848. *
  22849. * ```js
  22850. * const curve = new THREE.EllipseCurve(
  22851. * 0, 0,
  22852. * 10, 10,
  22853. * 0, 2 * Math.PI,
  22854. * false,
  22855. * 0
  22856. * );
  22857. *
  22858. * const points = curve.getPoints( 50 );
  22859. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  22860. *
  22861. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  22862. *
  22863. * // Create the final object to add to the scene
  22864. * const ellipse = new THREE.Line( geometry, material );
  22865. * ```
  22866. *
  22867. * @augments Curve
  22868. */
  22869. class EllipseCurve extends Curve {
  22870. /**
  22871. * Constructs a new ellipse curve.
  22872. *
  22873. * @param {number} [aX=0] - The X center of the ellipse.
  22874. * @param {number} [aY=0] - The Y center of the ellipse.
  22875. * @param {number} [xRadius=1] - The radius of the ellipse in the x direction.
  22876. * @param {number} [yRadius=1] - The radius of the ellipse in the y direction.
  22877. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  22878. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  22879. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  22880. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  22881. */
  22882. constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {
  22883. super();
  22884. /**
  22885. * This flag can be used for type testing.
  22886. *
  22887. * @type {boolean}
  22888. * @readonly
  22889. * @default true
  22890. */
  22891. this.isEllipseCurve = true;
  22892. this.type = 'EllipseCurve';
  22893. /**
  22894. * The X center of the ellipse.
  22895. *
  22896. * @type {number}
  22897. * @default 0
  22898. */
  22899. this.aX = aX;
  22900. /**
  22901. * The Y center of the ellipse.
  22902. *
  22903. * @type {number}
  22904. * @default 0
  22905. */
  22906. this.aY = aY;
  22907. /**
  22908. * The radius of the ellipse in the x direction.
  22909. * Setting the this value equal to the {@link EllipseCurve#yRadius} will result in a circle.
  22910. *
  22911. * @type {number}
  22912. * @default 1
  22913. */
  22914. this.xRadius = xRadius;
  22915. /**
  22916. * The radius of the ellipse in the y direction.
  22917. * Setting the this value equal to the {@link EllipseCurve#xRadius} will result in a circle.
  22918. *
  22919. * @type {number}
  22920. * @default 1
  22921. */
  22922. this.yRadius = yRadius;
  22923. /**
  22924. * The start angle of the curve in radians starting from the positive X axis.
  22925. *
  22926. * @type {number}
  22927. * @default 0
  22928. */
  22929. this.aStartAngle = aStartAngle;
  22930. /**
  22931. * The end angle of the curve in radians starting from the positive X axis.
  22932. *
  22933. * @type {number}
  22934. * @default Math.PI*2
  22935. */
  22936. this.aEndAngle = aEndAngle;
  22937. /**
  22938. * Whether the ellipse is drawn clockwise or not.
  22939. *
  22940. * @type {boolean}
  22941. * @default false
  22942. */
  22943. this.aClockwise = aClockwise;
  22944. /**
  22945. * The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  22946. *
  22947. * @type {number}
  22948. * @default 0
  22949. */
  22950. this.aRotation = aRotation;
  22951. }
  22952. /**
  22953. * Returns a point on the curve.
  22954. *
  22955. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  22956. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  22957. * @return {Vector2} The position on the curve.
  22958. */
  22959. getPoint( t, optionalTarget = new Vector2() ) {
  22960. const point = optionalTarget;
  22961. const twoPi = Math.PI * 2;
  22962. let deltaAngle = this.aEndAngle - this.aStartAngle;
  22963. const samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  22964. // ensures that deltaAngle is 0 .. 2 PI
  22965. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  22966. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  22967. if ( deltaAngle < Number.EPSILON ) {
  22968. if ( samePoints ) {
  22969. deltaAngle = 0;
  22970. } else {
  22971. deltaAngle = twoPi;
  22972. }
  22973. }
  22974. if ( this.aClockwise === true && ! samePoints ) {
  22975. if ( deltaAngle === twoPi ) {
  22976. deltaAngle = - twoPi;
  22977. } else {
  22978. deltaAngle = deltaAngle - twoPi;
  22979. }
  22980. }
  22981. const angle = this.aStartAngle + t * deltaAngle;
  22982. let x = this.aX + this.xRadius * Math.cos( angle );
  22983. let y = this.aY + this.yRadius * Math.sin( angle );
  22984. if ( this.aRotation !== 0 ) {
  22985. const cos = Math.cos( this.aRotation );
  22986. const sin = Math.sin( this.aRotation );
  22987. const tx = x - this.aX;
  22988. const ty = y - this.aY;
  22989. // Rotate the point about the center of the ellipse.
  22990. x = tx * cos - ty * sin + this.aX;
  22991. y = tx * sin + ty * cos + this.aY;
  22992. }
  22993. return point.set( x, y );
  22994. }
  22995. copy( source ) {
  22996. super.copy( source );
  22997. this.aX = source.aX;
  22998. this.aY = source.aY;
  22999. this.xRadius = source.xRadius;
  23000. this.yRadius = source.yRadius;
  23001. this.aStartAngle = source.aStartAngle;
  23002. this.aEndAngle = source.aEndAngle;
  23003. this.aClockwise = source.aClockwise;
  23004. this.aRotation = source.aRotation;
  23005. return this;
  23006. }
  23007. toJSON() {
  23008. const data = super.toJSON();
  23009. data.aX = this.aX;
  23010. data.aY = this.aY;
  23011. data.xRadius = this.xRadius;
  23012. data.yRadius = this.yRadius;
  23013. data.aStartAngle = this.aStartAngle;
  23014. data.aEndAngle = this.aEndAngle;
  23015. data.aClockwise = this.aClockwise;
  23016. data.aRotation = this.aRotation;
  23017. return data;
  23018. }
  23019. fromJSON( json ) {
  23020. super.fromJSON( json );
  23021. this.aX = json.aX;
  23022. this.aY = json.aY;
  23023. this.xRadius = json.xRadius;
  23024. this.yRadius = json.yRadius;
  23025. this.aStartAngle = json.aStartAngle;
  23026. this.aEndAngle = json.aEndAngle;
  23027. this.aClockwise = json.aClockwise;
  23028. this.aRotation = json.aRotation;
  23029. return this;
  23030. }
  23031. }
  23032. /**
  23033. * A curve representing an arc.
  23034. *
  23035. * @augments EllipseCurve
  23036. */
  23037. class ArcCurve extends EllipseCurve {
  23038. /**
  23039. * Constructs a new arc curve.
  23040. *
  23041. * @param {number} [aX=0] - The X center of the ellipse.
  23042. * @param {number} [aY=0] - The Y center of the ellipse.
  23043. * @param {number} [aRadius=1] - The radius of the ellipse in the x direction.
  23044. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  23045. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  23046. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  23047. */
  23048. constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23049. super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23050. /**
  23051. * This flag can be used for type testing.
  23052. *
  23053. * @type {boolean}
  23054. * @readonly
  23055. * @default true
  23056. */
  23057. this.isArcCurve = true;
  23058. this.type = 'ArcCurve';
  23059. }
  23060. }
  23061. function CubicPoly() {
  23062. /**
  23063. * Centripetal CatmullRom Curve - which is useful for avoiding
  23064. * cusps and self-intersections in non-uniform catmull rom curves.
  23065. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  23066. *
  23067. * curve.type accepts centripetal(default), chordal and catmullrom
  23068. * curve.tension is used for catmullrom which defaults to 0.5
  23069. */
  23070. /*
  23071. Based on an optimized c++ solution in
  23072. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  23073. - http://ideone.com/NoEbVM
  23074. This CubicPoly class could be used for reusing some variables and calculations,
  23075. but for three.js curve use, it could be possible inlined and flatten into a single function call
  23076. which can be placed in CurveUtils.
  23077. */
  23078. let c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  23079. /*
  23080. * Compute coefficients for a cubic polynomial
  23081. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  23082. * such that
  23083. * p(0) = x0, p(1) = x1
  23084. * and
  23085. * p'(0) = t0, p'(1) = t1.
  23086. */
  23087. function init( x0, x1, t0, t1 ) {
  23088. c0 = x0;
  23089. c1 = t0;
  23090. c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1;
  23091. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  23092. }
  23093. return {
  23094. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  23095. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  23096. },
  23097. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  23098. // compute tangents when parameterized in [t1,t2]
  23099. let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  23100. let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  23101. // rescale tangents for parametrization in [0,1]
  23102. t1 *= dt1;
  23103. t2 *= dt1;
  23104. init( x1, x2, t1, t2 );
  23105. },
  23106. calc: function ( t ) {
  23107. const t2 = t * t;
  23108. const t3 = t2 * t;
  23109. return c0 + c1 * t + c2 * t2 + c3 * t3;
  23110. }
  23111. };
  23112. }
  23113. //
  23114. const tmp = /*@__PURE__*/ new Vector3();
  23115. const tmp2 = /*@__PURE__*/ new Vector3();
  23116. const px = /*@__PURE__*/ new CubicPoly();
  23117. const py = /*@__PURE__*/ new CubicPoly();
  23118. const pz = /*@__PURE__*/ new CubicPoly();
  23119. /**
  23120. * A curve representing a Catmull-Rom spline.
  23121. *
  23122. * ```js
  23123. * //Create a closed wavey loop
  23124. * const curve = new THREE.CatmullRomCurve3( [
  23125. * new THREE.Vector3( -10, 0, 10 ),
  23126. * new THREE.Vector3( -5, 5, 5 ),
  23127. * new THREE.Vector3( 0, 0, 0 ),
  23128. * new THREE.Vector3( 5, -5, 5 ),
  23129. * new THREE.Vector3( 10, 0, 10 )
  23130. * ] );
  23131. *
  23132. * const points = curve.getPoints( 50 );
  23133. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23134. *
  23135. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23136. *
  23137. * // Create the final object to add to the scene
  23138. * const curveObject = new THREE.Line( geometry, material );
  23139. * ```
  23140. *
  23141. * @augments Curve
  23142. */
  23143. class CatmullRomCurve3 extends Curve {
  23144. /**
  23145. * Constructs a new Catmull-Rom curve.
  23146. *
  23147. * @param {Array<Vector3>} [points] - An array of 3D points defining the curve.
  23148. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23149. * @param {('centripetal'|'chordal'|'catmullrom')} [curveType='centripetal'] - The curve type.
  23150. * @param {number} [tension=0.5] - Tension of the curve.
  23151. */
  23152. constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {
  23153. super();
  23154. /**
  23155. * This flag can be used for type testing.
  23156. *
  23157. * @type {boolean}
  23158. * @readonly
  23159. * @default true
  23160. */
  23161. this.isCatmullRomCurve3 = true;
  23162. this.type = 'CatmullRomCurve3';
  23163. /**
  23164. * An array of 3D points defining the curve.
  23165. *
  23166. * @type {Array<Vector3>}
  23167. */
  23168. this.points = points;
  23169. /**
  23170. * Whether the curve is closed or not.
  23171. *
  23172. * @type {boolean}
  23173. * @default false
  23174. */
  23175. this.closed = closed;
  23176. /**
  23177. * The curve type.
  23178. *
  23179. * @type {('centripetal'|'chordal'|'catmullrom')}
  23180. * @default 'centripetal'
  23181. */
  23182. this.curveType = curveType;
  23183. /**
  23184. * Tension of the curve.
  23185. *
  23186. * @type {number}
  23187. * @default 0.5
  23188. */
  23189. this.tension = tension;
  23190. }
  23191. /**
  23192. * Returns a point on the curve.
  23193. *
  23194. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23195. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23196. * @return {Vector3} The position on the curve.
  23197. */
  23198. getPoint( t, optionalTarget = new Vector3() ) {
  23199. const point = optionalTarget;
  23200. const points = this.points;
  23201. const l = points.length;
  23202. const p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  23203. let intPoint = Math.floor( p );
  23204. let weight = p - intPoint;
  23205. if ( this.closed ) {
  23206. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  23207. } else if ( weight === 0 && intPoint === l - 1 ) {
  23208. intPoint = l - 2;
  23209. weight = 1;
  23210. }
  23211. let p0, p3; // 4 points (p1 & p2 defined below)
  23212. if ( this.closed || intPoint > 0 ) {
  23213. p0 = points[ ( intPoint - 1 ) % l ];
  23214. } else {
  23215. // extrapolate first point
  23216. tmp2.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  23217. p0 = tmp2;
  23218. }
  23219. const p1 = points[ intPoint % l ];
  23220. const p2 = points[ ( intPoint + 1 ) % l ];
  23221. if ( this.closed || intPoint + 2 < l ) {
  23222. p3 = points[ ( intPoint + 2 ) % l ];
  23223. } else {
  23224. // extrapolate last point
  23225. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  23226. p3 = tmp;
  23227. }
  23228. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  23229. // init Centripetal / Chordal Catmull-Rom
  23230. const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  23231. let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  23232. let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  23233. let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  23234. // safety check for repeated points
  23235. if ( dt1 < 1e-4 ) dt1 = 1.0;
  23236. if ( dt0 < 1e-4 ) dt0 = dt1;
  23237. if ( dt2 < 1e-4 ) dt2 = dt1;
  23238. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  23239. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  23240. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  23241. } else if ( this.curveType === 'catmullrom' ) {
  23242. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  23243. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  23244. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  23245. }
  23246. point.set(
  23247. px.calc( weight ),
  23248. py.calc( weight ),
  23249. pz.calc( weight )
  23250. );
  23251. return point;
  23252. }
  23253. copy( source ) {
  23254. super.copy( source );
  23255. this.points = [];
  23256. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  23257. const point = source.points[ i ];
  23258. this.points.push( point.clone() );
  23259. }
  23260. this.closed = source.closed;
  23261. this.curveType = source.curveType;
  23262. this.tension = source.tension;
  23263. return this;
  23264. }
  23265. toJSON() {
  23266. const data = super.toJSON();
  23267. data.points = [];
  23268. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  23269. const point = this.points[ i ];
  23270. data.points.push( point.toArray() );
  23271. }
  23272. data.closed = this.closed;
  23273. data.curveType = this.curveType;
  23274. data.tension = this.tension;
  23275. return data;
  23276. }
  23277. fromJSON( json ) {
  23278. super.fromJSON( json );
  23279. this.points = [];
  23280. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  23281. const point = json.points[ i ];
  23282. this.points.push( new Vector3().fromArray( point ) );
  23283. }
  23284. this.closed = json.closed;
  23285. this.curveType = json.curveType;
  23286. this.tension = json.tension;
  23287. return this;
  23288. }
  23289. }
  23290. /**
  23291. * Interpolations contains spline and Bézier functions internally used by concrete curve classes.
  23292. *
  23293. * Bezier Curves formulas obtained from: https://en.wikipedia.org/wiki/B%C3%A9zier_curve
  23294. *
  23295. * @module Interpolations
  23296. */
  23297. /**
  23298. * Computes a point on a Catmull-Rom spline.
  23299. *
  23300. * @param {number} t - The interpolation factor.
  23301. * @param {number} p0 - The first control point.
  23302. * @param {number} p1 - The second control point.
  23303. * @param {number} p2 - The third control point.
  23304. * @param {number} p3 - The fourth control point.
  23305. * @return {number} The calculated point on a Catmull-Rom spline.
  23306. */
  23307. function CatmullRom( t, p0, p1, p2, p3 ) {
  23308. const v0 = ( p2 - p0 ) * 0.5;
  23309. const v1 = ( p3 - p1 ) * 0.5;
  23310. const t2 = t * t;
  23311. const t3 = t * t2;
  23312. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( -3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  23313. }
  23314. //
  23315. function QuadraticBezierP0( t, p ) {
  23316. const k = 1 - t;
  23317. return k * k * p;
  23318. }
  23319. function QuadraticBezierP1( t, p ) {
  23320. return 2 * ( 1 - t ) * t * p;
  23321. }
  23322. function QuadraticBezierP2( t, p ) {
  23323. return t * t * p;
  23324. }
  23325. /**
  23326. * Computes a point on a Quadratic Bezier curve.
  23327. *
  23328. * @param {number} t - The interpolation factor.
  23329. * @param {number} p0 - The first control point.
  23330. * @param {number} p1 - The second control point.
  23331. * @param {number} p2 - The third control point.
  23332. * @return {number} The calculated point on a Quadratic Bezier curve.
  23333. */
  23334. function QuadraticBezier( t, p0, p1, p2 ) {
  23335. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  23336. QuadraticBezierP2( t, p2 );
  23337. }
  23338. //
  23339. function CubicBezierP0( t, p ) {
  23340. const k = 1 - t;
  23341. return k * k * k * p;
  23342. }
  23343. function CubicBezierP1( t, p ) {
  23344. const k = 1 - t;
  23345. return 3 * k * k * t * p;
  23346. }
  23347. function CubicBezierP2( t, p ) {
  23348. return 3 * ( 1 - t ) * t * t * p;
  23349. }
  23350. function CubicBezierP3( t, p ) {
  23351. return t * t * t * p;
  23352. }
  23353. /**
  23354. * Computes a point on a Cubic Bezier curve.
  23355. *
  23356. * @param {number} t - The interpolation factor.
  23357. * @param {number} p0 - The first control point.
  23358. * @param {number} p1 - The second control point.
  23359. * @param {number} p2 - The third control point.
  23360. * @param {number} p3 - The fourth control point.
  23361. * @return {number} The calculated point on a Cubic Bezier curve.
  23362. */
  23363. function CubicBezier( t, p0, p1, p2, p3 ) {
  23364. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  23365. CubicBezierP3( t, p3 );
  23366. }
  23367. /**
  23368. * A curve representing a 2D Cubic Bezier curve.
  23369. *
  23370. * ```js
  23371. * const curve = new THREE.CubicBezierCurve(
  23372. * new THREE.Vector2( - 0, 0 ),
  23373. * new THREE.Vector2( - 5, 15 ),
  23374. * new THREE.Vector2( 20, 15 ),
  23375. * new THREE.Vector2( 10, 0 )
  23376. * );
  23377. *
  23378. * const points = curve.getPoints( 50 );
  23379. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23380. *
  23381. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23382. *
  23383. * // Create the final object to add to the scene
  23384. * const curveObject = new THREE.Line( geometry, material );
  23385. * ```
  23386. *
  23387. * @augments Curve
  23388. */
  23389. class CubicBezierCurve extends Curve {
  23390. /**
  23391. * Constructs a new Cubic Bezier curve.
  23392. *
  23393. * @param {Vector2} [v0] - The start point.
  23394. * @param {Vector2} [v1] - The first control point.
  23395. * @param {Vector2} [v2] - The second control point.
  23396. * @param {Vector2} [v3] - The end point.
  23397. */
  23398. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {
  23399. super();
  23400. /**
  23401. * This flag can be used for type testing.
  23402. *
  23403. * @type {boolean}
  23404. * @readonly
  23405. * @default true
  23406. */
  23407. this.isCubicBezierCurve = true;
  23408. this.type = 'CubicBezierCurve';
  23409. /**
  23410. * The start point.
  23411. *
  23412. * @type {Vector2}
  23413. */
  23414. this.v0 = v0;
  23415. /**
  23416. * The first control point.
  23417. *
  23418. * @type {Vector2}
  23419. */
  23420. this.v1 = v1;
  23421. /**
  23422. * The second control point.
  23423. *
  23424. * @type {Vector2}
  23425. */
  23426. this.v2 = v2;
  23427. /**
  23428. * The end point.
  23429. *
  23430. * @type {Vector2}
  23431. */
  23432. this.v3 = v3;
  23433. }
  23434. /**
  23435. * Returns a point on the curve.
  23436. *
  23437. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23438. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23439. * @return {Vector2} The position on the curve.
  23440. */
  23441. getPoint( t, optionalTarget = new Vector2() ) {
  23442. const point = optionalTarget;
  23443. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  23444. point.set(
  23445. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  23446. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  23447. );
  23448. return point;
  23449. }
  23450. copy( source ) {
  23451. super.copy( source );
  23452. this.v0.copy( source.v0 );
  23453. this.v1.copy( source.v1 );
  23454. this.v2.copy( source.v2 );
  23455. this.v3.copy( source.v3 );
  23456. return this;
  23457. }
  23458. toJSON() {
  23459. const data = super.toJSON();
  23460. data.v0 = this.v0.toArray();
  23461. data.v1 = this.v1.toArray();
  23462. data.v2 = this.v2.toArray();
  23463. data.v3 = this.v3.toArray();
  23464. return data;
  23465. }
  23466. fromJSON( json ) {
  23467. super.fromJSON( json );
  23468. this.v0.fromArray( json.v0 );
  23469. this.v1.fromArray( json.v1 );
  23470. this.v2.fromArray( json.v2 );
  23471. this.v3.fromArray( json.v3 );
  23472. return this;
  23473. }
  23474. }
  23475. /**
  23476. * A curve representing a 3D Cubic Bezier curve.
  23477. *
  23478. * @augments Curve
  23479. */
  23480. class CubicBezierCurve3 extends Curve {
  23481. /**
  23482. * Constructs a new Cubic Bezier curve.
  23483. *
  23484. * @param {Vector3} [v0] - The start point.
  23485. * @param {Vector3} [v1] - The first control point.
  23486. * @param {Vector3} [v2] - The second control point.
  23487. * @param {Vector3} [v3] - The end point.
  23488. */
  23489. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {
  23490. super();
  23491. /**
  23492. * This flag can be used for type testing.
  23493. *
  23494. * @type {boolean}
  23495. * @readonly
  23496. * @default true
  23497. */
  23498. this.isCubicBezierCurve3 = true;
  23499. this.type = 'CubicBezierCurve3';
  23500. /**
  23501. * The start point.
  23502. *
  23503. * @type {Vector3}
  23504. */
  23505. this.v0 = v0;
  23506. /**
  23507. * The first control point.
  23508. *
  23509. * @type {Vector3}
  23510. */
  23511. this.v1 = v1;
  23512. /**
  23513. * The second control point.
  23514. *
  23515. * @type {Vector3}
  23516. */
  23517. this.v2 = v2;
  23518. /**
  23519. * The end point.
  23520. *
  23521. * @type {Vector3}
  23522. */
  23523. this.v3 = v3;
  23524. }
  23525. /**
  23526. * Returns a point on the curve.
  23527. *
  23528. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23529. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23530. * @return {Vector3} The position on the curve.
  23531. */
  23532. getPoint( t, optionalTarget = new Vector3() ) {
  23533. const point = optionalTarget;
  23534. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  23535. point.set(
  23536. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  23537. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  23538. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  23539. );
  23540. return point;
  23541. }
  23542. copy( source ) {
  23543. super.copy( source );
  23544. this.v0.copy( source.v0 );
  23545. this.v1.copy( source.v1 );
  23546. this.v2.copy( source.v2 );
  23547. this.v3.copy( source.v3 );
  23548. return this;
  23549. }
  23550. toJSON() {
  23551. const data = super.toJSON();
  23552. data.v0 = this.v0.toArray();
  23553. data.v1 = this.v1.toArray();
  23554. data.v2 = this.v2.toArray();
  23555. data.v3 = this.v3.toArray();
  23556. return data;
  23557. }
  23558. fromJSON( json ) {
  23559. super.fromJSON( json );
  23560. this.v0.fromArray( json.v0 );
  23561. this.v1.fromArray( json.v1 );
  23562. this.v2.fromArray( json.v2 );
  23563. this.v3.fromArray( json.v3 );
  23564. return this;
  23565. }
  23566. }
  23567. /**
  23568. * A curve representing a 2D line segment.
  23569. *
  23570. * @augments Curve
  23571. */
  23572. class LineCurve extends Curve {
  23573. /**
  23574. * Constructs a new line curve.
  23575. *
  23576. * @param {Vector2} [v1] - The start point.
  23577. * @param {Vector2} [v2] - The end point.
  23578. */
  23579. constructor( v1 = new Vector2(), v2 = new Vector2() ) {
  23580. super();
  23581. /**
  23582. * This flag can be used for type testing.
  23583. *
  23584. * @type {boolean}
  23585. * @readonly
  23586. * @default true
  23587. */
  23588. this.isLineCurve = true;
  23589. this.type = 'LineCurve';
  23590. /**
  23591. * The start point.
  23592. *
  23593. * @type {Vector2}
  23594. */
  23595. this.v1 = v1;
  23596. /**
  23597. * The end point.
  23598. *
  23599. * @type {Vector2}
  23600. */
  23601. this.v2 = v2;
  23602. }
  23603. /**
  23604. * Returns a point on the line.
  23605. *
  23606. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  23607. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23608. * @return {Vector2} The position on the line.
  23609. */
  23610. getPoint( t, optionalTarget = new Vector2() ) {
  23611. const point = optionalTarget;
  23612. if ( t === 1 ) {
  23613. point.copy( this.v2 );
  23614. } else {
  23615. point.copy( this.v2 ).sub( this.v1 );
  23616. point.multiplyScalar( t ).add( this.v1 );
  23617. }
  23618. return point;
  23619. }
  23620. // Line curve is linear, so we can overwrite default getPointAt
  23621. getPointAt( u, optionalTarget ) {
  23622. return this.getPoint( u, optionalTarget );
  23623. }
  23624. getTangent( t, optionalTarget = new Vector2() ) {
  23625. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  23626. }
  23627. getTangentAt( u, optionalTarget ) {
  23628. return this.getTangent( u, optionalTarget );
  23629. }
  23630. copy( source ) {
  23631. super.copy( source );
  23632. this.v1.copy( source.v1 );
  23633. this.v2.copy( source.v2 );
  23634. return this;
  23635. }
  23636. toJSON() {
  23637. const data = super.toJSON();
  23638. data.v1 = this.v1.toArray();
  23639. data.v2 = this.v2.toArray();
  23640. return data;
  23641. }
  23642. fromJSON( json ) {
  23643. super.fromJSON( json );
  23644. this.v1.fromArray( json.v1 );
  23645. this.v2.fromArray( json.v2 );
  23646. return this;
  23647. }
  23648. }
  23649. /**
  23650. * A curve representing a 3D line segment.
  23651. *
  23652. * @augments Curve
  23653. */
  23654. class LineCurve3 extends Curve {
  23655. /**
  23656. * Constructs a new line curve.
  23657. *
  23658. * @param {Vector3} [v1] - The start point.
  23659. * @param {Vector3} [v2] - The end point.
  23660. */
  23661. constructor( v1 = new Vector3(), v2 = new Vector3() ) {
  23662. super();
  23663. /**
  23664. * This flag can be used for type testing.
  23665. *
  23666. * @type {boolean}
  23667. * @readonly
  23668. * @default true
  23669. */
  23670. this.isLineCurve3 = true;
  23671. this.type = 'LineCurve3';
  23672. /**
  23673. * The start point.
  23674. *
  23675. * @type {Vector3}
  23676. */
  23677. this.v1 = v1;
  23678. /**
  23679. * The end point.
  23680. *
  23681. * @type {Vector2}
  23682. */
  23683. this.v2 = v2;
  23684. }
  23685. /**
  23686. * Returns a point on the line.
  23687. *
  23688. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  23689. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23690. * @return {Vector3} The position on the line.
  23691. */
  23692. getPoint( t, optionalTarget = new Vector3() ) {
  23693. const point = optionalTarget;
  23694. if ( t === 1 ) {
  23695. point.copy( this.v2 );
  23696. } else {
  23697. point.copy( this.v2 ).sub( this.v1 );
  23698. point.multiplyScalar( t ).add( this.v1 );
  23699. }
  23700. return point;
  23701. }
  23702. // Line curve is linear, so we can overwrite default getPointAt
  23703. getPointAt( u, optionalTarget ) {
  23704. return this.getPoint( u, optionalTarget );
  23705. }
  23706. getTangent( t, optionalTarget = new Vector3() ) {
  23707. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  23708. }
  23709. getTangentAt( u, optionalTarget ) {
  23710. return this.getTangent( u, optionalTarget );
  23711. }
  23712. copy( source ) {
  23713. super.copy( source );
  23714. this.v1.copy( source.v1 );
  23715. this.v2.copy( source.v2 );
  23716. return this;
  23717. }
  23718. toJSON() {
  23719. const data = super.toJSON();
  23720. data.v1 = this.v1.toArray();
  23721. data.v2 = this.v2.toArray();
  23722. return data;
  23723. }
  23724. fromJSON( json ) {
  23725. super.fromJSON( json );
  23726. this.v1.fromArray( json.v1 );
  23727. this.v2.fromArray( json.v2 );
  23728. return this;
  23729. }
  23730. }
  23731. /**
  23732. * A curve representing a 2D Quadratic Bezier curve.
  23733. *
  23734. * ```js
  23735. * const curve = new THREE.QuadraticBezierCurve(
  23736. * new THREE.Vector2( - 10, 0 ),
  23737. * new THREE.Vector2( 20, 15 ),
  23738. * new THREE.Vector2( 10, 0 )
  23739. * )
  23740. *
  23741. * const points = curve.getPoints( 50 );
  23742. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23743. *
  23744. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23745. *
  23746. * // Create the final object to add to the scene
  23747. * const curveObject = new THREE.Line( geometry, material );
  23748. * ```
  23749. *
  23750. * @augments Curve
  23751. */
  23752. class QuadraticBezierCurve extends Curve {
  23753. /**
  23754. * Constructs a new Quadratic Bezier curve.
  23755. *
  23756. * @param {Vector2} [v0] - The start point.
  23757. * @param {Vector2} [v1] - The control point.
  23758. * @param {Vector2} [v2] - The end point.
  23759. */
  23760. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {
  23761. super();
  23762. /**
  23763. * This flag can be used for type testing.
  23764. *
  23765. * @type {boolean}
  23766. * @readonly
  23767. * @default true
  23768. */
  23769. this.isQuadraticBezierCurve = true;
  23770. this.type = 'QuadraticBezierCurve';
  23771. /**
  23772. * The start point.
  23773. *
  23774. * @type {Vector2}
  23775. */
  23776. this.v0 = v0;
  23777. /**
  23778. * The control point.
  23779. *
  23780. * @type {Vector2}
  23781. */
  23782. this.v1 = v1;
  23783. /**
  23784. * The end point.
  23785. *
  23786. * @type {Vector2}
  23787. */
  23788. this.v2 = v2;
  23789. }
  23790. /**
  23791. * Returns a point on the curve.
  23792. *
  23793. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23794. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23795. * @return {Vector2} The position on the curve.
  23796. */
  23797. getPoint( t, optionalTarget = new Vector2() ) {
  23798. const point = optionalTarget;
  23799. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  23800. point.set(
  23801. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  23802. QuadraticBezier( t, v0.y, v1.y, v2.y )
  23803. );
  23804. return point;
  23805. }
  23806. copy( source ) {
  23807. super.copy( source );
  23808. this.v0.copy( source.v0 );
  23809. this.v1.copy( source.v1 );
  23810. this.v2.copy( source.v2 );
  23811. return this;
  23812. }
  23813. toJSON() {
  23814. const data = super.toJSON();
  23815. data.v0 = this.v0.toArray();
  23816. data.v1 = this.v1.toArray();
  23817. data.v2 = this.v2.toArray();
  23818. return data;
  23819. }
  23820. fromJSON( json ) {
  23821. super.fromJSON( json );
  23822. this.v0.fromArray( json.v0 );
  23823. this.v1.fromArray( json.v1 );
  23824. this.v2.fromArray( json.v2 );
  23825. return this;
  23826. }
  23827. }
  23828. /**
  23829. * A curve representing a 3D Quadratic Bezier curve.
  23830. *
  23831. * @augments Curve
  23832. */
  23833. class QuadraticBezierCurve3 extends Curve {
  23834. /**
  23835. * Constructs a new Quadratic Bezier curve.
  23836. *
  23837. * @param {Vector3} [v0] - The start point.
  23838. * @param {Vector3} [v1] - The control point.
  23839. * @param {Vector3} [v2] - The end point.
  23840. */
  23841. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {
  23842. super();
  23843. /**
  23844. * This flag can be used for type testing.
  23845. *
  23846. * @type {boolean}
  23847. * @readonly
  23848. * @default true
  23849. */
  23850. this.isQuadraticBezierCurve3 = true;
  23851. this.type = 'QuadraticBezierCurve3';
  23852. /**
  23853. * The start point.
  23854. *
  23855. * @type {Vector3}
  23856. */
  23857. this.v0 = v0;
  23858. /**
  23859. * The control point.
  23860. *
  23861. * @type {Vector3}
  23862. */
  23863. this.v1 = v1;
  23864. /**
  23865. * The end point.
  23866. *
  23867. * @type {Vector3}
  23868. */
  23869. this.v2 = v2;
  23870. }
  23871. /**
  23872. * Returns a point on the curve.
  23873. *
  23874. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23875. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23876. * @return {Vector3} The position on the curve.
  23877. */
  23878. getPoint( t, optionalTarget = new Vector3() ) {
  23879. const point = optionalTarget;
  23880. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  23881. point.set(
  23882. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  23883. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  23884. QuadraticBezier( t, v0.z, v1.z, v2.z )
  23885. );
  23886. return point;
  23887. }
  23888. copy( source ) {
  23889. super.copy( source );
  23890. this.v0.copy( source.v0 );
  23891. this.v1.copy( source.v1 );
  23892. this.v2.copy( source.v2 );
  23893. return this;
  23894. }
  23895. toJSON() {
  23896. const data = super.toJSON();
  23897. data.v0 = this.v0.toArray();
  23898. data.v1 = this.v1.toArray();
  23899. data.v2 = this.v2.toArray();
  23900. return data;
  23901. }
  23902. fromJSON( json ) {
  23903. super.fromJSON( json );
  23904. this.v0.fromArray( json.v0 );
  23905. this.v1.fromArray( json.v1 );
  23906. this.v2.fromArray( json.v2 );
  23907. return this;
  23908. }
  23909. }
  23910. /**
  23911. * A curve representing a 2D spline curve.
  23912. *
  23913. * ```js
  23914. * // Create a sine-like wave
  23915. * const curve = new THREE.SplineCurve( [
  23916. * new THREE.Vector2( -10, 0 ),
  23917. * new THREE.Vector2( -5, 5 ),
  23918. * new THREE.Vector2( 0, 0 ),
  23919. * new THREE.Vector2( 5, -5 ),
  23920. * new THREE.Vector2( 10, 0 )
  23921. * ] );
  23922. *
  23923. * const points = curve.getPoints( 50 );
  23924. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23925. *
  23926. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23927. *
  23928. * // Create the final object to add to the scene
  23929. * const splineObject = new THREE.Line( geometry, material );
  23930. * ```
  23931. *
  23932. * @augments Curve
  23933. */
  23934. class SplineCurve extends Curve {
  23935. /**
  23936. * Constructs a new 2D spline curve.
  23937. *
  23938. * @param {Array<Vector2>} [points] - An array of 2D points defining the curve.
  23939. */
  23940. constructor( points = [] ) {
  23941. super();
  23942. /**
  23943. * This flag can be used for type testing.
  23944. *
  23945. * @type {boolean}
  23946. * @readonly
  23947. * @default true
  23948. */
  23949. this.isSplineCurve = true;
  23950. this.type = 'SplineCurve';
  23951. /**
  23952. * An array of 2D points defining the curve.
  23953. *
  23954. * @type {Array<Vector2>}
  23955. */
  23956. this.points = points;
  23957. }
  23958. /**
  23959. * Returns a point on the curve.
  23960. *
  23961. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23962. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23963. * @return {Vector2} The position on the curve.
  23964. */
  23965. getPoint( t, optionalTarget = new Vector2() ) {
  23966. const point = optionalTarget;
  23967. const points = this.points;
  23968. const p = ( points.length - 1 ) * t;
  23969. const intPoint = Math.floor( p );
  23970. const weight = p - intPoint;
  23971. const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  23972. const p1 = points[ intPoint ];
  23973. const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  23974. const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  23975. point.set(
  23976. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  23977. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  23978. );
  23979. return point;
  23980. }
  23981. copy( source ) {
  23982. super.copy( source );
  23983. this.points = [];
  23984. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  23985. const point = source.points[ i ];
  23986. this.points.push( point.clone() );
  23987. }
  23988. return this;
  23989. }
  23990. toJSON() {
  23991. const data = super.toJSON();
  23992. data.points = [];
  23993. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  23994. const point = this.points[ i ];
  23995. data.points.push( point.toArray() );
  23996. }
  23997. return data;
  23998. }
  23999. fromJSON( json ) {
  24000. super.fromJSON( json );
  24001. this.points = [];
  24002. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  24003. const point = json.points[ i ];
  24004. this.points.push( new Vector2().fromArray( point ) );
  24005. }
  24006. return this;
  24007. }
  24008. }
  24009. var Curves = /*#__PURE__*/Object.freeze({
  24010. __proto__: null,
  24011. ArcCurve: ArcCurve,
  24012. CatmullRomCurve3: CatmullRomCurve3,
  24013. CubicBezierCurve: CubicBezierCurve,
  24014. CubicBezierCurve3: CubicBezierCurve3,
  24015. EllipseCurve: EllipseCurve,
  24016. LineCurve: LineCurve,
  24017. LineCurve3: LineCurve3,
  24018. QuadraticBezierCurve: QuadraticBezierCurve,
  24019. QuadraticBezierCurve3: QuadraticBezierCurve3,
  24020. SplineCurve: SplineCurve
  24021. });
  24022. /**
  24023. * A base class extending {@link Curve}. `CurvePath` is simply an
  24024. * array of connected curves, but retains the API of a curve.
  24025. *
  24026. * @augments Curve
  24027. */
  24028. class CurvePath extends Curve {
  24029. /**
  24030. * Constructs a new curve path.
  24031. */
  24032. constructor() {
  24033. super();
  24034. this.type = 'CurvePath';
  24035. /**
  24036. * An array of curves defining the
  24037. * path.
  24038. *
  24039. * @type {Array<Curve>}
  24040. */
  24041. this.curves = [];
  24042. /**
  24043. * Whether the path should automatically be closed
  24044. * by a line curve.
  24045. *
  24046. * @type {boolean}
  24047. * @default false
  24048. */
  24049. this.autoClose = false;
  24050. }
  24051. /**
  24052. * Adds a curve to this curve path.
  24053. *
  24054. * @param {Curve} curve - The curve to add.
  24055. */
  24056. add( curve ) {
  24057. this.curves.push( curve );
  24058. }
  24059. /**
  24060. * Adds a line curve to close the path.
  24061. *
  24062. * @return {CurvePath} A reference to this curve path.
  24063. */
  24064. closePath() {
  24065. // Add a line curve if start and end of lines are not connected
  24066. const startPoint = this.curves[ 0 ].getPoint( 0 );
  24067. const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  24068. if ( ! startPoint.equals( endPoint ) ) {
  24069. const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';
  24070. this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );
  24071. }
  24072. return this;
  24073. }
  24074. /**
  24075. * This method returns a vector in 2D or 3D space (depending on the curve definitions)
  24076. * for the given interpolation factor.
  24077. *
  24078. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24079. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  24080. * @return {?(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  24081. */
  24082. getPoint( t, optionalTarget ) {
  24083. // To get accurate point with reference to
  24084. // entire path distance at time t,
  24085. // following has to be done:
  24086. // 1. Length of each sub path have to be known
  24087. // 2. Locate and identify type of curve
  24088. // 3. Get t for the curve
  24089. // 4. Return curve.getPointAt(t')
  24090. const d = t * this.getLength();
  24091. const curveLengths = this.getCurveLengths();
  24092. let i = 0;
  24093. // To think about boundaries points.
  24094. while ( i < curveLengths.length ) {
  24095. if ( curveLengths[ i ] >= d ) {
  24096. const diff = curveLengths[ i ] - d;
  24097. const curve = this.curves[ i ];
  24098. const segmentLength = curve.getLength();
  24099. const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  24100. return curve.getPointAt( u, optionalTarget );
  24101. }
  24102. i ++;
  24103. }
  24104. return null;
  24105. // loop where sum != 0, sum > d , sum+1 <d
  24106. }
  24107. getLength() {
  24108. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  24109. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  24110. // getPoint() depends on getLength
  24111. const lens = this.getCurveLengths();
  24112. return lens[ lens.length - 1 ];
  24113. }
  24114. updateArcLengths() {
  24115. // cacheLengths must be recalculated.
  24116. this.needsUpdate = true;
  24117. this.cacheLengths = null;
  24118. this.getCurveLengths();
  24119. }
  24120. /**
  24121. * Returns list of cumulative curve lengths of the defined curves.
  24122. *
  24123. * @return {Array<number>} The curve lengths.
  24124. */
  24125. getCurveLengths() {
  24126. // Compute lengths and cache them
  24127. // We cannot overwrite getLengths() because UtoT mapping uses it.
  24128. // We use cache values if curves and cache array are same length
  24129. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  24130. return this.cacheLengths;
  24131. }
  24132. // Get length of sub-curve
  24133. // Push sums into cached array
  24134. const lengths = [];
  24135. let sums = 0;
  24136. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24137. sums += this.curves[ i ].getLength();
  24138. lengths.push( sums );
  24139. }
  24140. this.cacheLengths = lengths;
  24141. return lengths;
  24142. }
  24143. getSpacedPoints( divisions = 40 ) {
  24144. const points = [];
  24145. for ( let i = 0; i <= divisions; i ++ ) {
  24146. points.push( this.getPoint( i / divisions ) );
  24147. }
  24148. if ( this.autoClose ) {
  24149. points.push( points[ 0 ] );
  24150. }
  24151. return points;
  24152. }
  24153. getPoints( divisions = 12 ) {
  24154. const points = [];
  24155. let last;
  24156. for ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {
  24157. const curve = curves[ i ];
  24158. const resolution = curve.isEllipseCurve ? divisions * 2
  24159. : ( curve.isLineCurve || curve.isLineCurve3 ) ? 1
  24160. : curve.isSplineCurve ? divisions * curve.points.length
  24161. : divisions;
  24162. const pts = curve.getPoints( resolution );
  24163. for ( let j = 0; j < pts.length; j ++ ) {
  24164. const point = pts[ j ];
  24165. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  24166. points.push( point );
  24167. last = point;
  24168. }
  24169. }
  24170. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  24171. points.push( points[ 0 ] );
  24172. }
  24173. return points;
  24174. }
  24175. copy( source ) {
  24176. super.copy( source );
  24177. this.curves = [];
  24178. for ( let i = 0, l = source.curves.length; i < l; i ++ ) {
  24179. const curve = source.curves[ i ];
  24180. this.curves.push( curve.clone() );
  24181. }
  24182. this.autoClose = source.autoClose;
  24183. return this;
  24184. }
  24185. toJSON() {
  24186. const data = super.toJSON();
  24187. data.autoClose = this.autoClose;
  24188. data.curves = [];
  24189. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24190. const curve = this.curves[ i ];
  24191. data.curves.push( curve.toJSON() );
  24192. }
  24193. return data;
  24194. }
  24195. fromJSON( json ) {
  24196. super.fromJSON( json );
  24197. this.autoClose = json.autoClose;
  24198. this.curves = [];
  24199. for ( let i = 0, l = json.curves.length; i < l; i ++ ) {
  24200. const curve = json.curves[ i ];
  24201. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  24202. }
  24203. return this;
  24204. }
  24205. }
  24206. /**
  24207. * A 2D path representation. The class provides methods for creating paths
  24208. * and contours of 2D shapes similar to the 2D Canvas API.
  24209. *
  24210. * ```js
  24211. * const path = new THREE.Path();
  24212. *
  24213. * path.lineTo( 0, 0.8 );
  24214. * path.quadraticCurveTo( 0, 1, 0.2, 1 );
  24215. * path.lineTo( 1, 1 );
  24216. *
  24217. * const points = path.getPoints();
  24218. *
  24219. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24220. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  24221. *
  24222. * const line = new THREE.Line( geometry, material );
  24223. * scene.add( line );
  24224. * ```
  24225. *
  24226. * @augments CurvePath
  24227. */
  24228. class Path extends CurvePath {
  24229. /**
  24230. * Constructs a new path.
  24231. *
  24232. * @param {Array<Vector2>} [points] - An array of 2D points defining the path.
  24233. */
  24234. constructor( points ) {
  24235. super();
  24236. this.type = 'Path';
  24237. /**
  24238. * The current offset of the path. Any new curve added will start here.
  24239. *
  24240. * @type {Vector2}
  24241. */
  24242. this.currentPoint = new Vector2();
  24243. if ( points ) {
  24244. this.setFromPoints( points );
  24245. }
  24246. }
  24247. /**
  24248. * Creates a path from the given list of points. The points are added
  24249. * to the path as instances of {@link LineCurve}.
  24250. *
  24251. * @param {Array<Vector2>} points - An array of 2D points.
  24252. * @return {Path} A reference to this path.
  24253. */
  24254. setFromPoints( points ) {
  24255. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  24256. for ( let i = 1, l = points.length; i < l; i ++ ) {
  24257. this.lineTo( points[ i ].x, points[ i ].y );
  24258. }
  24259. return this;
  24260. }
  24261. /**
  24262. * Moves {@link Path#currentPoint} to the given point.
  24263. *
  24264. * @param {number} x - The x coordinate.
  24265. * @param {number} y - The y coordinate.
  24266. * @return {Path} A reference to this path.
  24267. */
  24268. moveTo( x, y ) {
  24269. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  24270. return this;
  24271. }
  24272. /**
  24273. * Adds an instance of {@link LineCurve} to the path by connecting
  24274. * the current point with the given one.
  24275. *
  24276. * @param {number} x - The x coordinate of the end point.
  24277. * @param {number} y - The y coordinate of the end point.
  24278. * @return {Path} A reference to this path.
  24279. */
  24280. lineTo( x, y ) {
  24281. const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  24282. this.curves.push( curve );
  24283. this.currentPoint.set( x, y );
  24284. return this;
  24285. }
  24286. /**
  24287. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  24288. * the current point with the given one.
  24289. *
  24290. * @param {number} aCPx - The x coordinate of the control point.
  24291. * @param {number} aCPy - The y coordinate of the control point.
  24292. * @param {number} aX - The x coordinate of the end point.
  24293. * @param {number} aY - The y coordinate of the end point.
  24294. * @return {Path} A reference to this path.
  24295. */
  24296. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  24297. const curve = new QuadraticBezierCurve(
  24298. this.currentPoint.clone(),
  24299. new Vector2( aCPx, aCPy ),
  24300. new Vector2( aX, aY )
  24301. );
  24302. this.curves.push( curve );
  24303. this.currentPoint.set( aX, aY );
  24304. return this;
  24305. }
  24306. /**
  24307. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  24308. * the current point with the given one.
  24309. *
  24310. * @param {number} aCP1x - The x coordinate of the first control point.
  24311. * @param {number} aCP1y - The y coordinate of the first control point.
  24312. * @param {number} aCP2x - The x coordinate of the second control point.
  24313. * @param {number} aCP2y - The y coordinate of the second control point.
  24314. * @param {number} aX - The x coordinate of the end point.
  24315. * @param {number} aY - The y coordinate of the end point.
  24316. * @return {Path} A reference to this path.
  24317. */
  24318. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24319. const curve = new CubicBezierCurve(
  24320. this.currentPoint.clone(),
  24321. new Vector2( aCP1x, aCP1y ),
  24322. new Vector2( aCP2x, aCP2y ),
  24323. new Vector2( aX, aY )
  24324. );
  24325. this.curves.push( curve );
  24326. this.currentPoint.set( aX, aY );
  24327. return this;
  24328. }
  24329. /**
  24330. * Adds an instance of {@link SplineCurve} to the path by connecting
  24331. * the current point with the given list of points.
  24332. *
  24333. * @param {Array<Vector2>} pts - An array of points in 2D space.
  24334. * @return {Path} A reference to this path.
  24335. */
  24336. splineThru( pts ) {
  24337. const npts = [ this.currentPoint.clone() ].concat( pts );
  24338. const curve = new SplineCurve( npts );
  24339. this.curves.push( curve );
  24340. this.currentPoint.copy( pts[ pts.length - 1 ] );
  24341. return this;
  24342. }
  24343. /**
  24344. * Adds an arc as an instance of {@link EllipseCurve} to the path, positioned relative
  24345. * to the current point.
  24346. *
  24347. * @param {number} [aX=0] - The x coordinate of the center of the arc offsetted from the previous curve.
  24348. * @param {number} [aY=0] - The y coordinate of the center of the arc offsetted from the previous curve.
  24349. * @param {number} [aRadius=1] - The radius of the arc.
  24350. * @param {number} [aStartAngle=0] - The start angle in radians.
  24351. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24352. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  24353. * @return {Path} A reference to this path.
  24354. */
  24355. arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  24356. const x0 = this.currentPoint.x;
  24357. const y0 = this.currentPoint.y;
  24358. this.absarc( aX + x0, aY + y0, aRadius,
  24359. aStartAngle, aEndAngle, aClockwise );
  24360. return this;
  24361. }
  24362. /**
  24363. * Adds an absolutely positioned arc as an instance of {@link EllipseCurve} to the path.
  24364. *
  24365. * @param {number} [aX=0] - The x coordinate of the center of the arc.
  24366. * @param {number} [aY=0] - The y coordinate of the center of the arc.
  24367. * @param {number} [aRadius=1] - The radius of the arc.
  24368. * @param {number} [aStartAngle=0] - The start angle in radians.
  24369. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24370. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  24371. * @return {Path} A reference to this path.
  24372. */
  24373. absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  24374. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  24375. return this;
  24376. }
  24377. /**
  24378. * Adds an ellipse as an instance of {@link EllipseCurve} to the path, positioned relative
  24379. * to the current point
  24380. *
  24381. * @param {number} [aX=0] - The x coordinate of the center of the ellipse offsetted from the previous curve.
  24382. * @param {number} [aY=0] - The y coordinate of the center of the ellipse offsetted from the previous curve.
  24383. * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
  24384. * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
  24385. * @param {number} [aStartAngle=0] - The start angle in radians.
  24386. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24387. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  24388. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  24389. * @return {Path} A reference to this path.
  24390. */
  24391. ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  24392. const x0 = this.currentPoint.x;
  24393. const y0 = this.currentPoint.y;
  24394. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  24395. return this;
  24396. }
  24397. /**
  24398. * Adds an absolutely positioned ellipse as an instance of {@link EllipseCurve} to the path.
  24399. *
  24400. * @param {number} [aX=0] - The x coordinate of the absolute center of the ellipse.
  24401. * @param {number} [aY=0] - The y coordinate of the absolute center of the ellipse.
  24402. * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
  24403. * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
  24404. * @param {number} [aStartAngle=0] - The start angle in radians.
  24405. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24406. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  24407. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  24408. * @return {Path} A reference to this path.
  24409. */
  24410. absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  24411. const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  24412. if ( this.curves.length > 0 ) {
  24413. // if a previous curve is present, attempt to join
  24414. const firstPoint = curve.getPoint( 0 );
  24415. if ( ! firstPoint.equals( this.currentPoint ) ) {
  24416. this.lineTo( firstPoint.x, firstPoint.y );
  24417. }
  24418. }
  24419. this.curves.push( curve );
  24420. const lastPoint = curve.getPoint( 1 );
  24421. this.currentPoint.copy( lastPoint );
  24422. return this;
  24423. }
  24424. copy( source ) {
  24425. super.copy( source );
  24426. this.currentPoint.copy( source.currentPoint );
  24427. return this;
  24428. }
  24429. toJSON() {
  24430. const data = super.toJSON();
  24431. data.currentPoint = this.currentPoint.toArray();
  24432. return data;
  24433. }
  24434. fromJSON( json ) {
  24435. super.fromJSON( json );
  24436. this.currentPoint.fromArray( json.currentPoint );
  24437. return this;
  24438. }
  24439. }
  24440. /**
  24441. * Defines an arbitrary 2d shape plane using paths with optional holes. It
  24442. * can be used with {@link ExtrudeGeometry}, {@link ShapeGeometry}, to get
  24443. * points, or to get triangulated faces.
  24444. *
  24445. * ```js
  24446. * const heartShape = new THREE.Shape();
  24447. *
  24448. * heartShape.moveTo( 25, 25 );
  24449. * heartShape.bezierCurveTo( 25, 25, 20, 0, 0, 0 );
  24450. * heartShape.bezierCurveTo( - 30, 0, - 30, 35, - 30, 35 );
  24451. * heartShape.bezierCurveTo( - 30, 55, - 10, 77, 25, 95 );
  24452. * heartShape.bezierCurveTo( 60, 77, 80, 55, 80, 35 );
  24453. * heartShape.bezierCurveTo( 80, 35, 80, 0, 50, 0 );
  24454. * heartShape.bezierCurveTo( 35, 0, 25, 25, 25, 25 );
  24455. *
  24456. * const extrudeSettings = {
  24457. * depth: 8,
  24458. * bevelEnabled: true,
  24459. * bevelSegments: 2,
  24460. * steps: 2,
  24461. * bevelSize: 1,
  24462. * bevelThickness: 1
  24463. * };
  24464. *
  24465. * const geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings );
  24466. * const mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial() );
  24467. * ```
  24468. *
  24469. * @augments Path
  24470. */
  24471. class Shape extends Path {
  24472. /**
  24473. * Constructs a new shape.
  24474. *
  24475. * @param {Array<Vector2>} [points] - An array of 2D points defining the shape.
  24476. */
  24477. constructor( points ) {
  24478. super( points );
  24479. /**
  24480. * The UUID of the shape.
  24481. *
  24482. * @type {string}
  24483. * @readonly
  24484. */
  24485. this.uuid = generateUUID();
  24486. this.type = 'Shape';
  24487. /**
  24488. * Defines the holes in the shape. Hole definitions must use the
  24489. * opposite winding order (CW/CCW) than the outer shape.
  24490. *
  24491. * @type {Array<Path>}
  24492. * @readonly
  24493. */
  24494. this.holes = [];
  24495. }
  24496. /**
  24497. * Returns an array representing each contour of the holes
  24498. * as a list of 2D points.
  24499. *
  24500. * @param {number} divisions - The fineness of the result.
  24501. * @return {Array<Array<Vector2>>} The holes as a series of 2D points.
  24502. */
  24503. getPointsHoles( divisions ) {
  24504. const holesPts = [];
  24505. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  24506. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  24507. }
  24508. return holesPts;
  24509. }
  24510. // get points of shape and holes (keypoints based on segments parameter)
  24511. /**
  24512. * Returns an object that holds contour data for the shape and its holes as
  24513. * arrays of 2D points.
  24514. *
  24515. * @param {number} divisions - The fineness of the result.
  24516. * @return {{shape:Array<Vector2>,holes:Array<Array<Vector2>>}} An object with contour data.
  24517. */
  24518. extractPoints( divisions ) {
  24519. return {
  24520. shape: this.getPoints( divisions ),
  24521. holes: this.getPointsHoles( divisions )
  24522. };
  24523. }
  24524. copy( source ) {
  24525. super.copy( source );
  24526. this.holes = [];
  24527. for ( let i = 0, l = source.holes.length; i < l; i ++ ) {
  24528. const hole = source.holes[ i ];
  24529. this.holes.push( hole.clone() );
  24530. }
  24531. return this;
  24532. }
  24533. toJSON() {
  24534. const data = super.toJSON();
  24535. data.uuid = this.uuid;
  24536. data.holes = [];
  24537. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  24538. const hole = this.holes[ i ];
  24539. data.holes.push( hole.toJSON() );
  24540. }
  24541. return data;
  24542. }
  24543. fromJSON( json ) {
  24544. super.fromJSON( json );
  24545. this.uuid = json.uuid;
  24546. this.holes = [];
  24547. for ( let i = 0, l = json.holes.length; i < l; i ++ ) {
  24548. const hole = json.holes[ i ];
  24549. this.holes.push( new Path().fromJSON( hole ) );
  24550. }
  24551. return this;
  24552. }
  24553. }
  24554. /* eslint-disable */
  24555. // copy of mapbox/earcut version 3.0.2
  24556. // https://github.com/mapbox/earcut/tree/v3.0.2
  24557. function earcut(data, holeIndices, dim = 2) {
  24558. const hasHoles = holeIndices && holeIndices.length;
  24559. const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
  24560. let outerNode = linkedList(data, 0, outerLen, dim, true);
  24561. const triangles = [];
  24562. if (!outerNode || outerNode.next === outerNode.prev) return triangles;
  24563. let minX, minY, invSize;
  24564. if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
  24565. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  24566. if (data.length > 80 * dim) {
  24567. minX = data[0];
  24568. minY = data[1];
  24569. let maxX = minX;
  24570. let maxY = minY;
  24571. for (let i = dim; i < outerLen; i += dim) {
  24572. const x = data[i];
  24573. const y = data[i + 1];
  24574. if (x < minX) minX = x;
  24575. if (y < minY) minY = y;
  24576. if (x > maxX) maxX = x;
  24577. if (y > maxY) maxY = y;
  24578. }
  24579. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  24580. invSize = Math.max(maxX - minX, maxY - minY);
  24581. invSize = invSize !== 0 ? 32767 / invSize : 0;
  24582. }
  24583. earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);
  24584. return triangles;
  24585. }
  24586. // create a circular doubly linked list from polygon points in the specified winding order
  24587. function linkedList(data, start, end, dim, clockwise) {
  24588. let last;
  24589. if (clockwise === (signedArea(data, start, end, dim) > 0)) {
  24590. for (let i = start; i < end; i += dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  24591. } else {
  24592. for (let i = end - dim; i >= start; i -= dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  24593. }
  24594. if (last && equals(last, last.next)) {
  24595. removeNode(last);
  24596. last = last.next;
  24597. }
  24598. return last;
  24599. }
  24600. // eliminate colinear or duplicate points
  24601. function filterPoints(start, end) {
  24602. if (!start) return start;
  24603. if (!end) end = start;
  24604. let p = start,
  24605. again;
  24606. do {
  24607. again = false;
  24608. if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
  24609. removeNode(p);
  24610. p = end = p.prev;
  24611. if (p === p.next) break;
  24612. again = true;
  24613. } else {
  24614. p = p.next;
  24615. }
  24616. } while (again || p !== end);
  24617. return end;
  24618. }
  24619. // main ear slicing loop which triangulates a polygon (given as a linked list)
  24620. function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
  24621. if (!ear) return;
  24622. // interlink polygon nodes in z-order
  24623. if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
  24624. let stop = ear;
  24625. // iterate through ears, slicing them one by one
  24626. while (ear.prev !== ear.next) {
  24627. const prev = ear.prev;
  24628. const next = ear.next;
  24629. if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
  24630. triangles.push(prev.i, ear.i, next.i); // cut off the triangle
  24631. removeNode(ear);
  24632. // skipping the next vertex leads to less sliver triangles
  24633. ear = next.next;
  24634. stop = next.next;
  24635. continue;
  24636. }
  24637. ear = next;
  24638. // if we looped through the whole remaining polygon and can't find any more ears
  24639. if (ear === stop) {
  24640. // try filtering points and slicing again
  24641. if (!pass) {
  24642. earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);
  24643. // if this didn't work, try curing all small self-intersections locally
  24644. } else if (pass === 1) {
  24645. ear = cureLocalIntersections(filterPoints(ear), triangles);
  24646. earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);
  24647. // as a last resort, try splitting the remaining polygon into two
  24648. } else if (pass === 2) {
  24649. splitEarcut(ear, triangles, dim, minX, minY, invSize);
  24650. }
  24651. break;
  24652. }
  24653. }
  24654. }
  24655. // check whether a polygon node forms a valid ear with adjacent nodes
  24656. function isEar(ear) {
  24657. const a = ear.prev,
  24658. b = ear,
  24659. c = ear.next;
  24660. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  24661. // now make sure we don't have other points inside the potential ear
  24662. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  24663. // triangle bbox
  24664. const x0 = Math.min(ax, bx, cx),
  24665. y0 = Math.min(ay, by, cy),
  24666. x1 = Math.max(ax, bx, cx),
  24667. y1 = Math.max(ay, by, cy);
  24668. let p = c.next;
  24669. while (p !== a) {
  24670. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
  24671. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) &&
  24672. area(p.prev, p, p.next) >= 0) return false;
  24673. p = p.next;
  24674. }
  24675. return true;
  24676. }
  24677. function isEarHashed(ear, minX, minY, invSize) {
  24678. const a = ear.prev,
  24679. b = ear,
  24680. c = ear.next;
  24681. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  24682. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  24683. // triangle bbox
  24684. const x0 = Math.min(ax, bx, cx),
  24685. y0 = Math.min(ay, by, cy),
  24686. x1 = Math.max(ax, bx, cx),
  24687. y1 = Math.max(ay, by, cy);
  24688. // z-order range for the current triangle bbox;
  24689. const minZ = zOrder(x0, y0, minX, minY, invSize),
  24690. maxZ = zOrder(x1, y1, minX, minY, invSize);
  24691. let p = ear.prevZ,
  24692. n = ear.nextZ;
  24693. // look for points inside the triangle in both directions
  24694. while (p && p.z >= minZ && n && n.z <= maxZ) {
  24695. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  24696. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  24697. p = p.prevZ;
  24698. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  24699. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  24700. n = n.nextZ;
  24701. }
  24702. // look for remaining points in decreasing z-order
  24703. while (p && p.z >= minZ) {
  24704. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  24705. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  24706. p = p.prevZ;
  24707. }
  24708. // look for remaining points in increasing z-order
  24709. while (n && n.z <= maxZ) {
  24710. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  24711. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  24712. n = n.nextZ;
  24713. }
  24714. return true;
  24715. }
  24716. // go through all polygon nodes and cure small local self-intersections
  24717. function cureLocalIntersections(start, triangles) {
  24718. let p = start;
  24719. do {
  24720. const a = p.prev,
  24721. b = p.next.next;
  24722. if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
  24723. triangles.push(a.i, p.i, b.i);
  24724. // remove two nodes involved
  24725. removeNode(p);
  24726. removeNode(p.next);
  24727. p = start = b;
  24728. }
  24729. p = p.next;
  24730. } while (p !== start);
  24731. return filterPoints(p);
  24732. }
  24733. // try splitting polygon into two and triangulate them independently
  24734. function splitEarcut(start, triangles, dim, minX, minY, invSize) {
  24735. // look for a valid diagonal that divides the polygon into two
  24736. let a = start;
  24737. do {
  24738. let b = a.next.next;
  24739. while (b !== a.prev) {
  24740. if (a.i !== b.i && isValidDiagonal(a, b)) {
  24741. // split the polygon in two by the diagonal
  24742. let c = splitPolygon(a, b);
  24743. // filter colinear points around the cuts
  24744. a = filterPoints(a, a.next);
  24745. c = filterPoints(c, c.next);
  24746. // run earcut on each half
  24747. earcutLinked(a, triangles, dim, minX, minY, invSize, 0);
  24748. earcutLinked(c, triangles, dim, minX, minY, invSize, 0);
  24749. return;
  24750. }
  24751. b = b.next;
  24752. }
  24753. a = a.next;
  24754. } while (a !== start);
  24755. }
  24756. // link every hole into the outer loop, producing a single-ring polygon without holes
  24757. function eliminateHoles(data, holeIndices, outerNode, dim) {
  24758. const queue = [];
  24759. for (let i = 0, len = holeIndices.length; i < len; i++) {
  24760. const start = holeIndices[i] * dim;
  24761. const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
  24762. const list = linkedList(data, start, end, dim, false);
  24763. if (list === list.next) list.steiner = true;
  24764. queue.push(getLeftmost(list));
  24765. }
  24766. queue.sort(compareXYSlope);
  24767. // process holes from left to right
  24768. for (let i = 0; i < queue.length; i++) {
  24769. outerNode = eliminateHole(queue[i], outerNode);
  24770. }
  24771. return outerNode;
  24772. }
  24773. function compareXYSlope(a, b) {
  24774. let result = a.x - b.x;
  24775. // when the left-most point of 2 holes meet at a vertex, sort the holes counterclockwise so that when we find
  24776. // the bridge to the outer shell is always the point that they meet at.
  24777. if (result === 0) {
  24778. result = a.y - b.y;
  24779. if (result === 0) {
  24780. const aSlope = (a.next.y - a.y) / (a.next.x - a.x);
  24781. const bSlope = (b.next.y - b.y) / (b.next.x - b.x);
  24782. result = aSlope - bSlope;
  24783. }
  24784. }
  24785. return result;
  24786. }
  24787. // find a bridge between vertices that connects hole with an outer ring and link it
  24788. function eliminateHole(hole, outerNode) {
  24789. const bridge = findHoleBridge(hole, outerNode);
  24790. if (!bridge) {
  24791. return outerNode;
  24792. }
  24793. const bridgeReverse = splitPolygon(bridge, hole);
  24794. // filter collinear points around the cuts
  24795. filterPoints(bridgeReverse, bridgeReverse.next);
  24796. return filterPoints(bridge, bridge.next);
  24797. }
  24798. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  24799. function findHoleBridge(hole, outerNode) {
  24800. let p = outerNode;
  24801. const hx = hole.x;
  24802. const hy = hole.y;
  24803. let qx = -Infinity;
  24804. let m;
  24805. // find a segment intersected by a ray from the hole's leftmost point to the left;
  24806. // segment's endpoint with lesser x will be potential connection point
  24807. // unless they intersect at a vertex, then choose the vertex
  24808. if (equals(hole, p)) return p;
  24809. do {
  24810. if (equals(hole, p.next)) return p.next;
  24811. else if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
  24812. const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
  24813. if (x <= hx && x > qx) {
  24814. qx = x;
  24815. m = p.x < p.next.x ? p : p.next;
  24816. if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint
  24817. }
  24818. }
  24819. p = p.next;
  24820. } while (p !== outerNode);
  24821. if (!m) return null;
  24822. // look for points inside the triangle of hole point, segment intersection and endpoint;
  24823. // if there are no points found, we have a valid connection;
  24824. // otherwise choose the point of the minimum angle with the ray as connection point
  24825. const stop = m;
  24826. const mx = m.x;
  24827. const my = m.y;
  24828. let tanMin = Infinity;
  24829. p = m;
  24830. do {
  24831. if (hx >= p.x && p.x >= mx && hx !== p.x &&
  24832. pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
  24833. const tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
  24834. if (locallyInside(p, hole) &&
  24835. (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {
  24836. m = p;
  24837. tanMin = tan;
  24838. }
  24839. }
  24840. p = p.next;
  24841. } while (p !== stop);
  24842. return m;
  24843. }
  24844. // whether sector in vertex m contains sector in vertex p in the same coordinates
  24845. function sectorContainsSector(m, p) {
  24846. return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
  24847. }
  24848. // interlink polygon nodes in z-order
  24849. function indexCurve(start, minX, minY, invSize) {
  24850. let p = start;
  24851. do {
  24852. if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize);
  24853. p.prevZ = p.prev;
  24854. p.nextZ = p.next;
  24855. p = p.next;
  24856. } while (p !== start);
  24857. p.prevZ.nextZ = null;
  24858. p.prevZ = null;
  24859. sortLinked(p);
  24860. }
  24861. // Simon Tatham's linked list merge sort algorithm
  24862. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  24863. function sortLinked(list) {
  24864. let numMerges;
  24865. let inSize = 1;
  24866. do {
  24867. let p = list;
  24868. let e;
  24869. list = null;
  24870. let tail = null;
  24871. numMerges = 0;
  24872. while (p) {
  24873. numMerges++;
  24874. let q = p;
  24875. let pSize = 0;
  24876. for (let i = 0; i < inSize; i++) {
  24877. pSize++;
  24878. q = q.nextZ;
  24879. if (!q) break;
  24880. }
  24881. let qSize = inSize;
  24882. while (pSize > 0 || (qSize > 0 && q)) {
  24883. if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {
  24884. e = p;
  24885. p = p.nextZ;
  24886. pSize--;
  24887. } else {
  24888. e = q;
  24889. q = q.nextZ;
  24890. qSize--;
  24891. }
  24892. if (tail) tail.nextZ = e;
  24893. else list = e;
  24894. e.prevZ = tail;
  24895. tail = e;
  24896. }
  24897. p = q;
  24898. }
  24899. tail.nextZ = null;
  24900. inSize *= 2;
  24901. } while (numMerges > 1);
  24902. return list;
  24903. }
  24904. // z-order of a point given coords and inverse of the longer side of data bbox
  24905. function zOrder(x, y, minX, minY, invSize) {
  24906. // coords are transformed into non-negative 15-bit integer range
  24907. x = (x - minX) * invSize | 0;
  24908. y = (y - minY) * invSize | 0;
  24909. x = (x | (x << 8)) & 0x00FF00FF;
  24910. x = (x | (x << 4)) & 0x0F0F0F0F;
  24911. x = (x | (x << 2)) & 0x33333333;
  24912. x = (x | (x << 1)) & 0x55555555;
  24913. y = (y | (y << 8)) & 0x00FF00FF;
  24914. y = (y | (y << 4)) & 0x0F0F0F0F;
  24915. y = (y | (y << 2)) & 0x33333333;
  24916. y = (y | (y << 1)) & 0x55555555;
  24917. return x | (y << 1);
  24918. }
  24919. // find the leftmost node of a polygon ring
  24920. function getLeftmost(start) {
  24921. let p = start,
  24922. leftmost = start;
  24923. do {
  24924. if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;
  24925. p = p.next;
  24926. } while (p !== start);
  24927. return leftmost;
  24928. }
  24929. // check if a point lies within a convex triangle
  24930. function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
  24931. return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&
  24932. (ax - px) * (by - py) >= (bx - px) * (ay - py) &&
  24933. (bx - px) * (cy - py) >= (cx - px) * (by - py);
  24934. }
  24935. // check if a point lies within a convex triangle but false if its equal to the first point of the triangle
  24936. function pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, px, py) {
  24937. return !(ax === px && ay === py) && pointInTriangle(ax, ay, bx, by, cx, cy, px, py);
  24938. }
  24939. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  24940. function isValidDiagonal(a, b) {
  24941. return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // doesn't intersect other edges
  24942. (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible
  24943. (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors
  24944. equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case
  24945. }
  24946. // signed area of a triangle
  24947. function area(p, q, r) {
  24948. return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
  24949. }
  24950. // check if two points are equal
  24951. function equals(p1, p2) {
  24952. return p1.x === p2.x && p1.y === p2.y;
  24953. }
  24954. // check if two segments intersect
  24955. function intersects(p1, q1, p2, q2) {
  24956. const o1 = sign(area(p1, q1, p2));
  24957. const o2 = sign(area(p1, q1, q2));
  24958. const o3 = sign(area(p2, q2, p1));
  24959. const o4 = sign(area(p2, q2, q1));
  24960. if (o1 !== o2 && o3 !== o4) return true; // general case
  24961. if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
  24962. if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
  24963. if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
  24964. if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
  24965. return false;
  24966. }
  24967. // for collinear points p, q, r, check if point q lies on segment pr
  24968. function onSegment(p, q, r) {
  24969. 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);
  24970. }
  24971. function sign(num) {
  24972. return num > 0 ? 1 : num < 0 ? -1 : 0;
  24973. }
  24974. // check if a polygon diagonal intersects any polygon segments
  24975. function intersectsPolygon(a, b) {
  24976. let p = a;
  24977. do {
  24978. if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  24979. intersects(p, p.next, a, b)) return true;
  24980. p = p.next;
  24981. } while (p !== a);
  24982. return false;
  24983. }
  24984. // check if a polygon diagonal is locally inside the polygon
  24985. function locallyInside(a, b) {
  24986. return area(a.prev, a, a.next) < 0 ?
  24987. area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :
  24988. area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
  24989. }
  24990. // check if the middle point of a polygon diagonal is inside the polygon
  24991. function middleInside(a, b) {
  24992. let p = a;
  24993. let inside = false;
  24994. const px = (a.x + b.x) / 2;
  24995. const py = (a.y + b.y) / 2;
  24996. do {
  24997. if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&
  24998. (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
  24999. inside = !inside;
  25000. p = p.next;
  25001. } while (p !== a);
  25002. return inside;
  25003. }
  25004. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  25005. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  25006. function splitPolygon(a, b) {
  25007. const a2 = createNode(a.i, a.x, a.y),
  25008. b2 = createNode(b.i, b.x, b.y),
  25009. an = a.next,
  25010. bp = b.prev;
  25011. a.next = b;
  25012. b.prev = a;
  25013. a2.next = an;
  25014. an.prev = a2;
  25015. b2.next = a2;
  25016. a2.prev = b2;
  25017. bp.next = b2;
  25018. b2.prev = bp;
  25019. return b2;
  25020. }
  25021. // create a node and optionally link it with previous one (in a circular doubly linked list)
  25022. function insertNode(i, x, y, last) {
  25023. const p = createNode(i, x, y);
  25024. if (!last) {
  25025. p.prev = p;
  25026. p.next = p;
  25027. } else {
  25028. p.next = last.next;
  25029. p.prev = last;
  25030. last.next.prev = p;
  25031. last.next = p;
  25032. }
  25033. return p;
  25034. }
  25035. function removeNode(p) {
  25036. p.next.prev = p.prev;
  25037. p.prev.next = p.next;
  25038. if (p.prevZ) p.prevZ.nextZ = p.nextZ;
  25039. if (p.nextZ) p.nextZ.prevZ = p.prevZ;
  25040. }
  25041. function createNode(i, x, y) {
  25042. return {
  25043. i, // vertex index in coordinates array
  25044. x, y, // vertex coordinates
  25045. prev: null, // previous and next vertex nodes in a polygon ring
  25046. next: null,
  25047. z: 0, // z-order curve value
  25048. prevZ: null, // previous and next nodes in z-order
  25049. nextZ: null,
  25050. steiner: false // indicates whether this is a steiner point
  25051. };
  25052. }
  25053. function signedArea(data, start, end, dim) {
  25054. let sum = 0;
  25055. for (let i = start, j = end - dim; i < end; i += dim) {
  25056. sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
  25057. j = i;
  25058. }
  25059. return sum;
  25060. }
  25061. /**
  25062. * An implementation of the earcut polygon triangulation algorithm.
  25063. * The code is a port of [mapbox/earcut](https://github.com/mapbox/earcut).
  25064. *
  25065. * @see https://github.com/mapbox/earcut
  25066. */
  25067. class Earcut {
  25068. /**
  25069. * Triangulates the given shape definition by returning an array of triangles.
  25070. *
  25071. * @param {Array<number>} data - An array with 2D points.
  25072. * @param {Array<number>} holeIndices - An array with indices defining holes.
  25073. * @param {number} [dim=2] - The number of coordinates per vertex in the input array.
  25074. * @return {Array<number>} An array representing the triangulated faces. Each face is defined by three consecutive numbers
  25075. * representing vertex indices.
  25076. */
  25077. static triangulate( data, holeIndices, dim = 2 ) {
  25078. return earcut( data, holeIndices, dim );
  25079. }
  25080. }
  25081. /**
  25082. * A class containing utility functions for shapes.
  25083. *
  25084. * @hideconstructor
  25085. */
  25086. class ShapeUtils {
  25087. /**
  25088. * Calculate area of a ( 2D ) contour polygon.
  25089. *
  25090. * @param {Array<Vector2>} contour - An array of 2D points.
  25091. * @return {number} The area.
  25092. */
  25093. static area( contour ) {
  25094. const n = contour.length;
  25095. let a = 0.0;
  25096. for ( let p = n - 1, q = 0; q < n; p = q ++ ) {
  25097. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  25098. }
  25099. return a * 0.5;
  25100. }
  25101. /**
  25102. * Returns `true` if the given contour uses a clockwise winding order.
  25103. *
  25104. * @param {Array<Vector2>} pts - An array of 2D points defining a polygon.
  25105. * @return {boolean} Whether the given contour uses a clockwise winding order or not.
  25106. */
  25107. static isClockWise( pts ) {
  25108. return ShapeUtils.area( pts ) < 0;
  25109. }
  25110. /**
  25111. * Triangulates the given shape definition.
  25112. *
  25113. * @param {Array<Vector2>} contour - An array of 2D points defining the contour.
  25114. * @param {Array<Array<Vector2>>} holes - An array that holds arrays of 2D points defining the holes.
  25115. * @return {Array<Array<number>>} An array that holds for each face definition an array with three indices.
  25116. */
  25117. static triangulateShape( contour, holes ) {
  25118. const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  25119. const holeIndices = []; // array of hole indices
  25120. const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  25121. removeDupEndPts( contour );
  25122. addContour( vertices, contour );
  25123. //
  25124. let holeIndex = contour.length;
  25125. holes.forEach( removeDupEndPts );
  25126. for ( let i = 0; i < holes.length; i ++ ) {
  25127. holeIndices.push( holeIndex );
  25128. holeIndex += holes[ i ].length;
  25129. addContour( vertices, holes[ i ] );
  25130. }
  25131. //
  25132. const triangles = Earcut.triangulate( vertices, holeIndices );
  25133. //
  25134. for ( let i = 0; i < triangles.length; i += 3 ) {
  25135. faces.push( triangles.slice( i, i + 3 ) );
  25136. }
  25137. return faces;
  25138. }
  25139. }
  25140. function removeDupEndPts( points ) {
  25141. const l = points.length;
  25142. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  25143. points.pop();
  25144. }
  25145. }
  25146. function addContour( vertices, contour ) {
  25147. for ( let i = 0; i < contour.length; i ++ ) {
  25148. vertices.push( contour[ i ].x );
  25149. vertices.push( contour[ i ].y );
  25150. }
  25151. }
  25152. /**
  25153. * Creates extruded geometry from a path shape.
  25154. *
  25155. * ```js
  25156. * const length = 12, width = 8;
  25157. *
  25158. * const shape = new THREE.Shape();
  25159. * shape.moveTo( 0,0 );
  25160. * shape.lineTo( 0, width );
  25161. * shape.lineTo( length, width );
  25162. * shape.lineTo( length, 0 );
  25163. * shape.lineTo( 0, 0 );
  25164. *
  25165. * const geometry = new THREE.ExtrudeGeometry( shape );
  25166. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  25167. * const mesh = new THREE.Mesh( geometry, material ) ;
  25168. * scene.add( mesh );
  25169. * ```
  25170. *
  25171. * @augments BufferGeometry
  25172. * @demo scenes/geometry-browser.html#ExtrudeGeometry
  25173. */
  25174. class ExtrudeGeometry extends BufferGeometry {
  25175. /**
  25176. * Constructs a new extrude geometry.
  25177. *
  25178. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  25179. * @param {ExtrudeGeometry~Options} [options] - The extrude settings.
  25180. */
  25181. 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 = {} ) {
  25182. super();
  25183. this.type = 'ExtrudeGeometry';
  25184. /**
  25185. * Holds the constructor parameters that have been
  25186. * used to generate the geometry. Any modification
  25187. * after instantiation does not change the geometry.
  25188. *
  25189. * @type {Object}
  25190. */
  25191. this.parameters = {
  25192. shapes: shapes,
  25193. options: options
  25194. };
  25195. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  25196. const scope = this;
  25197. const verticesArray = [];
  25198. const uvArray = [];
  25199. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  25200. const shape = shapes[ i ];
  25201. addShape( shape );
  25202. }
  25203. // build geometry
  25204. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  25205. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  25206. this.computeVertexNormals();
  25207. // functions
  25208. function addShape( shape ) {
  25209. const placeholder = [];
  25210. // options
  25211. const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  25212. const steps = options.steps !== undefined ? options.steps : 1;
  25213. const depth = options.depth !== undefined ? options.depth : 1;
  25214. let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  25215. let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;
  25216. let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;
  25217. let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  25218. let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  25219. const extrudePath = options.extrudePath;
  25220. const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  25221. //
  25222. let extrudePts, extrudeByPath = false;
  25223. let splineTube, binormal, normal, position2;
  25224. if ( extrudePath ) {
  25225. extrudePts = extrudePath.getSpacedPoints( steps );
  25226. extrudeByPath = true;
  25227. bevelEnabled = false; // bevels not supported for path extrusion
  25228. // SETUP TNB variables
  25229. const isClosed = extrudePath.isCatmullRomCurve3 ? extrudePath.closed : false;
  25230. splineTube = extrudePath.computeFrenetFrames( steps, isClosed );
  25231. // log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  25232. binormal = new Vector3();
  25233. normal = new Vector3();
  25234. position2 = new Vector3();
  25235. }
  25236. // Safeguards if bevels are not enabled
  25237. if ( ! bevelEnabled ) {
  25238. bevelSegments = 0;
  25239. bevelThickness = 0;
  25240. bevelSize = 0;
  25241. bevelOffset = 0;
  25242. }
  25243. // Variables initialization
  25244. const shapePoints = shape.extractPoints( curveSegments );
  25245. let vertices = shapePoints.shape;
  25246. const holes = shapePoints.holes;
  25247. const reverse = ! ShapeUtils.isClockWise( vertices );
  25248. if ( reverse ) {
  25249. vertices = vertices.reverse();
  25250. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  25251. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25252. const ahole = holes[ h ];
  25253. if ( ShapeUtils.isClockWise( ahole ) ) {
  25254. holes[ h ] = ahole.reverse();
  25255. }
  25256. }
  25257. }
  25258. /**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.
  25259. * @param {Array<Vector2>} points
  25260. */
  25261. function mergeOverlappingPoints( points ) {
  25262. const THRESHOLD = 1e-10;
  25263. const THRESHOLD_SQ = THRESHOLD * THRESHOLD;
  25264. let prevPos = points[ 0 ];
  25265. for ( let i = 1; i <= points.length; i ++ ) {
  25266. const currentIndex = i % points.length;
  25267. const currentPos = points[ currentIndex ];
  25268. const dx = currentPos.x - prevPos.x;
  25269. const dy = currentPos.y - prevPos.y;
  25270. const distSq = dx * dx + dy * dy;
  25271. const scalingFactorSqrt = Math.max(
  25272. Math.abs( currentPos.x ),
  25273. Math.abs( currentPos.y ),
  25274. Math.abs( prevPos.x ),
  25275. Math.abs( prevPos.y )
  25276. );
  25277. const thresholdSqScaled = THRESHOLD_SQ * scalingFactorSqrt * scalingFactorSqrt;
  25278. if ( distSq <= thresholdSqScaled ) {
  25279. points.splice( currentIndex, 1 );
  25280. i --;
  25281. continue;
  25282. }
  25283. prevPos = currentPos;
  25284. }
  25285. }
  25286. mergeOverlappingPoints( vertices );
  25287. holes.forEach( mergeOverlappingPoints );
  25288. const numHoles = holes.length;
  25289. /* Vertices */
  25290. const contour = vertices; // vertices has all points but contour has only points of circumference
  25291. for ( let h = 0; h < numHoles; h ++ ) {
  25292. const ahole = holes[ h ];
  25293. vertices = vertices.concat( ahole );
  25294. }
  25295. function scalePt2( pt, vec, size ) {
  25296. if ( ! vec ) error( 'ExtrudeGeometry: vec does not exist' );
  25297. return pt.clone().addScaledVector( vec, size );
  25298. }
  25299. const vlen = vertices.length;
  25300. // Find directions for point movement
  25301. function getBevelVec( inPt, inPrev, inNext ) {
  25302. // computes for inPt the corresponding point inPt' on a new contour
  25303. // shifted by 1 unit (length of normalized vector) to the left
  25304. // if we walk along contour clockwise, this new contour is outside the old one
  25305. //
  25306. // inPt' is the intersection of the two lines parallel to the two
  25307. // adjacent edges of inPt at a distance of 1 unit on the left side.
  25308. let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  25309. // good reading for geometry algorithms (here: line-line intersection)
  25310. // http://geomalgorithms.com/a05-_intersect-1.html
  25311. const v_prev_x = inPt.x - inPrev.x,
  25312. v_prev_y = inPt.y - inPrev.y;
  25313. const v_next_x = inNext.x - inPt.x,
  25314. v_next_y = inNext.y - inPt.y;
  25315. const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  25316. // check for collinear edges
  25317. const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  25318. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  25319. // not collinear
  25320. // length of vectors for normalizing
  25321. const v_prev_len = Math.sqrt( v_prev_lensq );
  25322. const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  25323. // shift adjacent points by unit vectors to the left
  25324. const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  25325. const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  25326. const ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  25327. const ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  25328. // scaling factor for v_prev to intersection point
  25329. const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  25330. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  25331. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  25332. // vector from inPt to intersection point
  25333. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  25334. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  25335. // Don't normalize!, otherwise sharp corners become ugly
  25336. // but prevent crazy spikes
  25337. const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  25338. if ( v_trans_lensq <= 2 ) {
  25339. return new Vector2( v_trans_x, v_trans_y );
  25340. } else {
  25341. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  25342. }
  25343. } else {
  25344. // handle special case of collinear edges
  25345. let direction_eq = false; // assumes: opposite
  25346. if ( v_prev_x > Number.EPSILON ) {
  25347. if ( v_next_x > Number.EPSILON ) {
  25348. direction_eq = true;
  25349. }
  25350. } else {
  25351. if ( v_prev_x < - Number.EPSILON ) {
  25352. if ( v_next_x < - Number.EPSILON ) {
  25353. direction_eq = true;
  25354. }
  25355. } else {
  25356. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  25357. direction_eq = true;
  25358. }
  25359. }
  25360. }
  25361. if ( direction_eq ) {
  25362. // log("Warning: lines are a straight sequence");
  25363. v_trans_x = - v_prev_y;
  25364. v_trans_y = v_prev_x;
  25365. shrink_by = Math.sqrt( v_prev_lensq );
  25366. } else {
  25367. // log("Warning: lines are a straight spike");
  25368. v_trans_x = v_prev_x;
  25369. v_trans_y = v_prev_y;
  25370. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  25371. }
  25372. }
  25373. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  25374. }
  25375. const contourMovements = [];
  25376. for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  25377. if ( j === il ) j = 0;
  25378. if ( k === il ) k = 0;
  25379. // (j)---(i)---(k)
  25380. // log('i,j,k', i, j , k)
  25381. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  25382. }
  25383. const holesMovements = [];
  25384. let oneHoleMovements, verticesMovements = contourMovements.concat();
  25385. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  25386. const ahole = holes[ h ];
  25387. oneHoleMovements = [];
  25388. for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  25389. if ( j === il ) j = 0;
  25390. if ( k === il ) k = 0;
  25391. // (j)---(i)---(k)
  25392. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  25393. }
  25394. holesMovements.push( oneHoleMovements );
  25395. verticesMovements = verticesMovements.concat( oneHoleMovements );
  25396. }
  25397. let faces;
  25398. if ( bevelSegments === 0 ) {
  25399. faces = ShapeUtils.triangulateShape( contour, holes );
  25400. } else {
  25401. const contractedContourVertices = [];
  25402. const expandedHoleVertices = [];
  25403. // Loop bevelSegments, 1 for the front, 1 for the back
  25404. for ( let b = 0; b < bevelSegments; b ++ ) {
  25405. //for ( b = bevelSegments; b > 0; b -- ) {
  25406. const t = b / bevelSegments;
  25407. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  25408. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  25409. // contract shape
  25410. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  25411. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  25412. v( vert.x, vert.y, - z );
  25413. if ( t === 0 ) contractedContourVertices.push( vert );
  25414. }
  25415. // expand holes
  25416. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  25417. const ahole = holes[ h ];
  25418. oneHoleMovements = holesMovements[ h ];
  25419. const oneHoleVertices = [];
  25420. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  25421. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  25422. v( vert.x, vert.y, - z );
  25423. if ( t === 0 ) oneHoleVertices.push( vert );
  25424. }
  25425. if ( t === 0 ) expandedHoleVertices.push( oneHoleVertices );
  25426. }
  25427. }
  25428. faces = ShapeUtils.triangulateShape( contractedContourVertices, expandedHoleVertices );
  25429. }
  25430. const flen = faces.length;
  25431. const bs = bevelSize + bevelOffset;
  25432. // Back facing vertices
  25433. for ( let i = 0; i < vlen; i ++ ) {
  25434. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  25435. if ( ! extrudeByPath ) {
  25436. v( vert.x, vert.y, 0 );
  25437. } else {
  25438. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  25439. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  25440. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  25441. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  25442. v( position2.x, position2.y, position2.z );
  25443. }
  25444. }
  25445. // Add stepped vertices...
  25446. // Including front facing vertices
  25447. for ( let s = 1; s <= steps; s ++ ) {
  25448. for ( let i = 0; i < vlen; i ++ ) {
  25449. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  25450. if ( ! extrudeByPath ) {
  25451. v( vert.x, vert.y, depth / steps * s );
  25452. } else {
  25453. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  25454. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  25455. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  25456. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  25457. v( position2.x, position2.y, position2.z );
  25458. }
  25459. }
  25460. }
  25461. // Add bevel segments planes
  25462. //for ( b = 1; b <= bevelSegments; b ++ ) {
  25463. for ( let b = bevelSegments - 1; b >= 0; b -- ) {
  25464. const t = b / bevelSegments;
  25465. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  25466. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  25467. // contract shape
  25468. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  25469. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  25470. v( vert.x, vert.y, depth + z );
  25471. }
  25472. // expand holes
  25473. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25474. const ahole = holes[ h ];
  25475. oneHoleMovements = holesMovements[ h ];
  25476. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  25477. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  25478. if ( ! extrudeByPath ) {
  25479. v( vert.x, vert.y, depth + z );
  25480. } else {
  25481. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  25482. }
  25483. }
  25484. }
  25485. }
  25486. /* Faces */
  25487. // Top and bottom faces
  25488. buildLidFaces();
  25489. // Sides faces
  25490. buildSideFaces();
  25491. ///// Internal functions
  25492. function buildLidFaces() {
  25493. const start = verticesArray.length / 3;
  25494. if ( bevelEnabled ) {
  25495. let layer = 0; // steps + 1
  25496. let offset = vlen * layer;
  25497. // Bottom faces
  25498. for ( let i = 0; i < flen; i ++ ) {
  25499. const face = faces[ i ];
  25500. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  25501. }
  25502. layer = steps + bevelSegments * 2;
  25503. offset = vlen * layer;
  25504. // Top faces
  25505. for ( let i = 0; i < flen; i ++ ) {
  25506. const face = faces[ i ];
  25507. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  25508. }
  25509. } else {
  25510. // Bottom faces
  25511. for ( let i = 0; i < flen; i ++ ) {
  25512. const face = faces[ i ];
  25513. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  25514. }
  25515. // Top faces
  25516. for ( let i = 0; i < flen; i ++ ) {
  25517. const face = faces[ i ];
  25518. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  25519. }
  25520. }
  25521. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  25522. }
  25523. // Create faces for the z-sides of the shape
  25524. function buildSideFaces() {
  25525. const start = verticesArray.length / 3;
  25526. let layeroffset = 0;
  25527. sidewalls( contour, layeroffset );
  25528. layeroffset += contour.length;
  25529. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25530. const ahole = holes[ h ];
  25531. sidewalls( ahole, layeroffset );
  25532. //, true
  25533. layeroffset += ahole.length;
  25534. }
  25535. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  25536. }
  25537. function sidewalls( contour, layeroffset ) {
  25538. let i = contour.length;
  25539. while ( -- i >= 0 ) {
  25540. const j = i;
  25541. let k = i - 1;
  25542. if ( k < 0 ) k = contour.length - 1;
  25543. //log('b', i,j, i-1, k,vertices.length);
  25544. for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  25545. const slen1 = vlen * s;
  25546. const slen2 = vlen * ( s + 1 );
  25547. const a = layeroffset + j + slen1,
  25548. b = layeroffset + k + slen1,
  25549. c = layeroffset + k + slen2,
  25550. d = layeroffset + j + slen2;
  25551. f4( a, b, c, d );
  25552. }
  25553. }
  25554. }
  25555. function v( x, y, z ) {
  25556. placeholder.push( x );
  25557. placeholder.push( y );
  25558. placeholder.push( z );
  25559. }
  25560. function f3( a, b, c ) {
  25561. addVertex( a );
  25562. addVertex( b );
  25563. addVertex( c );
  25564. const nextIndex = verticesArray.length / 3;
  25565. const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  25566. addUV( uvs[ 0 ] );
  25567. addUV( uvs[ 1 ] );
  25568. addUV( uvs[ 2 ] );
  25569. }
  25570. function f4( a, b, c, d ) {
  25571. addVertex( a );
  25572. addVertex( b );
  25573. addVertex( d );
  25574. addVertex( b );
  25575. addVertex( c );
  25576. addVertex( d );
  25577. const nextIndex = verticesArray.length / 3;
  25578. const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  25579. addUV( uvs[ 0 ] );
  25580. addUV( uvs[ 1 ] );
  25581. addUV( uvs[ 3 ] );
  25582. addUV( uvs[ 1 ] );
  25583. addUV( uvs[ 2 ] );
  25584. addUV( uvs[ 3 ] );
  25585. }
  25586. function addVertex( index ) {
  25587. verticesArray.push( placeholder[ index * 3 + 0 ] );
  25588. verticesArray.push( placeholder[ index * 3 + 1 ] );
  25589. verticesArray.push( placeholder[ index * 3 + 2 ] );
  25590. }
  25591. function addUV( vector2 ) {
  25592. uvArray.push( vector2.x );
  25593. uvArray.push( vector2.y );
  25594. }
  25595. }
  25596. }
  25597. copy( source ) {
  25598. super.copy( source );
  25599. this.parameters = Object.assign( {}, source.parameters );
  25600. return this;
  25601. }
  25602. toJSON() {
  25603. const data = super.toJSON();
  25604. const shapes = this.parameters.shapes;
  25605. const options = this.parameters.options;
  25606. return toJSON$1( shapes, options, data );
  25607. }
  25608. /**
  25609. * Factory method for creating an instance of this class from the given
  25610. * JSON object.
  25611. *
  25612. * @param {Object} data - A JSON object representing the serialized geometry.
  25613. * @param {Array<Shape>} shapes - An array of shapes.
  25614. * @return {ExtrudeGeometry} A new instance.
  25615. */
  25616. static fromJSON( data, shapes ) {
  25617. const geometryShapes = [];
  25618. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  25619. const shape = shapes[ data.shapes[ j ] ];
  25620. geometryShapes.push( shape );
  25621. }
  25622. const extrudePath = data.options.extrudePath;
  25623. if ( extrudePath !== undefined ) {
  25624. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  25625. }
  25626. return new ExtrudeGeometry( geometryShapes, data.options );
  25627. }
  25628. }
  25629. const WorldUVGenerator = {
  25630. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  25631. const a_x = vertices[ indexA * 3 ];
  25632. const a_y = vertices[ indexA * 3 + 1 ];
  25633. const b_x = vertices[ indexB * 3 ];
  25634. const b_y = vertices[ indexB * 3 + 1 ];
  25635. const c_x = vertices[ indexC * 3 ];
  25636. const c_y = vertices[ indexC * 3 + 1 ];
  25637. return [
  25638. new Vector2( a_x, a_y ),
  25639. new Vector2( b_x, b_y ),
  25640. new Vector2( c_x, c_y )
  25641. ];
  25642. },
  25643. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  25644. const a_x = vertices[ indexA * 3 ];
  25645. const a_y = vertices[ indexA * 3 + 1 ];
  25646. const a_z = vertices[ indexA * 3 + 2 ];
  25647. const b_x = vertices[ indexB * 3 ];
  25648. const b_y = vertices[ indexB * 3 + 1 ];
  25649. const b_z = vertices[ indexB * 3 + 2 ];
  25650. const c_x = vertices[ indexC * 3 ];
  25651. const c_y = vertices[ indexC * 3 + 1 ];
  25652. const c_z = vertices[ indexC * 3 + 2 ];
  25653. const d_x = vertices[ indexD * 3 ];
  25654. const d_y = vertices[ indexD * 3 + 1 ];
  25655. const d_z = vertices[ indexD * 3 + 2 ];
  25656. if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {
  25657. return [
  25658. new Vector2( a_x, 1 - a_z ),
  25659. new Vector2( b_x, 1 - b_z ),
  25660. new Vector2( c_x, 1 - c_z ),
  25661. new Vector2( d_x, 1 - d_z )
  25662. ];
  25663. } else {
  25664. return [
  25665. new Vector2( a_y, 1 - a_z ),
  25666. new Vector2( b_y, 1 - b_z ),
  25667. new Vector2( c_y, 1 - c_z ),
  25668. new Vector2( d_y, 1 - d_z )
  25669. ];
  25670. }
  25671. }
  25672. };
  25673. function toJSON$1( shapes, options, data ) {
  25674. data.shapes = [];
  25675. if ( Array.isArray( shapes ) ) {
  25676. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  25677. const shape = shapes[ i ];
  25678. data.shapes.push( shape.uuid );
  25679. }
  25680. } else {
  25681. data.shapes.push( shapes.uuid );
  25682. }
  25683. data.options = Object.assign( {}, options );
  25684. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  25685. return data;
  25686. }
  25687. /**
  25688. * A geometry class for representing an icosahedron.
  25689. *
  25690. * ```js
  25691. * const geometry = new THREE.IcosahedronGeometry();
  25692. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  25693. * const icosahedron = new THREE.Mesh( geometry, material );
  25694. * scene.add( icosahedron );
  25695. * ```
  25696. *
  25697. * @augments PolyhedronGeometry
  25698. * @demo scenes/geometry-browser.html#IcosahedronGeometry
  25699. */
  25700. class IcosahedronGeometry extends PolyhedronGeometry {
  25701. /**
  25702. * Constructs a new icosahedron geometry.
  25703. *
  25704. * @param {number} [radius=1] - Radius of the icosahedron.
  25705. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a icosahedron.
  25706. */
  25707. constructor( radius = 1, detail = 0 ) {
  25708. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  25709. const vertices = [
  25710. -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t, 0,
  25711. 0, -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t,
  25712. t, 0, -1, t, 0, 1, - t, 0, -1, - t, 0, 1
  25713. ];
  25714. const indices = [
  25715. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  25716. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  25717. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  25718. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  25719. ];
  25720. super( vertices, indices, radius, detail );
  25721. this.type = 'IcosahedronGeometry';
  25722. /**
  25723. * Holds the constructor parameters that have been
  25724. * used to generate the geometry. Any modification
  25725. * after instantiation does not change the geometry.
  25726. *
  25727. * @type {Object}
  25728. */
  25729. this.parameters = {
  25730. radius: radius,
  25731. detail: detail
  25732. };
  25733. }
  25734. /**
  25735. * Factory method for creating an instance of this class from the given
  25736. * JSON object.
  25737. *
  25738. * @param {Object} data - A JSON object representing the serialized geometry.
  25739. * @return {IcosahedronGeometry} A new instance.
  25740. */
  25741. static fromJSON( data ) {
  25742. return new IcosahedronGeometry( data.radius, data.detail );
  25743. }
  25744. }
  25745. /**
  25746. * Creates meshes with axial symmetry like vases. The lathe rotates around the Y axis.
  25747. *
  25748. * ```js
  25749. * const points = [];
  25750. * for ( let i = 0; i < 10; i ++ ) {
  25751. * points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * 10 + 5, ( i - 5 ) * 2 ) );
  25752. * }
  25753. * const geometry = new THREE.LatheGeometry( points );
  25754. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  25755. * const lathe = new THREE.Mesh( geometry, material );
  25756. * scene.add( lathe );
  25757. * ```
  25758. *
  25759. * @augments BufferGeometry
  25760. * @demo scenes/geometry-browser.html#LatheGeometry
  25761. */
  25762. class LatheGeometry extends BufferGeometry {
  25763. /**
  25764. * Constructs a new lathe geometry.
  25765. *
  25766. * @param {Array<Vector2|Vector3>} [points] - An array of points in 2D space. The x-coordinate of each point
  25767. * must be greater than zero.
  25768. * @param {number} [segments=12] - The number of circumference segments to generate.
  25769. * @param {number} [phiStart=0] - The starting angle in radians.
  25770. * @param {number} [phiLength=Math.PI*2] - The radian (0 to 2PI) range of the lathed section 2PI is a
  25771. * closed lathe, less than 2PI is a portion.
  25772. */
  25773. 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 ) {
  25774. super();
  25775. this.type = 'LatheGeometry';
  25776. /**
  25777. * Holds the constructor parameters that have been
  25778. * used to generate the geometry. Any modification
  25779. * after instantiation does not change the geometry.
  25780. *
  25781. * @type {Object}
  25782. */
  25783. this.parameters = {
  25784. points: points,
  25785. segments: segments,
  25786. phiStart: phiStart,
  25787. phiLength: phiLength
  25788. };
  25789. segments = Math.floor( segments );
  25790. // clamp phiLength so it's in range of [ 0, 2PI ]
  25791. phiLength = clamp( phiLength, 0, Math.PI * 2 );
  25792. // buffers
  25793. const indices = [];
  25794. const vertices = [];
  25795. const uvs = [];
  25796. const initNormals = [];
  25797. const normals = [];
  25798. // helper variables
  25799. const inverseSegments = 1.0 / segments;
  25800. const vertex = new Vector3();
  25801. const uv = new Vector2();
  25802. const normal = new Vector3();
  25803. const curNormal = new Vector3();
  25804. const prevNormal = new Vector3();
  25805. let dx = 0;
  25806. let dy = 0;
  25807. // pre-compute normals for initial "meridian"
  25808. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  25809. switch ( j ) {
  25810. case 0: // special handling for 1st vertex on path
  25811. dx = points[ j + 1 ].x - points[ j ].x;
  25812. dy = points[ j + 1 ].y - points[ j ].y;
  25813. normal.x = dy * 1.0;
  25814. normal.y = - dx;
  25815. normal.z = dy * 0.0;
  25816. prevNormal.copy( normal );
  25817. normal.normalize();
  25818. initNormals.push( normal.x, normal.y, normal.z );
  25819. break;
  25820. case ( points.length - 1 ): // special handling for last Vertex on path
  25821. initNormals.push( prevNormal.x, prevNormal.y, prevNormal.z );
  25822. break;
  25823. default: // default handling for all vertices in between
  25824. dx = points[ j + 1 ].x - points[ j ].x;
  25825. dy = points[ j + 1 ].y - points[ j ].y;
  25826. normal.x = dy * 1.0;
  25827. normal.y = - dx;
  25828. normal.z = dy * 0.0;
  25829. curNormal.copy( normal );
  25830. normal.x += prevNormal.x;
  25831. normal.y += prevNormal.y;
  25832. normal.z += prevNormal.z;
  25833. normal.normalize();
  25834. initNormals.push( normal.x, normal.y, normal.z );
  25835. prevNormal.copy( curNormal );
  25836. }
  25837. }
  25838. // generate vertices, uvs and normals
  25839. for ( let i = 0; i <= segments; i ++ ) {
  25840. const phi = phiStart + i * inverseSegments * phiLength;
  25841. const sin = Math.sin( phi );
  25842. const cos = Math.cos( phi );
  25843. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  25844. // vertex
  25845. vertex.x = points[ j ].x * sin;
  25846. vertex.y = points[ j ].y;
  25847. vertex.z = points[ j ].x * cos;
  25848. vertices.push( vertex.x, vertex.y, vertex.z );
  25849. // uv
  25850. uv.x = i / segments;
  25851. uv.y = j / ( points.length - 1 );
  25852. uvs.push( uv.x, uv.y );
  25853. // normal
  25854. const x = initNormals[ 3 * j + 0 ] * sin;
  25855. const y = initNormals[ 3 * j + 1 ];
  25856. const z = initNormals[ 3 * j + 0 ] * cos;
  25857. normals.push( x, y, z );
  25858. }
  25859. }
  25860. // indices
  25861. for ( let i = 0; i < segments; i ++ ) {
  25862. for ( let j = 0; j < ( points.length - 1 ); j ++ ) {
  25863. const base = j + i * points.length;
  25864. const a = base;
  25865. const b = base + points.length;
  25866. const c = base + points.length + 1;
  25867. const d = base + 1;
  25868. // faces
  25869. indices.push( a, b, d );
  25870. indices.push( c, d, b );
  25871. }
  25872. }
  25873. // build geometry
  25874. this.setIndex( indices );
  25875. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  25876. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  25877. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  25878. }
  25879. copy( source ) {
  25880. super.copy( source );
  25881. this.parameters = Object.assign( {}, source.parameters );
  25882. return this;
  25883. }
  25884. /**
  25885. * Factory method for creating an instance of this class from the given
  25886. * JSON object.
  25887. *
  25888. * @param {Object} data - A JSON object representing the serialized geometry.
  25889. * @return {LatheGeometry} A new instance.
  25890. */
  25891. static fromJSON( data ) {
  25892. return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );
  25893. }
  25894. }
  25895. /**
  25896. * A geometry class for representing an octahedron.
  25897. *
  25898. * ```js
  25899. * const geometry = new THREE.OctahedronGeometry();
  25900. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  25901. * const octahedron = new THREE.Mesh( geometry, material );
  25902. * scene.add( octahedron );
  25903. * ```
  25904. *
  25905. * @augments PolyhedronGeometry
  25906. * @demo scenes/geometry-browser.html#OctahedronGeometry
  25907. */
  25908. class OctahedronGeometry extends PolyhedronGeometry {
  25909. /**
  25910. * Constructs a new octahedron geometry.
  25911. *
  25912. * @param {number} [radius=1] - Radius of the octahedron.
  25913. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a octahedron.
  25914. */
  25915. constructor( radius = 1, detail = 0 ) {
  25916. const vertices = [
  25917. 1, 0, 0, -1, 0, 0, 0, 1, 0,
  25918. 0, -1, 0, 0, 0, 1, 0, 0, -1
  25919. ];
  25920. const indices = [
  25921. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  25922. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  25923. 1, 3, 4, 1, 4, 2
  25924. ];
  25925. super( vertices, indices, radius, detail );
  25926. this.type = 'OctahedronGeometry';
  25927. /**
  25928. * Holds the constructor parameters that have been
  25929. * used to generate the geometry. Any modification
  25930. * after instantiation does not change the geometry.
  25931. *
  25932. * @type {Object}
  25933. */
  25934. this.parameters = {
  25935. radius: radius,
  25936. detail: detail
  25937. };
  25938. }
  25939. /**
  25940. * Factory method for creating an instance of this class from the given
  25941. * JSON object.
  25942. *
  25943. * @param {Object} data - A JSON object representing the serialized geometry.
  25944. * @return {OctahedronGeometry} A new instance.
  25945. */
  25946. static fromJSON( data ) {
  25947. return new OctahedronGeometry( data.radius, data.detail );
  25948. }
  25949. }
  25950. /**
  25951. * A geometry class for representing a plane.
  25952. *
  25953. * ```js
  25954. * const geometry = new THREE.PlaneGeometry( 1, 1 );
  25955. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  25956. * const plane = new THREE.Mesh( geometry, material );
  25957. * scene.add( plane );
  25958. * ```
  25959. *
  25960. * @augments BufferGeometry
  25961. * @demo scenes/geometry-browser.html#PlaneGeometry
  25962. */
  25963. class PlaneGeometry extends BufferGeometry {
  25964. /**
  25965. * Constructs a new plane geometry.
  25966. *
  25967. * @param {number} [width=1] - The width along the X axis.
  25968. * @param {number} [height=1] - The height along the Y axis
  25969. * @param {number} [widthSegments=1] - The number of segments along the X axis.
  25970. * @param {number} [heightSegments=1] - The number of segments along the Y axis.
  25971. */
  25972. constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {
  25973. super();
  25974. this.type = 'PlaneGeometry';
  25975. /**
  25976. * Holds the constructor parameters that have been
  25977. * used to generate the geometry. Any modification
  25978. * after instantiation does not change the geometry.
  25979. *
  25980. * @type {Object}
  25981. */
  25982. this.parameters = {
  25983. width: width,
  25984. height: height,
  25985. widthSegments: widthSegments,
  25986. heightSegments: heightSegments
  25987. };
  25988. const width_half = width / 2;
  25989. const height_half = height / 2;
  25990. const gridX = Math.floor( widthSegments );
  25991. const gridY = Math.floor( heightSegments );
  25992. const gridX1 = gridX + 1;
  25993. const gridY1 = gridY + 1;
  25994. const segment_width = width / gridX;
  25995. const segment_height = height / gridY;
  25996. //
  25997. const indices = [];
  25998. const vertices = [];
  25999. const normals = [];
  26000. const uvs = [];
  26001. for ( let iy = 0; iy < gridY1; iy ++ ) {
  26002. const y = iy * segment_height - height_half;
  26003. for ( let ix = 0; ix < gridX1; ix ++ ) {
  26004. const x = ix * segment_width - width_half;
  26005. vertices.push( x, - y, 0 );
  26006. normals.push( 0, 0, 1 );
  26007. uvs.push( ix / gridX );
  26008. uvs.push( 1 - ( iy / gridY ) );
  26009. }
  26010. }
  26011. for ( let iy = 0; iy < gridY; iy ++ ) {
  26012. for ( let ix = 0; ix < gridX; ix ++ ) {
  26013. const a = ix + gridX1 * iy;
  26014. const b = ix + gridX1 * ( iy + 1 );
  26015. const c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  26016. const d = ( ix + 1 ) + gridX1 * iy;
  26017. indices.push( a, b, d );
  26018. indices.push( b, c, d );
  26019. }
  26020. }
  26021. this.setIndex( indices );
  26022. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26023. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26024. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26025. }
  26026. copy( source ) {
  26027. super.copy( source );
  26028. this.parameters = Object.assign( {}, source.parameters );
  26029. return this;
  26030. }
  26031. /**
  26032. * Factory method for creating an instance of this class from the given
  26033. * JSON object.
  26034. *
  26035. * @param {Object} data - A JSON object representing the serialized geometry.
  26036. * @return {PlaneGeometry} A new instance.
  26037. */
  26038. static fromJSON( data ) {
  26039. return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );
  26040. }
  26041. }
  26042. /**
  26043. * A class for generating a two-dimensional ring geometry.
  26044. *
  26045. * ```js
  26046. * const geometry = new THREE.RingGeometry( 1, 5, 32 );
  26047. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26048. * const mesh = new THREE.Mesh( geometry, material );
  26049. * scene.add( mesh );
  26050. * ```
  26051. *
  26052. * @augments BufferGeometry
  26053. * @demo scenes/geometry-browser.html#RingGeometry
  26054. */
  26055. class RingGeometry extends BufferGeometry {
  26056. /**
  26057. * Constructs a new ring geometry.
  26058. *
  26059. * @param {number} [innerRadius=0.5] - The inner radius of the ring.
  26060. * @param {number} [outerRadius=1] - The outer radius of the ring.
  26061. * @param {number} [thetaSegments=32] - Number of segments. A higher number means the ring will be more round. Minimum is `3`.
  26062. * @param {number} [phiSegments=1] - Number of segments per ring segment. Minimum is `1`.
  26063. * @param {number} [thetaStart=0] - Starting angle in radians.
  26064. * @param {number} [thetaLength=Math.PI*2] - Central angle in radians.
  26065. */
  26066. constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  26067. super();
  26068. this.type = 'RingGeometry';
  26069. /**
  26070. * Holds the constructor parameters that have been
  26071. * used to generate the geometry. Any modification
  26072. * after instantiation does not change the geometry.
  26073. *
  26074. * @type {Object}
  26075. */
  26076. this.parameters = {
  26077. innerRadius: innerRadius,
  26078. outerRadius: outerRadius,
  26079. thetaSegments: thetaSegments,
  26080. phiSegments: phiSegments,
  26081. thetaStart: thetaStart,
  26082. thetaLength: thetaLength
  26083. };
  26084. thetaSegments = Math.max( 3, thetaSegments );
  26085. phiSegments = Math.max( 1, phiSegments );
  26086. // buffers
  26087. const indices = [];
  26088. const vertices = [];
  26089. const normals = [];
  26090. const uvs = [];
  26091. // some helper variables
  26092. let radius = innerRadius;
  26093. const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  26094. const vertex = new Vector3();
  26095. const uv = new Vector2();
  26096. // generate vertices, normals and uvs
  26097. for ( let j = 0; j <= phiSegments; j ++ ) {
  26098. for ( let i = 0; i <= thetaSegments; i ++ ) {
  26099. // values are generate from the inside of the ring to the outside
  26100. const segment = thetaStart + i / thetaSegments * thetaLength;
  26101. // vertex
  26102. vertex.x = radius * Math.cos( segment );
  26103. vertex.y = radius * Math.sin( segment );
  26104. vertices.push( vertex.x, vertex.y, vertex.z );
  26105. // normal
  26106. normals.push( 0, 0, 1 );
  26107. // uv
  26108. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  26109. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  26110. uvs.push( uv.x, uv.y );
  26111. }
  26112. // increase the radius for next row of vertices
  26113. radius += radiusStep;
  26114. }
  26115. // indices
  26116. for ( let j = 0; j < phiSegments; j ++ ) {
  26117. const thetaSegmentLevel = j * ( thetaSegments + 1 );
  26118. for ( let i = 0; i < thetaSegments; i ++ ) {
  26119. const segment = i + thetaSegmentLevel;
  26120. const a = segment;
  26121. const b = segment + thetaSegments + 1;
  26122. const c = segment + thetaSegments + 2;
  26123. const d = segment + 1;
  26124. // faces
  26125. indices.push( a, b, d );
  26126. indices.push( b, c, d );
  26127. }
  26128. }
  26129. // build geometry
  26130. this.setIndex( indices );
  26131. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26132. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26133. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26134. }
  26135. copy( source ) {
  26136. super.copy( source );
  26137. this.parameters = Object.assign( {}, source.parameters );
  26138. return this;
  26139. }
  26140. /**
  26141. * Factory method for creating an instance of this class from the given
  26142. * JSON object.
  26143. *
  26144. * @param {Object} data - A JSON object representing the serialized geometry.
  26145. * @return {RingGeometry} A new instance.
  26146. */
  26147. static fromJSON( data ) {
  26148. return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );
  26149. }
  26150. }
  26151. /**
  26152. * Creates an one-sided polygonal geometry from one or more path shapes.
  26153. *
  26154. * ```js
  26155. * const arcShape = new THREE.Shape()
  26156. * .moveTo( 5, 1 )
  26157. * .absarc( 1, 1, 4, 0, Math.PI * 2, false );
  26158. *
  26159. * const geometry = new THREE.ShapeGeometry( arcShape );
  26160. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00, side: THREE.DoubleSide } );
  26161. * const mesh = new THREE.Mesh( geometry, material ) ;
  26162. * scene.add( mesh );
  26163. * ```
  26164. *
  26165. * @augments BufferGeometry
  26166. * @demo scenes/geometry-browser.html#ShapeGeometry
  26167. */
  26168. class ShapeGeometry extends BufferGeometry {
  26169. /**
  26170. * Constructs a new shape geometry.
  26171. *
  26172. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  26173. * @param {number} [curveSegments=12] - Number of segments per shape.
  26174. */
  26175. constructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( -0.5, -0.5 ), new Vector2( 0.5, -0.5 ) ] ), curveSegments = 12 ) {
  26176. super();
  26177. this.type = 'ShapeGeometry';
  26178. /**
  26179. * Holds the constructor parameters that have been
  26180. * used to generate the geometry. Any modification
  26181. * after instantiation does not change the geometry.
  26182. *
  26183. * @type {Object}
  26184. */
  26185. this.parameters = {
  26186. shapes: shapes,
  26187. curveSegments: curveSegments
  26188. };
  26189. // buffers
  26190. const indices = [];
  26191. const vertices = [];
  26192. const normals = [];
  26193. const uvs = [];
  26194. // helper variables
  26195. let groupStart = 0;
  26196. let groupCount = 0;
  26197. // allow single and array values for "shapes" parameter
  26198. if ( Array.isArray( shapes ) === false ) {
  26199. addShape( shapes );
  26200. } else {
  26201. for ( let i = 0; i < shapes.length; i ++ ) {
  26202. addShape( shapes[ i ] );
  26203. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  26204. groupStart += groupCount;
  26205. groupCount = 0;
  26206. }
  26207. }
  26208. // build geometry
  26209. this.setIndex( indices );
  26210. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26211. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26212. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26213. // helper functions
  26214. function addShape( shape ) {
  26215. const indexOffset = vertices.length / 3;
  26216. const points = shape.extractPoints( curveSegments );
  26217. let shapeVertices = points.shape;
  26218. const shapeHoles = points.holes;
  26219. // check direction of vertices
  26220. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  26221. shapeVertices = shapeVertices.reverse();
  26222. }
  26223. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26224. const shapeHole = shapeHoles[ i ];
  26225. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  26226. shapeHoles[ i ] = shapeHole.reverse();
  26227. }
  26228. }
  26229. const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  26230. // join vertices of inner and outer paths to a single array
  26231. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26232. const shapeHole = shapeHoles[ i ];
  26233. shapeVertices = shapeVertices.concat( shapeHole );
  26234. }
  26235. // vertices, normals, uvs
  26236. for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {
  26237. const vertex = shapeVertices[ i ];
  26238. vertices.push( vertex.x, vertex.y, 0 );
  26239. normals.push( 0, 0, 1 );
  26240. uvs.push( vertex.x, vertex.y ); // world uvs
  26241. }
  26242. // indices
  26243. for ( let i = 0, l = faces.length; i < l; i ++ ) {
  26244. const face = faces[ i ];
  26245. const a = face[ 0 ] + indexOffset;
  26246. const b = face[ 1 ] + indexOffset;
  26247. const c = face[ 2 ] + indexOffset;
  26248. indices.push( a, b, c );
  26249. groupCount += 3;
  26250. }
  26251. }
  26252. }
  26253. copy( source ) {
  26254. super.copy( source );
  26255. this.parameters = Object.assign( {}, source.parameters );
  26256. return this;
  26257. }
  26258. toJSON() {
  26259. const data = super.toJSON();
  26260. const shapes = this.parameters.shapes;
  26261. return toJSON( shapes, data );
  26262. }
  26263. /**
  26264. * Factory method for creating an instance of this class from the given
  26265. * JSON object.
  26266. *
  26267. * @param {Object} data - A JSON object representing the serialized geometry.
  26268. * @param {Array<Shape>} shapes - An array of shapes.
  26269. * @return {ShapeGeometry} A new instance.
  26270. */
  26271. static fromJSON( data, shapes ) {
  26272. const geometryShapes = [];
  26273. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  26274. const shape = shapes[ data.shapes[ j ] ];
  26275. geometryShapes.push( shape );
  26276. }
  26277. return new ShapeGeometry( geometryShapes, data.curveSegments );
  26278. }
  26279. }
  26280. function toJSON( shapes, data ) {
  26281. data.shapes = [];
  26282. if ( Array.isArray( shapes ) ) {
  26283. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  26284. const shape = shapes[ i ];
  26285. data.shapes.push( shape.uuid );
  26286. }
  26287. } else {
  26288. data.shapes.push( shapes.uuid );
  26289. }
  26290. return data;
  26291. }
  26292. /**
  26293. * A class for generating a sphere geometry.
  26294. *
  26295. * ```js
  26296. * const geometry = new THREE.SphereGeometry( 15, 32, 16 );
  26297. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26298. * const sphere = new THREE.Mesh( geometry, material );
  26299. * scene.add( sphere );
  26300. * ```
  26301. *
  26302. * @augments BufferGeometry
  26303. * @demo scenes/geometry-browser.html#SphereGeometry
  26304. */
  26305. class SphereGeometry extends BufferGeometry {
  26306. /**
  26307. * Constructs a new sphere geometry.
  26308. *
  26309. * @param {number} [radius=1] - The sphere radius.
  26310. * @param {number} [widthSegments=32] - The number of horizontal segments. Minimum value is `3`.
  26311. * @param {number} [heightSegments=16] - The number of vertical segments. Minimum value is `2`.
  26312. * @param {number} [phiStart=0] - The horizontal starting angle in radians.
  26313. * @param {number} [phiLength=Math.PI*2] - The horizontal sweep angle size.
  26314. * @param {number} [thetaStart=0] - The vertical starting angle in radians.
  26315. * @param {number} [thetaLength=Math.PI] - The vertical sweep angle size.
  26316. */
  26317. constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {
  26318. super();
  26319. this.type = 'SphereGeometry';
  26320. /**
  26321. * Holds the constructor parameters that have been
  26322. * used to generate the geometry. Any modification
  26323. * after instantiation does not change the geometry.
  26324. *
  26325. * @type {Object}
  26326. */
  26327. this.parameters = {
  26328. radius: radius,
  26329. widthSegments: widthSegments,
  26330. heightSegments: heightSegments,
  26331. phiStart: phiStart,
  26332. phiLength: phiLength,
  26333. thetaStart: thetaStart,
  26334. thetaLength: thetaLength
  26335. };
  26336. widthSegments = Math.max( 3, Math.floor( widthSegments ) );
  26337. heightSegments = Math.max( 2, Math.floor( heightSegments ) );
  26338. const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  26339. let index = 0;
  26340. const grid = [];
  26341. const vertex = new Vector3();
  26342. const normal = new Vector3();
  26343. // buffers
  26344. const indices = [];
  26345. const vertices = [];
  26346. const normals = [];
  26347. const uvs = [];
  26348. // generate vertices, normals and uvs
  26349. for ( let iy = 0; iy <= heightSegments; iy ++ ) {
  26350. const verticesRow = [];
  26351. const v = iy / heightSegments;
  26352. // special case for the poles
  26353. let uOffset = 0;
  26354. if ( iy === 0 && thetaStart === 0 ) {
  26355. uOffset = 0.5 / widthSegments;
  26356. } else if ( iy === heightSegments && thetaEnd === Math.PI ) {
  26357. uOffset = -0.5 / widthSegments;
  26358. }
  26359. for ( let ix = 0; ix <= widthSegments; ix ++ ) {
  26360. const u = ix / widthSegments;
  26361. // vertex
  26362. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  26363. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  26364. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  26365. vertices.push( vertex.x, vertex.y, vertex.z );
  26366. // normal
  26367. normal.copy( vertex ).normalize();
  26368. normals.push( normal.x, normal.y, normal.z );
  26369. // uv
  26370. uvs.push( u + uOffset, 1 - v );
  26371. verticesRow.push( index ++ );
  26372. }
  26373. grid.push( verticesRow );
  26374. }
  26375. // indices
  26376. for ( let iy = 0; iy < heightSegments; iy ++ ) {
  26377. for ( let ix = 0; ix < widthSegments; ix ++ ) {
  26378. const a = grid[ iy ][ ix + 1 ];
  26379. const b = grid[ iy ][ ix ];
  26380. const c = grid[ iy + 1 ][ ix ];
  26381. const d = grid[ iy + 1 ][ ix + 1 ];
  26382. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  26383. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  26384. }
  26385. }
  26386. // build geometry
  26387. this.setIndex( indices );
  26388. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26389. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26390. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26391. }
  26392. copy( source ) {
  26393. super.copy( source );
  26394. this.parameters = Object.assign( {}, source.parameters );
  26395. return this;
  26396. }
  26397. /**
  26398. * Factory method for creating an instance of this class from the given
  26399. * JSON object.
  26400. *
  26401. * @param {Object} data - A JSON object representing the serialized geometry.
  26402. * @return {SphereGeometry} A new instance.
  26403. */
  26404. static fromJSON( data ) {
  26405. return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );
  26406. }
  26407. }
  26408. /**
  26409. * A geometry class for representing an tetrahedron.
  26410. *
  26411. * ```js
  26412. * const geometry = new THREE.TetrahedronGeometry();
  26413. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26414. * const tetrahedron = new THREE.Mesh( geometry, material );
  26415. * scene.add( tetrahedron );
  26416. * ```
  26417. *
  26418. * @augments PolyhedronGeometry
  26419. * @demo scenes/geometry-browser.html#TetrahedronGeometry
  26420. */
  26421. class TetrahedronGeometry extends PolyhedronGeometry {
  26422. /**
  26423. * Constructs a new tetrahedron geometry.
  26424. *
  26425. * @param {number} [radius=1] - Radius of the tetrahedron.
  26426. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a tetrahedron.
  26427. */
  26428. constructor( radius = 1, detail = 0 ) {
  26429. const vertices = [
  26430. 1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1
  26431. ];
  26432. const indices = [
  26433. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  26434. ];
  26435. super( vertices, indices, radius, detail );
  26436. this.type = 'TetrahedronGeometry';
  26437. /**
  26438. * Holds the constructor parameters that have been
  26439. * used to generate the geometry. Any modification
  26440. * after instantiation does not change the geometry.
  26441. *
  26442. * @type {Object}
  26443. */
  26444. this.parameters = {
  26445. radius: radius,
  26446. detail: detail
  26447. };
  26448. }
  26449. /**
  26450. * Factory method for creating an instance of this class from the given
  26451. * JSON object.
  26452. *
  26453. * @param {Object} data - A JSON object representing the serialized geometry.
  26454. * @return {TetrahedronGeometry} A new instance.
  26455. */
  26456. static fromJSON( data ) {
  26457. return new TetrahedronGeometry( data.radius, data.detail );
  26458. }
  26459. }
  26460. /**
  26461. * A geometry class for representing an torus.
  26462. *
  26463. * ```js
  26464. * const geometry = new THREE.TorusGeometry( 10, 3, 16, 100 );
  26465. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26466. * const torus = new THREE.Mesh( geometry, material );
  26467. * scene.add( torus );
  26468. * ```
  26469. *
  26470. * @augments BufferGeometry
  26471. * @demo scenes/geometry-browser.html#TorusGeometry
  26472. */
  26473. class TorusGeometry extends BufferGeometry {
  26474. /**
  26475. * Constructs a new torus geometry.
  26476. *
  26477. * @param {number} [radius=1] - Radius of the torus, from the center of the torus to the center of the tube.
  26478. * @param {number} [tube=0.4] - Radius of the tube. Must be smaller than `radius`.
  26479. * @param {number} [radialSegments=12] - The number of radial segments.
  26480. * @param {number} [tubularSegments=48] - The number of tubular segments.
  26481. * @param {number} [arc=Math.PI*2] - Central angle in radians.
  26482. * @param {number} [thetaStart=0] - Start of the tubular sweep in radians.
  26483. * @param {number} [thetaLength=Math.PI*2] - Length of the tubular sweep in radians.
  26484. */
  26485. constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  26486. super();
  26487. this.type = 'TorusGeometry';
  26488. /**
  26489. * Holds the constructor parameters that have been
  26490. * used to generate the geometry. Any modification
  26491. * after instantiation does not change the geometry.
  26492. *
  26493. * @type {Object}
  26494. */
  26495. this.parameters = {
  26496. radius: radius,
  26497. tube: tube,
  26498. radialSegments: radialSegments,
  26499. tubularSegments: tubularSegments,
  26500. arc: arc,
  26501. thetaStart: thetaStart,
  26502. thetaLength: thetaLength,
  26503. };
  26504. radialSegments = Math.floor( radialSegments );
  26505. tubularSegments = Math.floor( tubularSegments );
  26506. // buffers
  26507. const indices = [];
  26508. const vertices = [];
  26509. const normals = [];
  26510. const uvs = [];
  26511. // helper variables
  26512. const center = new Vector3();
  26513. const vertex = new Vector3();
  26514. const normal = new Vector3();
  26515. // generate vertices, normals and uvs
  26516. for ( let j = 0; j <= radialSegments; j ++ ) {
  26517. const v = thetaStart + ( j / radialSegments ) * thetaLength;
  26518. for ( let i = 0; i <= tubularSegments; i ++ ) {
  26519. const u = i / tubularSegments * arc;
  26520. // vertex
  26521. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  26522. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  26523. vertex.z = tube * Math.sin( v );
  26524. vertices.push( vertex.x, vertex.y, vertex.z );
  26525. // normal
  26526. center.x = radius * Math.cos( u );
  26527. center.y = radius * Math.sin( u );
  26528. normal.subVectors( vertex, center ).normalize();
  26529. normals.push( normal.x, normal.y, normal.z );
  26530. // uv
  26531. uvs.push( i / tubularSegments );
  26532. uvs.push( j / radialSegments );
  26533. }
  26534. }
  26535. // generate indices
  26536. for ( let j = 1; j <= radialSegments; j ++ ) {
  26537. for ( let i = 1; i <= tubularSegments; i ++ ) {
  26538. // indices
  26539. const a = ( tubularSegments + 1 ) * j + i - 1;
  26540. const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  26541. const c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  26542. const d = ( tubularSegments + 1 ) * j + i;
  26543. // faces
  26544. indices.push( a, b, d );
  26545. indices.push( b, c, d );
  26546. }
  26547. }
  26548. // build geometry
  26549. this.setIndex( indices );
  26550. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26551. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26552. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26553. }
  26554. copy( source ) {
  26555. super.copy( source );
  26556. this.parameters = Object.assign( {}, source.parameters );
  26557. return this;
  26558. }
  26559. /**
  26560. * Factory method for creating an instance of this class from the given
  26561. * JSON object.
  26562. *
  26563. * @param {Object} data - A JSON object representing the serialized geometry.
  26564. * @return {TorusGeometry} A new instance.
  26565. */
  26566. static fromJSON( data ) {
  26567. return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );
  26568. }
  26569. }
  26570. /**
  26571. * Creates a torus knot, the particular shape of which is defined by a pair
  26572. * of coprime integers, p and q. If p and q are not coprime, the result will
  26573. * be a torus link.
  26574. *
  26575. * ```js
  26576. * const geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 );
  26577. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26578. * const torusKnot = new THREE.Mesh( geometry, material );
  26579. * scene.add( torusKnot );
  26580. * ```
  26581. *
  26582. * @augments BufferGeometry
  26583. * @demo scenes/geometry-browser.html#TorusKnotGeometry
  26584. */
  26585. class TorusKnotGeometry extends BufferGeometry {
  26586. /**
  26587. * Constructs a new torus knot geometry.
  26588. *
  26589. * @param {number} [radius=1] - Radius of the torus knot.
  26590. * @param {number} [tube=0.4] - Radius of the tube.
  26591. * @param {number} [tubularSegments=64] - The number of tubular segments.
  26592. * @param {number} [radialSegments=8] - The number of radial segments.
  26593. * @param {number} [p=2] - This value determines, how many times the geometry winds around its axis of rotational symmetry.
  26594. * @param {number} [q=3] - This value determines, how many times the geometry winds around a circle in the interior of the torus.
  26595. */
  26596. constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {
  26597. super();
  26598. this.type = 'TorusKnotGeometry';
  26599. /**
  26600. * Holds the constructor parameters that have been
  26601. * used to generate the geometry. Any modification
  26602. * after instantiation does not change the geometry.
  26603. *
  26604. * @type {Object}
  26605. */
  26606. this.parameters = {
  26607. radius: radius,
  26608. tube: tube,
  26609. tubularSegments: tubularSegments,
  26610. radialSegments: radialSegments,
  26611. p: p,
  26612. q: q
  26613. };
  26614. tubularSegments = Math.floor( tubularSegments );
  26615. radialSegments = Math.floor( radialSegments );
  26616. // buffers
  26617. const indices = [];
  26618. const vertices = [];
  26619. const normals = [];
  26620. const uvs = [];
  26621. // helper variables
  26622. const vertex = new Vector3();
  26623. const normal = new Vector3();
  26624. const P1 = new Vector3();
  26625. const P2 = new Vector3();
  26626. const B = new Vector3();
  26627. const T = new Vector3();
  26628. const N = new Vector3();
  26629. // generate vertices, normals and uvs
  26630. for ( let i = 0; i <= tubularSegments; ++ i ) {
  26631. // the radian "u" is used to calculate the position on the torus curve of the current tubular segment
  26632. const u = i / tubularSegments * p * Math.PI * 2;
  26633. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  26634. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  26635. calculatePositionOnCurve( u, p, q, radius, P1 );
  26636. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  26637. // calculate orthonormal basis
  26638. T.subVectors( P2, P1 );
  26639. N.addVectors( P2, P1 );
  26640. B.crossVectors( T, N );
  26641. N.crossVectors( B, T );
  26642. // normalize B, N. T can be ignored, we don't use it
  26643. B.normalize();
  26644. N.normalize();
  26645. for ( let j = 0; j <= radialSegments; ++ j ) {
  26646. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  26647. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  26648. const v = j / radialSegments * Math.PI * 2;
  26649. const cx = - tube * Math.cos( v );
  26650. const cy = tube * Math.sin( v );
  26651. // now calculate the final vertex position.
  26652. // first we orient the extrusion with our basis vectors, then we add it to the current position on the curve
  26653. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  26654. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  26655. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  26656. vertices.push( vertex.x, vertex.y, vertex.z );
  26657. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  26658. normal.subVectors( vertex, P1 ).normalize();
  26659. normals.push( normal.x, normal.y, normal.z );
  26660. // uv
  26661. uvs.push( i / tubularSegments );
  26662. uvs.push( j / radialSegments );
  26663. }
  26664. }
  26665. // generate indices
  26666. for ( let j = 1; j <= tubularSegments; j ++ ) {
  26667. for ( let i = 1; i <= radialSegments; i ++ ) {
  26668. // indices
  26669. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  26670. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  26671. const c = ( radialSegments + 1 ) * j + i;
  26672. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  26673. // faces
  26674. indices.push( a, b, d );
  26675. indices.push( b, c, d );
  26676. }
  26677. }
  26678. // build geometry
  26679. this.setIndex( indices );
  26680. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26681. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26682. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26683. // this function calculates the current position on the torus curve
  26684. function calculatePositionOnCurve( u, p, q, radius, position ) {
  26685. const cu = Math.cos( u );
  26686. const su = Math.sin( u );
  26687. const quOverP = q / p * u;
  26688. const cs = Math.cos( quOverP );
  26689. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  26690. position.y = radius * ( 2 + cs ) * su * 0.5;
  26691. position.z = radius * Math.sin( quOverP ) * 0.5;
  26692. }
  26693. }
  26694. copy( source ) {
  26695. super.copy( source );
  26696. this.parameters = Object.assign( {}, source.parameters );
  26697. return this;
  26698. }
  26699. /**
  26700. * Factory method for creating an instance of this class from the given
  26701. * JSON object.
  26702. *
  26703. * @param {Object} data - A JSON object representing the serialized geometry.
  26704. * @return {TorusKnotGeometry} A new instance.
  26705. */
  26706. static fromJSON( data ) {
  26707. return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );
  26708. }
  26709. }
  26710. /**
  26711. * Creates a tube that extrudes along a 3D curve.
  26712. *
  26713. * ```js
  26714. * class CustomSinCurve extends THREE.Curve {
  26715. *
  26716. * getPoint( t, optionalTarget = new THREE.Vector3() ) {
  26717. *
  26718. * const tx = t * 3 - 1.5;
  26719. * const ty = Math.sin( 2 * Math.PI * t );
  26720. * const tz = 0;
  26721. *
  26722. * return optionalTarget.set( tx, ty, tz );
  26723. * }
  26724. *
  26725. * }
  26726. *
  26727. * const path = new CustomSinCurve( 10 );
  26728. * const geometry = new THREE.TubeGeometry( path, 20, 2, 8, false );
  26729. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  26730. * const mesh = new THREE.Mesh( geometry, material );
  26731. * scene.add( mesh );
  26732. * ```
  26733. *
  26734. * @augments BufferGeometry
  26735. * @demo scenes/geometry-browser.html#TubeGeometry
  26736. */
  26737. class TubeGeometry extends BufferGeometry {
  26738. /**
  26739. * Constructs a new tube geometry.
  26740. *
  26741. * @param {Curve} [path=QuadraticBezierCurve3] - A 3D curve defining the path of the tube.
  26742. * @param {number} [tubularSegments=64] - The number of segments that make up the tube.
  26743. * @param {number} [radius=1] -The radius of the tube.
  26744. * @param {number} [radialSegments=8] - The number of segments that make up the cross-section.
  26745. * @param {boolean} [closed=false] - Whether the tube is closed or not.
  26746. */
  26747. 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 ) {
  26748. super();
  26749. this.type = 'TubeGeometry';
  26750. /**
  26751. * Holds the constructor parameters that have been
  26752. * used to generate the geometry. Any modification
  26753. * after instantiation does not change the geometry.
  26754. *
  26755. * @type {Object}
  26756. */
  26757. this.parameters = {
  26758. path: path,
  26759. tubularSegments: tubularSegments,
  26760. radius: radius,
  26761. radialSegments: radialSegments,
  26762. closed: closed
  26763. };
  26764. const frames = path.computeFrenetFrames( tubularSegments, closed );
  26765. // expose internals
  26766. this.tangents = frames.tangents;
  26767. this.normals = frames.normals;
  26768. this.binormals = frames.binormals;
  26769. // helper variables
  26770. const vertex = new Vector3();
  26771. const normal = new Vector3();
  26772. const uv = new Vector2();
  26773. let P = new Vector3();
  26774. // buffer
  26775. const vertices = [];
  26776. const normals = [];
  26777. const uvs = [];
  26778. const indices = [];
  26779. // create buffer data
  26780. generateBufferData();
  26781. // build geometry
  26782. this.setIndex( indices );
  26783. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26784. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26785. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26786. // functions
  26787. function generateBufferData() {
  26788. for ( let i = 0; i < tubularSegments; i ++ ) {
  26789. generateSegment( i );
  26790. }
  26791. // if the geometry is not closed, generate the last row of vertices and normals
  26792. // at the regular position on the given path
  26793. //
  26794. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  26795. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  26796. // uvs are generated in a separate function.
  26797. // this makes it easy compute correct values for closed geometries
  26798. generateUVs();
  26799. // finally create faces
  26800. generateIndices();
  26801. }
  26802. function generateSegment( i ) {
  26803. // we use getPointAt to sample evenly distributed points from the given path
  26804. P = path.getPointAt( i / tubularSegments, P );
  26805. // retrieve corresponding normal and binormal
  26806. const N = frames.normals[ i ];
  26807. const B = frames.binormals[ i ];
  26808. // generate normals and vertices for the current segment
  26809. for ( let j = 0; j <= radialSegments; j ++ ) {
  26810. const v = j / radialSegments * Math.PI * 2;
  26811. const sin = Math.sin( v );
  26812. const cos = - Math.cos( v );
  26813. // normal
  26814. normal.x = ( cos * N.x + sin * B.x );
  26815. normal.y = ( cos * N.y + sin * B.y );
  26816. normal.z = ( cos * N.z + sin * B.z );
  26817. normal.normalize();
  26818. normals.push( normal.x, normal.y, normal.z );
  26819. // vertex
  26820. vertex.x = P.x + radius * normal.x;
  26821. vertex.y = P.y + radius * normal.y;
  26822. vertex.z = P.z + radius * normal.z;
  26823. vertices.push( vertex.x, vertex.y, vertex.z );
  26824. }
  26825. }
  26826. function generateIndices() {
  26827. for ( let j = 1; j <= tubularSegments; j ++ ) {
  26828. for ( let i = 1; i <= radialSegments; i ++ ) {
  26829. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  26830. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  26831. const c = ( radialSegments + 1 ) * j + i;
  26832. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  26833. // faces
  26834. indices.push( a, b, d );
  26835. indices.push( b, c, d );
  26836. }
  26837. }
  26838. }
  26839. function generateUVs() {
  26840. for ( let i = 0; i <= tubularSegments; i ++ ) {
  26841. for ( let j = 0; j <= radialSegments; j ++ ) {
  26842. uv.x = i / tubularSegments;
  26843. uv.y = j / radialSegments;
  26844. uvs.push( uv.x, uv.y );
  26845. }
  26846. }
  26847. }
  26848. }
  26849. copy( source ) {
  26850. super.copy( source );
  26851. this.parameters = Object.assign( {}, source.parameters );
  26852. return this;
  26853. }
  26854. toJSON() {
  26855. const data = super.toJSON();
  26856. data.path = this.parameters.path.toJSON();
  26857. return data;
  26858. }
  26859. /**
  26860. * Factory method for creating an instance of this class from the given
  26861. * JSON object.
  26862. *
  26863. * @param {Object} data - A JSON object representing the serialized geometry.
  26864. * @return {TubeGeometry} A new instance.
  26865. */
  26866. static fromJSON( data ) {
  26867. // This only works for built-in curves (e.g. CatmullRomCurve3).
  26868. // User defined curves or instances of CurvePath will not be deserialized.
  26869. return new TubeGeometry(
  26870. new Curves[ data.path.type ]().fromJSON( data.path ),
  26871. data.tubularSegments,
  26872. data.radius,
  26873. data.radialSegments,
  26874. data.closed
  26875. );
  26876. }
  26877. }
  26878. /**
  26879. * Can be used as a helper object to visualize a geometry as a wireframe.
  26880. *
  26881. * ```js
  26882. * const geometry = new THREE.SphereGeometry();
  26883. *
  26884. * const wireframe = new THREE.WireframeGeometry( geometry );
  26885. *
  26886. * const line = new THREE.LineSegments( wireframe );
  26887. * line.material.depthWrite = false;
  26888. * line.material.opacity = 0.25;
  26889. * line.material.transparent = true;
  26890. *
  26891. * scene.add( line );
  26892. * ```
  26893. *
  26894. * Note: It is not yet possible to serialize/deserialize instances of this class.
  26895. *
  26896. * @augments BufferGeometry
  26897. */
  26898. class WireframeGeometry extends BufferGeometry {
  26899. /**
  26900. * Constructs a new wireframe geometry.
  26901. *
  26902. * @param {?BufferGeometry} [geometry=null] - The geometry.
  26903. */
  26904. constructor( geometry = null ) {
  26905. super();
  26906. this.type = 'WireframeGeometry';
  26907. /**
  26908. * Holds the constructor parameters that have been
  26909. * used to generate the geometry. Any modification
  26910. * after instantiation does not change the geometry.
  26911. *
  26912. * @type {Object}
  26913. */
  26914. this.parameters = {
  26915. geometry: geometry
  26916. };
  26917. if ( geometry !== null ) {
  26918. // buffer
  26919. const vertices = [];
  26920. const edges = new Set();
  26921. // helper variables
  26922. const start = new Vector3();
  26923. const end = new Vector3();
  26924. if ( geometry.index !== null ) {
  26925. // indexed BufferGeometry
  26926. const position = geometry.attributes.position;
  26927. const indices = geometry.index;
  26928. let groups = geometry.groups;
  26929. if ( groups.length === 0 ) {
  26930. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  26931. }
  26932. // create a data structure that contains all edges without duplicates
  26933. for ( let o = 0, ol = groups.length; o < ol; ++ o ) {
  26934. const group = groups[ o ];
  26935. const groupStart = group.start;
  26936. const groupCount = group.count;
  26937. for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {
  26938. for ( let j = 0; j < 3; j ++ ) {
  26939. const index1 = indices.getX( i + j );
  26940. const index2 = indices.getX( i + ( j + 1 ) % 3 );
  26941. start.fromBufferAttribute( position, index1 );
  26942. end.fromBufferAttribute( position, index2 );
  26943. if ( isUniqueEdge( start, end, edges ) === true ) {
  26944. vertices.push( start.x, start.y, start.z );
  26945. vertices.push( end.x, end.y, end.z );
  26946. }
  26947. }
  26948. }
  26949. }
  26950. } else {
  26951. // non-indexed BufferGeometry
  26952. const position = geometry.attributes.position;
  26953. for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  26954. for ( let j = 0; j < 3; j ++ ) {
  26955. // three edges per triangle, an edge is represented as (index1, index2)
  26956. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  26957. const index1 = 3 * i + j;
  26958. const index2 = 3 * i + ( ( j + 1 ) % 3 );
  26959. start.fromBufferAttribute( position, index1 );
  26960. end.fromBufferAttribute( position, index2 );
  26961. if ( isUniqueEdge( start, end, edges ) === true ) {
  26962. vertices.push( start.x, start.y, start.z );
  26963. vertices.push( end.x, end.y, end.z );
  26964. }
  26965. }
  26966. }
  26967. }
  26968. // build geometry
  26969. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26970. }
  26971. }
  26972. copy( source ) {
  26973. super.copy( source );
  26974. this.parameters = Object.assign( {}, source.parameters );
  26975. return this;
  26976. }
  26977. }
  26978. function isUniqueEdge( start, end, edges ) {
  26979. const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;
  26980. const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge
  26981. if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {
  26982. return false;
  26983. } else {
  26984. edges.add( hash1 );
  26985. edges.add( hash2 );
  26986. return true;
  26987. }
  26988. }
  26989. var Geometries = /*#__PURE__*/Object.freeze({
  26990. __proto__: null,
  26991. BoxGeometry: BoxGeometry,
  26992. CapsuleGeometry: CapsuleGeometry,
  26993. CircleGeometry: CircleGeometry,
  26994. ConeGeometry: ConeGeometry,
  26995. CylinderGeometry: CylinderGeometry,
  26996. DodecahedronGeometry: DodecahedronGeometry,
  26997. EdgesGeometry: EdgesGeometry,
  26998. ExtrudeGeometry: ExtrudeGeometry,
  26999. IcosahedronGeometry: IcosahedronGeometry,
  27000. LatheGeometry: LatheGeometry,
  27001. OctahedronGeometry: OctahedronGeometry,
  27002. PlaneGeometry: PlaneGeometry,
  27003. PolyhedronGeometry: PolyhedronGeometry,
  27004. RingGeometry: RingGeometry,
  27005. ShapeGeometry: ShapeGeometry,
  27006. SphereGeometry: SphereGeometry,
  27007. TetrahedronGeometry: TetrahedronGeometry,
  27008. TorusGeometry: TorusGeometry,
  27009. TorusKnotGeometry: TorusKnotGeometry,
  27010. TubeGeometry: TubeGeometry,
  27011. WireframeGeometry: WireframeGeometry
  27012. });
  27013. /**
  27014. * This material can receive shadows, but otherwise is completely transparent.
  27015. *
  27016. * ```js
  27017. * const geometry = new THREE.PlaneGeometry( 2000, 2000 );
  27018. * geometry.rotateX( - Math.PI / 2 );
  27019. *
  27020. * const material = new THREE.ShadowMaterial();
  27021. * material.opacity = 0.2;
  27022. *
  27023. * const plane = new THREE.Mesh( geometry, material );
  27024. * plane.position.y = -200;
  27025. * plane.receiveShadow = true;
  27026. * scene.add( plane );
  27027. * ```
  27028. *
  27029. * @augments Material
  27030. */
  27031. class ShadowMaterial extends Material {
  27032. /**
  27033. * Constructs a new shadow material.
  27034. *
  27035. * @param {Object} [parameters] - An object with one or more properties
  27036. * defining the material's appearance. Any property of the material
  27037. * (including any property from inherited materials) can be passed
  27038. * in here. Color values can be passed any type of value accepted
  27039. * by {@link Color#set}.
  27040. */
  27041. constructor( parameters ) {
  27042. super();
  27043. /**
  27044. * This flag can be used for type testing.
  27045. *
  27046. * @type {boolean}
  27047. * @readonly
  27048. * @default true
  27049. */
  27050. this.isShadowMaterial = true;
  27051. this.type = 'ShadowMaterial';
  27052. /**
  27053. * Color of the material.
  27054. *
  27055. * @type {Color}
  27056. * @default (0,0,0)
  27057. */
  27058. this.color = new Color( 0x000000 );
  27059. /**
  27060. * Overwritten since shadow materials are transparent
  27061. * by default.
  27062. *
  27063. * @type {boolean}
  27064. * @default true
  27065. */
  27066. this.transparent = true;
  27067. /**
  27068. * Whether the material is affected by fog or not.
  27069. *
  27070. * @type {boolean}
  27071. * @default true
  27072. */
  27073. this.fog = true;
  27074. this.setValues( parameters );
  27075. }
  27076. copy( source ) {
  27077. super.copy( source );
  27078. this.color.copy( source.color );
  27079. this.fog = source.fog;
  27080. return this;
  27081. }
  27082. }
  27083. /**
  27084. * Provides utility functions for managing uniforms.
  27085. *
  27086. * @module UniformsUtils
  27087. */
  27088. /**
  27089. * Clones the given uniform definitions by performing a deep-copy. That means
  27090. * if the value of a uniform refers to an object like a Vector3 or Texture,
  27091. * the cloned uniform will refer to a new object reference.
  27092. *
  27093. * @param {Object} src - An object representing uniform definitions.
  27094. * @return {Object} The cloned uniforms.
  27095. */
  27096. function cloneUniforms( src ) {
  27097. const dst = {};
  27098. for ( const u in src ) {
  27099. dst[ u ] = {};
  27100. for ( const p in src[ u ] ) {
  27101. const property = src[ u ][ p ];
  27102. if ( property && ( property.isColor ||
  27103. property.isMatrix3 || property.isMatrix4 ||
  27104. property.isVector2 || property.isVector3 || property.isVector4 ||
  27105. property.isTexture || property.isQuaternion ) ) {
  27106. if ( property.isRenderTargetTexture ) {
  27107. warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );
  27108. dst[ u ][ p ] = null;
  27109. } else {
  27110. dst[ u ][ p ] = property.clone();
  27111. }
  27112. } else if ( Array.isArray( property ) ) {
  27113. dst[ u ][ p ] = property.slice();
  27114. } else {
  27115. dst[ u ][ p ] = property;
  27116. }
  27117. }
  27118. }
  27119. return dst;
  27120. }
  27121. /**
  27122. * Merges the given uniform definitions into a single object. Since the
  27123. * method internally uses cloneUniforms(), it performs a deep-copy when
  27124. * producing the merged uniform definitions.
  27125. *
  27126. * @param {Array} uniforms - An array of objects containing uniform definitions.
  27127. * @return {Object} The merged uniforms.
  27128. */
  27129. function mergeUniforms( uniforms ) {
  27130. const merged = {};
  27131. for ( let u = 0; u < uniforms.length; u ++ ) {
  27132. const tmp = cloneUniforms( uniforms[ u ] );
  27133. for ( const p in tmp ) {
  27134. merged[ p ] = tmp[ p ];
  27135. }
  27136. }
  27137. return merged;
  27138. }
  27139. function cloneUniformsGroups( src ) {
  27140. const dst = [];
  27141. for ( let u = 0; u < src.length; u ++ ) {
  27142. dst.push( src[ u ].clone() );
  27143. }
  27144. return dst;
  27145. }
  27146. function getUnlitUniformColorSpace( renderer ) {
  27147. const currentRenderTarget = renderer.getRenderTarget();
  27148. if ( currentRenderTarget === null ) {
  27149. // https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398
  27150. return renderer.outputColorSpace;
  27151. }
  27152. // https://github.com/mrdoob/three.js/issues/27868
  27153. if ( currentRenderTarget.isXRRenderTarget === true ) {
  27154. return currentRenderTarget.texture.colorSpace;
  27155. }
  27156. return ColorManagement.workingColorSpace;
  27157. }
  27158. // Legacy
  27159. const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  27160. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  27161. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  27162. /**
  27163. * A material rendered with custom shaders. A shader is a small program written in GLSL.
  27164. * that runs on the GPU. You may want to use a custom shader if you need to implement an
  27165. * effect not included with any of the built-in materials.
  27166. *
  27167. * There are the following notes to bear in mind when using a `ShaderMaterial`:
  27168. *
  27169. * - `ShaderMaterial` can only be used with {@link WebGLRenderer}.
  27170. * - Built in attributes and uniforms are passed to the shaders along with your code. If
  27171. * you don't want that, use {@link RawShaderMaterial} instead.
  27172. * - You can use the directive `#pragma unroll_loop_start` and `#pragma unroll_loop_end`
  27173. * in order to unroll a `for` loop in GLSL by the shader preprocessor. The directive has
  27174. * to be placed right above the loop. The loop formatting has to correspond to a defined standard.
  27175. * - The loop has to be [normalized](https://en.wikipedia.org/wiki/Normalized_loop).
  27176. * - The loop variable has to be *i*.
  27177. * - The value `UNROLLED_LOOP_INDEX` will be replaced with the explicitly
  27178. * value of *i* for the given iteration and can be used in preprocessor
  27179. * statements.
  27180. *
  27181. * ```js
  27182. * const material = new THREE.ShaderMaterial( {
  27183. * uniforms: {
  27184. * time: { value: 1.0 },
  27185. * resolution: { value: new THREE.Vector2() }
  27186. * },
  27187. * vertexShader: document.getElementById( 'vertexShader' ).textContent,
  27188. * fragmentShader: document.getElementById( 'fragmentShader' ).textContent
  27189. * } );
  27190. * ```
  27191. *
  27192. * @augments Material
  27193. */
  27194. class ShaderMaterial extends Material {
  27195. /**
  27196. * Constructs a new shader material.
  27197. *
  27198. * @param {Object} [parameters] - An object with one or more properties
  27199. * defining the material's appearance. Any property of the material
  27200. * (including any property from inherited materials) can be passed
  27201. * in here. Color values can be passed any type of value accepted
  27202. * by {@link Color#set}.
  27203. */
  27204. constructor( parameters ) {
  27205. super();
  27206. /**
  27207. * This flag can be used for type testing.
  27208. *
  27209. * @type {boolean}
  27210. * @readonly
  27211. * @default true
  27212. */
  27213. this.isShaderMaterial = true;
  27214. this.type = 'ShaderMaterial';
  27215. /**
  27216. * Defines custom constants using `#define` directives within the GLSL code
  27217. * for both the vertex shader and the fragment shader; each key/value pair
  27218. * yields another directive.
  27219. * ```js
  27220. * defines: {
  27221. * FOO: 15,
  27222. * BAR: true
  27223. * }
  27224. * ```
  27225. * Yields the lines:
  27226. * ```
  27227. * #define FOO 15
  27228. * #define BAR true
  27229. * ```
  27230. *
  27231. * @type {Object}
  27232. */
  27233. this.defines = {};
  27234. /**
  27235. * An object of the form:
  27236. * ```js
  27237. * {
  27238. * "uniform1": { value: 1.0 },
  27239. * "uniform2": { value: 2 }
  27240. * }
  27241. * ```
  27242. * specifying the uniforms to be passed to the shader code; keys are uniform
  27243. * names, values are definitions of the form
  27244. * ```
  27245. * {
  27246. * value: 1.0
  27247. * }
  27248. * ```
  27249. * where `value` is the value of the uniform. Names must match the name of
  27250. * the uniform, as defined in the GLSL code. Note that uniforms are refreshed
  27251. * on every frame, so updating the value of the uniform will immediately
  27252. * update the value available to the GLSL code.
  27253. *
  27254. * @type {Object}
  27255. */
  27256. this.uniforms = {};
  27257. /**
  27258. * An array holding uniforms groups for configuring UBOs.
  27259. *
  27260. * @type {Array<UniformsGroup>}
  27261. */
  27262. this.uniformsGroups = [];
  27263. /**
  27264. * Vertex shader GLSL code. This is the actual code for the shader.
  27265. *
  27266. * @type {string}
  27267. */
  27268. this.vertexShader = default_vertex;
  27269. /**
  27270. * Fragment shader GLSL code. This is the actual code for the shader.
  27271. *
  27272. * @type {string}
  27273. */
  27274. this.fragmentShader = default_fragment;
  27275. /**
  27276. * Controls line thickness or lines.
  27277. *
  27278. * WebGL and WebGPU ignore this setting and always render line primitives with a
  27279. * width of one pixel.
  27280. *
  27281. * @type {number}
  27282. * @default 1
  27283. */
  27284. this.linewidth = 1;
  27285. /**
  27286. * Renders the geometry as a wireframe.
  27287. *
  27288. * @type {boolean}
  27289. * @default false
  27290. */
  27291. this.wireframe = false;
  27292. /**
  27293. * Controls the thickness of the wireframe.
  27294. *
  27295. * WebGL and WebGPU ignore this property and always render
  27296. * 1 pixel wide lines.
  27297. *
  27298. * @type {number}
  27299. * @default 1
  27300. */
  27301. this.wireframeLinewidth = 1;
  27302. /**
  27303. * Defines whether the material color is affected by global fog settings; `true`
  27304. * to pass fog uniforms to the shader.
  27305. *
  27306. * Setting this property to `true` requires the definition of fog uniforms. It is
  27307. * recommended to use `UniformsUtils.merge()` to combine the custom shader uniforms
  27308. * with predefined fog uniforms.
  27309. *
  27310. * ```js
  27311. * const material = new ShaderMaterial( {
  27312. * uniforms: UniformsUtils.merge( [ UniformsLib[ 'fog' ], shaderUniforms ] );
  27313. * vertexShader: vertexShader,
  27314. * fragmentShader: fragmentShader,
  27315. * fog: true
  27316. * } );
  27317. * ```
  27318. *
  27319. * @type {boolean}
  27320. * @default false
  27321. */
  27322. this.fog = false;
  27323. /**
  27324. * Defines whether this material uses lighting; `true` to pass uniform data
  27325. * related to lighting to this shader.
  27326. *
  27327. * @type {boolean}
  27328. * @default false
  27329. */
  27330. this.lights = false;
  27331. /**
  27332. * Defines whether this material supports clipping; `true` to let the renderer
  27333. * pass the clippingPlanes uniform.
  27334. *
  27335. * @type {boolean}
  27336. * @default false
  27337. */
  27338. this.clipping = false;
  27339. /**
  27340. * Overwritten and set to `true` by default.
  27341. *
  27342. * @type {boolean}
  27343. * @default true
  27344. */
  27345. this.forceSinglePass = true;
  27346. /**
  27347. * This object allows to enable certain WebGL 2 extensions.
  27348. *
  27349. * - clipCullDistance: set to `true` to use vertex shader clipping
  27350. * - multiDraw: set to `true` to use vertex shader multi_draw / enable gl_DrawID
  27351. *
  27352. * @type {{clipCullDistance:false,multiDraw:false}}
  27353. */
  27354. this.extensions = {
  27355. clipCullDistance: false, // set to use vertex shader clipping
  27356. multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
  27357. };
  27358. /**
  27359. * When the rendered geometry doesn't include these attributes but the
  27360. * material does, these default values will be passed to the shaders. This
  27361. * avoids errors when buffer data is missing.
  27362. *
  27363. * - color: [ 1, 1, 1 ]
  27364. * - uv: [ 0, 0 ]
  27365. * - uv1: [ 0, 0 ]
  27366. *
  27367. * @type {Object}
  27368. */
  27369. this.defaultAttributeValues = {
  27370. 'color': [ 1, 1, 1 ],
  27371. 'uv': [ 0, 0 ],
  27372. 'uv1': [ 0, 0 ]
  27373. };
  27374. /**
  27375. * If set, this calls [gl.bindAttribLocation](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation)
  27376. * to bind a generic vertex index to an attribute variable.
  27377. *
  27378. * @type {string|undefined}
  27379. * @default undefined
  27380. */
  27381. this.index0AttributeName = undefined;
  27382. /**
  27383. * Can be used to force a uniform update while changing uniforms in
  27384. * {@link Object3D#onBeforeRender}.
  27385. *
  27386. * @type {boolean}
  27387. * @default false
  27388. */
  27389. this.uniformsNeedUpdate = false;
  27390. /**
  27391. * Defines the GLSL version of custom shader code.
  27392. *
  27393. * @type {?(GLSL1|GLSL3)}
  27394. * @default null
  27395. */
  27396. this.glslVersion = null;
  27397. if ( parameters !== undefined ) {
  27398. this.setValues( parameters );
  27399. }
  27400. }
  27401. copy( source ) {
  27402. super.copy( source );
  27403. this.fragmentShader = source.fragmentShader;
  27404. this.vertexShader = source.vertexShader;
  27405. this.uniforms = cloneUniforms( source.uniforms );
  27406. this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );
  27407. this.defines = Object.assign( {}, source.defines );
  27408. this.wireframe = source.wireframe;
  27409. this.wireframeLinewidth = source.wireframeLinewidth;
  27410. this.fog = source.fog;
  27411. this.lights = source.lights;
  27412. this.clipping = source.clipping;
  27413. this.extensions = Object.assign( {}, source.extensions );
  27414. this.glslVersion = source.glslVersion;
  27415. this.defaultAttributeValues = Object.assign( {}, source.defaultAttributeValues );
  27416. this.index0AttributeName = source.index0AttributeName;
  27417. this.uniformsNeedUpdate = source.uniformsNeedUpdate;
  27418. return this;
  27419. }
  27420. toJSON( meta ) {
  27421. const data = super.toJSON( meta );
  27422. data.glslVersion = this.glslVersion;
  27423. data.uniforms = {};
  27424. for ( const name in this.uniforms ) {
  27425. const uniform = this.uniforms[ name ];
  27426. const value = uniform.value;
  27427. if ( value && value.isTexture ) {
  27428. data.uniforms[ name ] = {
  27429. type: 't',
  27430. value: value.toJSON( meta ).uuid
  27431. };
  27432. } else if ( value && value.isColor ) {
  27433. data.uniforms[ name ] = {
  27434. type: 'c',
  27435. value: value.getHex()
  27436. };
  27437. } else if ( value && value.isVector2 ) {
  27438. data.uniforms[ name ] = {
  27439. type: 'v2',
  27440. value: value.toArray()
  27441. };
  27442. } else if ( value && value.isVector3 ) {
  27443. data.uniforms[ name ] = {
  27444. type: 'v3',
  27445. value: value.toArray()
  27446. };
  27447. } else if ( value && value.isVector4 ) {
  27448. data.uniforms[ name ] = {
  27449. type: 'v4',
  27450. value: value.toArray()
  27451. };
  27452. } else if ( value && value.isMatrix3 ) {
  27453. data.uniforms[ name ] = {
  27454. type: 'm3',
  27455. value: value.toArray()
  27456. };
  27457. } else if ( value && value.isMatrix4 ) {
  27458. data.uniforms[ name ] = {
  27459. type: 'm4',
  27460. value: value.toArray()
  27461. };
  27462. } else {
  27463. data.uniforms[ name ] = {
  27464. value: value
  27465. };
  27466. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  27467. }
  27468. }
  27469. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  27470. data.vertexShader = this.vertexShader;
  27471. data.fragmentShader = this.fragmentShader;
  27472. data.lights = this.lights;
  27473. data.clipping = this.clipping;
  27474. const extensions = {};
  27475. for ( const key in this.extensions ) {
  27476. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  27477. }
  27478. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  27479. return data;
  27480. }
  27481. }
  27482. /**
  27483. * This class works just like {@link ShaderMaterial}, except that definitions
  27484. * of built-in uniforms and attributes are not automatically prepended to the
  27485. * GLSL shader code.
  27486. *
  27487. * `RawShaderMaterial` can only be used with {@link WebGLRenderer}.
  27488. *
  27489. * @augments ShaderMaterial
  27490. */
  27491. class RawShaderMaterial extends ShaderMaterial {
  27492. /**
  27493. * Constructs a new raw shader material.
  27494. *
  27495. * @param {Object} [parameters] - An object with one or more properties
  27496. * defining the material's appearance. Any property of the material
  27497. * (including any property from inherited materials) can be passed
  27498. * in here. Color values can be passed any type of value accepted
  27499. * by {@link Color#set}.
  27500. */
  27501. constructor( parameters ) {
  27502. super( parameters );
  27503. /**
  27504. * This flag can be used for type testing.
  27505. *
  27506. * @type {boolean}
  27507. * @readonly
  27508. * @default true
  27509. */
  27510. this.isRawShaderMaterial = true;
  27511. this.type = 'RawShaderMaterial';
  27512. }
  27513. }
  27514. /**
  27515. * A standard physically based material, using Metallic-Roughness workflow.
  27516. *
  27517. * Physically based rendering (PBR) has recently become the standard in many
  27518. * 3D applications, such as [Unity](https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/),
  27519. * [Unreal](https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/) and
  27520. * [3D Studio Max](http://area.autodesk.com/blogs/the-3ds-max-blog/what039s-new-for-rendering-in-3ds-max-2017).
  27521. *
  27522. * This approach differs from older approaches in that instead of using
  27523. * approximations for the way in which light interacts with a surface, a
  27524. * physically correct model is used. The idea is that, instead of tweaking
  27525. * materials to look good under specific lighting, a material can be created
  27526. * that will react 'correctly' under all lighting scenarios.
  27527. *
  27528. * In practice this gives a more accurate and realistic looking result than
  27529. * the {@link MeshLambertMaterial} or {@link MeshPhongMaterial}, at the cost of
  27530. * being somewhat more computationally expensive. `MeshStandardMaterial` uses per-fragment
  27531. * shading.
  27532. *
  27533. * Note that for best results you should always specify an environment map when using this material.
  27534. *
  27535. * For a non-technical introduction to the concept of PBR and how to set up a
  27536. * PBR material, check out these articles by the people at [marmoset](https://www.marmoset.co):
  27537. *
  27538. * - [Basic Theory of Physically Based Rendering](https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/)
  27539. * - [Physically Based Rendering and You Can Too](https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/)
  27540. *
  27541. * Technical details of the approach used in three.js (and most other PBR systems) can be found is this
  27542. * [paper from Disney](https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf)
  27543. * (pdf), by Brent Burley.
  27544. *
  27545. * @augments Material
  27546. * @demo scenes/material-browser.html#MeshStandardMaterial
  27547. */
  27548. class MeshStandardMaterial extends Material {
  27549. /**
  27550. * Constructs a new mesh standard material.
  27551. *
  27552. * @param {Object} [parameters] - An object with one or more properties
  27553. * defining the material's appearance. Any property of the material
  27554. * (including any property from inherited materials) can be passed
  27555. * in here. Color values can be passed any type of value accepted
  27556. * by {@link Color#set}.
  27557. */
  27558. constructor( parameters ) {
  27559. super();
  27560. /**
  27561. * This flag can be used for type testing.
  27562. *
  27563. * @type {boolean}
  27564. * @readonly
  27565. * @default true
  27566. */
  27567. this.isMeshStandardMaterial = true;
  27568. this.type = 'MeshStandardMaterial';
  27569. this.defines = { 'STANDARD': '' };
  27570. /**
  27571. * Color of the material.
  27572. *
  27573. * @type {Color}
  27574. * @default (1,1,1)
  27575. */
  27576. this.color = new Color( 0xffffff ); // diffuse
  27577. /**
  27578. * How rough the material appears. `0.0` means a smooth mirror reflection, `1.0`
  27579. * means fully diffuse. If `roughnessMap` is also provided,
  27580. * both values are multiplied.
  27581. *
  27582. * @type {number}
  27583. * @default 1
  27584. */
  27585. this.roughness = 1.0;
  27586. /**
  27587. * How much the material is like a metal. Non-metallic materials such as wood
  27588. * or stone use `0.0`, metallic use `1.0`, with nothing (usually) in between.
  27589. * A value between `0.0` and `1.0` could be used for a rusty metal look.
  27590. * If `metalnessMap` is also provided, both values are multiplied.
  27591. *
  27592. * @type {number}
  27593. * @default 0
  27594. */
  27595. this.metalness = 0.0;
  27596. /**
  27597. * The color map. May optionally include an alpha channel, typically combined
  27598. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  27599. * color is modulated by the diffuse `color`.
  27600. *
  27601. * @type {?Texture}
  27602. * @default null
  27603. */
  27604. this.map = null;
  27605. /**
  27606. * The light map. Requires a second set of UVs.
  27607. *
  27608. * @type {?Texture}
  27609. * @default null
  27610. */
  27611. this.lightMap = null;
  27612. /**
  27613. * Intensity of the baked light.
  27614. *
  27615. * @type {number}
  27616. * @default 1
  27617. */
  27618. this.lightMapIntensity = 1.0;
  27619. /**
  27620. * The red channel of this texture is used as the ambient occlusion map.
  27621. * Requires a second set of UVs.
  27622. *
  27623. * @type {?Texture}
  27624. * @default null
  27625. */
  27626. this.aoMap = null;
  27627. /**
  27628. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  27629. * disables ambient occlusion. Where intensity is `1` and the AO map's
  27630. * red channel is also `1`, ambient light is fully occluded on a surface.
  27631. *
  27632. * @type {number}
  27633. * @default 1
  27634. */
  27635. this.aoMapIntensity = 1.0;
  27636. /**
  27637. * Emissive (light) color of the material, essentially a solid color
  27638. * unaffected by other lighting.
  27639. *
  27640. * @type {Color}
  27641. * @default (0,0,0)
  27642. */
  27643. this.emissive = new Color( 0x000000 );
  27644. /**
  27645. * Intensity of the emissive light. Modulates the emissive color.
  27646. *
  27647. * @type {number}
  27648. * @default 1
  27649. */
  27650. this.emissiveIntensity = 1.0;
  27651. /**
  27652. * Set emissive (glow) map. The emissive map color is modulated by the
  27653. * emissive color and the emissive intensity. If you have an emissive map,
  27654. * be sure to set the emissive color to something other than black.
  27655. *
  27656. * @type {?Texture}
  27657. * @default null
  27658. */
  27659. this.emissiveMap = null;
  27660. /**
  27661. * The texture to create a bump map. The black and white values map to the
  27662. * perceived depth in relation to the lights. Bump doesn't actually affect
  27663. * the geometry of the object, only the lighting. If a normal map is defined
  27664. * this will be ignored.
  27665. *
  27666. * @type {?Texture}
  27667. * @default null
  27668. */
  27669. this.bumpMap = null;
  27670. /**
  27671. * How much the bump map affects the material. Typical range is `[0,1]`.
  27672. *
  27673. * @type {number}
  27674. * @default 1
  27675. */
  27676. this.bumpScale = 1;
  27677. /**
  27678. * The texture to create a normal map. The RGB values affect the surface
  27679. * normal for each pixel fragment and change the way the color is lit. Normal
  27680. * maps do not change the actual shape of the surface, only the lighting. In
  27681. * case the material has a normal map authored using the left handed
  27682. * convention, the `y` component of `normalScale` should be negated to compensate
  27683. * for the different handedness.
  27684. *
  27685. * @type {?Texture}
  27686. * @default null
  27687. */
  27688. this.normalMap = null;
  27689. /**
  27690. * The type of normal map.
  27691. *
  27692. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  27693. * @default TangentSpaceNormalMap
  27694. */
  27695. this.normalMapType = TangentSpaceNormalMap;
  27696. /**
  27697. * How much the normal map affects the material. Typical value range is `[0,1]`.
  27698. *
  27699. * @type {Vector2}
  27700. * @default (1,1)
  27701. */
  27702. this.normalScale = new Vector2( 1, 1 );
  27703. /**
  27704. * The displacement map affects the position of the mesh's vertices. Unlike
  27705. * other maps which only affect the light and shade of the material the
  27706. * displaced vertices can cast shadows, block other objects, and otherwise
  27707. * act as real geometry. The displacement texture is an image where the value
  27708. * of each pixel (white being the highest) is mapped against, and
  27709. * repositions, the vertices of the mesh.
  27710. *
  27711. * @type {?Texture}
  27712. * @default null
  27713. */
  27714. this.displacementMap = null;
  27715. /**
  27716. * How much the displacement map affects the mesh (where black is no
  27717. * displacement, and white is maximum displacement). Without a displacement
  27718. * map set, this value is not applied.
  27719. *
  27720. * @type {number}
  27721. * @default 0
  27722. */
  27723. this.displacementScale = 1;
  27724. /**
  27725. * The offset of the displacement map's values on the mesh's vertices.
  27726. * The bias is added to the scaled sample of the displacement map.
  27727. * Without a displacement map set, this value is not applied.
  27728. *
  27729. * @type {number}
  27730. * @default 0
  27731. */
  27732. this.displacementBias = 0;
  27733. /**
  27734. * The green channel of this texture is used to alter the roughness of the
  27735. * material.
  27736. *
  27737. * @type {?Texture}
  27738. * @default null
  27739. */
  27740. this.roughnessMap = null;
  27741. /**
  27742. * The blue channel of this texture is used to alter the metalness of the
  27743. * material.
  27744. *
  27745. * @type {?Texture}
  27746. * @default null
  27747. */
  27748. this.metalnessMap = null;
  27749. /**
  27750. * The alpha map is a grayscale texture that controls the opacity across the
  27751. * surface (black: fully transparent; white: fully opaque).
  27752. *
  27753. * Only the color of the texture is used, ignoring the alpha channel if one
  27754. * exists. For RGB and RGBA textures, the renderer will use the green channel
  27755. * when sampling this texture due to the extra bit of precision provided for
  27756. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  27757. * luminance/alpha textures will also still work as expected.
  27758. *
  27759. * @type {?Texture}
  27760. * @default null
  27761. */
  27762. this.alphaMap = null;
  27763. /**
  27764. * The environment map. To ensure a physically correct rendering, environment maps
  27765. * are internally pre-processed with {@link PMREMGenerator}.
  27766. *
  27767. * @type {?Texture}
  27768. * @default null
  27769. */
  27770. this.envMap = null;
  27771. /**
  27772. * The rotation of the environment map in radians.
  27773. *
  27774. * @type {Euler}
  27775. * @default (0,0,0)
  27776. */
  27777. this.envMapRotation = new Euler();
  27778. /**
  27779. * Scales the effect of the environment map by multiplying its color.
  27780. *
  27781. * @type {number}
  27782. * @default 1
  27783. */
  27784. this.envMapIntensity = 1.0;
  27785. /**
  27786. * Renders the geometry as a wireframe.
  27787. *
  27788. * @type {boolean}
  27789. * @default false
  27790. */
  27791. this.wireframe = false;
  27792. /**
  27793. * Controls the thickness of the wireframe.
  27794. *
  27795. * Can only be used with {@link SVGRenderer}.
  27796. *
  27797. * @type {number}
  27798. * @default 1
  27799. */
  27800. this.wireframeLinewidth = 1;
  27801. /**
  27802. * Defines appearance of wireframe ends.
  27803. *
  27804. * Can only be used with {@link SVGRenderer}.
  27805. *
  27806. * @type {('round'|'bevel'|'miter')}
  27807. * @default 'round'
  27808. */
  27809. this.wireframeLinecap = 'round';
  27810. /**
  27811. * Defines appearance of wireframe joints.
  27812. *
  27813. * Can only be used with {@link SVGRenderer}.
  27814. *
  27815. * @type {('round'|'bevel'|'miter')}
  27816. * @default 'round'
  27817. */
  27818. this.wireframeLinejoin = 'round';
  27819. /**
  27820. * Whether the material is rendered with flat shading or not.
  27821. *
  27822. * @type {boolean}
  27823. * @default false
  27824. */
  27825. this.flatShading = false;
  27826. /**
  27827. * Whether the material is affected by fog or not.
  27828. *
  27829. * @type {boolean}
  27830. * @default true
  27831. */
  27832. this.fog = true;
  27833. this.setValues( parameters );
  27834. }
  27835. copy( source ) {
  27836. super.copy( source );
  27837. this.defines = { 'STANDARD': '' };
  27838. this.color.copy( source.color );
  27839. this.roughness = source.roughness;
  27840. this.metalness = source.metalness;
  27841. this.map = source.map;
  27842. this.lightMap = source.lightMap;
  27843. this.lightMapIntensity = source.lightMapIntensity;
  27844. this.aoMap = source.aoMap;
  27845. this.aoMapIntensity = source.aoMapIntensity;
  27846. this.emissive.copy( source.emissive );
  27847. this.emissiveMap = source.emissiveMap;
  27848. this.emissiveIntensity = source.emissiveIntensity;
  27849. this.bumpMap = source.bumpMap;
  27850. this.bumpScale = source.bumpScale;
  27851. this.normalMap = source.normalMap;
  27852. this.normalMapType = source.normalMapType;
  27853. this.normalScale.copy( source.normalScale );
  27854. this.displacementMap = source.displacementMap;
  27855. this.displacementScale = source.displacementScale;
  27856. this.displacementBias = source.displacementBias;
  27857. this.roughnessMap = source.roughnessMap;
  27858. this.metalnessMap = source.metalnessMap;
  27859. this.alphaMap = source.alphaMap;
  27860. this.envMap = source.envMap;
  27861. this.envMapRotation.copy( source.envMapRotation );
  27862. this.envMapIntensity = source.envMapIntensity;
  27863. this.wireframe = source.wireframe;
  27864. this.wireframeLinewidth = source.wireframeLinewidth;
  27865. this.wireframeLinecap = source.wireframeLinecap;
  27866. this.wireframeLinejoin = source.wireframeLinejoin;
  27867. this.flatShading = source.flatShading;
  27868. this.fog = source.fog;
  27869. return this;
  27870. }
  27871. }
  27872. /**
  27873. * An extension of the {@link MeshStandardMaterial}, providing more advanced
  27874. * physically-based rendering properties:
  27875. *
  27876. * - Anisotropy: Ability to represent the anisotropic property of materials
  27877. * as observable with brushed metals.
  27878. * - Clearcoat: Some materials — like car paints, carbon fiber, and wet surfaces — require
  27879. * a clear, reflective layer on top of another layer that may be irregular or rough.
  27880. * Clearcoat approximates this effect, without the need for a separate transparent surface.
  27881. * - Iridescence: Allows to render the effect where hue varies depending on the viewing
  27882. * angle and illumination angle. This can be seen on soap bubbles, oil films, or on the
  27883. * wings of many insects.
  27884. * - Physically-based transparency: One limitation of {@link Material#opacity} is that highly
  27885. * transparent materials are less reflective. Physically-based transmission provides a more
  27886. * realistic option for thin, transparent surfaces like glass.
  27887. * - Advanced reflectivity: More flexible reflectivity for non-metallic materials.
  27888. * - Sheen: Can be used for representing cloth and fabric materials.
  27889. *
  27890. * As a result of these complex shading features, `MeshPhysicalMaterial` has a
  27891. * higher performance cost, per pixel, than other three.js materials. Most
  27892. * effects are disabled by default, and add cost as they are enabled. For
  27893. * best results, always specify an environment map when using this material.
  27894. *
  27895. * @augments MeshStandardMaterial
  27896. * @demo scenes/material-browser.html#MeshPhysicalMaterial
  27897. */
  27898. class MeshPhysicalMaterial extends MeshStandardMaterial {
  27899. /**
  27900. * Constructs a new mesh physical material.
  27901. *
  27902. * @param {Object} [parameters] - An object with one or more properties
  27903. * defining the material's appearance. Any property of the material
  27904. * (including any property from inherited materials) can be passed
  27905. * in here. Color values can be passed any type of value accepted
  27906. * by {@link Color#set}.
  27907. */
  27908. constructor( parameters ) {
  27909. super();
  27910. /**
  27911. * This flag can be used for type testing.
  27912. *
  27913. * @type {boolean}
  27914. * @readonly
  27915. * @default true
  27916. */
  27917. this.isMeshPhysicalMaterial = true;
  27918. this.defines = {
  27919. 'STANDARD': '',
  27920. 'PHYSICAL': ''
  27921. };
  27922. this.type = 'MeshPhysicalMaterial';
  27923. /**
  27924. * The rotation of the anisotropy in tangent, bitangent space, measured in radians
  27925. * counter-clockwise from the tangent. When `anisotropyMap` is present, this
  27926. * property provides additional rotation to the vectors in the texture.
  27927. *
  27928. * @type {number}
  27929. * @default 1
  27930. */
  27931. this.anisotropyRotation = 0;
  27932. /**
  27933. * Red and green channels represent the anisotropy direction in `[-1, 1]` tangent,
  27934. * bitangent space, to be rotated by `anisotropyRotation`. The blue channel
  27935. * contains strength as `[0, 1]` to be multiplied by `anisotropy`.
  27936. *
  27937. * @type {?Texture}
  27938. * @default null
  27939. */
  27940. this.anisotropyMap = null;
  27941. /**
  27942. * The red channel of this texture is multiplied against `clearcoat`,
  27943. * for per-pixel control over a coating's intensity.
  27944. *
  27945. * @type {?Texture}
  27946. * @default null
  27947. */
  27948. this.clearcoatMap = null;
  27949. /**
  27950. * Roughness of the clear coat layer, from `0.0` to `1.0`.
  27951. *
  27952. * @type {number}
  27953. * @default 0
  27954. */
  27955. this.clearcoatRoughness = 0.0;
  27956. /**
  27957. * The green channel of this texture is multiplied against
  27958. * `clearcoatRoughness`, for per-pixel control over a coating's roughness.
  27959. *
  27960. * @type {?Texture}
  27961. * @default null
  27962. */
  27963. this.clearcoatRoughnessMap = null;
  27964. /**
  27965. * How much `clearcoatNormalMap` affects the clear coat layer, from
  27966. * `(0,0)` to `(1,1)`.
  27967. *
  27968. * @type {Vector2}
  27969. * @default (1,1)
  27970. */
  27971. this.clearcoatNormalScale = new Vector2( 1, 1 );
  27972. /**
  27973. * Can be used to enable independent normals for the clear coat layer.
  27974. *
  27975. * @type {?Texture}
  27976. * @default null
  27977. */
  27978. this.clearcoatNormalMap = null;
  27979. /**
  27980. * Index-of-refraction for non-metallic materials, from `1.0` to `2.333`.
  27981. *
  27982. * @type {number}
  27983. * @default 1.5
  27984. */
  27985. this.ior = 1.5;
  27986. /**
  27987. * Degree of reflectivity, from `0.0` to `1.0`. Default is `0.5`, which
  27988. * corresponds to an index-of-refraction of `1.5`.
  27989. *
  27990. * This models the reflectivity of non-metallic materials. It has no effect
  27991. * when `metalness` is `1.0`
  27992. *
  27993. * @name MeshPhysicalMaterial#reflectivity
  27994. * @type {number}
  27995. * @default 0.5
  27996. */
  27997. Object.defineProperty( this, 'reflectivity', {
  27998. get: function () {
  27999. return ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );
  28000. },
  28001. set: function ( reflectivity ) {
  28002. this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );
  28003. }
  28004. } );
  28005. /**
  28006. * The red channel of this texture is multiplied against `iridescence`, for per-pixel
  28007. * control over iridescence.
  28008. *
  28009. * @type {?Texture}
  28010. * @default null
  28011. */
  28012. this.iridescenceMap = null;
  28013. /**
  28014. * Strength of the iridescence RGB color shift effect, represented by an index-of-refraction.
  28015. * Between `1.0` to `2.333`.
  28016. *
  28017. * @type {number}
  28018. * @default 1.3
  28019. */
  28020. this.iridescenceIOR = 1.3;
  28021. /**
  28022. *Array of exactly 2 elements, specifying minimum and maximum thickness of the iridescence layer.
  28023. Thickness of iridescence layer has an equivalent effect of the one `thickness` has on `ior`.
  28024. *
  28025. * @type {Array<number,number>}
  28026. * @default [100,400]
  28027. */
  28028. this.iridescenceThicknessRange = [ 100, 400 ];
  28029. /**
  28030. * A texture that defines the thickness of the iridescence layer, stored in the green channel.
  28031. * Minimum and maximum values of thickness are defined by `iridescenceThicknessRange` array:
  28032. * - `0.0` in the green channel will result in thickness equal to first element of the array.
  28033. * - `1.0` in the green channel will result in thickness equal to second element of the array.
  28034. * - Values in-between will linearly interpolate between the elements of the array.
  28035. *
  28036. * @type {?Texture}
  28037. * @default null
  28038. */
  28039. this.iridescenceThicknessMap = null;
  28040. /**
  28041. * The sheen tint.
  28042. *
  28043. * @type {Color}
  28044. * @default (0,0,0)
  28045. */
  28046. this.sheenColor = new Color( 0x000000 );
  28047. /**
  28048. * The RGB channels of this texture are multiplied against `sheenColor`, for per-pixel control
  28049. * over sheen tint.
  28050. *
  28051. * @type {?Texture}
  28052. * @default null
  28053. */
  28054. this.sheenColorMap = null;
  28055. /**
  28056. * Roughness of the sheen layer, from `0.0` to `1.0`.
  28057. *
  28058. * @type {number}
  28059. * @default 1
  28060. */
  28061. this.sheenRoughness = 1.0;
  28062. /**
  28063. * The alpha channel of this texture is multiplied against `sheenRoughness`, for per-pixel control
  28064. * over sheen roughness.
  28065. *
  28066. * @type {?Texture}
  28067. * @default null
  28068. */
  28069. this.sheenRoughnessMap = null;
  28070. /**
  28071. * The red channel of this texture is multiplied against `transmission`, for per-pixel control over
  28072. * optical transparency.
  28073. *
  28074. * @type {?Texture}
  28075. * @default null
  28076. */
  28077. this.transmissionMap = null;
  28078. /**
  28079. * The thickness of the volume beneath the surface. The value is given in the
  28080. * coordinate space of the mesh. If the value is `0` the material is
  28081. * thin-walled. Otherwise the material is a volume boundary.
  28082. *
  28083. * @type {number}
  28084. * @default 0
  28085. */
  28086. this.thickness = 0;
  28087. /**
  28088. * A texture that defines the thickness, stored in the green channel. This will
  28089. * be multiplied by `thickness`.
  28090. *
  28091. * @type {?Texture}
  28092. * @default null
  28093. */
  28094. this.thicknessMap = null;
  28095. /**
  28096. * Density of the medium given as the average distance that light travels in
  28097. * the medium before interacting with a particle. The value is given in world
  28098. * space units, and must be greater than zero.
  28099. *
  28100. * @type {number}
  28101. * @default Infinity
  28102. */
  28103. this.attenuationDistance = Infinity;
  28104. /**
  28105. * The color that white light turns into due to absorption when reaching the
  28106. * attenuation distance.
  28107. *
  28108. * @type {Color}
  28109. * @default (1,1,1)
  28110. */
  28111. this.attenuationColor = new Color( 1, 1, 1 );
  28112. /**
  28113. * A float that scales the amount of specular reflection for non-metals only.
  28114. * When set to zero, the model is effectively Lambertian. From `0.0` to `1.0`.
  28115. *
  28116. * @type {number}
  28117. * @default 1
  28118. */
  28119. this.specularIntensity = 1.0;
  28120. /**
  28121. * The alpha channel of this texture is multiplied against `specularIntensity`,
  28122. * for per-pixel control over specular intensity.
  28123. *
  28124. * @type {?Texture}
  28125. * @default null
  28126. */
  28127. this.specularIntensityMap = null;
  28128. /**
  28129. * Tints the specular reflection at normal incidence for non-metals only.
  28130. *
  28131. * @type {Color}
  28132. * @default (1,1,1)
  28133. */
  28134. this.specularColor = new Color( 1, 1, 1 );
  28135. /**
  28136. * The RGB channels of this texture are multiplied against `specularColor`,
  28137. * for per-pixel control over specular color.
  28138. *
  28139. * @type {?Texture}
  28140. * @default null
  28141. */
  28142. this.specularColorMap = null;
  28143. this._anisotropy = 0;
  28144. this._clearcoat = 0;
  28145. this._dispersion = 0;
  28146. this._iridescence = 0;
  28147. this._sheen = 0.0;
  28148. this._transmission = 0;
  28149. this.setValues( parameters );
  28150. }
  28151. /**
  28152. * The anisotropy strength, from `0.0` to `1.0`.
  28153. *
  28154. * @type {number}
  28155. * @default 0
  28156. */
  28157. get anisotropy() {
  28158. return this._anisotropy;
  28159. }
  28160. set anisotropy( value ) {
  28161. if ( this._anisotropy > 0 !== value > 0 ) {
  28162. this.version ++;
  28163. }
  28164. this._anisotropy = value;
  28165. }
  28166. /**
  28167. * Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use
  28168. * clear coat related properties to enable multilayer materials that have a
  28169. * thin translucent layer over the base layer.
  28170. *
  28171. * @type {number}
  28172. * @default 0
  28173. */
  28174. get clearcoat() {
  28175. return this._clearcoat;
  28176. }
  28177. set clearcoat( value ) {
  28178. if ( this._clearcoat > 0 !== value > 0 ) {
  28179. this.version ++;
  28180. }
  28181. this._clearcoat = value;
  28182. }
  28183. /**
  28184. * The intensity of the iridescence layer, simulating RGB color shift based on the angle between
  28185. * the surface and the viewer, from `0.0` to `1.0`.
  28186. *
  28187. * @type {number}
  28188. * @default 0
  28189. */
  28190. get iridescence() {
  28191. return this._iridescence;
  28192. }
  28193. set iridescence( value ) {
  28194. if ( this._iridescence > 0 !== value > 0 ) {
  28195. this.version ++;
  28196. }
  28197. this._iridescence = value;
  28198. }
  28199. /**
  28200. * Defines the strength of the angular separation of colors (chromatic aberration) transmitting
  28201. * through a relatively clear volume. Any value zero or larger is valid, the typical range of
  28202. * realistic values is `[0, 1]`. This property can be only be used with transmissive objects.
  28203. *
  28204. * @type {number}
  28205. * @default 0
  28206. */
  28207. get dispersion() {
  28208. return this._dispersion;
  28209. }
  28210. set dispersion( value ) {
  28211. if ( this._dispersion > 0 !== value > 0 ) {
  28212. this.version ++;
  28213. }
  28214. this._dispersion = value;
  28215. }
  28216. /**
  28217. * The intensity of the sheen layer, from `0.0` to `1.0`.
  28218. *
  28219. * @type {number}
  28220. * @default 0
  28221. */
  28222. get sheen() {
  28223. return this._sheen;
  28224. }
  28225. set sheen( value ) {
  28226. if ( this._sheen > 0 !== value > 0 ) {
  28227. this.version ++;
  28228. }
  28229. this._sheen = value;
  28230. }
  28231. /**
  28232. * Degree of transmission (or optical transparency), from `0.0` to `1.0`.
  28233. *
  28234. * Thin, transparent or semitransparent, plastic or glass materials remain
  28235. * largely reflective even if they are fully transmissive. The transmission
  28236. * property can be used to model these materials.
  28237. *
  28238. * When transmission is non-zero, `opacity` should be set to `1`.
  28239. *
  28240. * @type {number}
  28241. * @default 0
  28242. */
  28243. get transmission() {
  28244. return this._transmission;
  28245. }
  28246. set transmission( value ) {
  28247. if ( this._transmission > 0 !== value > 0 ) {
  28248. this.version ++;
  28249. }
  28250. this._transmission = value;
  28251. }
  28252. copy( source ) {
  28253. super.copy( source );
  28254. this.defines = {
  28255. 'STANDARD': '',
  28256. 'PHYSICAL': ''
  28257. };
  28258. this.anisotropy = source.anisotropy;
  28259. this.anisotropyRotation = source.anisotropyRotation;
  28260. this.anisotropyMap = source.anisotropyMap;
  28261. this.clearcoat = source.clearcoat;
  28262. this.clearcoatMap = source.clearcoatMap;
  28263. this.clearcoatRoughness = source.clearcoatRoughness;
  28264. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  28265. this.clearcoatNormalMap = source.clearcoatNormalMap;
  28266. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  28267. this.dispersion = source.dispersion;
  28268. this.ior = source.ior;
  28269. this.iridescence = source.iridescence;
  28270. this.iridescenceMap = source.iridescenceMap;
  28271. this.iridescenceIOR = source.iridescenceIOR;
  28272. this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ];
  28273. this.iridescenceThicknessMap = source.iridescenceThicknessMap;
  28274. this.sheen = source.sheen;
  28275. this.sheenColor.copy( source.sheenColor );
  28276. this.sheenColorMap = source.sheenColorMap;
  28277. this.sheenRoughness = source.sheenRoughness;
  28278. this.sheenRoughnessMap = source.sheenRoughnessMap;
  28279. this.transmission = source.transmission;
  28280. this.transmissionMap = source.transmissionMap;
  28281. this.thickness = source.thickness;
  28282. this.thicknessMap = source.thicknessMap;
  28283. this.attenuationDistance = source.attenuationDistance;
  28284. this.attenuationColor.copy( source.attenuationColor );
  28285. this.specularIntensity = source.specularIntensity;
  28286. this.specularIntensityMap = source.specularIntensityMap;
  28287. this.specularColor.copy( source.specularColor );
  28288. this.specularColorMap = source.specularColorMap;
  28289. return this;
  28290. }
  28291. }
  28292. /**
  28293. * A material for shiny surfaces with specular highlights.
  28294. *
  28295. * The material uses a non-physically based [Blinn-Phong](https://en.wikipedia.org/wiki/Blinn-Phong_shading_model)
  28296. * model for calculating reflectance. Unlike the Lambertian model used in the
  28297. * {@link MeshLambertMaterial} this can simulate shiny surfaces with specular
  28298. * highlights (such as varnished wood). `MeshPhongMaterial` uses per-fragment shading.
  28299. *
  28300. * Performance will generally be greater when using this material over the
  28301. * {@link MeshStandardMaterial} or {@link MeshPhysicalMaterial}, at the cost of
  28302. * some graphical accuracy.
  28303. *
  28304. * @augments Material
  28305. * @demo scenes/material-browser.html#MeshPhongMaterial
  28306. */
  28307. class MeshPhongMaterial extends Material {
  28308. /**
  28309. * Constructs a new mesh phong material.
  28310. *
  28311. * @param {Object} [parameters] - An object with one or more properties
  28312. * defining the material's appearance. Any property of the material
  28313. * (including any property from inherited materials) can be passed
  28314. * in here. Color values can be passed any type of value accepted
  28315. * by {@link Color#set}.
  28316. */
  28317. constructor( parameters ) {
  28318. super();
  28319. /**
  28320. * This flag can be used for type testing.
  28321. *
  28322. * @type {boolean}
  28323. * @readonly
  28324. * @default true
  28325. */
  28326. this.isMeshPhongMaterial = true;
  28327. this.type = 'MeshPhongMaterial';
  28328. /**
  28329. * Color of the material.
  28330. *
  28331. * @type {Color}
  28332. * @default (1,1,1)
  28333. */
  28334. this.color = new Color( 0xffffff ); // diffuse
  28335. /**
  28336. * Specular color of the material. The default color is set to `0x111111` (very dark grey)
  28337. *
  28338. * This defines how shiny the material is and the color of its shine.
  28339. *
  28340. * @type {Color}
  28341. */
  28342. this.specular = new Color( 0x111111 );
  28343. /**
  28344. * How shiny the specular highlight is; a higher value gives a sharper highlight.
  28345. *
  28346. * @type {number}
  28347. * @default 30
  28348. */
  28349. this.shininess = 30;
  28350. /**
  28351. * The color map. May optionally include an alpha channel, typically combined
  28352. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28353. * color is modulated by the diffuse `color`.
  28354. *
  28355. * @type {?Texture}
  28356. * @default null
  28357. */
  28358. this.map = null;
  28359. /**
  28360. * The light map. Requires a second set of UVs.
  28361. *
  28362. * @type {?Texture}
  28363. * @default null
  28364. */
  28365. this.lightMap = null;
  28366. /**
  28367. * Intensity of the baked light.
  28368. *
  28369. * @type {number}
  28370. * @default 1
  28371. */
  28372. this.lightMapIntensity = 1.0;
  28373. /**
  28374. * The red channel of this texture is used as the ambient occlusion map.
  28375. * Requires a second set of UVs.
  28376. *
  28377. * @type {?Texture}
  28378. * @default null
  28379. */
  28380. this.aoMap = null;
  28381. /**
  28382. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28383. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28384. * red channel is also `1`, ambient light is fully occluded on a surface.
  28385. *
  28386. * @type {number}
  28387. * @default 1
  28388. */
  28389. this.aoMapIntensity = 1.0;
  28390. /**
  28391. * Emissive (light) color of the material, essentially a solid color
  28392. * unaffected by other lighting.
  28393. *
  28394. * @type {Color}
  28395. * @default (0,0,0)
  28396. */
  28397. this.emissive = new Color( 0x000000 );
  28398. /**
  28399. * Intensity of the emissive light. Modulates the emissive color.
  28400. *
  28401. * @type {number}
  28402. * @default 1
  28403. */
  28404. this.emissiveIntensity = 1.0;
  28405. /**
  28406. * Set emissive (glow) map. The emissive map color is modulated by the
  28407. * emissive color and the emissive intensity. If you have an emissive map,
  28408. * be sure to set the emissive color to something other than black.
  28409. *
  28410. * @type {?Texture}
  28411. * @default null
  28412. */
  28413. this.emissiveMap = null;
  28414. /**
  28415. * The texture to create a bump map. The black and white values map to the
  28416. * perceived depth in relation to the lights. Bump doesn't actually affect
  28417. * the geometry of the object, only the lighting. If a normal map is defined
  28418. * this will be ignored.
  28419. *
  28420. * @type {?Texture}
  28421. * @default null
  28422. */
  28423. this.bumpMap = null;
  28424. /**
  28425. * How much the bump map affects the material. Typical range is `[0,1]`.
  28426. *
  28427. * @type {number}
  28428. * @default 1
  28429. */
  28430. this.bumpScale = 1;
  28431. /**
  28432. * The texture to create a normal map. The RGB values affect the surface
  28433. * normal for each pixel fragment and change the way the color is lit. Normal
  28434. * maps do not change the actual shape of the surface, only the lighting. In
  28435. * case the material has a normal map authored using the left handed
  28436. * convention, the `y` component of `normalScale` should be negated to compensate
  28437. * for the different handedness.
  28438. *
  28439. * @type {?Texture}
  28440. * @default null
  28441. */
  28442. this.normalMap = null;
  28443. /**
  28444. * The type of normal map.
  28445. *
  28446. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28447. * @default TangentSpaceNormalMap
  28448. */
  28449. this.normalMapType = TangentSpaceNormalMap;
  28450. /**
  28451. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28452. *
  28453. * @type {Vector2}
  28454. * @default (1,1)
  28455. */
  28456. this.normalScale = new Vector2( 1, 1 );
  28457. /**
  28458. * The displacement map affects the position of the mesh's vertices. Unlike
  28459. * other maps which only affect the light and shade of the material the
  28460. * displaced vertices can cast shadows, block other objects, and otherwise
  28461. * act as real geometry. The displacement texture is an image where the value
  28462. * of each pixel (white being the highest) is mapped against, and
  28463. * repositions, the vertices of the mesh.
  28464. *
  28465. * @type {?Texture}
  28466. * @default null
  28467. */
  28468. this.displacementMap = null;
  28469. /**
  28470. * How much the displacement map affects the mesh (where black is no
  28471. * displacement, and white is maximum displacement). Without a displacement
  28472. * map set, this value is not applied.
  28473. *
  28474. * @type {number}
  28475. * @default 0
  28476. */
  28477. this.displacementScale = 1;
  28478. /**
  28479. * The offset of the displacement map's values on the mesh's vertices.
  28480. * The bias is added to the scaled sample of the displacement map.
  28481. * Without a displacement map set, this value is not applied.
  28482. *
  28483. * @type {number}
  28484. * @default 0
  28485. */
  28486. this.displacementBias = 0;
  28487. /**
  28488. * The specular map value affects both how much the specular surface
  28489. * highlight contributes and how much of the environment map affects the
  28490. * surface.
  28491. *
  28492. * @type {?Texture}
  28493. * @default null
  28494. */
  28495. this.specularMap = null;
  28496. /**
  28497. * The alpha map is a grayscale texture that controls the opacity across the
  28498. * surface (black: fully transparent; white: fully opaque).
  28499. *
  28500. * Only the color of the texture is used, ignoring the alpha channel if one
  28501. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28502. * when sampling this texture due to the extra bit of precision provided for
  28503. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28504. * luminance/alpha textures will also still work as expected.
  28505. *
  28506. * @type {?Texture}
  28507. * @default null
  28508. */
  28509. this.alphaMap = null;
  28510. /**
  28511. * The environment map.
  28512. *
  28513. * @type {?Texture}
  28514. * @default null
  28515. */
  28516. this.envMap = null;
  28517. /**
  28518. * The rotation of the environment map in radians.
  28519. *
  28520. * @type {Euler}
  28521. * @default (0,0,0)
  28522. */
  28523. this.envMapRotation = new Euler();
  28524. /**
  28525. * How to combine the result of the surface's color with the environment map, if any.
  28526. *
  28527. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  28528. * blend between the two colors.
  28529. *
  28530. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  28531. * @default MultiplyOperation
  28532. */
  28533. this.combine = MultiplyOperation;
  28534. /**
  28535. * How much the environment map affects the surface.
  28536. * The valid range is between `0` (no reflections) and `1` (full reflections).
  28537. *
  28538. * @type {number}
  28539. * @default 1
  28540. */
  28541. this.reflectivity = 1;
  28542. /**
  28543. * Scales the effect of the environment map by multiplying its color.
  28544. *
  28545. * @type {number}
  28546. * @default 1
  28547. */
  28548. this.envMapIntensity = 1.0;
  28549. /**
  28550. * The index of refraction (IOR) of air (approximately 1) divided by the
  28551. * index of refraction of the material. It is used with environment mapping
  28552. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  28553. * The refraction ratio should not exceed `1`.
  28554. *
  28555. * @type {number}
  28556. * @default 0.98
  28557. */
  28558. this.refractionRatio = 0.98;
  28559. /**
  28560. * Renders the geometry as a wireframe.
  28561. *
  28562. * @type {boolean}
  28563. * @default false
  28564. */
  28565. this.wireframe = false;
  28566. /**
  28567. * Controls the thickness of the wireframe.
  28568. *
  28569. * Can only be used with {@link SVGRenderer}.
  28570. *
  28571. * @type {number}
  28572. * @default 1
  28573. */
  28574. this.wireframeLinewidth = 1;
  28575. /**
  28576. * Defines appearance of wireframe ends.
  28577. *
  28578. * Can only be used with {@link SVGRenderer}.
  28579. *
  28580. * @type {('round'|'bevel'|'miter')}
  28581. * @default 'round'
  28582. */
  28583. this.wireframeLinecap = 'round';
  28584. /**
  28585. * Defines appearance of wireframe joints.
  28586. *
  28587. * Can only be used with {@link SVGRenderer}.
  28588. *
  28589. * @type {('round'|'bevel'|'miter')}
  28590. * @default 'round'
  28591. */
  28592. this.wireframeLinejoin = 'round';
  28593. /**
  28594. * Whether the material is rendered with flat shading or not.
  28595. *
  28596. * @type {boolean}
  28597. * @default false
  28598. */
  28599. this.flatShading = false;
  28600. /**
  28601. * Whether the material is affected by fog or not.
  28602. *
  28603. * @type {boolean}
  28604. * @default true
  28605. */
  28606. this.fog = true;
  28607. this.setValues( parameters );
  28608. }
  28609. copy( source ) {
  28610. super.copy( source );
  28611. this.color.copy( source.color );
  28612. this.specular.copy( source.specular );
  28613. this.shininess = source.shininess;
  28614. this.map = source.map;
  28615. this.lightMap = source.lightMap;
  28616. this.lightMapIntensity = source.lightMapIntensity;
  28617. this.aoMap = source.aoMap;
  28618. this.aoMapIntensity = source.aoMapIntensity;
  28619. this.emissive.copy( source.emissive );
  28620. this.emissiveMap = source.emissiveMap;
  28621. this.emissiveIntensity = source.emissiveIntensity;
  28622. this.bumpMap = source.bumpMap;
  28623. this.bumpScale = source.bumpScale;
  28624. this.normalMap = source.normalMap;
  28625. this.normalMapType = source.normalMapType;
  28626. this.normalScale.copy( source.normalScale );
  28627. this.displacementMap = source.displacementMap;
  28628. this.displacementScale = source.displacementScale;
  28629. this.displacementBias = source.displacementBias;
  28630. this.specularMap = source.specularMap;
  28631. this.alphaMap = source.alphaMap;
  28632. this.envMap = source.envMap;
  28633. this.envMapRotation.copy( source.envMapRotation );
  28634. this.combine = source.combine;
  28635. this.reflectivity = source.reflectivity;
  28636. this.envMapIntensity = source.envMapIntensity;
  28637. this.refractionRatio = source.refractionRatio;
  28638. this.wireframe = source.wireframe;
  28639. this.wireframeLinewidth = source.wireframeLinewidth;
  28640. this.wireframeLinecap = source.wireframeLinecap;
  28641. this.wireframeLinejoin = source.wireframeLinejoin;
  28642. this.flatShading = source.flatShading;
  28643. this.fog = source.fog;
  28644. return this;
  28645. }
  28646. }
  28647. /**
  28648. * A material implementing toon shading.
  28649. *
  28650. * @augments Material
  28651. * @demo scenes/material-browser.html#MeshToonMaterial
  28652. */
  28653. class MeshToonMaterial extends Material {
  28654. /**
  28655. * Constructs a new mesh toon material.
  28656. *
  28657. * @param {Object} [parameters] - An object with one or more properties
  28658. * defining the material's appearance. Any property of the material
  28659. * (including any property from inherited materials) can be passed
  28660. * in here. Color values can be passed any type of value accepted
  28661. * by {@link Color#set}.
  28662. */
  28663. constructor( parameters ) {
  28664. super();
  28665. /**
  28666. * This flag can be used for type testing.
  28667. *
  28668. * @type {boolean}
  28669. * @readonly
  28670. * @default true
  28671. */
  28672. this.isMeshToonMaterial = true;
  28673. this.defines = { 'TOON': '' };
  28674. this.type = 'MeshToonMaterial';
  28675. /**
  28676. * Color of the material.
  28677. *
  28678. * @type {Color}
  28679. * @default (1,1,1)
  28680. */
  28681. this.color = new Color( 0xffffff );
  28682. /**
  28683. * The color map. May optionally include an alpha channel, typically combined
  28684. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28685. * color is modulated by the diffuse `color`.
  28686. *
  28687. * @type {?Texture}
  28688. * @default null
  28689. */
  28690. this.map = null;
  28691. /**
  28692. * Gradient map for toon shading. It's required to set
  28693. * {@link Texture#minFilter} and {@link Texture#magFilter} to {@link NearestFilter}
  28694. * when using this type of texture.
  28695. *
  28696. * @type {?Texture}
  28697. * @default null
  28698. */
  28699. this.gradientMap = null;
  28700. /**
  28701. * The light map. Requires a second set of UVs.
  28702. *
  28703. * @type {?Texture}
  28704. * @default null
  28705. */
  28706. this.lightMap = null;
  28707. /**
  28708. * Intensity of the baked light.
  28709. *
  28710. * @type {number}
  28711. * @default 1
  28712. */
  28713. this.lightMapIntensity = 1.0;
  28714. /**
  28715. * The red channel of this texture is used as the ambient occlusion map.
  28716. * Requires a second set of UVs.
  28717. *
  28718. * @type {?Texture}
  28719. * @default null
  28720. */
  28721. this.aoMap = null;
  28722. /**
  28723. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28724. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28725. * red channel is also `1`, ambient light is fully occluded on a surface.
  28726. *
  28727. * @type {number}
  28728. * @default 1
  28729. */
  28730. this.aoMapIntensity = 1.0;
  28731. /**
  28732. * Emissive (light) color of the material, essentially a solid color
  28733. * unaffected by other lighting.
  28734. *
  28735. * @type {Color}
  28736. * @default (0,0,0)
  28737. */
  28738. this.emissive = new Color( 0x000000 );
  28739. /**
  28740. * Intensity of the emissive light. Modulates the emissive color.
  28741. *
  28742. * @type {number}
  28743. * @default 1
  28744. */
  28745. this.emissiveIntensity = 1.0;
  28746. /**
  28747. * Set emissive (glow) map. The emissive map color is modulated by the
  28748. * emissive color and the emissive intensity. If you have an emissive map,
  28749. * be sure to set the emissive color to something other than black.
  28750. *
  28751. * @type {?Texture}
  28752. * @default null
  28753. */
  28754. this.emissiveMap = null;
  28755. /**
  28756. * The texture to create a bump map. The black and white values map to the
  28757. * perceived depth in relation to the lights. Bump doesn't actually affect
  28758. * the geometry of the object, only the lighting. If a normal map is defined
  28759. * this will be ignored.
  28760. *
  28761. * @type {?Texture}
  28762. * @default null
  28763. */
  28764. this.bumpMap = null;
  28765. /**
  28766. * How much the bump map affects the material. Typical range is `[0,1]`.
  28767. *
  28768. * @type {number}
  28769. * @default 1
  28770. */
  28771. this.bumpScale = 1;
  28772. /**
  28773. * The texture to create a normal map. The RGB values affect the surface
  28774. * normal for each pixel fragment and change the way the color is lit. Normal
  28775. * maps do not change the actual shape of the surface, only the lighting. In
  28776. * case the material has a normal map authored using the left handed
  28777. * convention, the `y` component of `normalScale` should be negated to compensate
  28778. * for the different handedness.
  28779. *
  28780. * @type {?Texture}
  28781. * @default null
  28782. */
  28783. this.normalMap = null;
  28784. /**
  28785. * The type of normal map.
  28786. *
  28787. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28788. * @default TangentSpaceNormalMap
  28789. */
  28790. this.normalMapType = TangentSpaceNormalMap;
  28791. /**
  28792. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28793. *
  28794. * @type {Vector2}
  28795. * @default (1,1)
  28796. */
  28797. this.normalScale = new Vector2( 1, 1 );
  28798. /**
  28799. * The displacement map affects the position of the mesh's vertices. Unlike
  28800. * other maps which only affect the light and shade of the material the
  28801. * displaced vertices can cast shadows, block other objects, and otherwise
  28802. * act as real geometry. The displacement texture is an image where the value
  28803. * of each pixel (white being the highest) is mapped against, and
  28804. * repositions, the vertices of the mesh.
  28805. *
  28806. * @type {?Texture}
  28807. * @default null
  28808. */
  28809. this.displacementMap = null;
  28810. /**
  28811. * How much the displacement map affects the mesh (where black is no
  28812. * displacement, and white is maximum displacement). Without a displacement
  28813. * map set, this value is not applied.
  28814. *
  28815. * @type {number}
  28816. * @default 0
  28817. */
  28818. this.displacementScale = 1;
  28819. /**
  28820. * The offset of the displacement map's values on the mesh's vertices.
  28821. * The bias is added to the scaled sample of the displacement map.
  28822. * Without a displacement map set, this value is not applied.
  28823. *
  28824. * @type {number}
  28825. * @default 0
  28826. */
  28827. this.displacementBias = 0;
  28828. /**
  28829. * The alpha map is a grayscale texture that controls the opacity across the
  28830. * surface (black: fully transparent; white: fully opaque).
  28831. *
  28832. * Only the color of the texture is used, ignoring the alpha channel if one
  28833. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28834. * when sampling this texture due to the extra bit of precision provided for
  28835. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28836. * luminance/alpha textures will also still work as expected.
  28837. *
  28838. * @type {?Texture}
  28839. * @default null
  28840. */
  28841. this.alphaMap = null;
  28842. /**
  28843. * Renders the geometry as a wireframe.
  28844. *
  28845. * @type {boolean}
  28846. * @default false
  28847. */
  28848. this.wireframe = false;
  28849. /**
  28850. * Controls the thickness of the wireframe.
  28851. *
  28852. * Can only be used with {@link SVGRenderer}.
  28853. *
  28854. * @type {number}
  28855. * @default 1
  28856. */
  28857. this.wireframeLinewidth = 1;
  28858. /**
  28859. * Defines appearance of wireframe ends.
  28860. *
  28861. * Can only be used with {@link SVGRenderer}.
  28862. *
  28863. * @type {('round'|'bevel'|'miter')}
  28864. * @default 'round'
  28865. */
  28866. this.wireframeLinecap = 'round';
  28867. /**
  28868. * Defines appearance of wireframe joints.
  28869. *
  28870. * Can only be used with {@link SVGRenderer}.
  28871. *
  28872. * @type {('round'|'bevel'|'miter')}
  28873. * @default 'round'
  28874. */
  28875. this.wireframeLinejoin = 'round';
  28876. /**
  28877. * Whether the material is affected by fog or not.
  28878. *
  28879. * @type {boolean}
  28880. * @default true
  28881. */
  28882. this.fog = true;
  28883. this.setValues( parameters );
  28884. }
  28885. copy( source ) {
  28886. super.copy( source );
  28887. this.color.copy( source.color );
  28888. this.map = source.map;
  28889. this.gradientMap = source.gradientMap;
  28890. this.lightMap = source.lightMap;
  28891. this.lightMapIntensity = source.lightMapIntensity;
  28892. this.aoMap = source.aoMap;
  28893. this.aoMapIntensity = source.aoMapIntensity;
  28894. this.emissive.copy( source.emissive );
  28895. this.emissiveMap = source.emissiveMap;
  28896. this.emissiveIntensity = source.emissiveIntensity;
  28897. this.bumpMap = source.bumpMap;
  28898. this.bumpScale = source.bumpScale;
  28899. this.normalMap = source.normalMap;
  28900. this.normalMapType = source.normalMapType;
  28901. this.normalScale.copy( source.normalScale );
  28902. this.displacementMap = source.displacementMap;
  28903. this.displacementScale = source.displacementScale;
  28904. this.displacementBias = source.displacementBias;
  28905. this.alphaMap = source.alphaMap;
  28906. this.wireframe = source.wireframe;
  28907. this.wireframeLinewidth = source.wireframeLinewidth;
  28908. this.wireframeLinecap = source.wireframeLinecap;
  28909. this.wireframeLinejoin = source.wireframeLinejoin;
  28910. this.fog = source.fog;
  28911. return this;
  28912. }
  28913. }
  28914. /**
  28915. * A material that maps the normal vectors to RGB colors.
  28916. *
  28917. * @augments Material
  28918. * @demo scenes/material-browser.html#MeshNormalMaterial
  28919. */
  28920. class MeshNormalMaterial extends Material {
  28921. /**
  28922. * Constructs a new mesh normal material.
  28923. *
  28924. * @param {Object} [parameters] - An object with one or more properties
  28925. * defining the material's appearance. Any property of the material
  28926. * (including any property from inherited materials) can be passed
  28927. * in here. Color values can be passed any type of value accepted
  28928. * by {@link Color#set}.
  28929. */
  28930. constructor( parameters ) {
  28931. super();
  28932. /**
  28933. * This flag can be used for type testing.
  28934. *
  28935. * @type {boolean}
  28936. * @readonly
  28937. * @default true
  28938. */
  28939. this.isMeshNormalMaterial = true;
  28940. this.type = 'MeshNormalMaterial';
  28941. /**
  28942. * The texture to create a bump map. The black and white values map to the
  28943. * perceived depth in relation to the lights. Bump doesn't actually affect
  28944. * the geometry of the object, only the lighting. If a normal map is defined
  28945. * this will be ignored.
  28946. *
  28947. * @type {?Texture}
  28948. * @default null
  28949. */
  28950. this.bumpMap = null;
  28951. /**
  28952. * How much the bump map affects the material. Typical range is `[0,1]`.
  28953. *
  28954. * @type {number}
  28955. * @default 1
  28956. */
  28957. this.bumpScale = 1;
  28958. /**
  28959. * The texture to create a normal map. The RGB values affect the surface
  28960. * normal for each pixel fragment and change the way the color is lit. Normal
  28961. * maps do not change the actual shape of the surface, only the lighting. In
  28962. * case the material has a normal map authored using the left handed
  28963. * convention, the `y` component of `normalScale` should be negated to compensate
  28964. * for the different handedness.
  28965. *
  28966. * @type {?Texture}
  28967. * @default null
  28968. */
  28969. this.normalMap = null;
  28970. /**
  28971. * The type of normal map.
  28972. *
  28973. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28974. * @default TangentSpaceNormalMap
  28975. */
  28976. this.normalMapType = TangentSpaceNormalMap;
  28977. /**
  28978. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28979. *
  28980. * @type {Vector2}
  28981. * @default (1,1)
  28982. */
  28983. this.normalScale = new Vector2( 1, 1 );
  28984. /**
  28985. * The displacement map affects the position of the mesh's vertices. Unlike
  28986. * other maps which only affect the light and shade of the material the
  28987. * displaced vertices can cast shadows, block other objects, and otherwise
  28988. * act as real geometry. The displacement texture is an image where the value
  28989. * of each pixel (white being the highest) is mapped against, and
  28990. * repositions, the vertices of the mesh.
  28991. *
  28992. * @type {?Texture}
  28993. * @default null
  28994. */
  28995. this.displacementMap = null;
  28996. /**
  28997. * How much the displacement map affects the mesh (where black is no
  28998. * displacement, and white is maximum displacement). Without a displacement
  28999. * map set, this value is not applied.
  29000. *
  29001. * @type {number}
  29002. * @default 0
  29003. */
  29004. this.displacementScale = 1;
  29005. /**
  29006. * The offset of the displacement map's values on the mesh's vertices.
  29007. * The bias is added to the scaled sample of the displacement map.
  29008. * Without a displacement map set, this value is not applied.
  29009. *
  29010. * @type {number}
  29011. * @default 0
  29012. */
  29013. this.displacementBias = 0;
  29014. /**
  29015. * Renders the geometry as a wireframe.
  29016. *
  29017. * @type {boolean}
  29018. * @default false
  29019. */
  29020. this.wireframe = false;
  29021. /**
  29022. * Controls the thickness of the wireframe.
  29023. *
  29024. * WebGL and WebGPU ignore this property and always render
  29025. * 1 pixel wide lines.
  29026. *
  29027. * @type {number}
  29028. * @default 1
  29029. */
  29030. this.wireframeLinewidth = 1;
  29031. /**
  29032. * Whether the material is rendered with flat shading or not.
  29033. *
  29034. * @type {boolean}
  29035. * @default false
  29036. */
  29037. this.flatShading = false;
  29038. this.setValues( parameters );
  29039. }
  29040. copy( source ) {
  29041. super.copy( source );
  29042. this.bumpMap = source.bumpMap;
  29043. this.bumpScale = source.bumpScale;
  29044. this.normalMap = source.normalMap;
  29045. this.normalMapType = source.normalMapType;
  29046. this.normalScale.copy( source.normalScale );
  29047. this.displacementMap = source.displacementMap;
  29048. this.displacementScale = source.displacementScale;
  29049. this.displacementBias = source.displacementBias;
  29050. this.wireframe = source.wireframe;
  29051. this.wireframeLinewidth = source.wireframeLinewidth;
  29052. this.flatShading = source.flatShading;
  29053. return this;
  29054. }
  29055. }
  29056. /**
  29057. * A material for non-shiny surfaces, without specular highlights.
  29058. *
  29059. * The material uses a non-physically based [Lambertian](https://en.wikipedia.org/wiki/Lambertian_reflectance)
  29060. * model for calculating reflectance. This can simulate some surfaces (such
  29061. * as untreated wood or stone) well, but cannot simulate shiny surfaces with
  29062. * specular highlights (such as varnished wood). `MeshLambertMaterial` uses per-fragment
  29063. * shading.
  29064. *
  29065. * Due to the simplicity of the reflectance and illumination models,
  29066. * performance will be greater when using this material over the
  29067. * {@link MeshPhongMaterial}, {@link MeshStandardMaterial} or
  29068. * {@link MeshPhysicalMaterial}, at the cost of some graphical accuracy.
  29069. *
  29070. * @augments Material
  29071. * @demo scenes/material-browser.html#MeshLambertMaterial
  29072. */
  29073. class MeshLambertMaterial extends Material {
  29074. /**
  29075. * Constructs a new mesh lambert material.
  29076. *
  29077. * @param {Object} [parameters] - An object with one or more properties
  29078. * defining the material's appearance. Any property of the material
  29079. * (including any property from inherited materials) can be passed
  29080. * in here. Color values can be passed any type of value accepted
  29081. * by {@link Color#set}.
  29082. */
  29083. constructor( parameters ) {
  29084. super();
  29085. /**
  29086. * This flag can be used for type testing.
  29087. *
  29088. * @type {boolean}
  29089. * @readonly
  29090. * @default true
  29091. */
  29092. this.isMeshLambertMaterial = true;
  29093. this.type = 'MeshLambertMaterial';
  29094. /**
  29095. * Color of the material.
  29096. *
  29097. * @type {Color}
  29098. * @default (1,1,1)
  29099. */
  29100. this.color = new Color( 0xffffff ); // diffuse
  29101. /**
  29102. * The color map. May optionally include an alpha channel, typically combined
  29103. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29104. * color is modulated by the diffuse `color`.
  29105. *
  29106. * @type {?Texture}
  29107. * @default null
  29108. */
  29109. this.map = null;
  29110. /**
  29111. * The light map. Requires a second set of UVs.
  29112. *
  29113. * @type {?Texture}
  29114. * @default null
  29115. */
  29116. this.lightMap = null;
  29117. /**
  29118. * Intensity of the baked light.
  29119. *
  29120. * @type {number}
  29121. * @default 1
  29122. */
  29123. this.lightMapIntensity = 1.0;
  29124. /**
  29125. * The red channel of this texture is used as the ambient occlusion map.
  29126. * Requires a second set of UVs.
  29127. *
  29128. * @type {?Texture}
  29129. * @default null
  29130. */
  29131. this.aoMap = null;
  29132. /**
  29133. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  29134. * disables ambient occlusion. Where intensity is `1` and the AO map's
  29135. * red channel is also `1`, ambient light is fully occluded on a surface.
  29136. *
  29137. * @type {number}
  29138. * @default 1
  29139. */
  29140. this.aoMapIntensity = 1.0;
  29141. /**
  29142. * Emissive (light) color of the material, essentially a solid color
  29143. * unaffected by other lighting.
  29144. *
  29145. * @type {Color}
  29146. * @default (0,0,0)
  29147. */
  29148. this.emissive = new Color( 0x000000 );
  29149. /**
  29150. * Intensity of the emissive light. Modulates the emissive color.
  29151. *
  29152. * @type {number}
  29153. * @default 1
  29154. */
  29155. this.emissiveIntensity = 1.0;
  29156. /**
  29157. * Set emissive (glow) map. The emissive map color is modulated by the
  29158. * emissive color and the emissive intensity. If you have an emissive map,
  29159. * be sure to set the emissive color to something other than black.
  29160. *
  29161. * @type {?Texture}
  29162. * @default null
  29163. */
  29164. this.emissiveMap = null;
  29165. /**
  29166. * The texture to create a bump map. The black and white values map to the
  29167. * perceived depth in relation to the lights. Bump doesn't actually affect
  29168. * the geometry of the object, only the lighting. If a normal map is defined
  29169. * this will be ignored.
  29170. *
  29171. * @type {?Texture}
  29172. * @default null
  29173. */
  29174. this.bumpMap = null;
  29175. /**
  29176. * How much the bump map affects the material. Typical range is `[0,1]`.
  29177. *
  29178. * @type {number}
  29179. * @default 1
  29180. */
  29181. this.bumpScale = 1;
  29182. /**
  29183. * The texture to create a normal map. The RGB values affect the surface
  29184. * normal for each pixel fragment and change the way the color is lit. Normal
  29185. * maps do not change the actual shape of the surface, only the lighting. In
  29186. * case the material has a normal map authored using the left handed
  29187. * convention, the `y` component of `normalScale` should be negated to compensate
  29188. * for the different handedness.
  29189. *
  29190. * @type {?Texture}
  29191. * @default null
  29192. */
  29193. this.normalMap = null;
  29194. /**
  29195. * The type of normal map.
  29196. *
  29197. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29198. * @default TangentSpaceNormalMap
  29199. */
  29200. this.normalMapType = TangentSpaceNormalMap;
  29201. /**
  29202. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29203. *
  29204. * @type {Vector2}
  29205. * @default (1,1)
  29206. */
  29207. this.normalScale = new Vector2( 1, 1 );
  29208. /**
  29209. * The displacement map affects the position of the mesh's vertices. Unlike
  29210. * other maps which only affect the light and shade of the material the
  29211. * displaced vertices can cast shadows, block other objects, and otherwise
  29212. * act as real geometry. The displacement texture is an image where the value
  29213. * of each pixel (white being the highest) is mapped against, and
  29214. * repositions, the vertices of the mesh.
  29215. *
  29216. * @type {?Texture}
  29217. * @default null
  29218. */
  29219. this.displacementMap = null;
  29220. /**
  29221. * How much the displacement map affects the mesh (where black is no
  29222. * displacement, and white is maximum displacement). Without a displacement
  29223. * map set, this value is not applied.
  29224. *
  29225. * @type {number}
  29226. * @default 0
  29227. */
  29228. this.displacementScale = 1;
  29229. /**
  29230. * The offset of the displacement map's values on the mesh's vertices.
  29231. * The bias is added to the scaled sample of the displacement map.
  29232. * Without a displacement map set, this value is not applied.
  29233. *
  29234. * @type {number}
  29235. * @default 0
  29236. */
  29237. this.displacementBias = 0;
  29238. /**
  29239. * Specular map used by the material.
  29240. *
  29241. * @type {?Texture}
  29242. * @default null
  29243. */
  29244. this.specularMap = null;
  29245. /**
  29246. * The alpha map is a grayscale texture that controls the opacity across the
  29247. * surface (black: fully transparent; white: fully opaque).
  29248. *
  29249. * Only the color of the texture is used, ignoring the alpha channel if one
  29250. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29251. * when sampling this texture due to the extra bit of precision provided for
  29252. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29253. * luminance/alpha textures will also still work as expected.
  29254. *
  29255. * @type {?Texture}
  29256. * @default null
  29257. */
  29258. this.alphaMap = null;
  29259. /**
  29260. * The environment map.
  29261. *
  29262. * @type {?Texture}
  29263. * @default null
  29264. */
  29265. this.envMap = null;
  29266. /**
  29267. * The rotation of the environment map in radians.
  29268. *
  29269. * @type {Euler}
  29270. * @default (0,0,0)
  29271. */
  29272. this.envMapRotation = new Euler();
  29273. /**
  29274. * How to combine the result of the surface's color with the environment map, if any.
  29275. *
  29276. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  29277. * blend between the two colors.
  29278. *
  29279. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  29280. * @default MultiplyOperation
  29281. */
  29282. this.combine = MultiplyOperation;
  29283. /**
  29284. * How much the environment map affects the surface.
  29285. * The valid range is between `0` (no reflections) and `1` (full reflections).
  29286. *
  29287. * @type {number}
  29288. * @default 1
  29289. */
  29290. this.reflectivity = 1;
  29291. /**
  29292. * Scales the effect of the environment map by multiplying its color.
  29293. *
  29294. * @type {number}
  29295. * @default 1
  29296. */
  29297. this.envMapIntensity = 1.0;
  29298. /**
  29299. * The index of refraction (IOR) of air (approximately 1) divided by the
  29300. * index of refraction of the material. It is used with environment mapping
  29301. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  29302. * The refraction ratio should not exceed `1`.
  29303. *
  29304. * @type {number}
  29305. * @default 0.98
  29306. */
  29307. this.refractionRatio = 0.98;
  29308. /**
  29309. * Renders the geometry as a wireframe.
  29310. *
  29311. * @type {boolean}
  29312. * @default false
  29313. */
  29314. this.wireframe = false;
  29315. /**
  29316. * Controls the thickness of the wireframe.
  29317. *
  29318. * Can only be used with {@link SVGRenderer}.
  29319. *
  29320. * @type {number}
  29321. * @default 1
  29322. */
  29323. this.wireframeLinewidth = 1;
  29324. /**
  29325. * Defines appearance of wireframe ends.
  29326. *
  29327. * Can only be used with {@link SVGRenderer}.
  29328. *
  29329. * @type {('round'|'bevel'|'miter')}
  29330. * @default 'round'
  29331. */
  29332. this.wireframeLinecap = 'round';
  29333. /**
  29334. * Defines appearance of wireframe joints.
  29335. *
  29336. * Can only be used with {@link SVGRenderer}.
  29337. *
  29338. * @type {('round'|'bevel'|'miter')}
  29339. * @default 'round'
  29340. */
  29341. this.wireframeLinejoin = 'round';
  29342. /**
  29343. * Whether the material is rendered with flat shading or not.
  29344. *
  29345. * @type {boolean}
  29346. * @default false
  29347. */
  29348. this.flatShading = false;
  29349. /**
  29350. * Whether the material is affected by fog or not.
  29351. *
  29352. * @type {boolean}
  29353. * @default true
  29354. */
  29355. this.fog = true;
  29356. this.setValues( parameters );
  29357. }
  29358. copy( source ) {
  29359. super.copy( source );
  29360. this.color.copy( source.color );
  29361. this.map = source.map;
  29362. this.lightMap = source.lightMap;
  29363. this.lightMapIntensity = source.lightMapIntensity;
  29364. this.aoMap = source.aoMap;
  29365. this.aoMapIntensity = source.aoMapIntensity;
  29366. this.emissive.copy( source.emissive );
  29367. this.emissiveMap = source.emissiveMap;
  29368. this.emissiveIntensity = source.emissiveIntensity;
  29369. this.bumpMap = source.bumpMap;
  29370. this.bumpScale = source.bumpScale;
  29371. this.normalMap = source.normalMap;
  29372. this.normalMapType = source.normalMapType;
  29373. this.normalScale.copy( source.normalScale );
  29374. this.displacementMap = source.displacementMap;
  29375. this.displacementScale = source.displacementScale;
  29376. this.displacementBias = source.displacementBias;
  29377. this.specularMap = source.specularMap;
  29378. this.alphaMap = source.alphaMap;
  29379. this.envMap = source.envMap;
  29380. this.envMapRotation.copy( source.envMapRotation );
  29381. this.combine = source.combine;
  29382. this.reflectivity = source.reflectivity;
  29383. this.envMapIntensity = source.envMapIntensity;
  29384. this.refractionRatio = source.refractionRatio;
  29385. this.wireframe = source.wireframe;
  29386. this.wireframeLinewidth = source.wireframeLinewidth;
  29387. this.wireframeLinecap = source.wireframeLinecap;
  29388. this.wireframeLinejoin = source.wireframeLinejoin;
  29389. this.flatShading = source.flatShading;
  29390. this.fog = source.fog;
  29391. return this;
  29392. }
  29393. }
  29394. /**
  29395. * A material for drawing geometry by depth. Depth is based off of the camera
  29396. * near and far plane. White is nearest, black is farthest.
  29397. *
  29398. * @augments Material
  29399. * @demo scenes/material-browser.html#MeshDepthMaterial
  29400. */
  29401. class MeshDepthMaterial extends Material {
  29402. /**
  29403. * Constructs a new mesh depth material.
  29404. *
  29405. * @param {Object} [parameters] - An object with one or more properties
  29406. * defining the material's appearance. Any property of the material
  29407. * (including any property from inherited materials) can be passed
  29408. * in here. Color values can be passed any type of value accepted
  29409. * by {@link Color#set}.
  29410. */
  29411. constructor( parameters ) {
  29412. super();
  29413. /**
  29414. * This flag can be used for type testing.
  29415. *
  29416. * @type {boolean}
  29417. * @readonly
  29418. * @default true
  29419. */
  29420. this.isMeshDepthMaterial = true;
  29421. this.type = 'MeshDepthMaterial';
  29422. /**
  29423. * Type for depth packing.
  29424. *
  29425. * @type {(BasicDepthPacking|RGBADepthPacking|RGBDepthPacking|RGDepthPacking)}
  29426. * @default BasicDepthPacking
  29427. */
  29428. this.depthPacking = BasicDepthPacking;
  29429. /**
  29430. * The color map. May optionally include an alpha channel, typically combined
  29431. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29432. *
  29433. * @type {?Texture}
  29434. * @default null
  29435. */
  29436. this.map = null;
  29437. /**
  29438. * The alpha map is a grayscale texture that controls the opacity across the
  29439. * surface (black: fully transparent; white: fully opaque).
  29440. *
  29441. * Only the color of the texture is used, ignoring the alpha channel if one
  29442. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29443. * when sampling this texture due to the extra bit of precision provided for
  29444. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29445. * luminance/alpha textures will also still work as expected.
  29446. *
  29447. * @type {?Texture}
  29448. * @default null
  29449. */
  29450. this.alphaMap = null;
  29451. /**
  29452. * The displacement map affects the position of the mesh's vertices. Unlike
  29453. * other maps which only affect the light and shade of the material the
  29454. * displaced vertices can cast shadows, block other objects, and otherwise
  29455. * act as real geometry. The displacement texture is an image where the value
  29456. * of each pixel (white being the highest) is mapped against, and
  29457. * repositions, the vertices of the mesh.
  29458. *
  29459. * @type {?Texture}
  29460. * @default null
  29461. */
  29462. this.displacementMap = null;
  29463. /**
  29464. * How much the displacement map affects the mesh (where black is no
  29465. * displacement, and white is maximum displacement). Without a displacement
  29466. * map set, this value is not applied.
  29467. *
  29468. * @type {number}
  29469. * @default 0
  29470. */
  29471. this.displacementScale = 1;
  29472. /**
  29473. * The offset of the displacement map's values on the mesh's vertices.
  29474. * The bias is added to the scaled sample of the displacement map.
  29475. * Without a displacement map set, this value is not applied.
  29476. *
  29477. * @type {number}
  29478. * @default 0
  29479. */
  29480. this.displacementBias = 0;
  29481. /**
  29482. * Renders the geometry as a wireframe.
  29483. *
  29484. * @type {boolean}
  29485. * @default false
  29486. */
  29487. this.wireframe = false;
  29488. /**
  29489. * Controls the thickness of the wireframe.
  29490. *
  29491. * WebGL and WebGPU ignore this property and always render
  29492. * 1 pixel wide lines.
  29493. *
  29494. * @type {number}
  29495. * @default 1
  29496. */
  29497. this.wireframeLinewidth = 1;
  29498. this.setValues( parameters );
  29499. }
  29500. copy( source ) {
  29501. super.copy( source );
  29502. this.depthPacking = source.depthPacking;
  29503. this.map = source.map;
  29504. this.alphaMap = source.alphaMap;
  29505. this.displacementMap = source.displacementMap;
  29506. this.displacementScale = source.displacementScale;
  29507. this.displacementBias = source.displacementBias;
  29508. this.wireframe = source.wireframe;
  29509. this.wireframeLinewidth = source.wireframeLinewidth;
  29510. return this;
  29511. }
  29512. }
  29513. /**
  29514. * A material used internally for implementing shadow mapping with
  29515. * point lights.
  29516. *
  29517. * Can also be used to customize the shadow casting of an object by assigning
  29518. * an instance of `MeshDistanceMaterial` to {@link Object3D#customDistanceMaterial}.
  29519. * The following examples demonstrates this approach in order to ensure
  29520. * transparent parts of objects do not cast shadows.
  29521. *
  29522. * @augments Material
  29523. */
  29524. class MeshDistanceMaterial extends Material {
  29525. /**
  29526. * Constructs a new mesh distance material.
  29527. *
  29528. * @param {Object} [parameters] - An object with one or more properties
  29529. * defining the material's appearance. Any property of the material
  29530. * (including any property from inherited materials) can be passed
  29531. * in here. Color values can be passed any type of value accepted
  29532. * by {@link Color#set}.
  29533. */
  29534. constructor( parameters ) {
  29535. super();
  29536. /**
  29537. * This flag can be used for type testing.
  29538. *
  29539. * @type {boolean}
  29540. * @readonly
  29541. * @default true
  29542. */
  29543. this.isMeshDistanceMaterial = true;
  29544. this.type = 'MeshDistanceMaterial';
  29545. /**
  29546. * The color map. May optionally include an alpha channel, typically combined
  29547. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29548. *
  29549. * @type {?Texture}
  29550. * @default null
  29551. */
  29552. this.map = null;
  29553. /**
  29554. * The alpha map is a grayscale texture that controls the opacity across the
  29555. * surface (black: fully transparent; white: fully opaque).
  29556. *
  29557. * Only the color of the texture is used, ignoring the alpha channel if one
  29558. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29559. * when sampling this texture due to the extra bit of precision provided for
  29560. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29561. * luminance/alpha textures will also still work as expected.
  29562. *
  29563. * @type {?Texture}
  29564. * @default null
  29565. */
  29566. this.alphaMap = null;
  29567. /**
  29568. * The displacement map affects the position of the mesh's vertices. Unlike
  29569. * other maps which only affect the light and shade of the material the
  29570. * displaced vertices can cast shadows, block other objects, and otherwise
  29571. * act as real geometry. The displacement texture is an image where the value
  29572. * of each pixel (white being the highest) is mapped against, and
  29573. * repositions, the vertices of the mesh.
  29574. *
  29575. * @type {?Texture}
  29576. * @default null
  29577. */
  29578. this.displacementMap = null;
  29579. /**
  29580. * How much the displacement map affects the mesh (where black is no
  29581. * displacement, and white is maximum displacement). Without a displacement
  29582. * map set, this value is not applied.
  29583. *
  29584. * @type {number}
  29585. * @default 0
  29586. */
  29587. this.displacementScale = 1;
  29588. /**
  29589. * The offset of the displacement map's values on the mesh's vertices.
  29590. * The bias is added to the scaled sample of the displacement map.
  29591. * Without a displacement map set, this value is not applied.
  29592. *
  29593. * @type {number}
  29594. * @default 0
  29595. */
  29596. this.displacementBias = 0;
  29597. this.setValues( parameters );
  29598. }
  29599. copy( source ) {
  29600. super.copy( source );
  29601. this.map = source.map;
  29602. this.alphaMap = source.alphaMap;
  29603. this.displacementMap = source.displacementMap;
  29604. this.displacementScale = source.displacementScale;
  29605. this.displacementBias = source.displacementBias;
  29606. return this;
  29607. }
  29608. }
  29609. /**
  29610. * This material is defined by a MatCap (or Lit Sphere) texture, which encodes the
  29611. * material color and shading.
  29612. *
  29613. * `MeshMatcapMaterial` does not respond to lights since the matcap image file encodes
  29614. * baked lighting. It will cast a shadow onto an object that receives shadows
  29615. * (and shadow clipping works), but it will not self-shadow or receive
  29616. * shadows.
  29617. *
  29618. * @augments Material
  29619. * @demo scenes/material-browser.html#MeshMatcapMaterial
  29620. */
  29621. class MeshMatcapMaterial extends Material {
  29622. /**
  29623. * Constructs a new mesh matcap material.
  29624. *
  29625. * @param {Object} [parameters] - An object with one or more properties
  29626. * defining the material's appearance. Any property of the material
  29627. * (including any property from inherited materials) can be passed
  29628. * in here. Color values can be passed any type of value accepted
  29629. * by {@link Color#set}.
  29630. */
  29631. constructor( parameters ) {
  29632. super();
  29633. /**
  29634. * This flag can be used for type testing.
  29635. *
  29636. * @type {boolean}
  29637. * @readonly
  29638. * @default true
  29639. */
  29640. this.isMeshMatcapMaterial = true;
  29641. this.defines = { 'MATCAP': '' };
  29642. this.type = 'MeshMatcapMaterial';
  29643. /**
  29644. * Color of the material.
  29645. *
  29646. * @type {Color}
  29647. * @default (1,1,1)
  29648. */
  29649. this.color = new Color( 0xffffff ); // diffuse
  29650. /**
  29651. * The matcap map.
  29652. *
  29653. * @type {?Texture}
  29654. * @default null
  29655. */
  29656. this.matcap = null;
  29657. /**
  29658. * The color map. May optionally include an alpha channel, typically combined
  29659. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29660. * color is modulated by the diffuse `color`.
  29661. *
  29662. * @type {?Texture}
  29663. * @default null
  29664. */
  29665. this.map = null;
  29666. /**
  29667. * The texture to create a bump map. The black and white values map to the
  29668. * perceived depth in relation to the lights. Bump doesn't actually affect
  29669. * the geometry of the object, only the lighting. If a normal map is defined
  29670. * this will be ignored.
  29671. *
  29672. * @type {?Texture}
  29673. * @default null
  29674. */
  29675. this.bumpMap = null;
  29676. /**
  29677. * How much the bump map affects the material. Typical range is `[0,1]`.
  29678. *
  29679. * @type {number}
  29680. * @default 1
  29681. */
  29682. this.bumpScale = 1;
  29683. /**
  29684. * The texture to create a normal map. The RGB values affect the surface
  29685. * normal for each pixel fragment and change the way the color is lit. Normal
  29686. * maps do not change the actual shape of the surface, only the lighting. In
  29687. * case the material has a normal map authored using the left handed
  29688. * convention, the `y` component of `normalScale` should be negated to compensate
  29689. * for the different handedness.
  29690. *
  29691. * @type {?Texture}
  29692. * @default null
  29693. */
  29694. this.normalMap = null;
  29695. /**
  29696. * The type of normal map.
  29697. *
  29698. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29699. * @default TangentSpaceNormalMap
  29700. */
  29701. this.normalMapType = TangentSpaceNormalMap;
  29702. /**
  29703. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29704. *
  29705. * @type {Vector2}
  29706. * @default (1,1)
  29707. */
  29708. this.normalScale = new Vector2( 1, 1 );
  29709. /**
  29710. * The displacement map affects the position of the mesh's vertices. Unlike
  29711. * other maps which only affect the light and shade of the material the
  29712. * displaced vertices can cast shadows, block other objects, and otherwise
  29713. * act as real geometry. The displacement texture is an image where the value
  29714. * of each pixel (white being the highest) is mapped against, and
  29715. * repositions, the vertices of the mesh.
  29716. *
  29717. * @type {?Texture}
  29718. * @default null
  29719. */
  29720. this.displacementMap = null;
  29721. /**
  29722. * How much the displacement map affects the mesh (where black is no
  29723. * displacement, and white is maximum displacement). Without a displacement
  29724. * map set, this value is not applied.
  29725. *
  29726. * @type {number}
  29727. * @default 0
  29728. */
  29729. this.displacementScale = 1;
  29730. /**
  29731. * The offset of the displacement map's values on the mesh's vertices.
  29732. * The bias is added to the scaled sample of the displacement map.
  29733. * Without a displacement map set, this value is not applied.
  29734. *
  29735. * @type {number}
  29736. * @default 0
  29737. */
  29738. this.displacementBias = 0;
  29739. /**
  29740. * The alpha map is a grayscale texture that controls the opacity across the
  29741. * surface (black: fully transparent; white: fully opaque).
  29742. *
  29743. * Only the color of the texture is used, ignoring the alpha channel if one
  29744. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29745. * when sampling this texture due to the extra bit of precision provided for
  29746. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29747. * luminance/alpha textures will also still work as expected.
  29748. *
  29749. * @type {?Texture}
  29750. * @default null
  29751. */
  29752. this.alphaMap = null;
  29753. /**
  29754. * Renders the geometry as a wireframe.
  29755. *
  29756. * @type {boolean}
  29757. * @default false
  29758. */
  29759. this.wireframe = false;
  29760. /**
  29761. * Controls the thickness of the wireframe.
  29762. *
  29763. * Can only be used with {@link SVGRenderer}.
  29764. *
  29765. * @type {number}
  29766. * @default 1
  29767. */
  29768. this.wireframeLinewidth = 1;
  29769. /**
  29770. * Whether the material is rendered with flat shading or not.
  29771. *
  29772. * @type {boolean}
  29773. * @default false
  29774. */
  29775. this.flatShading = false;
  29776. /**
  29777. * Whether the material is affected by fog or not.
  29778. *
  29779. * @type {boolean}
  29780. * @default true
  29781. */
  29782. this.fog = true;
  29783. this.setValues( parameters );
  29784. }
  29785. copy( source ) {
  29786. super.copy( source );
  29787. this.defines = { 'MATCAP': '' };
  29788. this.color.copy( source.color );
  29789. this.matcap = source.matcap;
  29790. this.map = source.map;
  29791. this.bumpMap = source.bumpMap;
  29792. this.bumpScale = source.bumpScale;
  29793. this.normalMap = source.normalMap;
  29794. this.normalMapType = source.normalMapType;
  29795. this.normalScale.copy( source.normalScale );
  29796. this.displacementMap = source.displacementMap;
  29797. this.displacementScale = source.displacementScale;
  29798. this.displacementBias = source.displacementBias;
  29799. this.alphaMap = source.alphaMap;
  29800. this.wireframe = source.wireframe;
  29801. this.wireframeLinewidth = source.wireframeLinewidth;
  29802. this.flatShading = source.flatShading;
  29803. this.fog = source.fog;
  29804. return this;
  29805. }
  29806. }
  29807. /**
  29808. * A material for rendering line primitives.
  29809. *
  29810. * Materials define the appearance of renderable 3D objects.
  29811. *
  29812. * ```js
  29813. * const material = new THREE.LineDashedMaterial( {
  29814. * color: 0xffffff,
  29815. * scale: 1,
  29816. * dashSize: 3,
  29817. * gapSize: 1,
  29818. * } );
  29819. * ```
  29820. *
  29821. * @augments LineBasicMaterial
  29822. */
  29823. class LineDashedMaterial extends LineBasicMaterial {
  29824. /**
  29825. * Constructs a new line dashed material.
  29826. *
  29827. * @param {Object} [parameters] - An object with one or more properties
  29828. * defining the material's appearance. Any property of the material
  29829. * (including any property from inherited materials) can be passed
  29830. * in here. Color values can be passed any type of value accepted
  29831. * by {@link Color#set}.
  29832. */
  29833. constructor( parameters ) {
  29834. super();
  29835. /**
  29836. * This flag can be used for type testing.
  29837. *
  29838. * @type {boolean}
  29839. * @readonly
  29840. * @default true
  29841. */
  29842. this.isLineDashedMaterial = true;
  29843. this.type = 'LineDashedMaterial';
  29844. /**
  29845. * The scale of the dashed part of a line.
  29846. *
  29847. * @type {number}
  29848. * @default 1
  29849. */
  29850. this.scale = 1;
  29851. /**
  29852. * The size of the dash. This is both the gap with the stroke.
  29853. *
  29854. * @type {number}
  29855. * @default 3
  29856. */
  29857. this.dashSize = 3;
  29858. /**
  29859. * The size of the gap.
  29860. *
  29861. * @type {number}
  29862. * @default 1
  29863. */
  29864. this.gapSize = 1;
  29865. this.setValues( parameters );
  29866. }
  29867. copy( source ) {
  29868. super.copy( source );
  29869. this.scale = source.scale;
  29870. this.dashSize = source.dashSize;
  29871. this.gapSize = source.gapSize;
  29872. return this;
  29873. }
  29874. }
  29875. /**
  29876. * Converts an array to a specific type.
  29877. *
  29878. * @param {TypedArray|Array} array - The array to convert.
  29879. * @param {TypedArray.constructor} type - The constructor of a typed array that defines the new type.
  29880. * @return {TypedArray} The converted array.
  29881. */
  29882. function convertArray( array, type ) {
  29883. if ( ! array || array.constructor === type ) return array;
  29884. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  29885. return new type( array ); // create typed array
  29886. }
  29887. return Array.prototype.slice.call( array ); // create Array
  29888. }
  29889. /**
  29890. * Returns an array by which times and values can be sorted.
  29891. *
  29892. * @param {Array<number>} times - The keyframe time values.
  29893. * @return {Array<number>} The array.
  29894. */
  29895. function getKeyframeOrder( times ) {
  29896. function compareTime( i, j ) {
  29897. return times[ i ] - times[ j ];
  29898. }
  29899. const n = times.length;
  29900. const result = new Array( n );
  29901. for ( let i = 0; i !== n; ++ i ) result[ i ] = i;
  29902. result.sort( compareTime );
  29903. return result;
  29904. }
  29905. /**
  29906. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  29907. *
  29908. * @param {Array<number>} values - The values to sort.
  29909. * @param {number} stride - The stride.
  29910. * @param {Array<number>} order - The sort order.
  29911. * @return {Array<number>} The sorted values.
  29912. */
  29913. function sortedArray( values, stride, order ) {
  29914. const nValues = values.length;
  29915. const result = new values.constructor( nValues );
  29916. for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  29917. const srcOffset = order[ i ] * stride;
  29918. for ( let j = 0; j !== stride; ++ j ) {
  29919. result[ dstOffset ++ ] = values[ srcOffset + j ];
  29920. }
  29921. }
  29922. return result;
  29923. }
  29924. /**
  29925. * Used for parsing AOS keyframe formats.
  29926. *
  29927. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  29928. * @param {Array<number>} times - This array will be filled with keyframe times by this function.
  29929. * @param {Array<number>} values - This array will be filled with keyframe values by this function.
  29930. * @param {string} valuePropertyName - The name of the property to use.
  29931. */
  29932. function flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  29933. let i = 1, key = jsonKeys[ 0 ];
  29934. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  29935. key = jsonKeys[ i ++ ];
  29936. }
  29937. if ( key === undefined ) return; // no data
  29938. let value = key[ valuePropertyName ];
  29939. if ( value === undefined ) return; // no data
  29940. if ( Array.isArray( value ) ) {
  29941. do {
  29942. value = key[ valuePropertyName ];
  29943. if ( value !== undefined ) {
  29944. times.push( key.time );
  29945. values.push( ...value ); // push all elements
  29946. }
  29947. key = jsonKeys[ i ++ ];
  29948. } while ( key !== undefined );
  29949. } else if ( value.toArray !== undefined ) {
  29950. // ...assume THREE.Math-ish
  29951. do {
  29952. value = key[ valuePropertyName ];
  29953. if ( value !== undefined ) {
  29954. times.push( key.time );
  29955. value.toArray( values, values.length );
  29956. }
  29957. key = jsonKeys[ i ++ ];
  29958. } while ( key !== undefined );
  29959. } else {
  29960. // otherwise push as-is
  29961. do {
  29962. value = key[ valuePropertyName ];
  29963. if ( value !== undefined ) {
  29964. times.push( key.time );
  29965. values.push( value );
  29966. }
  29967. key = jsonKeys[ i ++ ];
  29968. } while ( key !== undefined );
  29969. }
  29970. }
  29971. /**
  29972. * Creates a new clip, containing only the segment of the original clip between the given frames.
  29973. *
  29974. * @param {AnimationClip} sourceClip - The values to sort.
  29975. * @param {string} name - The name of the clip.
  29976. * @param {number} startFrame - The start frame.
  29977. * @param {number} endFrame - The end frame.
  29978. * @param {number} [fps=30] - The FPS.
  29979. * @return {AnimationClip} The new sub clip.
  29980. */
  29981. function subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  29982. const clip = sourceClip.clone();
  29983. clip.name = name;
  29984. const tracks = [];
  29985. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  29986. const track = clip.tracks[ i ];
  29987. const valueSize = track.getValueSize();
  29988. const times = [];
  29989. const values = [];
  29990. for ( let j = 0; j < track.times.length; ++ j ) {
  29991. const frame = track.times[ j ] * fps;
  29992. if ( frame < startFrame || frame >= endFrame ) continue;
  29993. times.push( track.times[ j ] );
  29994. for ( let k = 0; k < valueSize; ++ k ) {
  29995. values.push( track.values[ j * valueSize + k ] );
  29996. }
  29997. }
  29998. if ( times.length === 0 ) continue;
  29999. track.times = convertArray( times, track.times.constructor );
  30000. track.values = convertArray( values, track.values.constructor );
  30001. tracks.push( track );
  30002. }
  30003. clip.tracks = tracks;
  30004. // find minimum .times value across all tracks in the trimmed clip
  30005. let minStartTime = Infinity;
  30006. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30007. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  30008. minStartTime = clip.tracks[ i ].times[ 0 ];
  30009. }
  30010. }
  30011. // shift all tracks such that clip begins at t=0
  30012. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30013. clip.tracks[ i ].shift( -1 * minStartTime );
  30014. }
  30015. clip.resetDuration();
  30016. return clip;
  30017. }
  30018. /**
  30019. * Converts the keyframes of the given animation clip to an additive format.
  30020. *
  30021. * @param {AnimationClip} targetClip - The clip to make additive.
  30022. * @param {number} [referenceFrame=0] - The reference frame.
  30023. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30024. * @param {number} [fps=30] - The FPS.
  30025. * @return {AnimationClip} The updated clip which is now additive.
  30026. */
  30027. function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30028. if ( fps <= 0 ) fps = 30;
  30029. const numTracks = referenceClip.tracks.length;
  30030. const referenceTime = referenceFrame / fps;
  30031. // Make each track's values relative to the values at the reference frame
  30032. for ( let i = 0; i < numTracks; ++ i ) {
  30033. const referenceTrack = referenceClip.tracks[ i ];
  30034. const referenceTrackType = referenceTrack.ValueTypeName;
  30035. // Skip this track if it's non-numeric
  30036. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;
  30037. // Find the track in the target clip whose name and type matches the reference track
  30038. const targetTrack = targetClip.tracks.find( function ( track ) {
  30039. return track.name === referenceTrack.name
  30040. && track.ValueTypeName === referenceTrackType;
  30041. } );
  30042. if ( targetTrack === undefined ) continue;
  30043. let referenceOffset = 0;
  30044. const referenceValueSize = referenceTrack.getValueSize();
  30045. if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  30046. referenceOffset = referenceValueSize / 3;
  30047. }
  30048. let targetOffset = 0;
  30049. const targetValueSize = targetTrack.getValueSize();
  30050. if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  30051. targetOffset = targetValueSize / 3;
  30052. }
  30053. const lastIndex = referenceTrack.times.length - 1;
  30054. let referenceValue;
  30055. // Find the value to subtract out of the track
  30056. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  30057. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  30058. const startIndex = referenceOffset;
  30059. const endIndex = referenceValueSize - referenceOffset;
  30060. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30061. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  30062. // Reference frame is after the last keyframe, so just use the last keyframe
  30063. const startIndex = lastIndex * referenceValueSize + referenceOffset;
  30064. const endIndex = startIndex + referenceValueSize - referenceOffset;
  30065. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30066. } else {
  30067. // Interpolate to the reference value
  30068. const interpolant = referenceTrack.createInterpolant();
  30069. const startIndex = referenceOffset;
  30070. const endIndex = referenceValueSize - referenceOffset;
  30071. interpolant.evaluate( referenceTime );
  30072. referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );
  30073. }
  30074. // Conjugate the quaternion
  30075. if ( referenceTrackType === 'quaternion' ) {
  30076. const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();
  30077. referenceQuat.toArray( referenceValue );
  30078. }
  30079. // Subtract the reference value from all of the track values
  30080. const numTimes = targetTrack.times.length;
  30081. for ( let j = 0; j < numTimes; ++ j ) {
  30082. const valueStart = j * targetValueSize + targetOffset;
  30083. if ( referenceTrackType === 'quaternion' ) {
  30084. // Multiply the conjugate for quaternion track types
  30085. Quaternion.multiplyQuaternionsFlat(
  30086. targetTrack.values,
  30087. valueStart,
  30088. referenceValue,
  30089. 0,
  30090. targetTrack.values,
  30091. valueStart
  30092. );
  30093. } else {
  30094. const valueEnd = targetValueSize - targetOffset * 2;
  30095. // Subtract each value for all other numeric track types
  30096. for ( let k = 0; k < valueEnd; ++ k ) {
  30097. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  30098. }
  30099. }
  30100. }
  30101. }
  30102. targetClip.blendMode = AdditiveAnimationBlendMode;
  30103. return targetClip;
  30104. }
  30105. /**
  30106. * A class with various methods to assist with animations.
  30107. *
  30108. * @hideconstructor
  30109. */
  30110. class AnimationUtils {
  30111. /**
  30112. * Converts an array to a specific type
  30113. *
  30114. * @static
  30115. * @param {TypedArray|Array} array - The array to convert.
  30116. * @param {TypedArray.constructor} type - The constructor of a type array.
  30117. * @return {TypedArray} The converted array
  30118. */
  30119. static convertArray( array, type ) {
  30120. return convertArray( array, type );
  30121. }
  30122. /**
  30123. * Returns `true` if the given object is a typed array.
  30124. *
  30125. * @static
  30126. * @param {any} object - The object to check.
  30127. * @return {boolean} Whether the given object is a typed array.
  30128. */
  30129. static isTypedArray( object ) {
  30130. return isTypedArray( object );
  30131. }
  30132. /**
  30133. * Returns an array by which times and values can be sorted.
  30134. *
  30135. * @static
  30136. * @param {Array<number>} times - The keyframe time values.
  30137. * @return {Array<number>} The array.
  30138. */
  30139. static getKeyframeOrder( times ) {
  30140. return getKeyframeOrder( times );
  30141. }
  30142. /**
  30143. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  30144. *
  30145. * @static
  30146. * @param {Array<number>} values - The values to sort.
  30147. * @param {number} stride - The stride.
  30148. * @param {Array<number>} order - The sort order.
  30149. * @return {Array<number>} The sorted values.
  30150. */
  30151. static sortedArray( values, stride, order ) {
  30152. return sortedArray( values, stride, order );
  30153. }
  30154. /**
  30155. * Used for parsing AOS keyframe formats.
  30156. *
  30157. * @static
  30158. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  30159. * @param {Array<number>} times - This array will be filled with keyframe times by this method.
  30160. * @param {Array<number>} values - This array will be filled with keyframe values by this method.
  30161. * @param {string} valuePropertyName - The name of the property to use.
  30162. */
  30163. static flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  30164. flattenJSON( jsonKeys, times, values, valuePropertyName );
  30165. }
  30166. /**
  30167. * Creates a new clip, containing only the segment of the original clip between the given frames.
  30168. *
  30169. * @static
  30170. * @param {AnimationClip} sourceClip - The values to sort.
  30171. * @param {string} name - The name of the clip.
  30172. * @param {number} startFrame - The start frame.
  30173. * @param {number} endFrame - The end frame.
  30174. * @param {number} [fps=30] - The FPS.
  30175. * @return {AnimationClip} The new sub clip.
  30176. */
  30177. static subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  30178. return subclip( sourceClip, name, startFrame, endFrame, fps );
  30179. }
  30180. /**
  30181. * Converts the keyframes of the given animation clip to an additive format.
  30182. *
  30183. * @static
  30184. * @param {AnimationClip} targetClip - The clip to make additive.
  30185. * @param {number} [referenceFrame=0] - The reference frame.
  30186. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30187. * @param {number} [fps=30] - The FPS.
  30188. * @return {AnimationClip} The updated clip which is now additive.
  30189. */
  30190. static makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30191. return makeClipAdditive( targetClip, referenceFrame, referenceClip, fps );
  30192. }
  30193. }
  30194. /**
  30195. * Abstract base class of interpolants over parametric samples.
  30196. *
  30197. * The parameter domain is one dimensional, typically the time or a path
  30198. * along a curve defined by the data.
  30199. *
  30200. * The sample values can have any dimensionality and derived classes may
  30201. * apply special interpretations to the data.
  30202. *
  30203. * This class provides the interval seek in a Template Method, deferring
  30204. * the actual interpolation to derived classes.
  30205. *
  30206. * Time complexity is O(1) for linear access crossing at most two points
  30207. * and O(log N) for random access, where N is the number of positions.
  30208. *
  30209. * References: {@link http://www.oodesign.com/template-method-pattern.html}
  30210. *
  30211. * @abstract
  30212. */
  30213. class Interpolant {
  30214. /**
  30215. * Constructs a new interpolant.
  30216. *
  30217. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30218. * @param {TypedArray} sampleValues - The sample values.
  30219. * @param {number} sampleSize - The sample size
  30220. * @param {TypedArray} [resultBuffer] - The result buffer.
  30221. */
  30222. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30223. /**
  30224. * The parameter positions.
  30225. *
  30226. * @type {TypedArray}
  30227. */
  30228. this.parameterPositions = parameterPositions;
  30229. /**
  30230. * A cache index.
  30231. *
  30232. * @private
  30233. * @type {number}
  30234. * @default 0
  30235. */
  30236. this._cachedIndex = 0;
  30237. /**
  30238. * The result buffer.
  30239. *
  30240. * @type {TypedArray}
  30241. */
  30242. this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor( sampleSize );
  30243. /**
  30244. * The sample values.
  30245. *
  30246. * @type {TypedArray}
  30247. */
  30248. this.sampleValues = sampleValues;
  30249. /**
  30250. * The value size.
  30251. *
  30252. * @type {TypedArray}
  30253. */
  30254. this.valueSize = sampleSize;
  30255. /**
  30256. * The interpolation settings.
  30257. *
  30258. * @type {?Object}
  30259. * @default null
  30260. */
  30261. this.settings = null;
  30262. /**
  30263. * The default settings object.
  30264. *
  30265. * @type {Object}
  30266. */
  30267. this.DefaultSettings_ = {};
  30268. }
  30269. /**
  30270. * Evaluate the interpolant at position `t`.
  30271. *
  30272. * @param {number} t - The interpolation factor.
  30273. * @return {TypedArray} The result buffer.
  30274. */
  30275. evaluate( t ) {
  30276. const pp = this.parameterPositions;
  30277. let i1 = this._cachedIndex,
  30278. t1 = pp[ i1 ],
  30279. t0 = pp[ i1 - 1 ];
  30280. validate_interval: {
  30281. seek: {
  30282. let right;
  30283. linear_scan: {
  30284. //- See http://jsperf.com/comparison-to-undefined/3
  30285. //- slower code:
  30286. //-
  30287. //- if ( t >= t1 || t1 === undefined ) {
  30288. forward_scan: if ( ! ( t < t1 ) ) {
  30289. for ( let giveUpAt = i1 + 2; ; ) {
  30290. if ( t1 === undefined ) {
  30291. if ( t < t0 ) break forward_scan;
  30292. // after end
  30293. i1 = pp.length;
  30294. this._cachedIndex = i1;
  30295. return this.copySampleValue_( i1 - 1 );
  30296. }
  30297. if ( i1 === giveUpAt ) break; // this loop
  30298. t0 = t1;
  30299. t1 = pp[ ++ i1 ];
  30300. if ( t < t1 ) {
  30301. // we have arrived at the sought interval
  30302. break seek;
  30303. }
  30304. }
  30305. // prepare binary search on the right side of the index
  30306. right = pp.length;
  30307. break linear_scan;
  30308. }
  30309. //- slower code:
  30310. //- if ( t < t0 || t0 === undefined ) {
  30311. if ( ! ( t >= t0 ) ) {
  30312. // looping?
  30313. const t1global = pp[ 1 ];
  30314. if ( t < t1global ) {
  30315. i1 = 2; // + 1, using the scan for the details
  30316. t0 = t1global;
  30317. }
  30318. // linear reverse scan
  30319. for ( let giveUpAt = i1 - 2; ; ) {
  30320. if ( t0 === undefined ) {
  30321. // before start
  30322. this._cachedIndex = 0;
  30323. return this.copySampleValue_( 0 );
  30324. }
  30325. if ( i1 === giveUpAt ) break; // this loop
  30326. t1 = t0;
  30327. t0 = pp[ -- i1 - 1 ];
  30328. if ( t >= t0 ) {
  30329. // we have arrived at the sought interval
  30330. break seek;
  30331. }
  30332. }
  30333. // prepare binary search on the left side of the index
  30334. right = i1;
  30335. i1 = 0;
  30336. break linear_scan;
  30337. }
  30338. // the interval is valid
  30339. break validate_interval;
  30340. } // linear scan
  30341. // binary search
  30342. while ( i1 < right ) {
  30343. const mid = ( i1 + right ) >>> 1;
  30344. if ( t < pp[ mid ] ) {
  30345. right = mid;
  30346. } else {
  30347. i1 = mid + 1;
  30348. }
  30349. }
  30350. t1 = pp[ i1 ];
  30351. t0 = pp[ i1 - 1 ];
  30352. // check boundary cases, again
  30353. if ( t0 === undefined ) {
  30354. this._cachedIndex = 0;
  30355. return this.copySampleValue_( 0 );
  30356. }
  30357. if ( t1 === undefined ) {
  30358. i1 = pp.length;
  30359. this._cachedIndex = i1;
  30360. return this.copySampleValue_( i1 - 1 );
  30361. }
  30362. } // seek
  30363. this._cachedIndex = i1;
  30364. this.intervalChanged_( i1, t0, t1 );
  30365. } // validate_interval
  30366. return this.interpolate_( i1, t0, t, t1 );
  30367. }
  30368. /**
  30369. * Returns the interpolation settings.
  30370. *
  30371. * @return {Object} The interpolation settings.
  30372. */
  30373. getSettings_() {
  30374. return this.settings || this.DefaultSettings_;
  30375. }
  30376. /**
  30377. * Copies a sample value to the result buffer.
  30378. *
  30379. * @param {number} index - An index into the sample value buffer.
  30380. * @return {TypedArray} The result buffer.
  30381. */
  30382. copySampleValue_( index ) {
  30383. // copies a sample value to the result buffer
  30384. const result = this.resultBuffer,
  30385. values = this.sampleValues,
  30386. stride = this.valueSize,
  30387. offset = index * stride;
  30388. for ( let i = 0; i !== stride; ++ i ) {
  30389. result[ i ] = values[ offset + i ];
  30390. }
  30391. return result;
  30392. }
  30393. /**
  30394. * Copies a sample value to the result buffer.
  30395. *
  30396. * @abstract
  30397. * @param {number} i1 - An index into the sample value buffer.
  30398. * @param {number} t0 - The previous interpolation factor.
  30399. * @param {number} t - The current interpolation factor.
  30400. * @param {number} t1 - The next interpolation factor.
  30401. * @return {TypedArray} The result buffer.
  30402. */
  30403. interpolate_( /* i1, t0, t, t1 */ ) {
  30404. throw new Error( 'call to abstract method' );
  30405. // implementations shall return this.resultBuffer
  30406. }
  30407. /**
  30408. * Optional method that is executed when the interval has changed.
  30409. *
  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. */
  30414. intervalChanged_( /* i1, t0, t1 */ ) {
  30415. // empty
  30416. }
  30417. }
  30418. /**
  30419. * Fast and simple cubic spline interpolant.
  30420. *
  30421. * It was derived from a Hermitian construction setting the first derivative
  30422. * at each sample position to the linear slope between neighboring positions
  30423. * over their parameter interval.
  30424. *
  30425. * @augments Interpolant
  30426. */
  30427. class CubicInterpolant extends Interpolant {
  30428. /**
  30429. * Constructs a new cubic interpolant.
  30430. *
  30431. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30432. * @param {TypedArray} sampleValues - The sample values.
  30433. * @param {number} sampleSize - The sample size
  30434. * @param {TypedArray} [resultBuffer] - The result buffer.
  30435. */
  30436. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30437. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30438. this._weightPrev = -0;
  30439. this._offsetPrev = -0;
  30440. this._weightNext = -0;
  30441. this._offsetNext = -0;
  30442. this.DefaultSettings_ = {
  30443. endingStart: ZeroCurvatureEnding,
  30444. endingEnd: ZeroCurvatureEnding
  30445. };
  30446. }
  30447. intervalChanged_( i1, t0, t1 ) {
  30448. const pp = this.parameterPositions;
  30449. let iPrev = i1 - 2,
  30450. iNext = i1 + 1,
  30451. tPrev = pp[ iPrev ],
  30452. tNext = pp[ iNext ];
  30453. if ( tPrev === undefined ) {
  30454. switch ( this.getSettings_().endingStart ) {
  30455. case ZeroSlopeEnding:
  30456. // f'(t0) = 0
  30457. iPrev = i1;
  30458. tPrev = 2 * t0 - t1;
  30459. break;
  30460. case WrapAroundEnding:
  30461. // use the other end of the curve
  30462. iPrev = pp.length - 2;
  30463. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  30464. break;
  30465. default: // ZeroCurvatureEnding
  30466. // f''(t0) = 0 a.k.a. Natural Spline
  30467. iPrev = i1;
  30468. tPrev = t1;
  30469. }
  30470. }
  30471. if ( tNext === undefined ) {
  30472. switch ( this.getSettings_().endingEnd ) {
  30473. case ZeroSlopeEnding:
  30474. // f'(tN) = 0
  30475. iNext = i1;
  30476. tNext = 2 * t1 - t0;
  30477. break;
  30478. case WrapAroundEnding:
  30479. // use the other end of the curve
  30480. iNext = 1;
  30481. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  30482. break;
  30483. default: // ZeroCurvatureEnding
  30484. // f''(tN) = 0, a.k.a. Natural Spline
  30485. iNext = i1 - 1;
  30486. tNext = t0;
  30487. }
  30488. }
  30489. const halfDt = ( t1 - t0 ) * 0.5,
  30490. stride = this.valueSize;
  30491. this._weightPrev = halfDt / ( t0 - tPrev );
  30492. this._weightNext = halfDt / ( tNext - t1 );
  30493. this._offsetPrev = iPrev * stride;
  30494. this._offsetNext = iNext * stride;
  30495. }
  30496. interpolate_( i1, t0, t, t1 ) {
  30497. const result = this.resultBuffer,
  30498. values = this.sampleValues,
  30499. stride = this.valueSize,
  30500. o1 = i1 * stride, o0 = o1 - stride,
  30501. oP = this._offsetPrev, oN = this._offsetNext,
  30502. wP = this._weightPrev, wN = this._weightNext,
  30503. p = ( t - t0 ) / ( t1 - t0 ),
  30504. pp = p * p,
  30505. ppp = pp * p;
  30506. // evaluate polynomials
  30507. const sP = - wP * ppp + 2 * wP * pp - wP * p;
  30508. const s0 = ( 1 + wP ) * ppp + ( -1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1;
  30509. const s1 = ( -1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  30510. const sN = wN * ppp - wN * pp;
  30511. // combine data linearly
  30512. for ( let i = 0; i !== stride; ++ i ) {
  30513. result[ i ] =
  30514. sP * values[ oP + i ] +
  30515. s0 * values[ o0 + i ] +
  30516. s1 * values[ o1 + i ] +
  30517. sN * values[ oN + i ];
  30518. }
  30519. return result;
  30520. }
  30521. }
  30522. /**
  30523. * A basic linear interpolant.
  30524. *
  30525. * @augments Interpolant
  30526. */
  30527. class LinearInterpolant extends Interpolant {
  30528. /**
  30529. * Constructs a new linear interpolant.
  30530. *
  30531. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30532. * @param {TypedArray} sampleValues - The sample values.
  30533. * @param {number} sampleSize - The sample size
  30534. * @param {TypedArray} [resultBuffer] - The result buffer.
  30535. */
  30536. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30537. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30538. }
  30539. interpolate_( i1, t0, t, t1 ) {
  30540. const result = this.resultBuffer,
  30541. values = this.sampleValues,
  30542. stride = this.valueSize,
  30543. offset1 = i1 * stride,
  30544. offset0 = offset1 - stride,
  30545. weight1 = ( t - t0 ) / ( t1 - t0 ),
  30546. weight0 = 1 - weight1;
  30547. for ( let i = 0; i !== stride; ++ i ) {
  30548. result[ i ] =
  30549. values[ offset0 + i ] * weight0 +
  30550. values[ offset1 + i ] * weight1;
  30551. }
  30552. return result;
  30553. }
  30554. }
  30555. /**
  30556. * Interpolant that evaluates to the sample value at the position preceding
  30557. * the parameter.
  30558. *
  30559. * @augments Interpolant
  30560. */
  30561. class DiscreteInterpolant extends Interpolant {
  30562. /**
  30563. * Constructs a new discrete interpolant.
  30564. *
  30565. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30566. * @param {TypedArray} sampleValues - The sample values.
  30567. * @param {number} sampleSize - The sample size
  30568. * @param {TypedArray} [resultBuffer] - The result buffer.
  30569. */
  30570. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30571. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30572. }
  30573. interpolate_( i1 /*, t0, t, t1 */ ) {
  30574. return this.copySampleValue_( i1 - 1 );
  30575. }
  30576. }
  30577. /**
  30578. * A Bezier interpolant using cubic Bezier curves with 2D control points.
  30579. *
  30580. * This interpolant supports the COLLADA/Maya style of Bezier animation where
  30581. * each keyframe has explicit in/out tangent control points specified as
  30582. * 2D coordinates (time, value).
  30583. *
  30584. * The tangent data must be provided via the `settings` object:
  30585. * - `settings.inTangents`: Float32Array with [time, value] pairs per keyframe per component
  30586. * - `settings.outTangents`: Float32Array with [time, value] pairs per keyframe per component
  30587. *
  30588. * For a track with N keyframes and stride S:
  30589. * - Each tangent array has N * S * 2 values
  30590. * - Layout: [k0_c0_time, k0_c0_value, k0_c1_time, k0_c1_value, ..., k0_cS_time, k0_cS_value,
  30591. * k1_c0_time, k1_c0_value, ...]
  30592. *
  30593. * @augments Interpolant
  30594. */
  30595. class BezierInterpolant extends Interpolant {
  30596. interpolate_( i1, t0, t, t1 ) {
  30597. const result = this.resultBuffer;
  30598. const values = this.sampleValues;
  30599. const stride = this.valueSize;
  30600. const offset1 = i1 * stride;
  30601. const offset0 = offset1 - stride;
  30602. const settings = this.settings || this.DefaultSettings_;
  30603. const inTangents = settings.inTangents;
  30604. const outTangents = settings.outTangents;
  30605. // If no tangent data, fall back to linear interpolation
  30606. if ( ! inTangents || ! outTangents ) {
  30607. const weight1 = ( t - t0 ) / ( t1 - t0 );
  30608. const weight0 = 1 - weight1;
  30609. for ( let i = 0; i !== stride; ++ i ) {
  30610. result[ i ] = values[ offset0 + i ] * weight0 + values[ offset1 + i ] * weight1;
  30611. }
  30612. return result;
  30613. }
  30614. const tangentStride = stride * 2;
  30615. const i0 = i1 - 1;
  30616. for ( let i = 0; i !== stride; ++ i ) {
  30617. const v0 = values[ offset0 + i ];
  30618. const v1 = values[ offset1 + i ];
  30619. // outTangent of previous keyframe (C0)
  30620. const outTangentOffset = i0 * tangentStride + i * 2;
  30621. const c0x = outTangents[ outTangentOffset ];
  30622. const c0y = outTangents[ outTangentOffset + 1 ];
  30623. // inTangent of current keyframe (C1)
  30624. const inTangentOffset = i1 * tangentStride + i * 2;
  30625. const c1x = inTangents[ inTangentOffset ];
  30626. const c1y = inTangents[ inTangentOffset + 1 ];
  30627. // Solve for Bezier parameter s where Bx(s) = t using Newton-Raphson
  30628. let s = ( t - t0 ) / ( t1 - t0 );
  30629. let s2, s3, oneMinusS, oneMinusS2, oneMinusS3;
  30630. for ( let iter = 0; iter < 8; iter ++ ) {
  30631. s2 = s * s;
  30632. s3 = s2 * s;
  30633. oneMinusS = 1 - s;
  30634. oneMinusS2 = oneMinusS * oneMinusS;
  30635. oneMinusS3 = oneMinusS2 * oneMinusS;
  30636. // Bezier X(s) = (1-s)³·t0 + 3(1-s)²s·c0x + 3(1-s)s²·c1x + s³·t1
  30637. const bx = oneMinusS3 * t0 + 3 * oneMinusS2 * s * c0x + 3 * oneMinusS * s2 * c1x + s3 * t1;
  30638. const error = bx - t;
  30639. if ( Math.abs( error ) < 1e-10 ) break;
  30640. // Derivative dX/ds
  30641. const dbx = 3 * oneMinusS2 * ( c0x - t0 ) + 6 * oneMinusS * s * ( c1x - c0x ) + 3 * s2 * ( t1 - c1x );
  30642. if ( Math.abs( dbx ) < 1e-10 ) break;
  30643. s = s - error / dbx;
  30644. s = Math.max( 0, Math.min( 1, s ) );
  30645. }
  30646. // Evaluate Bezier Y(s)
  30647. result[ i ] = oneMinusS3 * v0 + 3 * oneMinusS2 * s * c0y + 3 * oneMinusS * s2 * c1y + s3 * v1;
  30648. }
  30649. return result;
  30650. }
  30651. }
  30652. /**
  30653. * Represents a timed sequence of keyframes, which are composed of lists of
  30654. * times and related values, and which are used to animate a specific property
  30655. * of an object.
  30656. */
  30657. class KeyframeTrack {
  30658. /**
  30659. * Constructs a new keyframe track.
  30660. *
  30661. * @param {string} name - The keyframe track's name.
  30662. * @param {Array<number>} times - A list of keyframe times.
  30663. * @param {Array<number|string|boolean>} values - A list of keyframe values.
  30664. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)} [interpolation] - The interpolation type.
  30665. */
  30666. constructor( name, times, values, interpolation ) {
  30667. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  30668. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  30669. /**
  30670. * The track's name can refer to morph targets or bones or
  30671. * possibly other values within an animated object. See {@link PropertyBinding#parseTrackName}
  30672. * for the forms of strings that can be parsed for property binding.
  30673. *
  30674. * @type {string}
  30675. */
  30676. this.name = name;
  30677. /**
  30678. * The keyframe times.
  30679. *
  30680. * @type {Float32Array}
  30681. */
  30682. this.times = convertArray( times, this.TimeBufferType );
  30683. /**
  30684. * The keyframe values.
  30685. *
  30686. * @type {Float32Array}
  30687. */
  30688. this.values = convertArray( values, this.ValueBufferType );
  30689. this.setInterpolation( interpolation || this.DefaultInterpolation );
  30690. }
  30691. /**
  30692. * Converts the keyframe track to JSON.
  30693. *
  30694. * @static
  30695. * @param {KeyframeTrack} track - The keyframe track to serialize.
  30696. * @return {Object} The serialized keyframe track as JSON.
  30697. */
  30698. static toJSON( track ) {
  30699. const trackType = track.constructor;
  30700. let json;
  30701. // derived classes can define a static toJSON method
  30702. if ( trackType.toJSON !== this.toJSON ) {
  30703. json = trackType.toJSON( track );
  30704. } else {
  30705. // by default, we assume the data can be serialized as-is
  30706. json = {
  30707. 'name': track.name,
  30708. 'times': convertArray( track.times, Array ),
  30709. 'values': convertArray( track.values, Array )
  30710. };
  30711. const interpolation = track.getInterpolation();
  30712. if ( interpolation !== track.DefaultInterpolation ) {
  30713. json.interpolation = interpolation;
  30714. }
  30715. }
  30716. json.type = track.ValueTypeName; // mandatory
  30717. return json;
  30718. }
  30719. /**
  30720. * Factory method for creating a new discrete interpolant.
  30721. *
  30722. * @static
  30723. * @param {TypedArray} [result] - The result buffer.
  30724. * @return {DiscreteInterpolant} The new interpolant.
  30725. */
  30726. InterpolantFactoryMethodDiscrete( result ) {
  30727. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  30728. }
  30729. /**
  30730. * Factory method for creating a new linear interpolant.
  30731. *
  30732. * @static
  30733. * @param {TypedArray} [result] - The result buffer.
  30734. * @return {LinearInterpolant} The new interpolant.
  30735. */
  30736. InterpolantFactoryMethodLinear( result ) {
  30737. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  30738. }
  30739. /**
  30740. * Factory method for creating a new smooth interpolant.
  30741. *
  30742. * @static
  30743. * @param {TypedArray} [result] - The result buffer.
  30744. * @return {CubicInterpolant} The new interpolant.
  30745. */
  30746. InterpolantFactoryMethodSmooth( result ) {
  30747. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  30748. }
  30749. /**
  30750. * Factory method for creating a new Bezier interpolant.
  30751. *
  30752. * The Bezier interpolant requires tangent data to be set via the `settings` property
  30753. * on the track before creating the interpolant. The settings should contain:
  30754. * - `inTangents`: Float32Array with [time, value] pairs per keyframe per component
  30755. * - `outTangents`: Float32Array with [time, value] pairs per keyframe per component
  30756. *
  30757. * @static
  30758. * @param {TypedArray} [result] - The result buffer.
  30759. * @return {BezierInterpolant} The new interpolant.
  30760. */
  30761. InterpolantFactoryMethodBezier( result ) {
  30762. const interpolant = new BezierInterpolant( this.times, this.values, this.getValueSize(), result );
  30763. // Pass tangent data from track settings to interpolant
  30764. if ( this.settings ) {
  30765. interpolant.settings = this.settings;
  30766. }
  30767. return interpolant;
  30768. }
  30769. /**
  30770. * Defines the interpolation factor method for this keyframe track.
  30771. *
  30772. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)} interpolation - The interpolation type.
  30773. * @return {KeyframeTrack} A reference to this keyframe track.
  30774. */
  30775. setInterpolation( interpolation ) {
  30776. let factoryMethod;
  30777. switch ( interpolation ) {
  30778. case InterpolateDiscrete:
  30779. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  30780. break;
  30781. case InterpolateLinear:
  30782. factoryMethod = this.InterpolantFactoryMethodLinear;
  30783. break;
  30784. case InterpolateSmooth:
  30785. factoryMethod = this.InterpolantFactoryMethodSmooth;
  30786. break;
  30787. case InterpolateBezier:
  30788. factoryMethod = this.InterpolantFactoryMethodBezier;
  30789. break;
  30790. }
  30791. if ( factoryMethod === undefined ) {
  30792. const message = 'unsupported interpolation for ' +
  30793. this.ValueTypeName + ' keyframe track named ' + this.name;
  30794. if ( this.createInterpolant === undefined ) {
  30795. // fall back to default, unless the default itself is messed up
  30796. if ( interpolation !== this.DefaultInterpolation ) {
  30797. this.setInterpolation( this.DefaultInterpolation );
  30798. } else {
  30799. throw new Error( message ); // fatal, in this case
  30800. }
  30801. }
  30802. warn( 'KeyframeTrack:', message );
  30803. return this;
  30804. }
  30805. this.createInterpolant = factoryMethod;
  30806. return this;
  30807. }
  30808. /**
  30809. * Returns the current interpolation type.
  30810. *
  30811. * @return {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)} The interpolation type.
  30812. */
  30813. getInterpolation() {
  30814. switch ( this.createInterpolant ) {
  30815. case this.InterpolantFactoryMethodDiscrete:
  30816. return InterpolateDiscrete;
  30817. case this.InterpolantFactoryMethodLinear:
  30818. return InterpolateLinear;
  30819. case this.InterpolantFactoryMethodSmooth:
  30820. return InterpolateSmooth;
  30821. case this.InterpolantFactoryMethodBezier:
  30822. return InterpolateBezier;
  30823. }
  30824. }
  30825. /**
  30826. * Returns the value size.
  30827. *
  30828. * @return {number} The value size.
  30829. */
  30830. getValueSize() {
  30831. return this.values.length / this.times.length;
  30832. }
  30833. /**
  30834. * Moves all keyframes either forward or backward in time.
  30835. *
  30836. * @param {number} timeOffset - The offset to move the time values.
  30837. * @return {KeyframeTrack} A reference to this keyframe track.
  30838. */
  30839. shift( timeOffset ) {
  30840. if ( timeOffset !== 0.0 ) {
  30841. const times = this.times;
  30842. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  30843. times[ i ] += timeOffset;
  30844. }
  30845. }
  30846. return this;
  30847. }
  30848. /**
  30849. * Scale all keyframe times by a factor (useful for frame - seconds conversions).
  30850. *
  30851. * @param {number} timeScale - The time scale.
  30852. * @return {KeyframeTrack} A reference to this keyframe track.
  30853. */
  30854. scale( timeScale ) {
  30855. if ( timeScale !== 1.0 ) {
  30856. const times = this.times;
  30857. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  30858. times[ i ] *= timeScale;
  30859. }
  30860. }
  30861. return this;
  30862. }
  30863. /**
  30864. * Removes keyframes before and after animation without changing any values within the defined time range.
  30865. *
  30866. * Note: The method does not shift around keys to the start of the track time, because for interpolated
  30867. * keys this will change their values
  30868. *
  30869. * @param {number} startTime - The start time.
  30870. * @param {number} endTime - The end time.
  30871. * @return {KeyframeTrack} A reference to this keyframe track.
  30872. */
  30873. trim( startTime, endTime ) {
  30874. const times = this.times,
  30875. nKeys = times.length;
  30876. let from = 0,
  30877. to = nKeys - 1;
  30878. while ( from !== nKeys && times[ from ] < startTime ) {
  30879. ++ from;
  30880. }
  30881. while ( to !== -1 && times[ to ] > endTime ) {
  30882. -- to;
  30883. }
  30884. ++ to; // inclusive -> exclusive bound
  30885. if ( from !== 0 || to !== nKeys ) {
  30886. // empty tracks are forbidden, so keep at least one keyframe
  30887. if ( from >= to ) {
  30888. to = Math.max( to, 1 );
  30889. from = to - 1;
  30890. }
  30891. const stride = this.getValueSize();
  30892. this.times = times.slice( from, to );
  30893. this.values = this.values.slice( from * stride, to * stride );
  30894. }
  30895. return this;
  30896. }
  30897. /**
  30898. * Performs minimal validation on the keyframe track. Returns `true` if the values
  30899. * are valid.
  30900. *
  30901. * @return {boolean} Whether the keyframes are valid or not.
  30902. */
  30903. validate() {
  30904. let valid = true;
  30905. const valueSize = this.getValueSize();
  30906. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  30907. error( 'KeyframeTrack: Invalid value size in track.', this );
  30908. valid = false;
  30909. }
  30910. const times = this.times,
  30911. values = this.values,
  30912. nKeys = times.length;
  30913. if ( nKeys === 0 ) {
  30914. error( 'KeyframeTrack: Track is empty.', this );
  30915. valid = false;
  30916. }
  30917. let prevTime = null;
  30918. for ( let i = 0; i !== nKeys; i ++ ) {
  30919. const currTime = times[ i ];
  30920. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  30921. error( 'KeyframeTrack: Time is not a valid number.', this, i, currTime );
  30922. valid = false;
  30923. break;
  30924. }
  30925. if ( prevTime !== null && prevTime > currTime ) {
  30926. error( 'KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  30927. valid = false;
  30928. break;
  30929. }
  30930. prevTime = currTime;
  30931. }
  30932. if ( values !== undefined ) {
  30933. if ( isTypedArray( values ) ) {
  30934. for ( let i = 0, n = values.length; i !== n; ++ i ) {
  30935. const value = values[ i ];
  30936. if ( isNaN( value ) ) {
  30937. error( 'KeyframeTrack: Value is not a valid number.', this, i, value );
  30938. valid = false;
  30939. break;
  30940. }
  30941. }
  30942. }
  30943. }
  30944. return valid;
  30945. }
  30946. /**
  30947. * Optimizes this keyframe track by removing equivalent sequential keys (which are
  30948. * common in morph target sequences).
  30949. *
  30950. * @return {KeyframeTrack} A reference to this keyframe track.
  30951. */
  30952. optimize() {
  30953. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  30954. // times or values may be shared with other tracks, so overwriting is unsafe
  30955. const times = this.times.slice(),
  30956. values = this.values.slice(),
  30957. stride = this.getValueSize(),
  30958. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  30959. lastIndex = times.length - 1;
  30960. let writeIndex = 1;
  30961. for ( let i = 1; i < lastIndex; ++ i ) {
  30962. let keep = false;
  30963. const time = times[ i ];
  30964. const timeNext = times[ i + 1 ];
  30965. // remove adjacent keyframes scheduled at the same time
  30966. if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {
  30967. if ( ! smoothInterpolation ) {
  30968. // remove unnecessary keyframes same as their neighbors
  30969. const offset = i * stride,
  30970. offsetP = offset - stride,
  30971. offsetN = offset + stride;
  30972. for ( let j = 0; j !== stride; ++ j ) {
  30973. const value = values[ offset + j ];
  30974. if ( value !== values[ offsetP + j ] ||
  30975. value !== values[ offsetN + j ] ) {
  30976. keep = true;
  30977. break;
  30978. }
  30979. }
  30980. } else {
  30981. keep = true;
  30982. }
  30983. }
  30984. // in-place compaction
  30985. if ( keep ) {
  30986. if ( i !== writeIndex ) {
  30987. times[ writeIndex ] = times[ i ];
  30988. const readOffset = i * stride,
  30989. writeOffset = writeIndex * stride;
  30990. for ( let j = 0; j !== stride; ++ j ) {
  30991. values[ writeOffset + j ] = values[ readOffset + j ];
  30992. }
  30993. }
  30994. ++ writeIndex;
  30995. }
  30996. }
  30997. // flush last keyframe (compaction looks ahead)
  30998. if ( lastIndex > 0 ) {
  30999. times[ writeIndex ] = times[ lastIndex ];
  31000. for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  31001. values[ writeOffset + j ] = values[ readOffset + j ];
  31002. }
  31003. ++ writeIndex;
  31004. }
  31005. if ( writeIndex !== times.length ) {
  31006. this.times = times.slice( 0, writeIndex );
  31007. this.values = values.slice( 0, writeIndex * stride );
  31008. } else {
  31009. this.times = times;
  31010. this.values = values;
  31011. }
  31012. return this;
  31013. }
  31014. /**
  31015. * Returns a new keyframe track with copied values from this instance.
  31016. *
  31017. * @return {KeyframeTrack} A clone of this instance.
  31018. */
  31019. clone() {
  31020. const times = this.times.slice();
  31021. const values = this.values.slice();
  31022. const TypedKeyframeTrack = this.constructor;
  31023. const track = new TypedKeyframeTrack( this.name, times, values );
  31024. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  31025. track.createInterpolant = this.createInterpolant;
  31026. return track;
  31027. }
  31028. }
  31029. /**
  31030. * The value type name.
  31031. *
  31032. * @type {string}
  31033. * @default ''
  31034. */
  31035. KeyframeTrack.prototype.ValueTypeName = '';
  31036. /**
  31037. * The time buffer type of this keyframe track.
  31038. *
  31039. * @type {TypedArray|Array}
  31040. * @default Float32Array.constructor
  31041. */
  31042. KeyframeTrack.prototype.TimeBufferType = Float32Array;
  31043. /**
  31044. * The value buffer type of this keyframe track.
  31045. *
  31046. * @type {TypedArray|Array}
  31047. * @default Float32Array.constructor
  31048. */
  31049. KeyframeTrack.prototype.ValueBufferType = Float32Array;
  31050. /**
  31051. * The default interpolation type of this keyframe track.
  31052. *
  31053. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)}
  31054. * @default InterpolateLinear
  31055. */
  31056. KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
  31057. /**
  31058. * A track for boolean keyframe values.
  31059. *
  31060. * @augments KeyframeTrack
  31061. */
  31062. class BooleanKeyframeTrack extends KeyframeTrack {
  31063. /**
  31064. * Constructs a new boolean keyframe track.
  31065. *
  31066. * This keyframe track type has no `interpolation` parameter because the
  31067. * interpolation is always discrete.
  31068. *
  31069. * @param {string} name - The keyframe track's name.
  31070. * @param {Array<number>} times - A list of keyframe times.
  31071. * @param {Array<boolean>} values - A list of keyframe values.
  31072. */
  31073. constructor( name, times, values ) {
  31074. super( name, times, values );
  31075. }
  31076. }
  31077. /**
  31078. * The value type name.
  31079. *
  31080. * @type {string}
  31081. * @default 'bool'
  31082. */
  31083. BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
  31084. /**
  31085. * The value buffer type of this keyframe track.
  31086. *
  31087. * @type {TypedArray|Array}
  31088. * @default Array.constructor
  31089. */
  31090. BooleanKeyframeTrack.prototype.ValueBufferType = Array;
  31091. /**
  31092. * The default interpolation type of this keyframe track.
  31093. *
  31094. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31095. * @default InterpolateDiscrete
  31096. */
  31097. BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31098. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31099. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31100. /**
  31101. * A track for color keyframe values.
  31102. *
  31103. * @augments KeyframeTrack
  31104. */
  31105. class ColorKeyframeTrack extends KeyframeTrack {
  31106. /**
  31107. * Constructs a new color keyframe track.
  31108. *
  31109. * @param {string} name - The keyframe track's name.
  31110. * @param {Array<number>} times - A list of keyframe times.
  31111. * @param {Array<number>} values - A list of keyframe values.
  31112. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31113. */
  31114. constructor( name, times, values, interpolation ) {
  31115. super( name, times, values, interpolation );
  31116. }
  31117. }
  31118. /**
  31119. * The value type name.
  31120. *
  31121. * @type {string}
  31122. * @default 'color'
  31123. */
  31124. ColorKeyframeTrack.prototype.ValueTypeName = 'color';
  31125. /**
  31126. * A track for numeric keyframe values.
  31127. *
  31128. * @augments KeyframeTrack
  31129. */
  31130. class NumberKeyframeTrack extends KeyframeTrack {
  31131. /**
  31132. * Constructs a new number keyframe track.
  31133. *
  31134. * @param {string} name - The keyframe track's name.
  31135. * @param {Array<number>} times - A list of keyframe times.
  31136. * @param {Array<number>} values - A list of keyframe values.
  31137. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31138. */
  31139. constructor( name, times, values, interpolation ) {
  31140. super( name, times, values, interpolation );
  31141. }
  31142. }
  31143. /**
  31144. * The value type name.
  31145. *
  31146. * @type {string}
  31147. * @default 'number'
  31148. */
  31149. NumberKeyframeTrack.prototype.ValueTypeName = 'number';
  31150. /**
  31151. * Spherical linear unit quaternion interpolant.
  31152. *
  31153. * @augments Interpolant
  31154. */
  31155. class QuaternionLinearInterpolant extends Interpolant {
  31156. /**
  31157. * Constructs a new SLERP interpolant.
  31158. *
  31159. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  31160. * @param {TypedArray} sampleValues - The sample values.
  31161. * @param {number} sampleSize - The sample size
  31162. * @param {TypedArray} [resultBuffer] - The result buffer.
  31163. */
  31164. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  31165. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  31166. }
  31167. interpolate_( i1, t0, t, t1 ) {
  31168. const result = this.resultBuffer,
  31169. values = this.sampleValues,
  31170. stride = this.valueSize,
  31171. alpha = ( t - t0 ) / ( t1 - t0 );
  31172. let offset = i1 * stride;
  31173. for ( let end = offset + stride; offset !== end; offset += 4 ) {
  31174. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  31175. }
  31176. return result;
  31177. }
  31178. }
  31179. /**
  31180. * A track for Quaternion keyframe values.
  31181. *
  31182. * @augments KeyframeTrack
  31183. */
  31184. class QuaternionKeyframeTrack extends KeyframeTrack {
  31185. /**
  31186. * Constructs a new Quaternion keyframe track.
  31187. *
  31188. * @param {string} name - The keyframe track's name.
  31189. * @param {Array<number>} times - A list of keyframe times.
  31190. * @param {Array<number>} values - A list of keyframe values.
  31191. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31192. */
  31193. constructor( name, times, values, interpolation ) {
  31194. super( name, times, values, interpolation );
  31195. }
  31196. /**
  31197. * Overwritten so the method returns Quaternion based interpolant.
  31198. *
  31199. * @static
  31200. * @param {TypedArray} [result] - The result buffer.
  31201. * @return {QuaternionLinearInterpolant} The new interpolant.
  31202. */
  31203. InterpolantFactoryMethodLinear( result ) {
  31204. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  31205. }
  31206. }
  31207. /**
  31208. * The value type name.
  31209. *
  31210. * @type {string}
  31211. * @default 'quaternion'
  31212. */
  31213. QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';
  31214. // ValueBufferType is inherited
  31215. // DefaultInterpolation is inherited;
  31216. QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31217. /**
  31218. * A track for string keyframe values.
  31219. *
  31220. * @augments KeyframeTrack
  31221. */
  31222. class StringKeyframeTrack extends KeyframeTrack {
  31223. /**
  31224. * Constructs a new string keyframe track.
  31225. *
  31226. * This keyframe track type has no `interpolation` parameter because the
  31227. * interpolation is always discrete.
  31228. *
  31229. * @param {string} name - The keyframe track's name.
  31230. * @param {Array<number>} times - A list of keyframe times.
  31231. * @param {Array<string>} values - A list of keyframe values.
  31232. */
  31233. constructor( name, times, values ) {
  31234. super( name, times, values );
  31235. }
  31236. }
  31237. /**
  31238. * The value type name.
  31239. *
  31240. * @type {string}
  31241. * @default 'string'
  31242. */
  31243. StringKeyframeTrack.prototype.ValueTypeName = 'string';
  31244. /**
  31245. * The value buffer type of this keyframe track.
  31246. *
  31247. * @type {TypedArray|Array}
  31248. * @default Array.constructor
  31249. */
  31250. StringKeyframeTrack.prototype.ValueBufferType = Array;
  31251. /**
  31252. * The default interpolation type of this keyframe track.
  31253. *
  31254. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31255. * @default InterpolateDiscrete
  31256. */
  31257. StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31258. StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31259. StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31260. /**
  31261. * A track for vector keyframe values.
  31262. *
  31263. * @augments KeyframeTrack
  31264. */
  31265. class VectorKeyframeTrack extends KeyframeTrack {
  31266. /**
  31267. * Constructs a new vector keyframe track.
  31268. *
  31269. * @param {string} name - The keyframe track's name.
  31270. * @param {Array<number>} times - A list of keyframe times.
  31271. * @param {Array<number>} values - A list of keyframe values.
  31272. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31273. */
  31274. constructor( name, times, values, interpolation ) {
  31275. super( name, times, values, interpolation );
  31276. }
  31277. }
  31278. /**
  31279. * The value type name.
  31280. *
  31281. * @type {string}
  31282. * @default 'vector'
  31283. */
  31284. VectorKeyframeTrack.prototype.ValueTypeName = 'vector';
  31285. /**
  31286. * A reusable set of keyframe tracks which represent an animation.
  31287. */
  31288. class AnimationClip {
  31289. /**
  31290. * Constructs a new animation clip.
  31291. *
  31292. * Note: Instead of instantiating an AnimationClip directly with the constructor, you can
  31293. * use the static interface of this class for creating clips. In most cases though, animation clips
  31294. * will automatically be created by loaders when importing animated 3D assets.
  31295. *
  31296. * @param {string} [name=''] - The clip's name.
  31297. * @param {number} [duration=-1] - The clip's duration in seconds. If a negative value is passed,
  31298. * the duration will be calculated from the passed keyframes.
  31299. * @param {Array<KeyframeTrack>} tracks - An array of keyframe tracks.
  31300. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode=NormalAnimationBlendMode] - Defines how the animation
  31301. * is blended/combined when two or more animations are simultaneously played.
  31302. */
  31303. constructor( name = '', duration = -1, tracks = [], blendMode = NormalAnimationBlendMode ) {
  31304. /**
  31305. * The clip's name.
  31306. *
  31307. * @type {string}
  31308. */
  31309. this.name = name;
  31310. /**
  31311. * An array of keyframe tracks.
  31312. *
  31313. * @type {Array<KeyframeTrack>}
  31314. */
  31315. this.tracks = tracks;
  31316. /**
  31317. * The clip's duration in seconds.
  31318. *
  31319. * @type {number}
  31320. */
  31321. this.duration = duration;
  31322. /**
  31323. * Defines how the animation is blended/combined when two or more animations
  31324. * are simultaneously played.
  31325. *
  31326. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  31327. */
  31328. this.blendMode = blendMode;
  31329. /**
  31330. * The UUID of the animation clip.
  31331. *
  31332. * @type {string}
  31333. * @readonly
  31334. */
  31335. this.uuid = generateUUID();
  31336. /**
  31337. * An object that can be used to store custom data about the animation clip.
  31338. * It should not hold references to functions as these will not be cloned.
  31339. *
  31340. * @type {Object}
  31341. */
  31342. this.userData = {};
  31343. // this means it should figure out its duration by scanning the tracks
  31344. if ( this.duration < 0 ) {
  31345. this.resetDuration();
  31346. }
  31347. }
  31348. /**
  31349. * Factory method for creating an animation clip from the given JSON.
  31350. *
  31351. * @static
  31352. * @param {Object} json - The serialized animation clip.
  31353. * @return {AnimationClip} The new animation clip.
  31354. */
  31355. static parse( json ) {
  31356. const tracks = [],
  31357. jsonTracks = json.tracks,
  31358. frameTime = 1.0 / ( json.fps || 1.0 );
  31359. for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  31360. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  31361. }
  31362. const clip = new this( json.name, json.duration, tracks, json.blendMode );
  31363. clip.uuid = json.uuid;
  31364. clip.userData = JSON.parse( json.userData || '{}' );
  31365. return clip;
  31366. }
  31367. /**
  31368. * Serializes the given animation clip into JSON.
  31369. *
  31370. * @static
  31371. * @param {AnimationClip} clip - The animation clip to serialize.
  31372. * @return {Object} The JSON object.
  31373. */
  31374. static toJSON( clip ) {
  31375. const tracks = [],
  31376. clipTracks = clip.tracks;
  31377. const json = {
  31378. 'name': clip.name,
  31379. 'duration': clip.duration,
  31380. 'tracks': tracks,
  31381. 'uuid': clip.uuid,
  31382. 'blendMode': clip.blendMode,
  31383. 'userData': JSON.stringify( clip.userData ),
  31384. };
  31385. for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {
  31386. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  31387. }
  31388. return json;
  31389. }
  31390. /**
  31391. * Returns a new animation clip from the passed morph targets array of a
  31392. * geometry, taking a name and the number of frames per second.
  31393. *
  31394. * Note: The fps parameter is required, but the animation speed can be
  31395. * overridden via {@link AnimationAction#setDuration}.
  31396. *
  31397. * @static
  31398. * @param {string} name - The name of the animation clip.
  31399. * @param {Array<Object>} morphTargetSequence - A sequence of morph targets.
  31400. * @param {number} fps - The Frames-Per-Second value.
  31401. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31402. * @return {AnimationClip} The new animation clip.
  31403. */
  31404. static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {
  31405. const numMorphTargets = morphTargetSequence.length;
  31406. const tracks = [];
  31407. for ( let i = 0; i < numMorphTargets; i ++ ) {
  31408. let times = [];
  31409. let values = [];
  31410. times.push(
  31411. ( i + numMorphTargets - 1 ) % numMorphTargets,
  31412. i,
  31413. ( i + 1 ) % numMorphTargets );
  31414. values.push( 0, 1, 0 );
  31415. const order = getKeyframeOrder( times );
  31416. times = sortedArray( times, 1, order );
  31417. values = sortedArray( values, 1, order );
  31418. // if there is a key at the first frame, duplicate it as the
  31419. // last frame as well for perfect loop.
  31420. if ( ! noLoop && times[ 0 ] === 0 ) {
  31421. times.push( numMorphTargets );
  31422. values.push( values[ 0 ] );
  31423. }
  31424. tracks.push(
  31425. new NumberKeyframeTrack(
  31426. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  31427. times, values
  31428. ).scale( 1.0 / fps ) );
  31429. }
  31430. return new this( name, -1, tracks );
  31431. }
  31432. /**
  31433. * Searches for an animation clip by name, taking as its first parameter
  31434. * either an array of clips, or a mesh or geometry that contains an
  31435. * array named "animations" property.
  31436. *
  31437. * @static
  31438. * @param {(Array<AnimationClip>|Object3D)} objectOrClipArray - The array or object to search through.
  31439. * @param {string} name - The name to search for.
  31440. * @return {?AnimationClip} The found animation clip. Returns `null` if no clip has been found.
  31441. */
  31442. static findByName( objectOrClipArray, name ) {
  31443. let clipArray = objectOrClipArray;
  31444. if ( ! Array.isArray( objectOrClipArray ) ) {
  31445. const o = objectOrClipArray;
  31446. clipArray = o.geometry && o.geometry.animations || o.animations;
  31447. }
  31448. for ( let i = 0; i < clipArray.length; i ++ ) {
  31449. if ( clipArray[ i ].name === name ) {
  31450. return clipArray[ i ];
  31451. }
  31452. }
  31453. return null;
  31454. }
  31455. /**
  31456. * Returns an array of new AnimationClips created from the morph target
  31457. * sequences of a geometry, trying to sort morph target names into
  31458. * animation-group-based patterns like "Walk_001, Walk_002, Run_001, Run_002...".
  31459. *
  31460. * See {@link MD2Loader#parse} as an example for how the method should be used.
  31461. *
  31462. * @static
  31463. * @param {Array<Object>} morphTargets - A sequence of morph targets.
  31464. * @param {number} fps - The Frames-Per-Second value.
  31465. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31466. * @return {Array<AnimationClip>} An array of new animation clips.
  31467. */
  31468. static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {
  31469. const animationToMorphTargets = {};
  31470. // tested with https://regex101.com/ on trick sequences
  31471. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  31472. const pattern = /^([\w-]*?)([\d]+)$/;
  31473. // sort morph target names into animation groups based
  31474. // patterns like Walk_001, Walk_002, Run_001, Run_002
  31475. for ( let i = 0, il = morphTargets.length; i < il; i ++ ) {
  31476. const morphTarget = morphTargets[ i ];
  31477. const parts = morphTarget.name.match( pattern );
  31478. if ( parts && parts.length > 1 ) {
  31479. const name = parts[ 1 ];
  31480. let animationMorphTargets = animationToMorphTargets[ name ];
  31481. if ( ! animationMorphTargets ) {
  31482. animationToMorphTargets[ name ] = animationMorphTargets = [];
  31483. }
  31484. animationMorphTargets.push( morphTarget );
  31485. }
  31486. }
  31487. const clips = [];
  31488. for ( const name in animationToMorphTargets ) {
  31489. clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  31490. }
  31491. return clips;
  31492. }
  31493. /**
  31494. * Parses the `animation.hierarchy` format and returns a new animation clip.
  31495. *
  31496. * @static
  31497. * @deprecated since r175.
  31498. * @param {Object} animation - A serialized animation clip as JSON.
  31499. * @param {Array<Bone>} bones - An array of bones.
  31500. * @return {?AnimationClip} The new animation clip.
  31501. */
  31502. static parseAnimation( animation, bones ) {
  31503. warn( 'AnimationClip: parseAnimation() is deprecated and will be removed with r185' );
  31504. if ( ! animation ) {
  31505. error( 'AnimationClip: No animation in JSONLoader data.' );
  31506. return null;
  31507. }
  31508. const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  31509. // only return track if there are actually keys.
  31510. if ( animationKeys.length !== 0 ) {
  31511. const times = [];
  31512. const values = [];
  31513. flattenJSON( animationKeys, times, values, propertyName );
  31514. // empty keys are filtered out, so check again
  31515. if ( times.length !== 0 ) {
  31516. destTracks.push( new trackType( trackName, times, values ) );
  31517. }
  31518. }
  31519. };
  31520. const tracks = [];
  31521. const clipName = animation.name || 'default';
  31522. const fps = animation.fps || 30;
  31523. const blendMode = animation.blendMode;
  31524. // automatic length determination in AnimationClip.
  31525. let duration = animation.length || -1;
  31526. const hierarchyTracks = animation.hierarchy || [];
  31527. for ( let h = 0; h < hierarchyTracks.length; h ++ ) {
  31528. const animationKeys = hierarchyTracks[ h ].keys;
  31529. // skip empty tracks
  31530. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  31531. // process morph targets
  31532. if ( animationKeys[ 0 ].morphTargets ) {
  31533. // figure out all morph targets used in this track
  31534. const morphTargetNames = {};
  31535. let k;
  31536. for ( k = 0; k < animationKeys.length; k ++ ) {
  31537. if ( animationKeys[ k ].morphTargets ) {
  31538. for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  31539. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = -1;
  31540. }
  31541. }
  31542. }
  31543. // create a track for each morph target with all zero
  31544. // morphTargetInfluences except for the keys in which
  31545. // the morphTarget is named.
  31546. for ( const morphTargetName in morphTargetNames ) {
  31547. const times = [];
  31548. const values = [];
  31549. for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  31550. const animationKey = animationKeys[ k ];
  31551. times.push( animationKey.time );
  31552. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  31553. }
  31554. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  31555. }
  31556. duration = morphTargetNames.length * fps;
  31557. } else {
  31558. // ...assume skeletal animation
  31559. const boneName = '.bones[' + bones[ h ].name + ']';
  31560. addNonemptyTrack(
  31561. VectorKeyframeTrack, boneName + '.position',
  31562. animationKeys, 'pos', tracks );
  31563. addNonemptyTrack(
  31564. QuaternionKeyframeTrack, boneName + '.quaternion',
  31565. animationKeys, 'rot', tracks );
  31566. addNonemptyTrack(
  31567. VectorKeyframeTrack, boneName + '.scale',
  31568. animationKeys, 'scl', tracks );
  31569. }
  31570. }
  31571. if ( tracks.length === 0 ) {
  31572. return null;
  31573. }
  31574. const clip = new this( clipName, duration, tracks, blendMode );
  31575. return clip;
  31576. }
  31577. /**
  31578. * Sets the duration of this clip to the duration of its longest keyframe track.
  31579. *
  31580. * @return {AnimationClip} A reference to this animation clip.
  31581. */
  31582. resetDuration() {
  31583. const tracks = this.tracks;
  31584. let duration = 0;
  31585. for ( let i = 0, n = tracks.length; i !== n; ++ i ) {
  31586. const track = this.tracks[ i ];
  31587. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  31588. }
  31589. this.duration = duration;
  31590. return this;
  31591. }
  31592. /**
  31593. * Trims all tracks to the clip's duration.
  31594. *
  31595. * @return {AnimationClip} A reference to this animation clip.
  31596. */
  31597. trim() {
  31598. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31599. this.tracks[ i ].trim( 0, this.duration );
  31600. }
  31601. return this;
  31602. }
  31603. /**
  31604. * Performs minimal validation on each track in the clip. Returns `true` if all
  31605. * tracks are valid.
  31606. *
  31607. * @return {boolean} Whether the clip's keyframes are valid or not.
  31608. */
  31609. validate() {
  31610. let valid = true;
  31611. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31612. valid = valid && this.tracks[ i ].validate();
  31613. }
  31614. return valid;
  31615. }
  31616. /**
  31617. * Optimizes each track by removing equivalent sequential keys (which are
  31618. * common in morph target sequences).
  31619. *
  31620. * @return {AnimationClip} A reference to this animation clip.
  31621. */
  31622. optimize() {
  31623. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31624. this.tracks[ i ].optimize();
  31625. }
  31626. return this;
  31627. }
  31628. /**
  31629. * Returns a new animation clip with copied values from this instance.
  31630. *
  31631. * @return {AnimationClip} A clone of this instance.
  31632. */
  31633. clone() {
  31634. const tracks = [];
  31635. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31636. tracks.push( this.tracks[ i ].clone() );
  31637. }
  31638. const clip = new this.constructor( this.name, this.duration, tracks, this.blendMode );
  31639. clip.userData = JSON.parse( JSON.stringify( this.userData ) );
  31640. return clip;
  31641. }
  31642. /**
  31643. * Serializes this animation clip into JSON.
  31644. *
  31645. * @return {Object} The JSON object.
  31646. */
  31647. toJSON() {
  31648. return this.constructor.toJSON( this );
  31649. }
  31650. }
  31651. function getTrackTypeForValueTypeName( typeName ) {
  31652. switch ( typeName.toLowerCase() ) {
  31653. case 'scalar':
  31654. case 'double':
  31655. case 'float':
  31656. case 'number':
  31657. case 'integer':
  31658. return NumberKeyframeTrack;
  31659. case 'vector':
  31660. case 'vector2':
  31661. case 'vector3':
  31662. case 'vector4':
  31663. return VectorKeyframeTrack;
  31664. case 'color':
  31665. return ColorKeyframeTrack;
  31666. case 'quaternion':
  31667. return QuaternionKeyframeTrack;
  31668. case 'bool':
  31669. case 'boolean':
  31670. return BooleanKeyframeTrack;
  31671. case 'string':
  31672. return StringKeyframeTrack;
  31673. }
  31674. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  31675. }
  31676. function parseKeyframeTrack( json ) {
  31677. if ( json.type === undefined ) {
  31678. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  31679. }
  31680. const trackType = getTrackTypeForValueTypeName( json.type );
  31681. if ( json.times === undefined ) {
  31682. const times = [], values = [];
  31683. flattenJSON( json.keys, times, values, 'value' );
  31684. json.times = times;
  31685. json.values = values;
  31686. }
  31687. // derived classes can define a static parse method
  31688. if ( trackType.parse !== undefined ) {
  31689. return trackType.parse( json );
  31690. } else {
  31691. // by default, we assume a constructor compatible with the base
  31692. return new trackType( json.name, json.times, json.values, json.interpolation );
  31693. }
  31694. }
  31695. /**
  31696. * @class
  31697. * @classdesc A simple caching system, used internally by {@link FileLoader}.
  31698. * To enable caching across all loaders that use {@link FileLoader}, add `THREE.Cache.enabled = true.` once in your app.
  31699. * @hideconstructor
  31700. */
  31701. const Cache = {
  31702. /**
  31703. * Whether caching is enabled or not.
  31704. *
  31705. * @static
  31706. * @type {boolean}
  31707. * @default false
  31708. */
  31709. enabled: false,
  31710. /**
  31711. * A dictionary that holds cached files.
  31712. *
  31713. * @static
  31714. * @type {Object<string,Object>}
  31715. */
  31716. files: {},
  31717. /**
  31718. * Adds a cache entry with a key to reference the file. If this key already
  31719. * holds a file, it is overwritten.
  31720. *
  31721. * @static
  31722. * @param {string} key - The key to reference the cached file.
  31723. * @param {Object} file - The file to be cached.
  31724. */
  31725. add: function ( key, file ) {
  31726. if ( this.enabled === false ) return;
  31727. if ( isBlobURL( key ) ) return;
  31728. // log( 'Cache', 'Adding key:', key );
  31729. this.files[ key ] = file;
  31730. },
  31731. /**
  31732. * Gets the cached value for the given key.
  31733. *
  31734. * @static
  31735. * @param {string} key - The key to reference the cached file.
  31736. * @return {Object|undefined} The cached file. If the key does not exist `undefined` is returned.
  31737. */
  31738. get: function ( key ) {
  31739. if ( this.enabled === false ) return;
  31740. if ( isBlobURL( key ) ) return;
  31741. // log( 'Cache', 'Checking key:', key );
  31742. return this.files[ key ];
  31743. },
  31744. /**
  31745. * Removes the cached file associated with the given key.
  31746. *
  31747. * @static
  31748. * @param {string} key - The key to reference the cached file.
  31749. */
  31750. remove: function ( key ) {
  31751. delete this.files[ key ];
  31752. },
  31753. /**
  31754. * Remove all values from the cache.
  31755. *
  31756. * @static
  31757. */
  31758. clear: function () {
  31759. this.files = {};
  31760. }
  31761. };
  31762. /**
  31763. * Returns true if the given cache key contains the blob: scheme.
  31764. *
  31765. * @private
  31766. * @param {string} key - The cache key.
  31767. * @return {boolean} Whether the given cache key contains the blob: scheme or not.
  31768. */
  31769. function isBlobURL( key ) {
  31770. try {
  31771. const urlString = key.slice( key.indexOf( ':' ) + 1 ); // remove type identifier
  31772. const url = new URL( urlString );
  31773. return url.protocol === 'blob:';
  31774. } catch ( e ) {
  31775. // If the string is not a valid URL, it throws an error
  31776. return false;
  31777. }
  31778. }
  31779. /**
  31780. * Handles and keeps track of loaded and pending data. A default global
  31781. * instance of this class is created and used by loaders if not supplied
  31782. * manually.
  31783. *
  31784. * In general that should be sufficient, however there are times when it can
  31785. * be useful to have separate loaders - for example if you want to show
  31786. * separate loading bars for objects and textures.
  31787. *
  31788. * ```js
  31789. * const manager = new THREE.LoadingManager();
  31790. * manager.onLoad = () => console.log( 'Loading complete!' );
  31791. *
  31792. * const loader1 = new OBJLoader( manager );
  31793. * const loader2 = new ColladaLoader( manager );
  31794. * ```
  31795. */
  31796. class LoadingManager {
  31797. /**
  31798. * Constructs a new loading manager.
  31799. *
  31800. * @param {Function} [onLoad] - Executes when all items have been loaded.
  31801. * @param {Function} [onProgress] - Executes when single items have been loaded.
  31802. * @param {Function} [onError] - Executes when an error occurs.
  31803. */
  31804. constructor( onLoad, onProgress, onError ) {
  31805. const scope = this;
  31806. let isLoading = false;
  31807. let itemsLoaded = 0;
  31808. let itemsTotal = 0;
  31809. let urlModifier = undefined;
  31810. const handlers = [];
  31811. // Refer to #5689 for the reason why we don't set .onStart
  31812. // in the constructor
  31813. /**
  31814. * Executes when an item starts loading.
  31815. *
  31816. * @type {Function|undefined}
  31817. * @default undefined
  31818. */
  31819. this.onStart = undefined;
  31820. /**
  31821. * Executes when all items have been loaded.
  31822. *
  31823. * @type {Function|undefined}
  31824. * @default undefined
  31825. */
  31826. this.onLoad = onLoad;
  31827. /**
  31828. * Executes when single items have been loaded.
  31829. *
  31830. * @type {Function|undefined}
  31831. * @default undefined
  31832. */
  31833. this.onProgress = onProgress;
  31834. /**
  31835. * Executes when an error occurs.
  31836. *
  31837. * @type {Function|undefined}
  31838. * @default undefined
  31839. */
  31840. this.onError = onError;
  31841. /**
  31842. * Used for aborting ongoing requests in loaders using this manager.
  31843. *
  31844. * @private
  31845. * @type {AbortController | null}
  31846. */
  31847. this._abortController = null;
  31848. /**
  31849. * This should be called by any loader using the manager when the loader
  31850. * starts loading an item.
  31851. *
  31852. * @param {string} url - The URL to load.
  31853. */
  31854. this.itemStart = function ( url ) {
  31855. itemsTotal ++;
  31856. if ( isLoading === false ) {
  31857. if ( scope.onStart !== undefined ) {
  31858. scope.onStart( url, itemsLoaded, itemsTotal );
  31859. }
  31860. }
  31861. isLoading = true;
  31862. };
  31863. /**
  31864. * This should be called by any loader using the manager when the loader
  31865. * ended loading an item.
  31866. *
  31867. * @param {string} url - The URL of the loaded item.
  31868. */
  31869. this.itemEnd = function ( url ) {
  31870. itemsLoaded ++;
  31871. if ( scope.onProgress !== undefined ) {
  31872. scope.onProgress( url, itemsLoaded, itemsTotal );
  31873. }
  31874. if ( itemsLoaded === itemsTotal ) {
  31875. isLoading = false;
  31876. if ( scope.onLoad !== undefined ) {
  31877. scope.onLoad();
  31878. }
  31879. }
  31880. };
  31881. /**
  31882. * This should be called by any loader using the manager when the loader
  31883. * encounters an error when loading an item.
  31884. *
  31885. * @param {string} url - The URL of the item that produces an error.
  31886. */
  31887. this.itemError = function ( url ) {
  31888. if ( scope.onError !== undefined ) {
  31889. scope.onError( url );
  31890. }
  31891. };
  31892. /**
  31893. * Given a URL, uses the URL modifier callback (if any) and returns a
  31894. * resolved URL. If no URL modifier is set, returns the original URL.
  31895. *
  31896. * @param {string} url - The URL to load.
  31897. * @return {string} The resolved URL.
  31898. */
  31899. this.resolveURL = function ( url ) {
  31900. if ( urlModifier ) {
  31901. return urlModifier( url );
  31902. }
  31903. return url;
  31904. };
  31905. /**
  31906. * If provided, the callback will be passed each resource URL before a
  31907. * request is sent. The callback may return the original URL, or a new URL to
  31908. * override loading behavior. This behavior can be used to load assets from
  31909. * .ZIP files, drag-and-drop APIs, and Data URIs.
  31910. *
  31911. * ```js
  31912. * const blobs = {'fish.gltf': blob1, 'diffuse.png': blob2, 'normal.png': blob3};
  31913. *
  31914. * const manager = new THREE.LoadingManager();
  31915. *
  31916. * // Initialize loading manager with URL callback.
  31917. * const objectURLs = [];
  31918. * manager.setURLModifier( ( url ) => {
  31919. *
  31920. * url = URL.createObjectURL( blobs[ url ] );
  31921. * objectURLs.push( url );
  31922. * return url;
  31923. *
  31924. * } );
  31925. *
  31926. * // Load as usual, then revoke the blob URLs.
  31927. * const loader = new GLTFLoader( manager );
  31928. * loader.load( 'fish.gltf', (gltf) => {
  31929. *
  31930. * scene.add( gltf.scene );
  31931. * objectURLs.forEach( ( url ) => URL.revokeObjectURL( url ) );
  31932. *
  31933. * } );
  31934. * ```
  31935. *
  31936. * @param {function(string):string} transform - URL modifier callback. Called with an URL and must return a resolved URL.
  31937. * @return {LoadingManager} A reference to this loading manager.
  31938. */
  31939. this.setURLModifier = function ( transform ) {
  31940. urlModifier = transform;
  31941. return this;
  31942. };
  31943. /**
  31944. * Registers a loader with the given regular expression. Can be used to
  31945. * define what loader should be used in order to load specific files. A
  31946. * typical use case is to overwrite the default loader for textures.
  31947. *
  31948. * ```js
  31949. * // add handler for TGA textures
  31950. * manager.addHandler( /\.tga$/i, new TGALoader() );
  31951. * ```
  31952. *
  31953. * @param {string} regex - A regular expression.
  31954. * @param {Loader} loader - A loader that should handle matched cases.
  31955. * @return {LoadingManager} A reference to this loading manager.
  31956. */
  31957. this.addHandler = function ( regex, loader ) {
  31958. handlers.push( regex, loader );
  31959. return this;
  31960. };
  31961. /**
  31962. * Removes the loader for the given regular expression.
  31963. *
  31964. * @param {string} regex - A regular expression.
  31965. * @return {LoadingManager} A reference to this loading manager.
  31966. */
  31967. this.removeHandler = function ( regex ) {
  31968. const index = handlers.indexOf( regex );
  31969. if ( index !== -1 ) {
  31970. handlers.splice( index, 2 );
  31971. }
  31972. return this;
  31973. };
  31974. /**
  31975. * Can be used to retrieve the registered loader for the given file path.
  31976. *
  31977. * @param {string} file - The file path.
  31978. * @return {?Loader} The registered loader. Returns `null` if no loader was found.
  31979. */
  31980. this.getHandler = function ( file ) {
  31981. for ( let i = 0, l = handlers.length; i < l; i += 2 ) {
  31982. const regex = handlers[ i ];
  31983. const loader = handlers[ i + 1 ];
  31984. if ( regex.global ) regex.lastIndex = 0; // see #17920
  31985. if ( regex.test( file ) ) {
  31986. return loader;
  31987. }
  31988. }
  31989. return null;
  31990. };
  31991. /**
  31992. * Can be used to abort ongoing loading requests in loaders using this manager.
  31993. * The abort only works if the loaders implement {@link Loader#abort} and `AbortSignal.any()`
  31994. * is supported in the browser.
  31995. *
  31996. * @return {LoadingManager} A reference to this loading manager.
  31997. */
  31998. this.abort = function () {
  31999. this.abortController.abort();
  32000. this._abortController = null;
  32001. return this;
  32002. };
  32003. }
  32004. // TODO: Revert this back to a single member variable once this issue has been fixed
  32005. // https://github.com/cloudflare/workerd/issues/3657
  32006. /**
  32007. * Used for aborting ongoing requests in loaders using this manager.
  32008. *
  32009. * @type {AbortController}
  32010. */
  32011. get abortController() {
  32012. if ( ! this._abortController ) {
  32013. this._abortController = new AbortController();
  32014. }
  32015. return this._abortController;
  32016. }
  32017. }
  32018. /**
  32019. * The global default loading manager.
  32020. *
  32021. * @constant
  32022. * @type {LoadingManager}
  32023. */
  32024. const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();
  32025. /**
  32026. * Abstract base class for loaders.
  32027. *
  32028. * @abstract
  32029. */
  32030. class Loader {
  32031. /**
  32032. * Constructs a new loader.
  32033. *
  32034. * @param {LoadingManager} [manager] - The loading manager.
  32035. */
  32036. constructor( manager ) {
  32037. /**
  32038. * The loading manager.
  32039. *
  32040. * @type {LoadingManager}
  32041. * @default DefaultLoadingManager
  32042. */
  32043. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  32044. /**
  32045. * The crossOrigin string to implement CORS for loading the url from a
  32046. * different domain that allows CORS.
  32047. *
  32048. * @type {string}
  32049. * @default 'anonymous'
  32050. */
  32051. this.crossOrigin = 'anonymous';
  32052. /**
  32053. * Whether the XMLHttpRequest uses credentials.
  32054. *
  32055. * @type {boolean}
  32056. * @default false
  32057. */
  32058. this.withCredentials = false;
  32059. /**
  32060. * The base path from which the asset will be loaded.
  32061. *
  32062. * @type {string}
  32063. */
  32064. this.path = '';
  32065. /**
  32066. * The base path from which additional resources like textures will be loaded.
  32067. *
  32068. * @type {string}
  32069. */
  32070. this.resourcePath = '';
  32071. /**
  32072. * The [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
  32073. * used in HTTP request.
  32074. *
  32075. * @type {Object<string, any>}
  32076. */
  32077. this.requestHeader = {};
  32078. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  32079. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  32080. }
  32081. }
  32082. /**
  32083. * This method needs to be implemented by all concrete loaders. It holds the
  32084. * logic for loading assets from the backend.
  32085. *
  32086. * @abstract
  32087. * @param {string} url - The path/URL of the file to be loaded.
  32088. * @param {Function} onLoad - Executed when the loading process has been finished.
  32089. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32090. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32091. */
  32092. load( /* url, onLoad, onProgress, onError */ ) {}
  32093. /**
  32094. * A async version of {@link Loader#load}.
  32095. *
  32096. * @param {string} url - The path/URL of the file to be loaded.
  32097. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32098. * @return {Promise} A Promise that resolves when the asset has been loaded.
  32099. */
  32100. loadAsync( url, onProgress ) {
  32101. const scope = this;
  32102. return new Promise( function ( resolve, reject ) {
  32103. scope.load( url, resolve, onProgress, reject );
  32104. } );
  32105. }
  32106. /**
  32107. * This method needs to be implemented by all concrete loaders. It holds the
  32108. * logic for parsing the asset into three.js entities.
  32109. *
  32110. * @abstract
  32111. * @param {any} data - The data to parse.
  32112. */
  32113. parse( /* data */ ) {}
  32114. /**
  32115. * Sets the `crossOrigin` String to implement CORS for loading the URL
  32116. * from a different domain that allows CORS.
  32117. *
  32118. * @param {string} crossOrigin - The `crossOrigin` value.
  32119. * @return {Loader} A reference to this instance.
  32120. */
  32121. setCrossOrigin( crossOrigin ) {
  32122. this.crossOrigin = crossOrigin;
  32123. return this;
  32124. }
  32125. /**
  32126. * Whether the XMLHttpRequest uses credentials such as cookies, authorization
  32127. * headers or TLS client certificates, see [XMLHttpRequest.withCredentials](https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials).
  32128. *
  32129. * Note: This setting has no effect if you are loading files locally or from the same domain.
  32130. *
  32131. * @param {boolean} value - The `withCredentials` value.
  32132. * @return {Loader} A reference to this instance.
  32133. */
  32134. setWithCredentials( value ) {
  32135. this.withCredentials = value;
  32136. return this;
  32137. }
  32138. /**
  32139. * Sets the base path for the asset.
  32140. *
  32141. * @param {string} path - The base path.
  32142. * @return {Loader} A reference to this instance.
  32143. */
  32144. setPath( path ) {
  32145. this.path = path;
  32146. return this;
  32147. }
  32148. /**
  32149. * Sets the base path for dependent resources like textures.
  32150. *
  32151. * @param {string} resourcePath - The resource path.
  32152. * @return {Loader} A reference to this instance.
  32153. */
  32154. setResourcePath( resourcePath ) {
  32155. this.resourcePath = resourcePath;
  32156. return this;
  32157. }
  32158. /**
  32159. * Sets the given request header.
  32160. *
  32161. * @param {Object} requestHeader - A [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
  32162. * for configuring the HTTP request.
  32163. * @return {Loader} A reference to this instance.
  32164. */
  32165. setRequestHeader( requestHeader ) {
  32166. this.requestHeader = requestHeader;
  32167. return this;
  32168. }
  32169. /**
  32170. * This method can be implemented in loaders for aborting ongoing requests.
  32171. *
  32172. * @abstract
  32173. * @return {Loader} A reference to this instance.
  32174. */
  32175. abort() {
  32176. return this;
  32177. }
  32178. }
  32179. /**
  32180. * Callback for onProgress in loaders.
  32181. *
  32182. * @callback onProgressCallback
  32183. * @param {ProgressEvent} event - An instance of `ProgressEvent` that represents the current loading status.
  32184. */
  32185. /**
  32186. * Callback for onError in loaders.
  32187. *
  32188. * @callback onErrorCallback
  32189. * @param {Error} error - The error which occurred during the loading process.
  32190. */
  32191. /**
  32192. * The default material name that is used by loaders
  32193. * when creating materials for loaded 3D objects.
  32194. *
  32195. * Note: Not all loaders might honor this setting.
  32196. *
  32197. * @static
  32198. * @type {string}
  32199. * @default '__DEFAULT'
  32200. */
  32201. Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT';
  32202. const loading = {};
  32203. class HttpError extends Error {
  32204. constructor( message, response ) {
  32205. super( message );
  32206. this.response = response;
  32207. }
  32208. }
  32209. /**
  32210. * A low level class for loading resources with the Fetch API, used internally by
  32211. * most loaders. It can also be used directly to load any file type that does
  32212. * not have a loader.
  32213. *
  32214. * This loader supports caching. If you want to use it, add `THREE.Cache.enabled = true;`
  32215. * once to your application.
  32216. *
  32217. * ```js
  32218. * const loader = new THREE.FileLoader();
  32219. * const data = await loader.loadAsync( 'example.txt' );
  32220. * ```
  32221. *
  32222. * @augments Loader
  32223. */
  32224. class FileLoader extends Loader {
  32225. /**
  32226. * Constructs a new file loader.
  32227. *
  32228. * @param {LoadingManager} [manager] - The loading manager.
  32229. */
  32230. constructor( manager ) {
  32231. super( manager );
  32232. /**
  32233. * The expected mime type. Valid values can be found
  32234. * [here](https://developer.mozilla.org/en-US/docs/Web/API/DOMParser/parseFromString#mimetype)
  32235. *
  32236. * @type {string}
  32237. */
  32238. this.mimeType = '';
  32239. /**
  32240. * The expected response type.
  32241. *
  32242. * @type {('arraybuffer'|'blob'|'document'|'json'|'')}
  32243. * @default ''
  32244. */
  32245. this.responseType = '';
  32246. /**
  32247. * Used for aborting requests.
  32248. *
  32249. * @private
  32250. * @type {AbortController}
  32251. */
  32252. this._abortController = new AbortController();
  32253. }
  32254. /**
  32255. * Starts loading from the given URL and pass the loaded response to the `onLoad()` callback.
  32256. *
  32257. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32258. * @param {function(any)} onLoad - Executed when the loading process has been finished.
  32259. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32260. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32261. * @return {any|undefined} The cached resource if available.
  32262. */
  32263. load( url, onLoad, onProgress, onError ) {
  32264. if ( url === undefined ) url = '';
  32265. if ( this.path !== undefined ) url = this.path + url;
  32266. url = this.manager.resolveURL( url );
  32267. const cached = Cache.get( `file:${url}` );
  32268. if ( cached !== undefined ) {
  32269. this.manager.itemStart( url );
  32270. setTimeout( () => {
  32271. if ( onLoad ) onLoad( cached );
  32272. this.manager.itemEnd( url );
  32273. }, 0 );
  32274. return cached;
  32275. }
  32276. // Check if request is duplicate
  32277. if ( loading[ url ] !== undefined ) {
  32278. loading[ url ].push( {
  32279. onLoad: onLoad,
  32280. onProgress: onProgress,
  32281. onError: onError
  32282. } );
  32283. return;
  32284. }
  32285. // Initialise array for duplicate requests
  32286. loading[ url ] = [];
  32287. loading[ url ].push( {
  32288. onLoad: onLoad,
  32289. onProgress: onProgress,
  32290. onError: onError,
  32291. } );
  32292. // create request
  32293. const req = new Request( url, {
  32294. headers: new Headers( this.requestHeader ),
  32295. credentials: this.withCredentials ? 'include' : 'same-origin',
  32296. signal: ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal
  32297. } );
  32298. // record states ( avoid data race )
  32299. const mimeType = this.mimeType;
  32300. const responseType = this.responseType;
  32301. // start the fetch
  32302. fetch( req )
  32303. .then( response => {
  32304. if ( response.status === 200 || response.status === 0 ) {
  32305. // Some browsers return HTTP Status 0 when using non-http protocol
  32306. // e.g. 'file://' or 'data://'. Handle as success.
  32307. if ( response.status === 0 ) {
  32308. warn( 'FileLoader: HTTP Status 0 received.' );
  32309. }
  32310. // Workaround: Checking if response.body === undefined for Alipay browser #23548
  32311. if ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) {
  32312. return response;
  32313. }
  32314. const callbacks = loading[ url ];
  32315. const reader = response.body.getReader();
  32316. // Nginx needs X-File-Size check
  32317. // https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content
  32318. const contentLength = response.headers.get( 'X-File-Size' ) || response.headers.get( 'Content-Length' );
  32319. const total = contentLength ? parseInt( contentLength ) : 0;
  32320. const lengthComputable = total !== 0;
  32321. let loaded = 0;
  32322. // periodically read data into the new stream tracking while download progress
  32323. const stream = new ReadableStream( {
  32324. start( controller ) {
  32325. readData();
  32326. function readData() {
  32327. reader.read().then( ( { done, value } ) => {
  32328. if ( done ) {
  32329. controller.close();
  32330. } else {
  32331. loaded += value.byteLength;
  32332. const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );
  32333. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32334. const callback = callbacks[ i ];
  32335. if ( callback.onProgress ) callback.onProgress( event );
  32336. }
  32337. controller.enqueue( value );
  32338. readData();
  32339. }
  32340. }, ( e ) => {
  32341. controller.error( e );
  32342. } );
  32343. }
  32344. }
  32345. } );
  32346. return new Response( stream );
  32347. } else {
  32348. throw new HttpError( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response );
  32349. }
  32350. } )
  32351. .then( response => {
  32352. switch ( responseType ) {
  32353. case 'arraybuffer':
  32354. return response.arrayBuffer();
  32355. case 'blob':
  32356. return response.blob();
  32357. case 'document':
  32358. return response.text()
  32359. .then( text => {
  32360. const parser = new DOMParser();
  32361. return parser.parseFromString( text, mimeType );
  32362. } );
  32363. case 'json':
  32364. return response.json();
  32365. default:
  32366. if ( mimeType === '' ) {
  32367. return response.text();
  32368. } else {
  32369. // sniff encoding
  32370. const re = /charset="?([^;"\s]*)"?/i;
  32371. const exec = re.exec( mimeType );
  32372. const label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined;
  32373. const decoder = new TextDecoder( label );
  32374. return response.arrayBuffer().then( ab => decoder.decode( ab ) );
  32375. }
  32376. }
  32377. } )
  32378. .then( data => {
  32379. // Add to cache only on HTTP success, so that we do not cache
  32380. // error response bodies as proper responses to requests.
  32381. Cache.add( `file:${url}`, data );
  32382. const callbacks = loading[ url ];
  32383. delete loading[ url ];
  32384. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32385. const callback = callbacks[ i ];
  32386. if ( callback.onLoad ) callback.onLoad( data );
  32387. }
  32388. } )
  32389. .catch( err => {
  32390. // Abort errors and other errors are handled the same
  32391. const callbacks = loading[ url ];
  32392. if ( callbacks === undefined ) {
  32393. // When onLoad was called and url was deleted in `loading`
  32394. this.manager.itemError( url );
  32395. throw err;
  32396. }
  32397. delete loading[ url ];
  32398. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32399. const callback = callbacks[ i ];
  32400. if ( callback.onError ) callback.onError( err );
  32401. }
  32402. this.manager.itemError( url );
  32403. } )
  32404. .finally( () => {
  32405. this.manager.itemEnd( url );
  32406. } );
  32407. this.manager.itemStart( url );
  32408. }
  32409. /**
  32410. * Sets the expected response type.
  32411. *
  32412. * @param {('arraybuffer'|'blob'|'document'|'json'|'')} value - The response type.
  32413. * @return {FileLoader} A reference to this file loader.
  32414. */
  32415. setResponseType( value ) {
  32416. this.responseType = value;
  32417. return this;
  32418. }
  32419. /**
  32420. * Sets the expected mime type of the loaded file.
  32421. *
  32422. * @param {string} value - The mime type.
  32423. * @return {FileLoader} A reference to this file loader.
  32424. */
  32425. setMimeType( value ) {
  32426. this.mimeType = value;
  32427. return this;
  32428. }
  32429. /**
  32430. * Aborts ongoing fetch requests.
  32431. *
  32432. * @return {FileLoader} A reference to this instance.
  32433. */
  32434. abort() {
  32435. this._abortController.abort();
  32436. this._abortController = new AbortController();
  32437. return this;
  32438. }
  32439. }
  32440. /**
  32441. * Class for loading animation clips in the JSON format. The files are internally
  32442. * loaded via {@link FileLoader}.
  32443. *
  32444. * ```js
  32445. * const loader = new THREE.AnimationLoader();
  32446. * const animations = await loader.loadAsync( 'animations/animation.js' );
  32447. * ```
  32448. *
  32449. * @augments Loader
  32450. */
  32451. class AnimationLoader extends Loader {
  32452. /**
  32453. * Constructs a new animation loader.
  32454. *
  32455. * @param {LoadingManager} [manager] - The loading manager.
  32456. */
  32457. constructor( manager ) {
  32458. super( manager );
  32459. }
  32460. /**
  32461. * Starts loading from the given URL and pass the loaded animations as an array
  32462. * holding instances of {@link AnimationClip} to the `onLoad()` callback.
  32463. *
  32464. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32465. * @param {function(Array<AnimationClip>)} onLoad - Executed when the loading process has been finished.
  32466. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32467. * @param {onErrorCallback} onError - Executed when errors occur.
  32468. */
  32469. load( url, onLoad, onProgress, onError ) {
  32470. const scope = this;
  32471. const loader = new FileLoader( this.manager );
  32472. loader.setPath( this.path );
  32473. loader.setRequestHeader( this.requestHeader );
  32474. loader.setWithCredentials( this.withCredentials );
  32475. loader.load( url, function ( text ) {
  32476. try {
  32477. onLoad( scope.parse( JSON.parse( text ) ) );
  32478. } catch ( e ) {
  32479. if ( onError ) {
  32480. onError( e );
  32481. } else {
  32482. error( e );
  32483. }
  32484. scope.manager.itemError( url );
  32485. }
  32486. }, onProgress, onError );
  32487. }
  32488. /**
  32489. * Parses the given JSON object and returns an array of animation clips.
  32490. *
  32491. * @param {Object} json - The serialized animation clips.
  32492. * @return {Array<AnimationClip>} The parsed animation clips.
  32493. */
  32494. parse( json ) {
  32495. const animations = [];
  32496. for ( let i = 0; i < json.length; i ++ ) {
  32497. const clip = AnimationClip.parse( json[ i ] );
  32498. animations.push( clip );
  32499. }
  32500. return animations;
  32501. }
  32502. }
  32503. /**
  32504. * Abstract base class for loading compressed texture formats S3TC, ASTC or ETC.
  32505. * Textures are internally loaded via {@link FileLoader}.
  32506. *
  32507. * Derived classes have to implement the `parse()` method which holds the parsing
  32508. * for the respective format.
  32509. *
  32510. * @abstract
  32511. * @augments Loader
  32512. */
  32513. class CompressedTextureLoader extends Loader {
  32514. /**
  32515. * Constructs a new compressed texture loader.
  32516. *
  32517. * @param {LoadingManager} [manager] - The loading manager.
  32518. */
  32519. constructor( manager ) {
  32520. super( manager );
  32521. }
  32522. /**
  32523. * Starts loading from the given URL and passes the loaded compressed texture
  32524. * to the `onLoad()` callback. The method also returns a new texture object which can
  32525. * directly be used for material creation. If you do it this way, the texture
  32526. * may pop up in your scene once the respective loading process is finished.
  32527. *
  32528. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32529. * @param {function(CompressedTexture)} onLoad - Executed when the loading process has been finished.
  32530. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32531. * @param {onErrorCallback} onError - Executed when errors occur.
  32532. * @return {CompressedTexture} The compressed texture.
  32533. */
  32534. load( url, onLoad, onProgress, onError ) {
  32535. const scope = this;
  32536. const images = [];
  32537. const texture = new CompressedTexture();
  32538. const loader = new FileLoader( this.manager );
  32539. loader.setPath( this.path );
  32540. loader.setResponseType( 'arraybuffer' );
  32541. loader.setRequestHeader( this.requestHeader );
  32542. loader.setWithCredentials( scope.withCredentials );
  32543. let loaded = 0;
  32544. function loadTexture( i ) {
  32545. loader.load( url[ i ], function ( buffer ) {
  32546. const texDatas = scope.parse( buffer, true );
  32547. images[ i ] = {
  32548. width: texDatas.width,
  32549. height: texDatas.height,
  32550. format: texDatas.format,
  32551. mipmaps: texDatas.mipmaps
  32552. };
  32553. loaded += 1;
  32554. if ( loaded === 6 ) {
  32555. if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;
  32556. texture.image = images;
  32557. texture.format = texDatas.format;
  32558. texture.needsUpdate = true;
  32559. if ( onLoad ) onLoad( texture );
  32560. }
  32561. }, onProgress, onError );
  32562. }
  32563. if ( Array.isArray( url ) ) {
  32564. for ( let i = 0, il = url.length; i < il; ++ i ) {
  32565. loadTexture( i );
  32566. }
  32567. } else {
  32568. // compressed cubemap texture stored in a single DDS file
  32569. loader.load( url, function ( buffer ) {
  32570. const texDatas = scope.parse( buffer, true );
  32571. if ( texDatas.isCubemap ) {
  32572. const faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  32573. for ( let f = 0; f < faces; f ++ ) {
  32574. images[ f ] = { mipmaps: [] };
  32575. for ( let i = 0; i < texDatas.mipmapCount; i ++ ) {
  32576. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  32577. images[ f ].format = texDatas.format;
  32578. images[ f ].width = texDatas.width;
  32579. images[ f ].height = texDatas.height;
  32580. }
  32581. }
  32582. texture.image = images;
  32583. } else {
  32584. texture.image.width = texDatas.width;
  32585. texture.image.height = texDatas.height;
  32586. texture.mipmaps = texDatas.mipmaps;
  32587. }
  32588. if ( texDatas.mipmapCount === 1 ) {
  32589. texture.minFilter = LinearFilter;
  32590. }
  32591. texture.format = texDatas.format;
  32592. texture.needsUpdate = true;
  32593. if ( onLoad ) onLoad( texture );
  32594. }, onProgress, onError );
  32595. }
  32596. return texture;
  32597. }
  32598. }
  32599. const _loading = new WeakMap();
  32600. /**
  32601. * A loader for loading images. The class loads images with the HTML `Image` API.
  32602. *
  32603. * ```js
  32604. * const loader = new THREE.ImageLoader();
  32605. * const image = await loader.loadAsync( 'image.png' );
  32606. * ```
  32607. * Please note that `ImageLoader` has dropped support for progress
  32608. * events in `r84`. For an `ImageLoader` that supports progress events, see
  32609. * [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-275785639).
  32610. *
  32611. * @augments Loader
  32612. */
  32613. class ImageLoader extends Loader {
  32614. /**
  32615. * Constructs a new image loader.
  32616. *
  32617. * @param {LoadingManager} [manager] - The loading manager.
  32618. */
  32619. constructor( manager ) {
  32620. super( manager );
  32621. }
  32622. /**
  32623. * Starts loading from the given URL and passes the loaded image
  32624. * to the `onLoad()` callback. The method also returns a new `Image` object which can
  32625. * directly be used for texture creation. If you do it this way, the texture
  32626. * may pop up in your scene once the respective loading process is finished.
  32627. *
  32628. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32629. * @param {function(Image)} onLoad - Executed when the loading process has been finished.
  32630. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32631. * @param {onErrorCallback} onError - Executed when errors occur.
  32632. * @return {Image} The image.
  32633. */
  32634. load( url, onLoad, onProgress, onError ) {
  32635. if ( this.path !== undefined ) url = this.path + url;
  32636. url = this.manager.resolveURL( url );
  32637. const scope = this;
  32638. const cached = Cache.get( `image:${url}` );
  32639. if ( cached !== undefined ) {
  32640. if ( cached.complete === true ) {
  32641. scope.manager.itemStart( url );
  32642. setTimeout( function () {
  32643. if ( onLoad ) onLoad( cached );
  32644. scope.manager.itemEnd( url );
  32645. }, 0 );
  32646. } else {
  32647. let arr = _loading.get( cached );
  32648. if ( arr === undefined ) {
  32649. arr = [];
  32650. _loading.set( cached, arr );
  32651. }
  32652. arr.push( { onLoad, onError } );
  32653. }
  32654. return cached;
  32655. }
  32656. const image = createElementNS( 'img' );
  32657. function onImageLoad() {
  32658. removeEventListeners();
  32659. if ( onLoad ) onLoad( this );
  32660. //
  32661. const callbacks = _loading.get( this ) || [];
  32662. for ( let i = 0; i < callbacks.length; i ++ ) {
  32663. const callback = callbacks[ i ];
  32664. if ( callback.onLoad ) callback.onLoad( this );
  32665. }
  32666. _loading.delete( this );
  32667. scope.manager.itemEnd( url );
  32668. }
  32669. function onImageError( event ) {
  32670. removeEventListeners();
  32671. if ( onError ) onError( event );
  32672. Cache.remove( `image:${url}` );
  32673. //
  32674. const callbacks = _loading.get( this ) || [];
  32675. for ( let i = 0; i < callbacks.length; i ++ ) {
  32676. const callback = callbacks[ i ];
  32677. if ( callback.onError ) callback.onError( event );
  32678. }
  32679. _loading.delete( this );
  32680. scope.manager.itemError( url );
  32681. scope.manager.itemEnd( url );
  32682. }
  32683. function removeEventListeners() {
  32684. image.removeEventListener( 'load', onImageLoad, false );
  32685. image.removeEventListener( 'error', onImageError, false );
  32686. }
  32687. image.addEventListener( 'load', onImageLoad, false );
  32688. image.addEventListener( 'error', onImageError, false );
  32689. if ( url.slice( 0, 5 ) !== 'data:' ) {
  32690. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  32691. }
  32692. Cache.add( `image:${url}`, image );
  32693. scope.manager.itemStart( url );
  32694. image.src = url;
  32695. return image;
  32696. }
  32697. }
  32698. /**
  32699. * Class for loading cube textures. Images are internally loaded via {@link ImageLoader}.
  32700. *
  32701. * The loader returns an instance of {@link CubeTexture} and expects the cube map to
  32702. * be defined as six separate images representing the sides of a cube. Other cube map definitions
  32703. * like vertical and horizontal cross, column and row layouts are not supported.
  32704. *
  32705. * Note that, by convention, cube maps are specified in a coordinate system
  32706. * in which positive-x is to the right when looking up the positive-z axis --
  32707. * in other words, using a left-handed coordinate system. Since three.js uses
  32708. * a right-handed coordinate system, environment maps used in three.js will
  32709. * have pos-x and neg-x swapped.
  32710. *
  32711. * The loaded cube texture is in sRGB color space. Meaning {@link Texture#colorSpace}
  32712. * is set to `SRGBColorSpace` by default.
  32713. *
  32714. * ```js
  32715. * const loader = new THREE.CubeTextureLoader().setPath( 'textures/cubeMaps/' );
  32716. * const cubeTexture = await loader.loadAsync( [
  32717. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  32718. * ] );
  32719. * scene.background = cubeTexture;
  32720. * ```
  32721. *
  32722. * @augments Loader
  32723. */
  32724. class CubeTextureLoader extends Loader {
  32725. /**
  32726. * Constructs a new cube texture loader.
  32727. *
  32728. * @param {LoadingManager} [manager] - The loading manager.
  32729. */
  32730. constructor( manager ) {
  32731. super( manager );
  32732. }
  32733. /**
  32734. * Starts loading from the given URL and pass the fully loaded cube texture
  32735. * to the `onLoad()` callback. The method also returns a new cube texture object which can
  32736. * directly be used for material creation. If you do it this way, the cube texture
  32737. * may pop up in your scene once the respective loading process is finished.
  32738. *
  32739. * @param {Array<string>} urls - Array of 6 URLs to images, one for each side of the
  32740. * cube texture. The urls should be specified in the following order: pos-x,
  32741. * neg-x, pos-y, neg-y, pos-z, neg-z. An array of data URIs are allowed as well.
  32742. * @param {function(CubeTexture)} onLoad - Executed when the loading process has been finished.
  32743. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32744. * @param {onErrorCallback} onError - Executed when errors occur.
  32745. * @return {CubeTexture} The cube texture.
  32746. */
  32747. load( urls, onLoad, onProgress, onError ) {
  32748. const texture = new CubeTexture();
  32749. texture.colorSpace = SRGBColorSpace;
  32750. const loader = new ImageLoader( this.manager );
  32751. loader.setCrossOrigin( this.crossOrigin );
  32752. loader.setPath( this.path );
  32753. let loaded = 0;
  32754. function loadTexture( i ) {
  32755. loader.load( urls[ i ], function ( image ) {
  32756. texture.images[ i ] = image;
  32757. loaded ++;
  32758. if ( loaded === 6 ) {
  32759. texture.needsUpdate = true;
  32760. if ( onLoad ) onLoad( texture );
  32761. }
  32762. }, undefined, onError );
  32763. }
  32764. for ( let i = 0; i < urls.length; ++ i ) {
  32765. loadTexture( i );
  32766. }
  32767. return texture;
  32768. }
  32769. }
  32770. /**
  32771. * Abstract base class for loading binary texture formats RGBE, EXR or TGA.
  32772. * Textures are internally loaded via {@link FileLoader}.
  32773. *
  32774. * Derived classes have to implement the `parse()` method which holds the parsing
  32775. * for the respective format.
  32776. *
  32777. * @abstract
  32778. * @augments Loader
  32779. */
  32780. class DataTextureLoader extends Loader {
  32781. /**
  32782. * Constructs a new data texture loader.
  32783. *
  32784. * @param {LoadingManager} [manager] - The loading manager.
  32785. */
  32786. constructor( manager ) {
  32787. super( manager );
  32788. }
  32789. /**
  32790. * Starts loading from the given URL and passes the loaded data texture
  32791. * to the `onLoad()` callback. The method also returns a new texture object which can
  32792. * directly be used for material creation. If you do it this way, the texture
  32793. * may pop up in your scene once the respective loading process is finished.
  32794. *
  32795. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32796. * @param {function(DataTexture)} onLoad - Executed when the loading process has been finished.
  32797. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32798. * @param {onErrorCallback} onError - Executed when errors occur.
  32799. * @return {DataTexture} The data texture.
  32800. */
  32801. load( url, onLoad, onProgress, onError ) {
  32802. const scope = this;
  32803. const texture = new DataTexture();
  32804. const loader = new FileLoader( this.manager );
  32805. loader.setResponseType( 'arraybuffer' );
  32806. loader.setRequestHeader( this.requestHeader );
  32807. loader.setPath( this.path );
  32808. loader.setWithCredentials( scope.withCredentials );
  32809. loader.load( url, function ( buffer ) {
  32810. let texData;
  32811. try {
  32812. texData = scope.parse( buffer );
  32813. } catch ( e ) {
  32814. if ( onError !== undefined ) {
  32815. onError( e );
  32816. } else {
  32817. error( e );
  32818. }
  32819. return;
  32820. }
  32821. if ( texData.image !== undefined ) {
  32822. texture.image = texData.image;
  32823. } else if ( texData.data !== undefined ) {
  32824. texture.image.width = texData.width;
  32825. texture.image.height = texData.height;
  32826. texture.image.data = texData.data;
  32827. }
  32828. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  32829. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  32830. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  32831. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  32832. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  32833. if ( texData.colorSpace !== undefined ) {
  32834. texture.colorSpace = texData.colorSpace;
  32835. }
  32836. if ( texData.flipY !== undefined ) {
  32837. texture.flipY = texData.flipY;
  32838. }
  32839. if ( texData.format !== undefined ) {
  32840. texture.format = texData.format;
  32841. }
  32842. if ( texData.type !== undefined ) {
  32843. texture.type = texData.type;
  32844. }
  32845. if ( texData.mipmaps !== undefined ) {
  32846. texture.mipmaps = texData.mipmaps;
  32847. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  32848. }
  32849. if ( texData.mipmapCount === 1 ) {
  32850. texture.minFilter = LinearFilter;
  32851. }
  32852. if ( texData.generateMipmaps !== undefined ) {
  32853. texture.generateMipmaps = texData.generateMipmaps;
  32854. }
  32855. texture.needsUpdate = true;
  32856. if ( onLoad ) onLoad( texture, texData );
  32857. }, onProgress, onError );
  32858. return texture;
  32859. }
  32860. }
  32861. /**
  32862. * Class for loading textures. Images are internally
  32863. * loaded via {@link ImageLoader}.
  32864. *
  32865. * ```js
  32866. * const loader = new THREE.TextureLoader();
  32867. * const texture = await loader.loadAsync( 'textures/land_ocean_ice_cloud_2048.jpg' );
  32868. *
  32869. * const material = new THREE.MeshBasicMaterial( { map:texture } );
  32870. * ```
  32871. * Please note that `TextureLoader` has dropped support for progress
  32872. * events in `r84`. For a `TextureLoader` that supports progress events, see
  32873. * [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-293260145).
  32874. *
  32875. * @augments Loader
  32876. */
  32877. class TextureLoader extends Loader {
  32878. /**
  32879. * Constructs a new texture loader.
  32880. *
  32881. * @param {LoadingManager} [manager] - The loading manager.
  32882. */
  32883. constructor( manager ) {
  32884. super( manager );
  32885. }
  32886. /**
  32887. * Starts loading from the given URL and pass the fully loaded texture
  32888. * to the `onLoad()` callback. The method also returns a new texture object which can
  32889. * directly be used for material creation. If you do it this way, the texture
  32890. * may pop up in your scene once the respective loading process is finished.
  32891. *
  32892. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32893. * @param {function(Texture)} onLoad - Executed when the loading process has been finished.
  32894. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32895. * @param {onErrorCallback} onError - Executed when errors occur.
  32896. * @return {Texture} The texture.
  32897. */
  32898. load( url, onLoad, onProgress, onError ) {
  32899. const texture = new Texture();
  32900. const loader = new ImageLoader( this.manager );
  32901. loader.setCrossOrigin( this.crossOrigin );
  32902. loader.setPath( this.path );
  32903. loader.load( url, function ( image ) {
  32904. texture.image = image;
  32905. texture.needsUpdate = true;
  32906. if ( onLoad !== undefined ) {
  32907. onLoad( texture );
  32908. }
  32909. }, onProgress, onError );
  32910. return texture;
  32911. }
  32912. }
  32913. /**
  32914. * Abstract base class for lights - all other light types inherit the
  32915. * properties and methods described here.
  32916. *
  32917. * @abstract
  32918. * @augments Object3D
  32919. */
  32920. class Light extends Object3D {
  32921. /**
  32922. * Constructs a new light.
  32923. *
  32924. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  32925. * @param {number} [intensity=1] - The light's strength/intensity.
  32926. */
  32927. constructor( color, intensity = 1 ) {
  32928. super();
  32929. /**
  32930. * This flag can be used for type testing.
  32931. *
  32932. * @type {boolean}
  32933. * @readonly
  32934. * @default true
  32935. */
  32936. this.isLight = true;
  32937. this.type = 'Light';
  32938. /**
  32939. * The light's color.
  32940. *
  32941. * @type {Color}
  32942. */
  32943. this.color = new Color( color );
  32944. /**
  32945. * The light's intensity.
  32946. *
  32947. * @type {number}
  32948. * @default 1
  32949. */
  32950. this.intensity = intensity;
  32951. }
  32952. /**
  32953. * Frees the GPU-related resources allocated by this instance. Call this
  32954. * method whenever this instance is no longer used in your app.
  32955. */
  32956. dispose() {
  32957. this.dispatchEvent( { type: 'dispose' } );
  32958. }
  32959. copy( source, recursive ) {
  32960. super.copy( source, recursive );
  32961. this.color.copy( source.color );
  32962. this.intensity = source.intensity;
  32963. return this;
  32964. }
  32965. toJSON( meta ) {
  32966. const data = super.toJSON( meta );
  32967. data.object.color = this.color.getHex();
  32968. data.object.intensity = this.intensity;
  32969. return data;
  32970. }
  32971. }
  32972. /**
  32973. * A light source positioned directly above the scene, with color fading from
  32974. * the sky color to the ground color.
  32975. *
  32976. * This light cannot be used to cast shadows.
  32977. *
  32978. * ```js
  32979. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  32980. * scene.add( light );
  32981. * ```
  32982. *
  32983. * @augments Light
  32984. */
  32985. class HemisphereLight extends Light {
  32986. /**
  32987. * Constructs a new hemisphere light.
  32988. *
  32989. * @param {(number|Color|string)} [skyColor=0xffffff] - The light's sky color.
  32990. * @param {(number|Color|string)} [groundColor=0xffffff] - The light's ground color.
  32991. * @param {number} [intensity=1] - The light's strength/intensity.
  32992. */
  32993. constructor( skyColor, groundColor, intensity ) {
  32994. super( skyColor, intensity );
  32995. /**
  32996. * This flag can be used for type testing.
  32997. *
  32998. * @type {boolean}
  32999. * @readonly
  33000. * @default true
  33001. */
  33002. this.isHemisphereLight = true;
  33003. this.type = 'HemisphereLight';
  33004. this.position.copy( Object3D.DEFAULT_UP );
  33005. this.updateMatrix();
  33006. /**
  33007. * The light's ground color.
  33008. *
  33009. * @type {Color}
  33010. */
  33011. this.groundColor = new Color( groundColor );
  33012. }
  33013. copy( source, recursive ) {
  33014. super.copy( source, recursive );
  33015. this.groundColor.copy( source.groundColor );
  33016. return this;
  33017. }
  33018. toJSON( meta ) {
  33019. const data = super.toJSON( meta );
  33020. data.object.groundColor = this.groundColor.getHex();
  33021. return data;
  33022. }
  33023. }
  33024. const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
  33025. const _lightPositionWorld = /*@__PURE__*/ new Vector3();
  33026. const _lookTarget = /*@__PURE__*/ new Vector3();
  33027. /**
  33028. * Abstract base class for light shadow classes. These classes
  33029. * represent the shadow configuration for different light types.
  33030. *
  33031. * @abstract
  33032. */
  33033. class LightShadow {
  33034. /**
  33035. * Constructs a new light shadow.
  33036. *
  33037. * @param {Camera} camera - The light's view of the world.
  33038. */
  33039. constructor( camera ) {
  33040. /**
  33041. * The light's view of the world.
  33042. *
  33043. * @type {Camera}
  33044. */
  33045. this.camera = camera;
  33046. /**
  33047. * The intensity of the shadow. The default is `1`.
  33048. * Valid values are in the range `[0, 1]`.
  33049. *
  33050. * @type {number}
  33051. * @default 1
  33052. */
  33053. this.intensity = 1;
  33054. /**
  33055. * Shadow map bias, how much to add or subtract from the normalized depth
  33056. * when deciding whether a surface is in shadow.
  33057. *
  33058. * The default is `0`. Very tiny adjustments here (in the order of `0.0001`)
  33059. * may help reduce artifacts in shadows.
  33060. *
  33061. * @type {number}
  33062. * @default 0
  33063. */
  33064. this.bias = 0;
  33065. /**
  33066. * A node version of `bias`. Only supported with `WebGPURenderer`.
  33067. *
  33068. * If a bias node is defined, `bias` has no effect.
  33069. *
  33070. * @type {?Node<float>}
  33071. * @default null
  33072. */
  33073. this.biasNode = null;
  33074. /**
  33075. * Defines how much the position used to query the shadow map is offset along
  33076. * the object normal. The default is `0`. Increasing this value can be used to
  33077. * reduce shadow acne especially in large scenes where light shines onto
  33078. * geometry at a shallow angle. The cost is that shadows may appear distorted.
  33079. *
  33080. * @type {number}
  33081. * @default 0
  33082. */
  33083. this.normalBias = 0;
  33084. /**
  33085. * Setting this to values greater than 1 will blur the edges of the shadow.
  33086. * High values will cause unwanted banding effects in the shadows - a greater
  33087. * map size will allow for a higher value to be used here before these effects
  33088. * become visible.
  33089. *
  33090. * The property has no effect when the shadow map type is `BasicShadowMap`.
  33091. *
  33092. * @type {number}
  33093. * @default 1
  33094. */
  33095. this.radius = 1;
  33096. /**
  33097. * The amount of samples to use when blurring a VSM shadow map.
  33098. *
  33099. * @type {number}
  33100. * @default 8
  33101. */
  33102. this.blurSamples = 8;
  33103. /**
  33104. * Defines the width and height of the shadow map. Higher values give better quality
  33105. * shadows at the cost of computation time. Values must be powers of two.
  33106. *
  33107. * @type {Vector2}
  33108. * @default (512,512)
  33109. */
  33110. this.mapSize = new Vector2( 512, 512 );
  33111. /**
  33112. * The type of shadow texture. The default is `UnsignedByteType`.
  33113. *
  33114. * @type {number}
  33115. * @default UnsignedByteType
  33116. */
  33117. this.mapType = UnsignedByteType;
  33118. /**
  33119. * The depth map generated using the internal camera; a location beyond a
  33120. * pixel's depth is in shadow. Computed internally during rendering.
  33121. *
  33122. * @type {?RenderTarget}
  33123. * @default null
  33124. */
  33125. this.map = null;
  33126. /**
  33127. * The distribution map generated using the internal camera; an occlusion is
  33128. * calculated based on the distribution of depths. Computed internally during
  33129. * rendering.
  33130. *
  33131. * @type {?RenderTarget}
  33132. * @default null
  33133. */
  33134. this.mapPass = null;
  33135. /**
  33136. * Model to shadow camera space, to compute location and depth in shadow map.
  33137. * This is computed internally during rendering.
  33138. *
  33139. * @type {Matrix4}
  33140. */
  33141. this.matrix = new Matrix4();
  33142. /**
  33143. * Enables automatic updates of the light's shadow. If you do not require dynamic
  33144. * lighting / shadows, you may set this to `false`.
  33145. *
  33146. * @type {boolean}
  33147. * @default true
  33148. */
  33149. this.autoUpdate = true;
  33150. /**
  33151. * When set to `true`, shadow maps will be updated in the next `render` call.
  33152. * If you have set {@link LightShadow#autoUpdate} to `false`, you will need to
  33153. * set this property to `true` and then make a render call to update the light's shadow.
  33154. *
  33155. * @type {boolean}
  33156. * @default false
  33157. */
  33158. this.needsUpdate = false;
  33159. this._frustum = new Frustum();
  33160. this._frameExtents = new Vector2( 1, 1 );
  33161. this._viewportCount = 1;
  33162. this._viewports = [
  33163. new Vector4( 0, 0, 1, 1 )
  33164. ];
  33165. }
  33166. /**
  33167. * Used internally by the renderer to get the number of viewports that need
  33168. * to be rendered for this shadow.
  33169. *
  33170. * @return {number} The viewport count.
  33171. */
  33172. getViewportCount() {
  33173. return this._viewportCount;
  33174. }
  33175. /**
  33176. * Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
  33177. *
  33178. * @return {Frustum} The shadow camera frustum.
  33179. */
  33180. getFrustum() {
  33181. return this._frustum;
  33182. }
  33183. /**
  33184. * Update the matrices for the camera and shadow, used internally by the renderer.
  33185. *
  33186. * @param {Light} light - The light for which the shadow is being rendered.
  33187. */
  33188. updateMatrices( light ) {
  33189. const shadowCamera = this.camera;
  33190. const shadowMatrix = this.matrix;
  33191. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  33192. shadowCamera.position.copy( _lightPositionWorld );
  33193. _lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  33194. shadowCamera.lookAt( _lookTarget );
  33195. shadowCamera.updateMatrixWorld();
  33196. _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  33197. this._frustum.setFromProjectionMatrix( _projScreenMatrix, shadowCamera.coordinateSystem, shadowCamera.reversedDepth );
  33198. if ( shadowCamera.coordinateSystem === WebGPUCoordinateSystem || shadowCamera.reversedDepth ) {
  33199. shadowMatrix.set(
  33200. 0.5, 0.0, 0.0, 0.5,
  33201. 0.0, 0.5, 0.0, 0.5,
  33202. 0.0, 0.0, 1.0, 0.0, // Identity Z (preserving the correct [0, 1] range from the projection matrix)
  33203. 0.0, 0.0, 0.0, 1.0
  33204. );
  33205. } else {
  33206. shadowMatrix.set(
  33207. 0.5, 0.0, 0.0, 0.5,
  33208. 0.0, 0.5, 0.0, 0.5,
  33209. 0.0, 0.0, 0.5, 0.5,
  33210. 0.0, 0.0, 0.0, 1.0
  33211. );
  33212. }
  33213. shadowMatrix.multiply( _projScreenMatrix );
  33214. }
  33215. /**
  33216. * Returns a viewport definition for the given viewport index.
  33217. *
  33218. * @param {number} viewportIndex - The viewport index.
  33219. * @return {Vector4} The viewport.
  33220. */
  33221. getViewport( viewportIndex ) {
  33222. return this._viewports[ viewportIndex ];
  33223. }
  33224. /**
  33225. * Returns the frame extends.
  33226. *
  33227. * @return {Vector2} The frame extends.
  33228. */
  33229. getFrameExtents() {
  33230. return this._frameExtents;
  33231. }
  33232. /**
  33233. * Frees the GPU-related resources allocated by this instance. Call this
  33234. * method whenever this instance is no longer used in your app.
  33235. */
  33236. dispose() {
  33237. if ( this.map ) {
  33238. this.map.dispose();
  33239. }
  33240. if ( this.mapPass ) {
  33241. this.mapPass.dispose();
  33242. }
  33243. }
  33244. /**
  33245. * Copies the values of the given light shadow instance to this instance.
  33246. *
  33247. * @param {LightShadow} source - The light shadow to copy.
  33248. * @return {LightShadow} A reference to this light shadow instance.
  33249. */
  33250. copy( source ) {
  33251. this.camera = source.camera.clone();
  33252. this.intensity = source.intensity;
  33253. this.bias = source.bias;
  33254. this.radius = source.radius;
  33255. this.autoUpdate = source.autoUpdate;
  33256. this.needsUpdate = source.needsUpdate;
  33257. this.normalBias = source.normalBias;
  33258. this.blurSamples = source.blurSamples;
  33259. this.mapSize.copy( source.mapSize );
  33260. this.biasNode = source.biasNode;
  33261. return this;
  33262. }
  33263. /**
  33264. * Returns a new light shadow instance with copied values from this instance.
  33265. *
  33266. * @return {LightShadow} A clone of this instance.
  33267. */
  33268. clone() {
  33269. return new this.constructor().copy( this );
  33270. }
  33271. /**
  33272. * Serializes the light shadow into JSON.
  33273. *
  33274. * @return {Object} A JSON object representing the serialized light shadow.
  33275. * @see {@link ObjectLoader#parse}
  33276. */
  33277. toJSON() {
  33278. const object = {};
  33279. if ( this.intensity !== 1 ) object.intensity = this.intensity;
  33280. if ( this.bias !== 0 ) object.bias = this.bias;
  33281. if ( this.normalBias !== 0 ) object.normalBias = this.normalBias;
  33282. if ( this.radius !== 1 ) object.radius = this.radius;
  33283. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  33284. object.camera = this.camera.toJSON( false ).object;
  33285. delete object.camera.matrix;
  33286. return object;
  33287. }
  33288. }
  33289. const _position$2 = /*@__PURE__*/ new Vector3();
  33290. const _quaternion$2 = /*@__PURE__*/ new Quaternion();
  33291. const _scale$2 = /*@__PURE__*/ new Vector3();
  33292. /**
  33293. * Abstract base class for cameras. This class should always be inherited
  33294. * when you build a new camera.
  33295. *
  33296. * @abstract
  33297. * @augments Object3D
  33298. */
  33299. class Camera extends Object3D {
  33300. /**
  33301. * Constructs a new camera.
  33302. */
  33303. constructor() {
  33304. super();
  33305. /**
  33306. * This flag can be used for type testing.
  33307. *
  33308. * @type {boolean}
  33309. * @readonly
  33310. * @default true
  33311. */
  33312. this.isCamera = true;
  33313. this.type = 'Camera';
  33314. /**
  33315. * The inverse of the camera's world matrix.
  33316. *
  33317. * @type {Matrix4}
  33318. */
  33319. this.matrixWorldInverse = new Matrix4();
  33320. /**
  33321. * The camera's projection matrix.
  33322. *
  33323. * @type {Matrix4}
  33324. */
  33325. this.projectionMatrix = new Matrix4();
  33326. /**
  33327. * The inverse of the camera's projection matrix.
  33328. *
  33329. * @type {Matrix4}
  33330. */
  33331. this.projectionMatrixInverse = new Matrix4();
  33332. /**
  33333. * The coordinate system in which the camera is used.
  33334. *
  33335. * @type {(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  33336. */
  33337. this.coordinateSystem = WebGLCoordinateSystem;
  33338. this._reversedDepth = false;
  33339. }
  33340. /**
  33341. * The flag that indicates whether the camera uses a reversed depth buffer.
  33342. *
  33343. * @type {boolean}
  33344. * @default false
  33345. */
  33346. get reversedDepth() {
  33347. return this._reversedDepth;
  33348. }
  33349. copy( source, recursive ) {
  33350. super.copy( source, recursive );
  33351. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  33352. this.projectionMatrix.copy( source.projectionMatrix );
  33353. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  33354. this.coordinateSystem = source.coordinateSystem;
  33355. return this;
  33356. }
  33357. /**
  33358. * Returns a vector representing the ("look") direction of the 3D object in world space.
  33359. *
  33360. * This method is overwritten since cameras have a different forward vector compared to other
  33361. * 3D objects. A camera looks down its local, negative z-axis by default.
  33362. *
  33363. * @param {Vector3} target - The target vector the result is stored to.
  33364. * @return {Vector3} The 3D object's direction in world space.
  33365. */
  33366. getWorldDirection( target ) {
  33367. return super.getWorldDirection( target ).negate();
  33368. }
  33369. updateMatrixWorld( force ) {
  33370. super.updateMatrixWorld( force );
  33371. // exclude scale from view matrix to be glTF conform
  33372. this.matrixWorld.decompose( _position$2, _quaternion$2, _scale$2 );
  33373. if ( _scale$2.x === 1 && _scale$2.y === 1 && _scale$2.z === 1 ) {
  33374. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  33375. } else {
  33376. this.matrixWorldInverse.compose( _position$2, _quaternion$2, _scale$2.set( 1, 1, 1 ) ).invert();
  33377. }
  33378. }
  33379. updateWorldMatrix( updateParents, updateChildren ) {
  33380. super.updateWorldMatrix( updateParents, updateChildren );
  33381. // exclude scale from view matrix to be glTF conform
  33382. this.matrixWorld.decompose( _position$2, _quaternion$2, _scale$2 );
  33383. if ( _scale$2.x === 1 && _scale$2.y === 1 && _scale$2.z === 1 ) {
  33384. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  33385. } else {
  33386. this.matrixWorldInverse.compose( _position$2, _quaternion$2, _scale$2.set( 1, 1, 1 ) ).invert();
  33387. }
  33388. }
  33389. clone() {
  33390. return new this.constructor().copy( this );
  33391. }
  33392. }
  33393. const _v3$1 = /*@__PURE__*/ new Vector3();
  33394. const _minTarget = /*@__PURE__*/ new Vector2();
  33395. const _maxTarget = /*@__PURE__*/ new Vector2();
  33396. /**
  33397. * Camera that uses [perspective projection](https://en.wikipedia.org/wiki/Perspective_(graphical)).
  33398. *
  33399. * This projection mode is designed to mimic the way the human eye sees. It
  33400. * is the most common projection mode used for rendering a 3D scene.
  33401. *
  33402. * ```js
  33403. * const camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
  33404. * scene.add( camera );
  33405. * ```
  33406. *
  33407. * @augments Camera
  33408. */
  33409. class PerspectiveCamera extends Camera {
  33410. /**
  33411. * Constructs a new perspective camera.
  33412. *
  33413. * @param {number} [fov=50] - The vertical field of view.
  33414. * @param {number} [aspect=1] - The aspect ratio.
  33415. * @param {number} [near=0.1] - The camera's near plane.
  33416. * @param {number} [far=2000] - The camera's far plane.
  33417. */
  33418. constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {
  33419. super();
  33420. /**
  33421. * This flag can be used for type testing.
  33422. *
  33423. * @type {boolean}
  33424. * @readonly
  33425. * @default true
  33426. */
  33427. this.isPerspectiveCamera = true;
  33428. this.type = 'PerspectiveCamera';
  33429. /**
  33430. * The vertical field of view, from bottom to top of view,
  33431. * in degrees.
  33432. *
  33433. * @type {number}
  33434. * @default 50
  33435. */
  33436. this.fov = fov;
  33437. /**
  33438. * The zoom factor of the camera.
  33439. *
  33440. * @type {number}
  33441. * @default 1
  33442. */
  33443. this.zoom = 1;
  33444. /**
  33445. * The camera's near plane. The valid range is greater than `0`
  33446. * and less than the current value of {@link PerspectiveCamera#far}.
  33447. *
  33448. * Note that, unlike for the {@link OrthographicCamera}, `0` is <em>not</em> a
  33449. * valid value for a perspective camera's near plane.
  33450. *
  33451. * @type {number}
  33452. * @default 0.1
  33453. */
  33454. this.near = near;
  33455. /**
  33456. * The camera's far plane. Must be greater than the
  33457. * current value of {@link PerspectiveCamera#near}.
  33458. *
  33459. * @type {number}
  33460. * @default 2000
  33461. */
  33462. this.far = far;
  33463. /**
  33464. * Object distance used for stereoscopy and depth-of-field effects. This
  33465. * parameter does not influence the projection matrix unless a
  33466. * {@link StereoCamera} is being used.
  33467. *
  33468. * @type {number}
  33469. * @default 10
  33470. */
  33471. this.focus = 10;
  33472. /**
  33473. * The aspect ratio, usually the canvas width / canvas height.
  33474. *
  33475. * @type {number}
  33476. * @default 1
  33477. */
  33478. this.aspect = aspect;
  33479. /**
  33480. * Represents the frustum window specification. This property should not be edited
  33481. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  33482. *
  33483. * @type {?Object}
  33484. * @default null
  33485. */
  33486. this.view = null;
  33487. /**
  33488. * Film size used for the larger axis. Default is `35` (millimeters). This
  33489. * parameter does not influence the projection matrix unless {@link PerspectiveCamera#filmOffset}
  33490. * is set to a nonzero value.
  33491. *
  33492. * @type {number}
  33493. * @default 35
  33494. */
  33495. this.filmGauge = 35;
  33496. /**
  33497. * Horizontal off-center offset in the same unit as {@link PerspectiveCamera#filmGauge}.
  33498. *
  33499. * @type {number}
  33500. * @default 0
  33501. */
  33502. this.filmOffset = 0;
  33503. this.updateProjectionMatrix();
  33504. }
  33505. copy( source, recursive ) {
  33506. super.copy( source, recursive );
  33507. this.fov = source.fov;
  33508. this.zoom = source.zoom;
  33509. this.near = source.near;
  33510. this.far = source.far;
  33511. this.focus = source.focus;
  33512. this.aspect = source.aspect;
  33513. this.view = source.view === null ? null : Object.assign( {}, source.view );
  33514. this.filmGauge = source.filmGauge;
  33515. this.filmOffset = source.filmOffset;
  33516. return this;
  33517. }
  33518. /**
  33519. * Sets the FOV by focal length in respect to the current {@link PerspectiveCamera#filmGauge}.
  33520. *
  33521. * The default film gauge is 35, so that the focal length can be specified for
  33522. * a 35mm (full frame) camera.
  33523. *
  33524. * @param {number} focalLength - Values for focal length and film gauge must have the same unit.
  33525. */
  33526. setFocalLength( focalLength ) {
  33527. /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
  33528. const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  33529. this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );
  33530. this.updateProjectionMatrix();
  33531. }
  33532. /**
  33533. * Returns the focal length from the current {@link PerspectiveCamera#fov} and
  33534. * {@link PerspectiveCamera#filmGauge}.
  33535. *
  33536. * @return {number} The computed focal length.
  33537. */
  33538. getFocalLength() {
  33539. const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );
  33540. return 0.5 * this.getFilmHeight() / vExtentSlope;
  33541. }
  33542. /**
  33543. * Returns the current vertical field of view angle in degrees considering {@link PerspectiveCamera#zoom}.
  33544. *
  33545. * @return {number} The effective FOV.
  33546. */
  33547. getEffectiveFOV() {
  33548. return RAD2DEG * 2 * Math.atan(
  33549. Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );
  33550. }
  33551. /**
  33552. * Returns the width of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  33553. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  33554. *
  33555. * @return {number} The film width.
  33556. */
  33557. getFilmWidth() {
  33558. // film not completely covered in portrait format (aspect < 1)
  33559. return this.filmGauge * Math.min( this.aspect, 1 );
  33560. }
  33561. /**
  33562. * Returns the height of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  33563. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  33564. *
  33565. * @return {number} The film width.
  33566. */
  33567. getFilmHeight() {
  33568. // film not completely covered in landscape format (aspect > 1)
  33569. return this.filmGauge / Math.max( this.aspect, 1 );
  33570. }
  33571. /**
  33572. * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.
  33573. * Sets `minTarget` and `maxTarget` to the coordinates of the lower-left and upper-right corners of the view rectangle.
  33574. *
  33575. * @param {number} distance - The viewing distance.
  33576. * @param {Vector2} minTarget - The lower-left corner of the view rectangle is written into this vector.
  33577. * @param {Vector2} maxTarget - The upper-right corner of the view rectangle is written into this vector.
  33578. */
  33579. getViewBounds( distance, minTarget, maxTarget ) {
  33580. _v3$1.set( -1, -1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  33581. minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  33582. _v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  33583. maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  33584. }
  33585. /**
  33586. * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.
  33587. *
  33588. * @param {number} distance - The viewing distance.
  33589. * @param {Vector2} target - The target vector that is used to store result where x is width and y is height.
  33590. * @returns {Vector2} The view size.
  33591. */
  33592. getViewSize( distance, target ) {
  33593. this.getViewBounds( distance, _minTarget, _maxTarget );
  33594. return target.subVectors( _maxTarget, _minTarget );
  33595. }
  33596. /**
  33597. * Sets an offset in a larger frustum. This is useful for multi-window or
  33598. * multi-monitor/multi-machine setups.
  33599. *
  33600. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  33601. * the monitors are in grid like this
  33602. *```
  33603. * +---+---+---+
  33604. * | A | B | C |
  33605. * +---+---+---+
  33606. * | D | E | F |
  33607. * +---+---+---+
  33608. *```
  33609. * then for each monitor you would call it like this:
  33610. *```js
  33611. * const w = 1920;
  33612. * const h = 1080;
  33613. * const fullWidth = w * 3;
  33614. * const fullHeight = h * 2;
  33615. *
  33616. * // --A--
  33617. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  33618. * // --B--
  33619. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  33620. * // --C--
  33621. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  33622. * // --D--
  33623. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  33624. * // --E--
  33625. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  33626. * // --F--
  33627. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  33628. * ```
  33629. *
  33630. * Note there is no reason monitors have to be the same size or in a grid.
  33631. *
  33632. * @param {number} fullWidth - The full width of multiview setup.
  33633. * @param {number} fullHeight - The full height of multiview setup.
  33634. * @param {number} x - The horizontal offset of the subcamera.
  33635. * @param {number} y - The vertical offset of the subcamera.
  33636. * @param {number} width - The width of subcamera.
  33637. * @param {number} height - The height of subcamera.
  33638. */
  33639. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  33640. this.aspect = fullWidth / fullHeight;
  33641. if ( this.view === null ) {
  33642. this.view = {
  33643. enabled: true,
  33644. fullWidth: 1,
  33645. fullHeight: 1,
  33646. offsetX: 0,
  33647. offsetY: 0,
  33648. width: 1,
  33649. height: 1
  33650. };
  33651. }
  33652. this.view.enabled = true;
  33653. this.view.fullWidth = fullWidth;
  33654. this.view.fullHeight = fullHeight;
  33655. this.view.offsetX = x;
  33656. this.view.offsetY = y;
  33657. this.view.width = width;
  33658. this.view.height = height;
  33659. this.updateProjectionMatrix();
  33660. }
  33661. /**
  33662. * Removes the view offset from the projection matrix.
  33663. */
  33664. clearViewOffset() {
  33665. if ( this.view !== null ) {
  33666. this.view.enabled = false;
  33667. }
  33668. this.updateProjectionMatrix();
  33669. }
  33670. /**
  33671. * Updates the camera's projection matrix. Must be called after any change of
  33672. * camera properties.
  33673. */
  33674. updateProjectionMatrix() {
  33675. const near = this.near;
  33676. let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;
  33677. let height = 2 * top;
  33678. let width = this.aspect * height;
  33679. let left = -0.5 * width;
  33680. const view = this.view;
  33681. if ( this.view !== null && this.view.enabled ) {
  33682. const fullWidth = view.fullWidth,
  33683. fullHeight = view.fullHeight;
  33684. left += view.offsetX * width / fullWidth;
  33685. top -= view.offsetY * height / fullHeight;
  33686. width *= view.width / fullWidth;
  33687. height *= view.height / fullHeight;
  33688. }
  33689. const skew = this.filmOffset;
  33690. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  33691. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem, this.reversedDepth );
  33692. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  33693. }
  33694. toJSON( meta ) {
  33695. const data = super.toJSON( meta );
  33696. data.object.fov = this.fov;
  33697. data.object.zoom = this.zoom;
  33698. data.object.near = this.near;
  33699. data.object.far = this.far;
  33700. data.object.focus = this.focus;
  33701. data.object.aspect = this.aspect;
  33702. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  33703. data.object.filmGauge = this.filmGauge;
  33704. data.object.filmOffset = this.filmOffset;
  33705. return data;
  33706. }
  33707. }
  33708. /**
  33709. * Represents the shadow configuration of directional lights.
  33710. *
  33711. * @augments LightShadow
  33712. */
  33713. class SpotLightShadow extends LightShadow {
  33714. /**
  33715. * Constructs a new spot light shadow.
  33716. */
  33717. constructor() {
  33718. super( new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  33719. /**
  33720. * This flag can be used for type testing.
  33721. *
  33722. * @type {boolean}
  33723. * @readonly
  33724. * @default true
  33725. */
  33726. this.isSpotLightShadow = true;
  33727. /**
  33728. * Used to focus the shadow camera. The camera's field of view is set as a
  33729. * percentage of the spotlight's field-of-view. Range is `[0, 1]`.
  33730. *
  33731. * @type {number}
  33732. * @default 1
  33733. */
  33734. this.focus = 1;
  33735. /**
  33736. * Texture aspect ratio.
  33737. *
  33738. * @type {number}
  33739. * @default 1
  33740. */
  33741. this.aspect = 1;
  33742. }
  33743. updateMatrices( light ) {
  33744. const camera = this.camera;
  33745. const fov = RAD2DEG * 2 * light.angle * this.focus;
  33746. const aspect = ( this.mapSize.width / this.mapSize.height ) * this.aspect;
  33747. const far = light.distance || camera.far;
  33748. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  33749. camera.fov = fov;
  33750. camera.aspect = aspect;
  33751. camera.far = far;
  33752. camera.updateProjectionMatrix();
  33753. }
  33754. super.updateMatrices( light );
  33755. }
  33756. copy( source ) {
  33757. super.copy( source );
  33758. this.focus = source.focus;
  33759. return this;
  33760. }
  33761. }
  33762. /**
  33763. * This light gets emitted from a single point in one direction, along a cone
  33764. * that increases in size the further from the light it gets.
  33765. *
  33766. * This light can cast shadows - see the {@link SpotLightShadow} for details.
  33767. *
  33768. * ```js
  33769. * // white spotlight shining from the side, modulated by a texture
  33770. * const spotLight = new THREE.SpotLight( 0xffffff );
  33771. * spotLight.position.set( 100, 1000, 100 );
  33772. * spotLight.map = new THREE.TextureLoader().load( url );
  33773. *
  33774. * spotLight.castShadow = true;
  33775. * spotLight.shadow.mapSize.width = 1024;
  33776. * spotLight.shadow.mapSize.height = 1024;
  33777. * spotLight.shadow.camera.near = 500;
  33778. * spotLight.shadow.camera.far = 4000;
  33779. * spotLight.shadow.camera.fov = 30;s
  33780. * ```
  33781. *
  33782. * @augments Light
  33783. */
  33784. class SpotLight extends Light {
  33785. /**
  33786. * Constructs a new spot light.
  33787. *
  33788. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33789. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33790. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33791. * @param {number} [angle=Math.PI/3] - Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33792. * @param {number} [penumbra=0] - Percent of the spotlight cone that is attenuated due to penumbra. Value range is `[0,1]`.
  33793. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33794. */
  33795. constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {
  33796. super( color, intensity );
  33797. /**
  33798. * This flag can be used for type testing.
  33799. *
  33800. * @type {boolean}
  33801. * @readonly
  33802. * @default true
  33803. */
  33804. this.isSpotLight = true;
  33805. this.type = 'SpotLight';
  33806. this.position.copy( Object3D.DEFAULT_UP );
  33807. this.updateMatrix();
  33808. /**
  33809. * The spot light points from its position to the
  33810. * target's position.
  33811. *
  33812. * For the target's position to be changed to anything other
  33813. * than the default, it must be added to the scene.
  33814. *
  33815. * It is also possible to set the target to be another 3D object
  33816. * in the scene. The light will now track the target object.
  33817. *
  33818. * @type {Object3D}
  33819. */
  33820. this.target = new Object3D();
  33821. /**
  33822. * Maximum range of the light. `0` means no limit.
  33823. *
  33824. * @type {number}
  33825. * @default 0
  33826. */
  33827. this.distance = distance;
  33828. /**
  33829. * Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33830. *
  33831. * @type {number}
  33832. * @default Math.PI/3
  33833. */
  33834. this.angle = angle;
  33835. /**
  33836. * Percent of the spotlight cone that is attenuated due to penumbra.
  33837. * Value range is `[0,1]`.
  33838. *
  33839. * @type {number}
  33840. * @default 0
  33841. */
  33842. this.penumbra = penumbra;
  33843. /**
  33844. * The amount the light dims along the distance of the light. In context of
  33845. * physically-correct rendering the default value should not be changed.
  33846. *
  33847. * @type {number}
  33848. * @default 2
  33849. */
  33850. this.decay = decay;
  33851. /**
  33852. * A texture used to modulate the color of the light. The spot light
  33853. * color is mixed with the RGB value of this texture, with a ratio
  33854. * corresponding to its alpha value. The cookie-like masking effect is
  33855. * reproduced using pixel values (0, 0, 0, 1-cookie_value).
  33856. *
  33857. * *Warning*: This property is disabled if {@link Object3D#castShadow} is set to `false`.
  33858. *
  33859. * @type {?Texture}
  33860. * @default null
  33861. */
  33862. this.map = null;
  33863. /**
  33864. * This property holds the light's shadow configuration.
  33865. *
  33866. * @type {SpotLightShadow}
  33867. */
  33868. this.shadow = new SpotLightShadow();
  33869. }
  33870. /**
  33871. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33872. * Changing the power will also change the light's intensity.
  33873. *
  33874. * @type {number}
  33875. */
  33876. get power() {
  33877. // compute the light's luminous power (in lumens) from its intensity (in candela)
  33878. // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)
  33879. return this.intensity * Math.PI;
  33880. }
  33881. set power( power ) {
  33882. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  33883. this.intensity = power / Math.PI;
  33884. }
  33885. dispose() {
  33886. super.dispose();
  33887. this.shadow.dispose();
  33888. }
  33889. copy( source, recursive ) {
  33890. super.copy( source, recursive );
  33891. this.distance = source.distance;
  33892. this.angle = source.angle;
  33893. this.penumbra = source.penumbra;
  33894. this.decay = source.decay;
  33895. this.target = source.target.clone();
  33896. this.map = source.map;
  33897. this.shadow = source.shadow.clone();
  33898. return this;
  33899. }
  33900. toJSON( meta ) {
  33901. const data = super.toJSON( meta );
  33902. data.object.distance = this.distance;
  33903. data.object.angle = this.angle;
  33904. data.object.decay = this.decay;
  33905. data.object.penumbra = this.penumbra;
  33906. data.object.target = this.target.uuid;
  33907. if ( this.map && this.map.isTexture ) data.object.map = this.map.toJSON( meta ).uuid;
  33908. data.object.shadow = this.shadow.toJSON();
  33909. return data;
  33910. }
  33911. }
  33912. /**
  33913. * Represents the shadow configuration of point lights.
  33914. *
  33915. * @augments LightShadow
  33916. */
  33917. class PointLightShadow extends LightShadow {
  33918. /**
  33919. * Constructs a new point light shadow.
  33920. */
  33921. constructor() {
  33922. super( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  33923. /**
  33924. * This flag can be used for type testing.
  33925. *
  33926. * @type {boolean}
  33927. * @readonly
  33928. * @default true
  33929. */
  33930. this.isPointLightShadow = true;
  33931. }
  33932. }
  33933. /**
  33934. * A light that gets emitted from a single point in all directions. A common
  33935. * use case for this is to replicate the light emitted from a bare
  33936. * lightbulb.
  33937. *
  33938. * This light can cast shadows - see the {@link PointLightShadow} for details.
  33939. *
  33940. * ```js
  33941. * const light = new THREE.PointLight( 0xff0000, 1, 100 );
  33942. * light.position.set( 50, 50, 50 );
  33943. * scene.add( light );
  33944. * ```
  33945. *
  33946. * @augments Light
  33947. */
  33948. class PointLight extends Light {
  33949. /**
  33950. * Constructs a new point light.
  33951. *
  33952. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33953. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33954. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33955. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33956. */
  33957. constructor( color, intensity, distance = 0, decay = 2 ) {
  33958. super( color, intensity );
  33959. /**
  33960. * This flag can be used for type testing.
  33961. *
  33962. * @type {boolean}
  33963. * @readonly
  33964. * @default true
  33965. */
  33966. this.isPointLight = true;
  33967. this.type = 'PointLight';
  33968. /**
  33969. * When distance is zero, light will attenuate according to inverse-square
  33970. * law to infinite distance. When distance is non-zero, light will attenuate
  33971. * according to inverse-square law until near the distance cutoff, where it
  33972. * will then attenuate quickly and smoothly to 0. Inherently, cutoffs are not
  33973. * physically correct.
  33974. *
  33975. * @type {number}
  33976. * @default 0
  33977. */
  33978. this.distance = distance;
  33979. /**
  33980. * The amount the light dims along the distance of the light. In context of
  33981. * physically-correct rendering the default value should not be changed.
  33982. *
  33983. * @type {number}
  33984. * @default 2
  33985. */
  33986. this.decay = decay;
  33987. /**
  33988. * This property holds the light's shadow configuration.
  33989. *
  33990. * @type {PointLightShadow}
  33991. */
  33992. this.shadow = new PointLightShadow();
  33993. }
  33994. /**
  33995. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33996. * Changing the power will also change the light's intensity.
  33997. *
  33998. * @type {number}
  33999. */
  34000. get power() {
  34001. // compute the light's luminous power (in lumens) from its intensity (in candela)
  34002. // for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)
  34003. return this.intensity * 4 * Math.PI;
  34004. }
  34005. set power( power ) {
  34006. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  34007. this.intensity = power / ( 4 * Math.PI );
  34008. }
  34009. dispose() {
  34010. super.dispose();
  34011. this.shadow.dispose();
  34012. }
  34013. copy( source, recursive ) {
  34014. super.copy( source, recursive );
  34015. this.distance = source.distance;
  34016. this.decay = source.decay;
  34017. this.shadow = source.shadow.clone();
  34018. return this;
  34019. }
  34020. toJSON( meta ) {
  34021. const data = super.toJSON( meta );
  34022. data.object.distance = this.distance;
  34023. data.object.decay = this.decay;
  34024. data.object.shadow = this.shadow.toJSON();
  34025. return data;
  34026. }
  34027. }
  34028. /**
  34029. * Camera that uses [orthographic projection](https://en.wikipedia.org/wiki/Orthographic_projection).
  34030. *
  34031. * In this projection mode, an object's size in the rendered image stays
  34032. * constant regardless of its distance from the camera. This can be useful
  34033. * for rendering 2D scenes and UI elements, amongst other things.
  34034. *
  34035. * ```js
  34036. * const camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
  34037. * scene.add( camera );
  34038. * ```
  34039. *
  34040. * @augments Camera
  34041. */
  34042. class OrthographicCamera extends Camera {
  34043. /**
  34044. * Constructs a new orthographic camera.
  34045. *
  34046. * @param {number} [left=-1] - The left plane of the camera's frustum.
  34047. * @param {number} [right=1] - The right plane of the camera's frustum.
  34048. * @param {number} [top=1] - The top plane of the camera's frustum.
  34049. * @param {number} [bottom=-1] - The bottom plane of the camera's frustum.
  34050. * @param {number} [near=0.1] - The camera's near plane.
  34051. * @param {number} [far=2000] - The camera's far plane.
  34052. */
  34053. constructor( left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000 ) {
  34054. super();
  34055. /**
  34056. * This flag can be used for type testing.
  34057. *
  34058. * @type {boolean}
  34059. * @readonly
  34060. * @default true
  34061. */
  34062. this.isOrthographicCamera = true;
  34063. this.type = 'OrthographicCamera';
  34064. /**
  34065. * The zoom factor of the camera.
  34066. *
  34067. * @type {number}
  34068. * @default 1
  34069. */
  34070. this.zoom = 1;
  34071. /**
  34072. * Represents the frustum window specification. This property should not be edited
  34073. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  34074. *
  34075. * @type {?Object}
  34076. * @default null
  34077. */
  34078. this.view = null;
  34079. /**
  34080. * The left plane of the camera's frustum.
  34081. *
  34082. * @type {number}
  34083. * @default -1
  34084. */
  34085. this.left = left;
  34086. /**
  34087. * The right plane of the camera's frustum.
  34088. *
  34089. * @type {number}
  34090. * @default 1
  34091. */
  34092. this.right = right;
  34093. /**
  34094. * The top plane of the camera's frustum.
  34095. *
  34096. * @type {number}
  34097. * @default 1
  34098. */
  34099. this.top = top;
  34100. /**
  34101. * The bottom plane of the camera's frustum.
  34102. *
  34103. * @type {number}
  34104. * @default -1
  34105. */
  34106. this.bottom = bottom;
  34107. /**
  34108. * The camera's near plane. The valid range is greater than `0`
  34109. * and less than the current value of {@link OrthographicCamera#far}.
  34110. *
  34111. * Note that, unlike for the {@link PerspectiveCamera}, `0` is a
  34112. * valid value for an orthographic camera's near plane.
  34113. *
  34114. * @type {number}
  34115. * @default 0.1
  34116. */
  34117. this.near = near;
  34118. /**
  34119. * The camera's far plane. Must be greater than the
  34120. * current value of {@link OrthographicCamera#near}.
  34121. *
  34122. * @type {number}
  34123. * @default 2000
  34124. */
  34125. this.far = far;
  34126. this.updateProjectionMatrix();
  34127. }
  34128. copy( source, recursive ) {
  34129. super.copy( source, recursive );
  34130. this.left = source.left;
  34131. this.right = source.right;
  34132. this.top = source.top;
  34133. this.bottom = source.bottom;
  34134. this.near = source.near;
  34135. this.far = source.far;
  34136. this.zoom = source.zoom;
  34137. this.view = source.view === null ? null : Object.assign( {}, source.view );
  34138. return this;
  34139. }
  34140. /**
  34141. * Sets an offset in a larger frustum. This is useful for multi-window or
  34142. * multi-monitor/multi-machine setups.
  34143. *
  34144. * @param {number} fullWidth - The full width of multiview setup.
  34145. * @param {number} fullHeight - The full height of multiview setup.
  34146. * @param {number} x - The horizontal offset of the subcamera.
  34147. * @param {number} y - The vertical offset of the subcamera.
  34148. * @param {number} width - The width of subcamera.
  34149. * @param {number} height - The height of subcamera.
  34150. * @see {@link PerspectiveCamera#setViewOffset}
  34151. */
  34152. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  34153. if ( this.view === null ) {
  34154. this.view = {
  34155. enabled: true,
  34156. fullWidth: 1,
  34157. fullHeight: 1,
  34158. offsetX: 0,
  34159. offsetY: 0,
  34160. width: 1,
  34161. height: 1
  34162. };
  34163. }
  34164. this.view.enabled = true;
  34165. this.view.fullWidth = fullWidth;
  34166. this.view.fullHeight = fullHeight;
  34167. this.view.offsetX = x;
  34168. this.view.offsetY = y;
  34169. this.view.width = width;
  34170. this.view.height = height;
  34171. this.updateProjectionMatrix();
  34172. }
  34173. /**
  34174. * Removes the view offset from the projection matrix.
  34175. */
  34176. clearViewOffset() {
  34177. if ( this.view !== null ) {
  34178. this.view.enabled = false;
  34179. }
  34180. this.updateProjectionMatrix();
  34181. }
  34182. /**
  34183. * Updates the camera's projection matrix. Must be called after any change of
  34184. * camera properties.
  34185. */
  34186. updateProjectionMatrix() {
  34187. const dx = ( this.right - this.left ) / ( 2 * this.zoom );
  34188. const dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  34189. const cx = ( this.right + this.left ) / 2;
  34190. const cy = ( this.top + this.bottom ) / 2;
  34191. let left = cx - dx;
  34192. let right = cx + dx;
  34193. let top = cy + dy;
  34194. let bottom = cy - dy;
  34195. if ( this.view !== null && this.view.enabled ) {
  34196. const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  34197. const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  34198. left += scaleW * this.view.offsetX;
  34199. right = left + scaleW * this.view.width;
  34200. top -= scaleH * this.view.offsetY;
  34201. bottom = top - scaleH * this.view.height;
  34202. }
  34203. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem, this.reversedDepth );
  34204. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  34205. }
  34206. toJSON( meta ) {
  34207. const data = super.toJSON( meta );
  34208. data.object.zoom = this.zoom;
  34209. data.object.left = this.left;
  34210. data.object.right = this.right;
  34211. data.object.top = this.top;
  34212. data.object.bottom = this.bottom;
  34213. data.object.near = this.near;
  34214. data.object.far = this.far;
  34215. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  34216. return data;
  34217. }
  34218. }
  34219. /**
  34220. * Represents the shadow configuration of directional lights.
  34221. *
  34222. * @augments LightShadow
  34223. */
  34224. class DirectionalLightShadow extends LightShadow {
  34225. /**
  34226. * Constructs a new directional light shadow.
  34227. */
  34228. constructor() {
  34229. super( new OrthographicCamera( -5, 5, 5, -5, 0.5, 500 ) );
  34230. /**
  34231. * This flag can be used for type testing.
  34232. *
  34233. * @type {boolean}
  34234. * @readonly
  34235. * @default true
  34236. */
  34237. this.isDirectionalLightShadow = true;
  34238. }
  34239. }
  34240. /**
  34241. * A light that gets emitted in a specific direction. This light will behave
  34242. * as though it is infinitely far away and the rays produced from it are all
  34243. * parallel. The common use case for this is to simulate daylight; the sun is
  34244. * far enough away that its position can be considered to be infinite, and
  34245. * all light rays coming from it are parallel.
  34246. *
  34247. * A common point of confusion for directional lights is that setting the
  34248. * rotation has no effect. This is because three.js's DirectionalLight is the
  34249. * equivalent to what is often called a 'Target Direct Light' in other
  34250. * applications.
  34251. *
  34252. * This means that its direction is calculated as pointing from the light's
  34253. * {@link Object3D#position} to the {@link DirectionalLight#target} position
  34254. * (as opposed to a 'Free Direct Light' that just has a rotation
  34255. * component).
  34256. *
  34257. * This light can cast shadows - see the {@link DirectionalLightShadow} for details.
  34258. *
  34259. * ```js
  34260. * // White directional light at half intensity shining from the top.
  34261. * const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
  34262. * scene.add( directionalLight );
  34263. * ```
  34264. *
  34265. * @augments Light
  34266. */
  34267. class DirectionalLight extends Light {
  34268. /**
  34269. * Constructs a new directional light.
  34270. *
  34271. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34272. * @param {number} [intensity=1] - The light's strength/intensity.
  34273. */
  34274. constructor( color, intensity ) {
  34275. super( color, intensity );
  34276. /**
  34277. * This flag can be used for type testing.
  34278. *
  34279. * @type {boolean}
  34280. * @readonly
  34281. * @default true
  34282. */
  34283. this.isDirectionalLight = true;
  34284. this.type = 'DirectionalLight';
  34285. this.position.copy( Object3D.DEFAULT_UP );
  34286. this.updateMatrix();
  34287. /**
  34288. * The directional light points from its position to the
  34289. * target's position.
  34290. *
  34291. * For the target's position to be changed to anything other
  34292. * than the default, it must be added to the scene.
  34293. *
  34294. * It is also possible to set the target to be another 3D object
  34295. * in the scene. The light will now track the target object.
  34296. *
  34297. * @type {Object3D}
  34298. */
  34299. this.target = new Object3D();
  34300. /**
  34301. * This property holds the light's shadow configuration.
  34302. *
  34303. * @type {DirectionalLightShadow}
  34304. */
  34305. this.shadow = new DirectionalLightShadow();
  34306. }
  34307. dispose() {
  34308. super.dispose();
  34309. this.shadow.dispose();
  34310. }
  34311. copy( source ) {
  34312. super.copy( source );
  34313. this.target = source.target.clone();
  34314. this.shadow = source.shadow.clone();
  34315. return this;
  34316. }
  34317. toJSON( meta ) {
  34318. const data = super.toJSON( meta );
  34319. data.object.shadow = this.shadow.toJSON();
  34320. data.object.target = this.target.uuid;
  34321. return data;
  34322. }
  34323. }
  34324. /**
  34325. * This light globally illuminates all objects in the scene equally.
  34326. *
  34327. * It cannot be used to cast shadows as it does not have a direction.
  34328. *
  34329. * ```js
  34330. * const light = new THREE.AmbientLight( 0x404040 ); // soft white light
  34331. * scene.add( light );
  34332. * ```
  34333. *
  34334. * @augments Light
  34335. */
  34336. class AmbientLight extends Light {
  34337. /**
  34338. * Constructs a new ambient light.
  34339. *
  34340. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34341. * @param {number} [intensity=1] - The light's strength/intensity.
  34342. */
  34343. constructor( color, intensity ) {
  34344. super( color, intensity );
  34345. /**
  34346. * This flag can be used for type testing.
  34347. *
  34348. * @type {boolean}
  34349. * @readonly
  34350. * @default true
  34351. */
  34352. this.isAmbientLight = true;
  34353. this.type = 'AmbientLight';
  34354. }
  34355. }
  34356. /**
  34357. * This class emits light uniformly across the face a rectangular plane.
  34358. * This light type can be used to simulate light sources such as bright
  34359. * windows or strip lighting.
  34360. *
  34361. * Important Notes:
  34362. *
  34363. * - There is no shadow support.
  34364. * - Only PBR materials are supported.
  34365. * - You have to include `RectAreaLightUniformsLib` (`WebGLRenderer`) or `RectAreaLightTexturesLib` (`WebGPURenderer`)
  34366. * into your app and init the uniforms/textures.
  34367. *
  34368. * ```js
  34369. * RectAreaLightUniformsLib.init(); // only relevant for WebGLRenderer
  34370. * THREE.RectAreaLightNode.setLTC( RectAreaLightTexturesLib.init() ); // only relevant for WebGPURenderer
  34371. *
  34372. * const intensity = 1; const width = 10; const height = 10;
  34373. * const rectLight = new THREE.RectAreaLight( 0xffffff, intensity, width, height );
  34374. * rectLight.position.set( 5, 5, 0 );
  34375. * rectLight.lookAt( 0, 0, 0 );
  34376. * scene.add( rectLight )
  34377. * ```
  34378. *
  34379. * @augments Light
  34380. */
  34381. class RectAreaLight extends Light {
  34382. /**
  34383. * Constructs a new area light.
  34384. *
  34385. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34386. * @param {number} [intensity=1] - The light's strength/intensity.
  34387. * @param {number} [width=10] - The width of the light.
  34388. * @param {number} [height=10] - The height of the light.
  34389. */
  34390. constructor( color, intensity, width = 10, height = 10 ) {
  34391. super( color, intensity );
  34392. /**
  34393. * This flag can be used for type testing.
  34394. *
  34395. * @type {boolean}
  34396. * @readonly
  34397. * @default true
  34398. */
  34399. this.isRectAreaLight = true;
  34400. this.type = 'RectAreaLight';
  34401. /**
  34402. * The width of the light.
  34403. *
  34404. * @type {number}
  34405. * @default 10
  34406. */
  34407. this.width = width;
  34408. /**
  34409. * The height of the light.
  34410. *
  34411. * @type {number}
  34412. * @default 10
  34413. */
  34414. this.height = height;
  34415. }
  34416. /**
  34417. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  34418. * Changing the power will also change the light's intensity.
  34419. *
  34420. * @type {number}
  34421. */
  34422. get power() {
  34423. // compute the light's luminous power (in lumens) from its intensity (in nits)
  34424. return this.intensity * this.width * this.height * Math.PI;
  34425. }
  34426. set power( power ) {
  34427. // set the light's intensity (in nits) from the desired luminous power (in lumens)
  34428. this.intensity = power / ( this.width * this.height * Math.PI );
  34429. }
  34430. copy( source ) {
  34431. super.copy( source );
  34432. this.width = source.width;
  34433. this.height = source.height;
  34434. return this;
  34435. }
  34436. toJSON( meta ) {
  34437. const data = super.toJSON( meta );
  34438. data.object.width = this.width;
  34439. data.object.height = this.height;
  34440. return data;
  34441. }
  34442. }
  34443. /**
  34444. * Represents a third-order spherical harmonics (SH). Light probes use this class
  34445. * to encode lighting information.
  34446. *
  34447. * - Primary reference: {@link https://graphics.stanford.edu/papers/envmap/envmap.pdf}
  34448. * - Secondary reference: {@link https://www.ppsloan.org/publications/StupidSH36.pdf}
  34449. */
  34450. class SphericalHarmonics3 {
  34451. /**
  34452. * Constructs a new spherical harmonics.
  34453. */
  34454. constructor() {
  34455. /**
  34456. * This flag can be used for type testing.
  34457. *
  34458. * @type {boolean}
  34459. * @readonly
  34460. * @default true
  34461. */
  34462. this.isSphericalHarmonics3 = true;
  34463. /**
  34464. * An array holding the (9) SH coefficients.
  34465. *
  34466. * @type {Array<Vector3>}
  34467. */
  34468. this.coefficients = [];
  34469. for ( let i = 0; i < 9; i ++ ) {
  34470. this.coefficients.push( new Vector3() );
  34471. }
  34472. }
  34473. /**
  34474. * Sets the given SH coefficients to this instance by copying
  34475. * the values.
  34476. *
  34477. * @param {Array<Vector3>} coefficients - The SH coefficients.
  34478. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34479. */
  34480. set( coefficients ) {
  34481. for ( let i = 0; i < 9; i ++ ) {
  34482. this.coefficients[ i ].copy( coefficients[ i ] );
  34483. }
  34484. return this;
  34485. }
  34486. /**
  34487. * Sets all SH coefficients to `0`.
  34488. *
  34489. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34490. */
  34491. zero() {
  34492. for ( let i = 0; i < 9; i ++ ) {
  34493. this.coefficients[ i ].set( 0, 0, 0 );
  34494. }
  34495. return this;
  34496. }
  34497. /**
  34498. * Returns the radiance in the direction of the given normal.
  34499. *
  34500. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  34501. * @param {Vector3} target - The target vector that is used to store the method's result.
  34502. * @return {Vector3} The radiance.
  34503. */
  34504. getAt( normal, target ) {
  34505. // normal is assumed to be unit length
  34506. const x = normal.x, y = normal.y, z = normal.z;
  34507. const coeff = this.coefficients;
  34508. // band 0
  34509. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  34510. // band 1
  34511. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  34512. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  34513. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  34514. // band 2
  34515. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  34516. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  34517. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  34518. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  34519. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  34520. return target;
  34521. }
  34522. /**
  34523. * Returns the irradiance (radiance convolved with cosine lobe) in the
  34524. * direction of the given normal.
  34525. *
  34526. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  34527. * @param {Vector3} target - The target vector that is used to store the method's result.
  34528. * @return {Vector3} The irradiance.
  34529. */
  34530. getIrradianceAt( normal, target ) {
  34531. // normal is assumed to be unit length
  34532. const x = normal.x, y = normal.y, z = normal.z;
  34533. const coeff = this.coefficients;
  34534. // band 0
  34535. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  34536. // band 1
  34537. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  34538. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  34539. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  34540. // band 2
  34541. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  34542. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  34543. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  34544. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  34545. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  34546. return target;
  34547. }
  34548. /**
  34549. * Adds the given SH to this instance.
  34550. *
  34551. * @param {SphericalHarmonics3} sh - The SH to add.
  34552. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34553. */
  34554. add( sh ) {
  34555. for ( let i = 0; i < 9; i ++ ) {
  34556. this.coefficients[ i ].add( sh.coefficients[ i ] );
  34557. }
  34558. return this;
  34559. }
  34560. /**
  34561. * A convenience method for performing {@link SphericalHarmonics3#add} and
  34562. * {@link SphericalHarmonics3#scale} at once.
  34563. *
  34564. * @param {SphericalHarmonics3} sh - The SH to add.
  34565. * @param {number} s - The scale factor.
  34566. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34567. */
  34568. addScaledSH( sh, s ) {
  34569. for ( let i = 0; i < 9; i ++ ) {
  34570. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  34571. }
  34572. return this;
  34573. }
  34574. /**
  34575. * Scales this SH by the given scale factor.
  34576. *
  34577. * @param {number} s - The scale factor.
  34578. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34579. */
  34580. scale( s ) {
  34581. for ( let i = 0; i < 9; i ++ ) {
  34582. this.coefficients[ i ].multiplyScalar( s );
  34583. }
  34584. return this;
  34585. }
  34586. /**
  34587. * Linear interpolates between the given SH and this instance by the given
  34588. * alpha factor.
  34589. *
  34590. * @param {SphericalHarmonics3} sh - The SH to interpolate with.
  34591. * @param {number} alpha - The alpha factor.
  34592. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34593. */
  34594. lerp( sh, alpha ) {
  34595. for ( let i = 0; i < 9; i ++ ) {
  34596. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  34597. }
  34598. return this;
  34599. }
  34600. /**
  34601. * Returns `true` if this spherical harmonics is equal with the given one.
  34602. *
  34603. * @param {SphericalHarmonics3} sh - The spherical harmonics to test for equality.
  34604. * @return {boolean} Whether this spherical harmonics is equal with the given one.
  34605. */
  34606. equals( sh ) {
  34607. for ( let i = 0; i < 9; i ++ ) {
  34608. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  34609. return false;
  34610. }
  34611. }
  34612. return true;
  34613. }
  34614. /**
  34615. * Copies the values of the given spherical harmonics to this instance.
  34616. *
  34617. * @param {SphericalHarmonics3} sh - The spherical harmonics to copy.
  34618. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34619. */
  34620. copy( sh ) {
  34621. return this.set( sh.coefficients );
  34622. }
  34623. /**
  34624. * Returns a new spherical harmonics with copied values from this instance.
  34625. *
  34626. * @return {SphericalHarmonics3} A clone of this instance.
  34627. */
  34628. clone() {
  34629. return new this.constructor().copy( this );
  34630. }
  34631. /**
  34632. * Sets the SH coefficients of this instance from the given array.
  34633. *
  34634. * @param {Array<number>} array - An array holding the SH coefficients.
  34635. * @param {number} [offset=0] - The array offset where to start copying.
  34636. * @return {SphericalHarmonics3} A clone of this instance.
  34637. */
  34638. fromArray( array, offset = 0 ) {
  34639. const coefficients = this.coefficients;
  34640. for ( let i = 0; i < 9; i ++ ) {
  34641. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  34642. }
  34643. return this;
  34644. }
  34645. /**
  34646. * Returns an array with the SH coefficients, or copies them into the provided
  34647. * array. The coefficients are represented as numbers.
  34648. *
  34649. * @param {Array<number>} [array=[]] - The target array.
  34650. * @param {number} [offset=0] - The array offset where to start copying.
  34651. * @return {Array<number>} An array with flat SH coefficients.
  34652. */
  34653. toArray( array = [], offset = 0 ) {
  34654. const coefficients = this.coefficients;
  34655. for ( let i = 0; i < 9; i ++ ) {
  34656. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  34657. }
  34658. return array;
  34659. }
  34660. /**
  34661. * Computes the SH basis for the given normal vector.
  34662. *
  34663. * @param {Vector3} normal - The normal.
  34664. * @param {Array<number>} shBasis - The target array holding the SH basis.
  34665. */
  34666. static getBasisAt( normal, shBasis ) {
  34667. // normal is assumed to be unit length
  34668. const x = normal.x, y = normal.y, z = normal.z;
  34669. // band 0
  34670. shBasis[ 0 ] = 0.282095;
  34671. // band 1
  34672. shBasis[ 1 ] = 0.488603 * y;
  34673. shBasis[ 2 ] = 0.488603 * z;
  34674. shBasis[ 3 ] = 0.488603 * x;
  34675. // band 2
  34676. shBasis[ 4 ] = 1.092548 * x * y;
  34677. shBasis[ 5 ] = 1.092548 * y * z;
  34678. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  34679. shBasis[ 7 ] = 1.092548 * x * z;
  34680. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  34681. }
  34682. }
  34683. /**
  34684. * Light probes are an alternative way of adding light to a 3D scene. Unlike
  34685. * classical light sources (e.g. directional, point or spot lights), light
  34686. * probes do not emit light. Instead they store information about light
  34687. * passing through 3D space. During rendering, the light that hits a 3D
  34688. * object is approximated by using the data from the light probe.
  34689. *
  34690. * Light probes are usually created from (radiance) environment maps. The
  34691. * class {@link LightProbeGenerator} can be used to create light probes from
  34692. * cube textures or render targets. However, light estimation data could also
  34693. * be provided in other forms e.g. by WebXR. This enables the rendering of
  34694. * augmented reality content that reacts to real world lighting.
  34695. *
  34696. * The current probe implementation in three.js supports so-called diffuse
  34697. * light probes. This type of light probe is functionally equivalent to an
  34698. * irradiance environment map.
  34699. *
  34700. * @augments Light
  34701. */
  34702. class LightProbe extends Light {
  34703. /**
  34704. * Constructs a new light probe.
  34705. *
  34706. * @param {SphericalHarmonics3} sh - The spherical harmonics which represents encoded lighting information.
  34707. * @param {number} [intensity=1] - The light's strength/intensity.
  34708. */
  34709. constructor( sh = new SphericalHarmonics3(), intensity = 1 ) {
  34710. super( undefined, intensity );
  34711. /**
  34712. * This flag can be used for type testing.
  34713. *
  34714. * @type {boolean}
  34715. * @readonly
  34716. * @default true
  34717. */
  34718. this.isLightProbe = true;
  34719. /**
  34720. * A light probe uses spherical harmonics to encode lighting information.
  34721. *
  34722. * @type {SphericalHarmonics3}
  34723. */
  34724. this.sh = sh;
  34725. }
  34726. copy( source ) {
  34727. super.copy( source );
  34728. this.sh.copy( source.sh );
  34729. return this;
  34730. }
  34731. toJSON( meta ) {
  34732. const data = super.toJSON( meta );
  34733. data.object.sh = this.sh.toArray();
  34734. return data;
  34735. }
  34736. }
  34737. /**
  34738. * Class for loading materials. The files are internally
  34739. * loaded via {@link FileLoader}.
  34740. *
  34741. * ```js
  34742. * const loader = new THREE.MaterialLoader();
  34743. * const material = await loader.loadAsync( 'material.json' );
  34744. * ```
  34745. * This loader does not support node materials. Use {@link NodeMaterialLoader} instead.
  34746. *
  34747. * @augments Loader
  34748. */
  34749. class MaterialLoader extends Loader {
  34750. /**
  34751. * Constructs a new material loader.
  34752. *
  34753. * @param {LoadingManager} [manager] - The loading manager.
  34754. */
  34755. constructor( manager ) {
  34756. super( manager );
  34757. /**
  34758. * A dictionary holding textures used by the material.
  34759. *
  34760. * @type {Object<string,Texture>}
  34761. */
  34762. this.textures = {};
  34763. }
  34764. /**
  34765. * Starts loading from the given URL and pass the loaded material to the `onLoad()` callback.
  34766. *
  34767. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34768. * @param {function(Material)} onLoad - Executed when the loading process has been finished.
  34769. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34770. * @param {onErrorCallback} onError - Executed when errors occur.
  34771. */
  34772. load( url, onLoad, onProgress, onError ) {
  34773. const scope = this;
  34774. const loader = new FileLoader( scope.manager );
  34775. loader.setPath( scope.path );
  34776. loader.setRequestHeader( scope.requestHeader );
  34777. loader.setWithCredentials( scope.withCredentials );
  34778. loader.load( url, function ( text ) {
  34779. try {
  34780. onLoad( scope.parse( JSON.parse( text ) ) );
  34781. } catch ( e ) {
  34782. if ( onError ) {
  34783. onError( e );
  34784. } else {
  34785. error( e );
  34786. }
  34787. scope.manager.itemError( url );
  34788. }
  34789. }, onProgress, onError );
  34790. }
  34791. /**
  34792. * Parses the given JSON object and returns a material.
  34793. *
  34794. * @param {Object} json - The serialized material.
  34795. * @return {Material} The parsed material.
  34796. */
  34797. parse( json ) {
  34798. const textures = this.textures;
  34799. function getTexture( name ) {
  34800. if ( textures[ name ] === undefined ) {
  34801. warn( 'MaterialLoader: Undefined texture', name );
  34802. }
  34803. return textures[ name ];
  34804. }
  34805. const material = this.createMaterialFromType( json.type );
  34806. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  34807. if ( json.name !== undefined ) material.name = json.name;
  34808. if ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );
  34809. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  34810. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  34811. if ( json.sheen !== undefined ) material.sheen = json.sheen;
  34812. if ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor );
  34813. if ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness;
  34814. if ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );
  34815. if ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );
  34816. if ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity;
  34817. if ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor );
  34818. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  34819. if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;
  34820. if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;
  34821. if ( json.dispersion !== undefined ) material.dispersion = json.dispersion;
  34822. if ( json.iridescence !== undefined ) material.iridescence = json.iridescence;
  34823. if ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR;
  34824. if ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange;
  34825. if ( json.transmission !== undefined ) material.transmission = json.transmission;
  34826. if ( json.thickness !== undefined ) material.thickness = json.thickness;
  34827. if ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance;
  34828. if ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor );
  34829. if ( json.anisotropy !== undefined ) material.anisotropy = json.anisotropy;
  34830. if ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation;
  34831. if ( json.fog !== undefined ) material.fog = json.fog;
  34832. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  34833. if ( json.blending !== undefined ) material.blending = json.blending;
  34834. if ( json.combine !== undefined ) material.combine = json.combine;
  34835. if ( json.side !== undefined ) material.side = json.side;
  34836. if ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;
  34837. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  34838. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  34839. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  34840. if ( json.alphaHash !== undefined ) material.alphaHash = json.alphaHash;
  34841. if ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc;
  34842. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  34843. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  34844. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  34845. if ( json.blendSrc !== undefined ) material.blendSrc = json.blendSrc;
  34846. if ( json.blendDst !== undefined ) material.blendDst = json.blendDst;
  34847. if ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation;
  34848. if ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha;
  34849. if ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha;
  34850. if ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha;
  34851. if ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor );
  34852. if ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha;
  34853. if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;
  34854. if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;
  34855. if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;
  34856. if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;
  34857. if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;
  34858. if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;
  34859. if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;
  34860. if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;
  34861. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  34862. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  34863. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  34864. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  34865. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  34866. if ( json.linewidth !== undefined ) material.linewidth = json.linewidth;
  34867. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  34868. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  34869. if ( json.scale !== undefined ) material.scale = json.scale;
  34870. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  34871. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  34872. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  34873. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  34874. if ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;
  34875. if ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;
  34876. if ( json.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass;
  34877. if ( json.allowOverride !== undefined ) material.allowOverride = json.allowOverride;
  34878. if ( json.visible !== undefined ) material.visible = json.visible;
  34879. if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;
  34880. if ( json.userData !== undefined ) material.userData = json.userData;
  34881. if ( json.vertexColors !== undefined ) {
  34882. if ( typeof json.vertexColors === 'number' ) {
  34883. material.vertexColors = json.vertexColors > 0;
  34884. } else {
  34885. material.vertexColors = json.vertexColors;
  34886. }
  34887. }
  34888. // Shader Material
  34889. if ( json.uniforms !== undefined ) {
  34890. for ( const name in json.uniforms ) {
  34891. const uniform = json.uniforms[ name ];
  34892. material.uniforms[ name ] = {};
  34893. switch ( uniform.type ) {
  34894. case 't':
  34895. material.uniforms[ name ].value = getTexture( uniform.value );
  34896. break;
  34897. case 'c':
  34898. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  34899. break;
  34900. case 'v2':
  34901. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  34902. break;
  34903. case 'v3':
  34904. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  34905. break;
  34906. case 'v4':
  34907. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  34908. break;
  34909. case 'm3':
  34910. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  34911. break;
  34912. case 'm4':
  34913. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  34914. break;
  34915. default:
  34916. material.uniforms[ name ].value = uniform.value;
  34917. }
  34918. }
  34919. }
  34920. if ( json.defines !== undefined ) material.defines = json.defines;
  34921. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  34922. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  34923. if ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion;
  34924. if ( json.extensions !== undefined ) {
  34925. for ( const key in json.extensions ) {
  34926. material.extensions[ key ] = json.extensions[ key ];
  34927. }
  34928. }
  34929. if ( json.lights !== undefined ) material.lights = json.lights;
  34930. if ( json.clipping !== undefined ) material.clipping = json.clipping;
  34931. // for PointsMaterial
  34932. if ( json.size !== undefined ) material.size = json.size;
  34933. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  34934. // maps
  34935. if ( json.map !== undefined ) material.map = getTexture( json.map );
  34936. if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
  34937. if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );
  34938. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  34939. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  34940. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  34941. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  34942. if ( json.normalScale !== undefined ) {
  34943. let normalScale = json.normalScale;
  34944. if ( Array.isArray( normalScale ) === false ) {
  34945. // Blender exporter used to export a scalar. See #7459
  34946. normalScale = [ normalScale, normalScale ];
  34947. }
  34948. material.normalScale = new Vector2().fromArray( normalScale );
  34949. }
  34950. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  34951. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  34952. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  34953. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  34954. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  34955. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  34956. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  34957. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  34958. if ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap );
  34959. if ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap );
  34960. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  34961. if ( json.envMapRotation !== undefined ) material.envMapRotation.fromArray( json.envMapRotation );
  34962. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  34963. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  34964. if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;
  34965. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  34966. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  34967. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  34968. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  34969. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  34970. if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );
  34971. if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );
  34972. if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );
  34973. if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );
  34974. if ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap );
  34975. if ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap );
  34976. if ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );
  34977. if ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap );
  34978. if ( json.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap );
  34979. if ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap );
  34980. if ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap );
  34981. return material;
  34982. }
  34983. /**
  34984. * Textures are not embedded in the material JSON so they have
  34985. * to be injected before the loading process starts.
  34986. *
  34987. * @param {Object} value - A dictionary holding textures for material properties.
  34988. * @return {MaterialLoader} A reference to this material loader.
  34989. */
  34990. setTextures( value ) {
  34991. this.textures = value;
  34992. return this;
  34993. }
  34994. /**
  34995. * Creates a material for the given type.
  34996. *
  34997. * @param {string} type - The material type.
  34998. * @return {Material} The new material.
  34999. */
  35000. createMaterialFromType( type ) {
  35001. return MaterialLoader.createMaterialFromType( type );
  35002. }
  35003. /**
  35004. * Creates a material for the given type.
  35005. *
  35006. * @static
  35007. * @param {string} type - The material type.
  35008. * @return {Material} The new material.
  35009. */
  35010. static createMaterialFromType( type ) {
  35011. const materialLib = {
  35012. ShadowMaterial,
  35013. SpriteMaterial,
  35014. RawShaderMaterial,
  35015. ShaderMaterial,
  35016. PointsMaterial,
  35017. MeshPhysicalMaterial,
  35018. MeshStandardMaterial,
  35019. MeshPhongMaterial,
  35020. MeshToonMaterial,
  35021. MeshNormalMaterial,
  35022. MeshLambertMaterial,
  35023. MeshDepthMaterial,
  35024. MeshDistanceMaterial,
  35025. MeshBasicMaterial,
  35026. MeshMatcapMaterial,
  35027. LineDashedMaterial,
  35028. LineBasicMaterial,
  35029. Material
  35030. };
  35031. return new materialLib[ type ]();
  35032. }
  35033. }
  35034. /**
  35035. * A class with loader utility functions.
  35036. */
  35037. class LoaderUtils {
  35038. /**
  35039. * Extracts the base URL from the given URL.
  35040. *
  35041. * @param {string} url -The URL to extract the base URL from.
  35042. * @return {string} The extracted base URL.
  35043. */
  35044. static extractUrlBase( url ) {
  35045. const index = url.lastIndexOf( '/' );
  35046. if ( index === -1 ) return './';
  35047. return url.slice( 0, index + 1 );
  35048. }
  35049. /**
  35050. * Resolves relative URLs against the given path. Absolute paths, data urls,
  35051. * and blob URLs will be returned as is. Invalid URLs will return an empty
  35052. * string.
  35053. *
  35054. * @param {string} url -The URL to resolve.
  35055. * @param {string} path - The base path for relative URLs to be resolved against.
  35056. * @return {string} The resolved URL.
  35057. */
  35058. static resolveURL( url, path ) {
  35059. // Invalid URL
  35060. if ( typeof url !== 'string' || url === '' ) return '';
  35061. // Host Relative URL
  35062. if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) {
  35063. path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' );
  35064. }
  35065. // Absolute URL http://,https://,//
  35066. if ( /^(https?:)?\/\//i.test( url ) ) return url;
  35067. // Data URI
  35068. if ( /^data:.*,.*$/i.test( url ) ) return url;
  35069. // Blob URL
  35070. if ( /^blob:.*$/i.test( url ) ) return url;
  35071. // Relative URL
  35072. return path + url;
  35073. }
  35074. }
  35075. /**
  35076. * An instanced version of a geometry.
  35077. */
  35078. class InstancedBufferGeometry extends BufferGeometry {
  35079. /**
  35080. * Constructs a new instanced buffer geometry.
  35081. */
  35082. constructor() {
  35083. super();
  35084. /**
  35085. * This flag can be used for type testing.
  35086. *
  35087. * @type {boolean}
  35088. * @readonly
  35089. * @default true
  35090. */
  35091. this.isInstancedBufferGeometry = true;
  35092. this.type = 'InstancedBufferGeometry';
  35093. /**
  35094. * The instance count.
  35095. *
  35096. * @type {number}
  35097. * @default Infinity
  35098. */
  35099. this.instanceCount = Infinity;
  35100. }
  35101. copy( source ) {
  35102. super.copy( source );
  35103. this.instanceCount = source.instanceCount;
  35104. return this;
  35105. }
  35106. toJSON() {
  35107. const data = super.toJSON();
  35108. data.instanceCount = this.instanceCount;
  35109. data.isInstancedBufferGeometry = true;
  35110. return data;
  35111. }
  35112. }
  35113. /**
  35114. * Class for loading geometries. The files are internally
  35115. * loaded via {@link FileLoader}.
  35116. *
  35117. * ```js
  35118. * const loader = new THREE.BufferGeometryLoader();
  35119. * const geometry = await loader.loadAsync( 'models/json/pressure.json' );
  35120. *
  35121. * const material = new THREE.MeshBasicMaterial( { color: 0xF5F5F5 } );
  35122. * const object = new THREE.Mesh( geometry, material );
  35123. * scene.add( object );
  35124. * ```
  35125. *
  35126. * @augments Loader
  35127. */
  35128. class BufferGeometryLoader extends Loader {
  35129. /**
  35130. * Constructs a new geometry loader.
  35131. *
  35132. * @param {LoadingManager} [manager] - The loading manager.
  35133. */
  35134. constructor( manager ) {
  35135. super( manager );
  35136. }
  35137. /**
  35138. * Starts loading from the given URL and pass the loaded geometry to the `onLoad()` callback.
  35139. *
  35140. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35141. * @param {function(BufferGeometry)} onLoad - Executed when the loading process has been finished.
  35142. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35143. * @param {onErrorCallback} onError - Executed when errors occur.
  35144. */
  35145. load( url, onLoad, onProgress, onError ) {
  35146. const scope = this;
  35147. const loader = new FileLoader( scope.manager );
  35148. loader.setPath( scope.path );
  35149. loader.setRequestHeader( scope.requestHeader );
  35150. loader.setWithCredentials( scope.withCredentials );
  35151. loader.load( url, function ( text ) {
  35152. try {
  35153. onLoad( scope.parse( JSON.parse( text ) ) );
  35154. } catch ( e ) {
  35155. if ( onError ) {
  35156. onError( e );
  35157. } else {
  35158. error( e );
  35159. }
  35160. scope.manager.itemError( url );
  35161. }
  35162. }, onProgress, onError );
  35163. }
  35164. /**
  35165. * Parses the given JSON object and returns a geometry.
  35166. *
  35167. * @param {Object} json - The serialized geometry.
  35168. * @return {BufferGeometry} The parsed geometry.
  35169. */
  35170. parse( json ) {
  35171. const interleavedBufferMap = {};
  35172. const arrayBufferMap = {};
  35173. function getInterleavedBuffer( json, uuid ) {
  35174. if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];
  35175. const interleavedBuffers = json.interleavedBuffers;
  35176. const interleavedBuffer = interleavedBuffers[ uuid ];
  35177. const buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  35178. const array = getTypedArray( interleavedBuffer.type, buffer );
  35179. const ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  35180. ib.uuid = interleavedBuffer.uuid;
  35181. interleavedBufferMap[ uuid ] = ib;
  35182. return ib;
  35183. }
  35184. function getArrayBuffer( json, uuid ) {
  35185. if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];
  35186. const arrayBuffers = json.arrayBuffers;
  35187. const arrayBuffer = arrayBuffers[ uuid ];
  35188. const ab = new Uint32Array( arrayBuffer ).buffer;
  35189. arrayBufferMap[ uuid ] = ab;
  35190. return ab;
  35191. }
  35192. const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  35193. const index = json.data.index;
  35194. if ( index !== undefined ) {
  35195. const typedArray = getTypedArray( index.type, index.array );
  35196. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  35197. }
  35198. const attributes = json.data.attributes;
  35199. for ( const key in attributes ) {
  35200. const attribute = attributes[ key ];
  35201. let bufferAttribute;
  35202. if ( attribute.isInterleavedBufferAttribute ) {
  35203. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  35204. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  35205. } else {
  35206. const typedArray = getTypedArray( attribute.type, attribute.array );
  35207. const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  35208. bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  35209. }
  35210. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  35211. if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );
  35212. geometry.setAttribute( key, bufferAttribute );
  35213. }
  35214. const morphAttributes = json.data.morphAttributes;
  35215. if ( morphAttributes ) {
  35216. for ( const key in morphAttributes ) {
  35217. const attributeArray = morphAttributes[ key ];
  35218. const array = [];
  35219. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  35220. const attribute = attributeArray[ i ];
  35221. let bufferAttribute;
  35222. if ( attribute.isInterleavedBufferAttribute ) {
  35223. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  35224. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  35225. } else {
  35226. const typedArray = getTypedArray( attribute.type, attribute.array );
  35227. bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  35228. }
  35229. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  35230. array.push( bufferAttribute );
  35231. }
  35232. geometry.morphAttributes[ key ] = array;
  35233. }
  35234. }
  35235. const morphTargetsRelative = json.data.morphTargetsRelative;
  35236. if ( morphTargetsRelative ) {
  35237. geometry.morphTargetsRelative = true;
  35238. }
  35239. const groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  35240. if ( groups !== undefined ) {
  35241. for ( let i = 0, n = groups.length; i !== n; ++ i ) {
  35242. const group = groups[ i ];
  35243. geometry.addGroup( group.start, group.count, group.materialIndex );
  35244. }
  35245. }
  35246. const boundingSphere = json.data.boundingSphere;
  35247. if ( boundingSphere !== undefined ) {
  35248. geometry.boundingSphere = new Sphere().fromJSON( boundingSphere );
  35249. }
  35250. if ( json.name ) geometry.name = json.name;
  35251. if ( json.userData ) geometry.userData = json.userData;
  35252. return geometry;
  35253. }
  35254. }
  35255. const _customGeometries = {};
  35256. /**
  35257. * A loader for loading a JSON resource in the [JSON Object/Scene format](https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4).
  35258. * The files are internally loaded via {@link FileLoader}.
  35259. *
  35260. * ```js
  35261. * const loader = new THREE.ObjectLoader();
  35262. * const obj = await loader.loadAsync( 'models/json/example.json' );
  35263. * scene.add( obj );
  35264. *
  35265. * // Alternatively, to parse a previously loaded JSON structure
  35266. * const object = await loader.parseAsync( a_json_object );
  35267. * scene.add( object );
  35268. * ```
  35269. *
  35270. * @augments Loader
  35271. */
  35272. class ObjectLoader extends Loader {
  35273. /**
  35274. * Constructs a new object loader.
  35275. *
  35276. * @param {LoadingManager} [manager] - The loading manager.
  35277. */
  35278. constructor( manager ) {
  35279. super( manager );
  35280. }
  35281. /**
  35282. * Starts loading from the given URL and pass the loaded 3D object to the `onLoad()` callback.
  35283. *
  35284. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35285. * @param {function(Object3D)} onLoad - Executed when the loading process has been finished.
  35286. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35287. * @param {onErrorCallback} onError - Executed when errors occur.
  35288. */
  35289. load( url, onLoad, onProgress, onError ) {
  35290. const scope = this;
  35291. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  35292. this.resourcePath = this.resourcePath || path;
  35293. const loader = new FileLoader( this.manager );
  35294. loader.setPath( this.path );
  35295. loader.setRequestHeader( this.requestHeader );
  35296. loader.setWithCredentials( this.withCredentials );
  35297. loader.load( url, function ( text ) {
  35298. let json = null;
  35299. try {
  35300. json = JSON.parse( text );
  35301. } catch ( e ) {
  35302. if ( onError !== undefined ) onError( e );
  35303. error( 'ObjectLoader: Can\'t parse ' + url + '.', e.message );
  35304. return;
  35305. }
  35306. const metadata = json.metadata;
  35307. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  35308. if ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\'t load ' + url ) );
  35309. error( 'ObjectLoader: Can\'t load ' + url );
  35310. return;
  35311. }
  35312. scope.parse( json, onLoad );
  35313. }, onProgress, onError );
  35314. }
  35315. /**
  35316. * Async version of {@link ObjectLoader#load}.
  35317. *
  35318. * @async
  35319. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35320. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35321. * @return {Promise<Object3D>} A Promise that resolves with the loaded 3D object.
  35322. */
  35323. async loadAsync( url, onProgress ) {
  35324. const scope = this;
  35325. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  35326. this.resourcePath = this.resourcePath || path;
  35327. const loader = new FileLoader( this.manager );
  35328. loader.setPath( this.path );
  35329. loader.setRequestHeader( this.requestHeader );
  35330. loader.setWithCredentials( this.withCredentials );
  35331. const text = await loader.loadAsync( url, onProgress );
  35332. let json;
  35333. try {
  35334. json = JSON.parse( text );
  35335. } catch ( e ) {
  35336. throw new Error( 'ObjectLoader: Can\'t parse ' + url + '. ' + e.message );
  35337. }
  35338. const metadata = json.metadata;
  35339. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  35340. throw new Error( 'THREE.ObjectLoader: Can\'t load ' + url );
  35341. }
  35342. return await scope.parseAsync( json );
  35343. }
  35344. /**
  35345. * Parses the given JSON. This is used internally by {@link ObjectLoader#load}
  35346. * but can also be used directly to parse a previously loaded JSON structure.
  35347. *
  35348. * @param {Object} json - The serialized 3D object.
  35349. * @param {onLoad} onLoad - Executed when all resources (e.g. textures) have been fully loaded.
  35350. * @return {Object3D} The parsed 3D object.
  35351. */
  35352. parse( json, onLoad ) {
  35353. const animations = this.parseAnimations( json.animations );
  35354. const shapes = this.parseShapes( json.shapes );
  35355. const geometries = this.parseGeometries( json.geometries, shapes );
  35356. const images = this.parseImages( json.images, function () {
  35357. if ( onLoad !== undefined ) onLoad( object );
  35358. } );
  35359. const textures = this.parseTextures( json.textures, images );
  35360. const materials = this.parseMaterials( json.materials, textures );
  35361. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  35362. const skeletons = this.parseSkeletons( json.skeletons, object );
  35363. this.bindSkeletons( object, skeletons );
  35364. this.bindLightTargets( object );
  35365. //
  35366. if ( onLoad !== undefined ) {
  35367. let hasImages = false;
  35368. for ( const uuid in images ) {
  35369. if ( images[ uuid ].data instanceof HTMLImageElement ) {
  35370. hasImages = true;
  35371. break;
  35372. }
  35373. }
  35374. if ( hasImages === false ) onLoad( object );
  35375. }
  35376. return object;
  35377. }
  35378. /**
  35379. * Async version of {@link ObjectLoader#parse}.
  35380. *
  35381. * @param {Object} json - The serialized 3D object.
  35382. * @return {Promise<Object3D>} A Promise that resolves with the parsed 3D object.
  35383. */
  35384. async parseAsync( json ) {
  35385. const animations = this.parseAnimations( json.animations );
  35386. const shapes = this.parseShapes( json.shapes );
  35387. const geometries = this.parseGeometries( json.geometries, shapes );
  35388. const images = await this.parseImagesAsync( json.images );
  35389. const textures = this.parseTextures( json.textures, images );
  35390. const materials = this.parseMaterials( json.materials, textures );
  35391. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  35392. const skeletons = this.parseSkeletons( json.skeletons, object );
  35393. this.bindSkeletons( object, skeletons );
  35394. this.bindLightTargets( object );
  35395. return object;
  35396. }
  35397. /**
  35398. * Registers the given geometry at the internal
  35399. * geometry library.
  35400. *
  35401. * @static
  35402. * @param {string} type - The geometry type.
  35403. * @param {BufferGeometry.constructor} geometryClass - The geometry class.
  35404. */
  35405. static registerGeometry( type, geometryClass ) {
  35406. _customGeometries[ type ] = geometryClass;
  35407. }
  35408. // internals
  35409. parseShapes( json ) {
  35410. const shapes = {};
  35411. if ( json !== undefined ) {
  35412. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35413. const shape = new Shape().fromJSON( json[ i ] );
  35414. shapes[ shape.uuid ] = shape;
  35415. }
  35416. }
  35417. return shapes;
  35418. }
  35419. parseSkeletons( json, object ) {
  35420. const skeletons = {};
  35421. const bones = {};
  35422. // generate bone lookup table
  35423. object.traverse( function ( child ) {
  35424. if ( child.isBone ) bones[ child.uuid ] = child;
  35425. } );
  35426. // create skeletons
  35427. if ( json !== undefined ) {
  35428. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35429. const skeleton = new Skeleton().fromJSON( json[ i ], bones );
  35430. skeletons[ skeleton.uuid ] = skeleton;
  35431. }
  35432. }
  35433. return skeletons;
  35434. }
  35435. parseGeometries( json, shapes ) {
  35436. const geometries = {};
  35437. if ( json !== undefined ) {
  35438. const bufferGeometryLoader = new BufferGeometryLoader();
  35439. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35440. let geometry;
  35441. const data = json[ i ];
  35442. switch ( data.type ) {
  35443. case 'BufferGeometry':
  35444. case 'InstancedBufferGeometry':
  35445. geometry = bufferGeometryLoader.parse( data );
  35446. break;
  35447. default:
  35448. if ( data.type in Geometries ) {
  35449. geometry = Geometries[ data.type ].fromJSON( data, shapes );
  35450. } else if ( data.type in _customGeometries ) {
  35451. geometry = _customGeometries[ data.type ].fromJSON( data, shapes );
  35452. } else {
  35453. warn( `ObjectLoader: Unknown geometry type "${ data.type }". Use .registerGeometry() before starting the deserialization process.` );
  35454. }
  35455. }
  35456. geometry.uuid = data.uuid;
  35457. if ( data.name !== undefined ) geometry.name = data.name;
  35458. if ( data.userData !== undefined ) geometry.userData = data.userData;
  35459. geometries[ data.uuid ] = geometry;
  35460. }
  35461. }
  35462. return geometries;
  35463. }
  35464. parseMaterials( json, textures ) {
  35465. const cache = {}; // MultiMaterial
  35466. const materials = {};
  35467. if ( json !== undefined ) {
  35468. const loader = new MaterialLoader();
  35469. loader.setTextures( textures );
  35470. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35471. const data = json[ i ];
  35472. if ( cache[ data.uuid ] === undefined ) {
  35473. cache[ data.uuid ] = loader.parse( data );
  35474. }
  35475. materials[ data.uuid ] = cache[ data.uuid ];
  35476. }
  35477. }
  35478. return materials;
  35479. }
  35480. parseAnimations( json ) {
  35481. const animations = {};
  35482. if ( json !== undefined ) {
  35483. for ( let i = 0; i < json.length; i ++ ) {
  35484. const data = json[ i ];
  35485. const clip = AnimationClip.parse( data );
  35486. animations[ clip.uuid ] = clip;
  35487. }
  35488. }
  35489. return animations;
  35490. }
  35491. parseImages( json, onLoad ) {
  35492. const scope = this;
  35493. const images = {};
  35494. let loader;
  35495. function loadImage( url ) {
  35496. scope.manager.itemStart( url );
  35497. return loader.load( url, function () {
  35498. scope.manager.itemEnd( url );
  35499. }, undefined, function () {
  35500. scope.manager.itemError( url );
  35501. scope.manager.itemEnd( url );
  35502. } );
  35503. }
  35504. function deserializeImage( image ) {
  35505. if ( typeof image === 'string' ) {
  35506. const url = image;
  35507. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  35508. return loadImage( path );
  35509. } else {
  35510. if ( image.data ) {
  35511. return {
  35512. data: getTypedArray( image.type, image.data ),
  35513. width: image.width,
  35514. height: image.height
  35515. };
  35516. } else {
  35517. return null;
  35518. }
  35519. }
  35520. }
  35521. if ( json !== undefined && json.length > 0 ) {
  35522. const manager = new LoadingManager( onLoad );
  35523. loader = new ImageLoader( manager );
  35524. loader.setCrossOrigin( this.crossOrigin );
  35525. for ( let i = 0, il = json.length; i < il; i ++ ) {
  35526. const image = json[ i ];
  35527. const url = image.url;
  35528. if ( Array.isArray( url ) ) {
  35529. // load array of images e.g CubeTexture
  35530. const imageArray = [];
  35531. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  35532. const currentUrl = url[ j ];
  35533. const deserializedImage = deserializeImage( currentUrl );
  35534. if ( deserializedImage !== null ) {
  35535. if ( deserializedImage instanceof HTMLImageElement ) {
  35536. imageArray.push( deserializedImage );
  35537. } else {
  35538. // special case: handle array of data textures for cube textures
  35539. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35540. }
  35541. }
  35542. }
  35543. images[ image.uuid ] = new Source( imageArray );
  35544. } else {
  35545. // load single image
  35546. const deserializedImage = deserializeImage( image.url );
  35547. images[ image.uuid ] = new Source( deserializedImage );
  35548. }
  35549. }
  35550. }
  35551. return images;
  35552. }
  35553. async parseImagesAsync( json ) {
  35554. const scope = this;
  35555. const images = {};
  35556. let loader;
  35557. async function deserializeImage( image ) {
  35558. if ( typeof image === 'string' ) {
  35559. const url = image;
  35560. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  35561. return await loader.loadAsync( path );
  35562. } else {
  35563. if ( image.data ) {
  35564. return {
  35565. data: getTypedArray( image.type, image.data ),
  35566. width: image.width,
  35567. height: image.height
  35568. };
  35569. } else {
  35570. return null;
  35571. }
  35572. }
  35573. }
  35574. if ( json !== undefined && json.length > 0 ) {
  35575. loader = new ImageLoader( this.manager );
  35576. loader.setCrossOrigin( this.crossOrigin );
  35577. for ( let i = 0, il = json.length; i < il; i ++ ) {
  35578. const image = json[ i ];
  35579. const url = image.url;
  35580. if ( Array.isArray( url ) ) {
  35581. // load array of images e.g CubeTexture
  35582. const imageArray = [];
  35583. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  35584. const currentUrl = url[ j ];
  35585. const deserializedImage = await deserializeImage( currentUrl );
  35586. if ( deserializedImage !== null ) {
  35587. if ( deserializedImage instanceof HTMLImageElement ) {
  35588. imageArray.push( deserializedImage );
  35589. } else {
  35590. // special case: handle array of data textures for cube textures
  35591. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35592. }
  35593. }
  35594. }
  35595. images[ image.uuid ] = new Source( imageArray );
  35596. } else {
  35597. // load single image
  35598. const deserializedImage = await deserializeImage( image.url );
  35599. images[ image.uuid ] = new Source( deserializedImage );
  35600. }
  35601. }
  35602. }
  35603. return images;
  35604. }
  35605. parseTextures( json, images ) {
  35606. function parseConstant( value, type ) {
  35607. if ( typeof value === 'number' ) return value;
  35608. warn( 'ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  35609. return type[ value ];
  35610. }
  35611. const textures = {};
  35612. if ( json !== undefined ) {
  35613. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35614. const data = json[ i ];
  35615. if ( data.image === undefined ) {
  35616. warn( 'ObjectLoader: No "image" specified for', data.uuid );
  35617. }
  35618. if ( images[ data.image ] === undefined ) {
  35619. warn( 'ObjectLoader: Undefined image', data.image );
  35620. }
  35621. const source = images[ data.image ];
  35622. const image = source.data;
  35623. let texture;
  35624. if ( Array.isArray( image ) ) {
  35625. texture = new CubeTexture();
  35626. if ( image.length === 6 ) texture.needsUpdate = true;
  35627. } else {
  35628. if ( image && image.data ) {
  35629. texture = new DataTexture();
  35630. } else {
  35631. texture = new Texture();
  35632. }
  35633. if ( image ) texture.needsUpdate = true; // textures can have undefined image data
  35634. }
  35635. texture.source = source;
  35636. texture.uuid = data.uuid;
  35637. if ( data.name !== undefined ) texture.name = data.name;
  35638. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  35639. if ( data.channel !== undefined ) texture.channel = data.channel;
  35640. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  35641. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  35642. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  35643. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  35644. if ( data.wrap !== undefined ) {
  35645. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  35646. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  35647. }
  35648. if ( data.format !== undefined ) texture.format = data.format;
  35649. if ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat;
  35650. if ( data.type !== undefined ) texture.type = data.type;
  35651. if ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace;
  35652. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  35653. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  35654. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  35655. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  35656. if ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps;
  35657. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  35658. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  35659. if ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction;
  35660. if ( data.userData !== undefined ) texture.userData = data.userData;
  35661. textures[ data.uuid ] = texture;
  35662. }
  35663. }
  35664. return textures;
  35665. }
  35666. parseObject( data, geometries, materials, textures, animations ) {
  35667. let object;
  35668. function getGeometry( name ) {
  35669. if ( geometries[ name ] === undefined ) {
  35670. warn( 'ObjectLoader: Undefined geometry', name );
  35671. }
  35672. return geometries[ name ];
  35673. }
  35674. function getMaterial( name ) {
  35675. if ( name === undefined ) return undefined;
  35676. if ( Array.isArray( name ) ) {
  35677. const array = [];
  35678. for ( let i = 0, l = name.length; i < l; i ++ ) {
  35679. const uuid = name[ i ];
  35680. if ( materials[ uuid ] === undefined ) {
  35681. warn( 'ObjectLoader: Undefined material', uuid );
  35682. }
  35683. array.push( materials[ uuid ] );
  35684. }
  35685. return array;
  35686. }
  35687. if ( materials[ name ] === undefined ) {
  35688. warn( 'ObjectLoader: Undefined material', name );
  35689. }
  35690. return materials[ name ];
  35691. }
  35692. function getTexture( uuid ) {
  35693. if ( textures[ uuid ] === undefined ) {
  35694. warn( 'ObjectLoader: Undefined texture', uuid );
  35695. }
  35696. return textures[ uuid ];
  35697. }
  35698. let geometry, material;
  35699. switch ( data.type ) {
  35700. case 'Scene':
  35701. object = new Scene();
  35702. if ( data.background !== undefined ) {
  35703. if ( Number.isInteger( data.background ) ) {
  35704. object.background = new Color( data.background );
  35705. } else {
  35706. object.background = getTexture( data.background );
  35707. }
  35708. }
  35709. if ( data.environment !== undefined ) {
  35710. object.environment = getTexture( data.environment );
  35711. }
  35712. if ( data.fog !== undefined ) {
  35713. if ( data.fog.type === 'Fog' ) {
  35714. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  35715. } else if ( data.fog.type === 'FogExp2' ) {
  35716. object.fog = new FogExp2( data.fog.color, data.fog.density );
  35717. }
  35718. if ( data.fog.name !== '' ) {
  35719. object.fog.name = data.fog.name;
  35720. }
  35721. }
  35722. if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;
  35723. if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity;
  35724. if ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation );
  35725. if ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity;
  35726. if ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation );
  35727. break;
  35728. case 'PerspectiveCamera':
  35729. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  35730. if ( data.focus !== undefined ) object.focus = data.focus;
  35731. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35732. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  35733. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  35734. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35735. break;
  35736. case 'OrthographicCamera':
  35737. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  35738. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35739. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35740. break;
  35741. case 'AmbientLight':
  35742. object = new AmbientLight( data.color, data.intensity );
  35743. break;
  35744. case 'DirectionalLight':
  35745. object = new DirectionalLight( data.color, data.intensity );
  35746. object.target = data.target || '';
  35747. break;
  35748. case 'PointLight':
  35749. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  35750. break;
  35751. case 'RectAreaLight':
  35752. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  35753. break;
  35754. case 'SpotLight':
  35755. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  35756. object.target = data.target || '';
  35757. break;
  35758. case 'HemisphereLight':
  35759. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  35760. break;
  35761. case 'LightProbe':
  35762. const sh = new SphericalHarmonics3().fromArray( data.sh );
  35763. object = new LightProbe( sh, data.intensity );
  35764. break;
  35765. case 'SkinnedMesh':
  35766. geometry = getGeometry( data.geometry );
  35767. material = getMaterial( data.material );
  35768. object = new SkinnedMesh( geometry, material );
  35769. if ( data.bindMode !== undefined ) object.bindMode = data.bindMode;
  35770. if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );
  35771. if ( data.skeleton !== undefined ) object.skeleton = data.skeleton;
  35772. break;
  35773. case 'Mesh':
  35774. geometry = getGeometry( data.geometry );
  35775. material = getMaterial( data.material );
  35776. object = new Mesh( geometry, material );
  35777. break;
  35778. case 'InstancedMesh':
  35779. geometry = getGeometry( data.geometry );
  35780. material = getMaterial( data.material );
  35781. const count = data.count;
  35782. const instanceMatrix = data.instanceMatrix;
  35783. const instanceColor = data.instanceColor;
  35784. object = new InstancedMesh( geometry, material, count );
  35785. object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  35786. if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );
  35787. break;
  35788. case 'BatchedMesh':
  35789. geometry = getGeometry( data.geometry );
  35790. material = getMaterial( data.material );
  35791. object = new BatchedMesh( data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material );
  35792. object.geometry = geometry;
  35793. object.perObjectFrustumCulled = data.perObjectFrustumCulled;
  35794. object.sortObjects = data.sortObjects;
  35795. object._drawRanges = data.drawRanges;
  35796. object._reservedRanges = data.reservedRanges;
  35797. object._geometryInfo = data.geometryInfo.map( info => {
  35798. let box = null;
  35799. let sphere = null;
  35800. if ( info.boundingBox !== undefined ) {
  35801. box = new Box3().fromJSON( info.boundingBox );
  35802. }
  35803. if ( info.boundingSphere !== undefined ) {
  35804. sphere = new Sphere().fromJSON( info.boundingSphere );
  35805. }
  35806. return {
  35807. ...info,
  35808. boundingBox: box,
  35809. boundingSphere: sphere
  35810. };
  35811. } );
  35812. object._instanceInfo = data.instanceInfo;
  35813. object._availableInstanceIds = data._availableInstanceIds;
  35814. object._availableGeometryIds = data._availableGeometryIds;
  35815. object._nextIndexStart = data.nextIndexStart;
  35816. object._nextVertexStart = data.nextVertexStart;
  35817. object._geometryCount = data.geometryCount;
  35818. object._maxInstanceCount = data.maxInstanceCount;
  35819. object._maxVertexCount = data.maxVertexCount;
  35820. object._maxIndexCount = data.maxIndexCount;
  35821. object._geometryInitialized = data.geometryInitialized;
  35822. object._matricesTexture = getTexture( data.matricesTexture.uuid );
  35823. object._indirectTexture = getTexture( data.indirectTexture.uuid );
  35824. if ( data.colorsTexture !== undefined ) {
  35825. object._colorsTexture = getTexture( data.colorsTexture.uuid );
  35826. }
  35827. if ( data.boundingSphere !== undefined ) {
  35828. object.boundingSphere = new Sphere().fromJSON( data.boundingSphere );
  35829. }
  35830. if ( data.boundingBox !== undefined ) {
  35831. object.boundingBox = new Box3().fromJSON( data.boundingBox );
  35832. }
  35833. break;
  35834. case 'LOD':
  35835. object = new LOD();
  35836. break;
  35837. case 'Line':
  35838. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );
  35839. break;
  35840. case 'LineLoop':
  35841. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  35842. break;
  35843. case 'LineSegments':
  35844. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  35845. break;
  35846. case 'PointCloud':
  35847. case 'Points':
  35848. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  35849. break;
  35850. case 'Sprite':
  35851. object = new Sprite( getMaterial( data.material ) );
  35852. break;
  35853. case 'Group':
  35854. object = new Group();
  35855. break;
  35856. case 'Bone':
  35857. object = new Bone();
  35858. break;
  35859. default:
  35860. object = new Object3D();
  35861. }
  35862. object.uuid = data.uuid;
  35863. if ( data.name !== undefined ) object.name = data.name;
  35864. if ( data.matrix !== undefined ) {
  35865. object.matrix.fromArray( data.matrix );
  35866. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  35867. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  35868. } else {
  35869. if ( data.position !== undefined ) object.position.fromArray( data.position );
  35870. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  35871. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  35872. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  35873. }
  35874. if ( data.up !== undefined ) object.up.fromArray( data.up );
  35875. if ( data.pivot !== undefined ) object.pivot = new Vector3().fromArray( data.pivot );
  35876. if ( data.morphTargetDictionary !== undefined ) object.morphTargetDictionary = Object.assign( {}, data.morphTargetDictionary );
  35877. if ( data.morphTargetInfluences !== undefined ) object.morphTargetInfluences = data.morphTargetInfluences.slice();
  35878. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  35879. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  35880. if ( data.shadow ) {
  35881. if ( data.shadow.intensity !== undefined ) object.shadow.intensity = data.shadow.intensity;
  35882. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  35883. if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;
  35884. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  35885. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  35886. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  35887. }
  35888. if ( data.visible !== undefined ) object.visible = data.visible;
  35889. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  35890. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  35891. if ( data.static !== undefined ) object.static = data.static;
  35892. if ( data.userData !== undefined ) object.userData = data.userData;
  35893. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  35894. if ( data.children !== undefined ) {
  35895. const children = data.children;
  35896. for ( let i = 0; i < children.length; i ++ ) {
  35897. object.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) );
  35898. }
  35899. }
  35900. if ( data.animations !== undefined ) {
  35901. const objectAnimations = data.animations;
  35902. for ( let i = 0; i < objectAnimations.length; i ++ ) {
  35903. const uuid = objectAnimations[ i ];
  35904. object.animations.push( animations[ uuid ] );
  35905. }
  35906. }
  35907. if ( data.type === 'LOD' ) {
  35908. if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;
  35909. const levels = data.levels;
  35910. for ( let l = 0; l < levels.length; l ++ ) {
  35911. const level = levels[ l ];
  35912. const child = object.getObjectByProperty( 'uuid', level.object );
  35913. if ( child !== undefined ) {
  35914. object.addLevel( child, level.distance, level.hysteresis );
  35915. }
  35916. }
  35917. }
  35918. return object;
  35919. }
  35920. bindSkeletons( object, skeletons ) {
  35921. if ( Object.keys( skeletons ).length === 0 ) return;
  35922. object.traverse( function ( child ) {
  35923. if ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {
  35924. const skeleton = skeletons[ child.skeleton ];
  35925. if ( skeleton === undefined ) {
  35926. warn( 'ObjectLoader: No skeleton found with UUID:', child.skeleton );
  35927. } else {
  35928. child.bind( skeleton, child.bindMatrix );
  35929. }
  35930. }
  35931. } );
  35932. }
  35933. bindLightTargets( object ) {
  35934. object.traverse( function ( child ) {
  35935. if ( child.isDirectionalLight || child.isSpotLight ) {
  35936. const uuid = child.target;
  35937. const target = object.getObjectByProperty( 'uuid', uuid );
  35938. if ( target !== undefined ) {
  35939. child.target = target;
  35940. } else {
  35941. child.target = new Object3D();
  35942. }
  35943. }
  35944. } );
  35945. }
  35946. }
  35947. const TEXTURE_MAPPING = {
  35948. UVMapping: UVMapping,
  35949. CubeReflectionMapping: CubeReflectionMapping,
  35950. CubeRefractionMapping: CubeRefractionMapping,
  35951. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  35952. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  35953. CubeUVReflectionMapping: CubeUVReflectionMapping
  35954. };
  35955. const TEXTURE_WRAPPING = {
  35956. RepeatWrapping: RepeatWrapping,
  35957. ClampToEdgeWrapping: ClampToEdgeWrapping,
  35958. MirroredRepeatWrapping: MirroredRepeatWrapping
  35959. };
  35960. const TEXTURE_FILTER = {
  35961. NearestFilter: NearestFilter,
  35962. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  35963. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  35964. LinearFilter: LinearFilter,
  35965. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  35966. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  35967. };
  35968. const _errorMap = new WeakMap();
  35969. /**
  35970. * A loader for loading images as an [ImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap).
  35971. * An `ImageBitmap` provides an asynchronous and resource efficient pathway to prepare
  35972. * textures for rendering.
  35973. *
  35974. * Note that {@link Texture#flipY} and {@link Texture#premultiplyAlpha} are ignored with image bitmaps.
  35975. * These options need to be configured via {@link ImageBitmapLoader#setOptions} prior to loading,
  35976. * unlike regular images which can be configured on the Texture to set these options on GPU upload instead.
  35977. *
  35978. * To match the default behaviour of {@link Texture}, the following options are needed:
  35979. *
  35980. * ```js
  35981. * { imageOrientation: 'flipY', premultiplyAlpha: 'none' }
  35982. * ```
  35983. *
  35984. * Also note that unlike {@link FileLoader}, this loader will only avoid multiple concurrent requests to the same URL if {@link Cache} is enabled.
  35985. *
  35986. * ```js
  35987. * const loader = new THREE.ImageBitmapLoader();
  35988. * loader.setOptions( { imageOrientation: 'flipY' } ); // set options if needed
  35989. * const imageBitmap = await loader.loadAsync( 'image.png' );
  35990. *
  35991. * const texture = new THREE.Texture( imageBitmap );
  35992. * texture.needsUpdate = true;
  35993. * ```
  35994. *
  35995. * @augments Loader
  35996. */
  35997. class ImageBitmapLoader extends Loader {
  35998. /**
  35999. * Constructs a new image bitmap loader.
  36000. *
  36001. * @param {LoadingManager} [manager] - The loading manager.
  36002. */
  36003. constructor( manager ) {
  36004. super( manager );
  36005. /**
  36006. * This flag can be used for type testing.
  36007. *
  36008. * @type {boolean}
  36009. * @readonly
  36010. * @default true
  36011. */
  36012. this.isImageBitmapLoader = true;
  36013. if ( typeof createImageBitmap === 'undefined' ) {
  36014. warn( 'ImageBitmapLoader: createImageBitmap() not supported.' );
  36015. }
  36016. if ( typeof fetch === 'undefined' ) {
  36017. warn( 'ImageBitmapLoader: fetch() not supported.' );
  36018. }
  36019. /**
  36020. * Represents the loader options.
  36021. *
  36022. * @type {Object}
  36023. * @default {premultiplyAlpha:'none'}
  36024. */
  36025. this.options = { premultiplyAlpha: 'none' };
  36026. /**
  36027. * Used for aborting requests.
  36028. *
  36029. * @private
  36030. * @type {AbortController}
  36031. */
  36032. this._abortController = new AbortController();
  36033. }
  36034. /**
  36035. * Sets the given loader options. The structure of the object must match the `options` parameter of
  36036. * [createImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/Window/createImageBitmap).
  36037. *
  36038. * @param {Object} options - The loader options to set.
  36039. * @return {ImageBitmapLoader} A reference to this image bitmap loader.
  36040. */
  36041. setOptions( options ) {
  36042. this.options = options;
  36043. return this;
  36044. }
  36045. /**
  36046. * Starts loading from the given URL and pass the loaded image bitmap to the `onLoad()` callback.
  36047. *
  36048. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  36049. * @param {function(ImageBitmap)} onLoad - Executed when the loading process has been finished.
  36050. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  36051. * @param {onErrorCallback} onError - Executed when errors occur.
  36052. * @return {ImageBitmap|undefined} The image bitmap.
  36053. */
  36054. load( url, onLoad, onProgress, onError ) {
  36055. if ( url === undefined ) url = '';
  36056. if ( this.path !== undefined ) url = this.path + url;
  36057. url = this.manager.resolveURL( url );
  36058. const scope = this;
  36059. const cached = Cache.get( `image-bitmap:${url}` );
  36060. if ( cached !== undefined ) {
  36061. scope.manager.itemStart( url );
  36062. // If cached is a promise, wait for it to resolve
  36063. if ( cached.then ) {
  36064. cached.then( imageBitmap => {
  36065. // check if there is an error for the cached promise
  36066. if ( _errorMap.has( cached ) === true ) {
  36067. if ( onError ) onError( _errorMap.get( cached ) );
  36068. scope.manager.itemError( url );
  36069. scope.manager.itemEnd( url );
  36070. } else {
  36071. if ( onLoad ) onLoad( imageBitmap );
  36072. scope.manager.itemEnd( url );
  36073. return imageBitmap;
  36074. }
  36075. } );
  36076. return;
  36077. }
  36078. // If cached is not a promise (i.e., it's already an imageBitmap)
  36079. setTimeout( function () {
  36080. if ( onLoad ) onLoad( cached );
  36081. scope.manager.itemEnd( url );
  36082. }, 0 );
  36083. return cached;
  36084. }
  36085. const fetchOptions = {};
  36086. fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';
  36087. fetchOptions.headers = this.requestHeader;
  36088. fetchOptions.signal = ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal;
  36089. const promise = fetch( url, fetchOptions ).then( function ( res ) {
  36090. return res.blob();
  36091. } ).then( function ( blob ) {
  36092. return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );
  36093. } ).then( function ( imageBitmap ) {
  36094. Cache.add( `image-bitmap:${url}`, imageBitmap );
  36095. if ( onLoad ) onLoad( imageBitmap );
  36096. scope.manager.itemEnd( url );
  36097. return imageBitmap;
  36098. } ).catch( function ( e ) {
  36099. if ( onError ) onError( e );
  36100. _errorMap.set( promise, e );
  36101. Cache.remove( `image-bitmap:${url}` );
  36102. scope.manager.itemError( url );
  36103. scope.manager.itemEnd( url );
  36104. } );
  36105. Cache.add( `image-bitmap:${url}`, promise );
  36106. scope.manager.itemStart( url );
  36107. }
  36108. /**
  36109. * Aborts ongoing fetch requests.
  36110. *
  36111. * @return {ImageBitmapLoader} A reference to this instance.
  36112. */
  36113. abort() {
  36114. this._abortController.abort();
  36115. this._abortController = new AbortController();
  36116. return this;
  36117. }
  36118. }
  36119. let _context;
  36120. /**
  36121. * Manages the global audio context in the engine.
  36122. *
  36123. * @hideconstructor
  36124. */
  36125. class AudioContext {
  36126. /**
  36127. * Returns the global native audio context.
  36128. *
  36129. * @return {Window.AudioContext} The native audio context.
  36130. */
  36131. static getContext() {
  36132. if ( _context === undefined ) {
  36133. _context = new ( window.AudioContext || window.webkitAudioContext )();
  36134. }
  36135. return _context;
  36136. }
  36137. /**
  36138. * Allows to set the global native audio context from outside.
  36139. *
  36140. * @param {Window.AudioContext} value - The native context to set.
  36141. */
  36142. static setContext( value ) {
  36143. _context = value;
  36144. }
  36145. }
  36146. /**
  36147. * Class for loading audio buffers. Audios are internally
  36148. * loaded via {@link FileLoader}.
  36149. *
  36150. * ```js
  36151. * const audioListener = new THREE.AudioListener();
  36152. * const ambientSound = new THREE.Audio( audioListener );
  36153. *
  36154. * const loader = new THREE.AudioLoader();
  36155. * const audioBuffer = await loader.loadAsync( 'audio/ambient_ocean.ogg' );
  36156. *
  36157. * ambientSound.setBuffer( audioBuffer );
  36158. * ambientSound.play();
  36159. * ```
  36160. *
  36161. * @augments Loader
  36162. */
  36163. class AudioLoader extends Loader {
  36164. /**
  36165. * Constructs a new audio loader.
  36166. *
  36167. * @param {LoadingManager} [manager] - The loading manager.
  36168. */
  36169. constructor( manager ) {
  36170. super( manager );
  36171. }
  36172. /**
  36173. * Starts loading from the given URL and passes the loaded audio buffer
  36174. * to the `onLoad()` callback.
  36175. *
  36176. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  36177. * @param {function(AudioBuffer)} onLoad - Executed when the loading process has been finished.
  36178. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  36179. * @param {onErrorCallback} onError - Executed when errors occur.
  36180. */
  36181. load( url, onLoad, onProgress, onError ) {
  36182. const scope = this;
  36183. const loader = new FileLoader( this.manager );
  36184. loader.setResponseType( 'arraybuffer' );
  36185. loader.setPath( this.path );
  36186. loader.setRequestHeader( this.requestHeader );
  36187. loader.setWithCredentials( this.withCredentials );
  36188. loader.load( url, function ( buffer ) {
  36189. try {
  36190. // Create a copy of the buffer. The `decodeAudioData` method
  36191. // detaches the buffer when complete, preventing reuse.
  36192. const bufferCopy = buffer.slice( 0 );
  36193. const context = AudioContext.getContext();
  36194. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  36195. onLoad( audioBuffer );
  36196. } ).catch( handleError );
  36197. } catch ( e ) {
  36198. handleError( e );
  36199. }
  36200. }, onProgress, onError );
  36201. function handleError( e ) {
  36202. if ( onError ) {
  36203. onError( e );
  36204. } else {
  36205. error( e );
  36206. }
  36207. scope.manager.itemError( url );
  36208. }
  36209. }
  36210. }
  36211. const _eyeRight = /*@__PURE__*/ new Matrix4();
  36212. const _eyeLeft = /*@__PURE__*/ new Matrix4();
  36213. const _projectionMatrix = /*@__PURE__*/ new Matrix4();
  36214. /**
  36215. * A special type of camera that uses two perspective cameras with
  36216. * stereoscopic projection. Can be used for rendering stereo effects
  36217. * like [3D Anaglyph](https://en.wikipedia.org/wiki/Anaglyph_3D) or
  36218. * [Parallax Barrier](https://en.wikipedia.org/wiki/parallax_barrier).
  36219. */
  36220. class StereoCamera {
  36221. /**
  36222. * Constructs a new stereo camera.
  36223. */
  36224. constructor() {
  36225. /**
  36226. * The type property is used for detecting the object type
  36227. * in context of serialization/deserialization.
  36228. *
  36229. * @type {string}
  36230. * @readonly
  36231. */
  36232. this.type = 'StereoCamera';
  36233. /**
  36234. * The aspect.
  36235. *
  36236. * @type {number}
  36237. * @default 1
  36238. */
  36239. this.aspect = 1;
  36240. /**
  36241. * The eye separation which represents the distance
  36242. * between the left and right camera.
  36243. *
  36244. * @type {number}
  36245. * @default 0.064
  36246. */
  36247. this.eyeSep = 0.064;
  36248. /**
  36249. * The camera representing the left eye. This is added to layer `1` so objects to be
  36250. * rendered by the left camera must also be added to this layer.
  36251. *
  36252. * @type {PerspectiveCamera}
  36253. */
  36254. this.cameraL = new PerspectiveCamera();
  36255. this.cameraL.layers.enable( 1 );
  36256. this.cameraL.matrixAutoUpdate = false;
  36257. /**
  36258. * The camera representing the right eye. This is added to layer `2` so objects to be
  36259. * rendered by the right camera must also be added to this layer.
  36260. *
  36261. * @type {PerspectiveCamera}
  36262. */
  36263. this.cameraR = new PerspectiveCamera();
  36264. this.cameraR.layers.enable( 2 );
  36265. this.cameraR.matrixAutoUpdate = false;
  36266. this._cache = {
  36267. focus: null,
  36268. fov: null,
  36269. aspect: null,
  36270. near: null,
  36271. far: null,
  36272. zoom: null,
  36273. eyeSep: null
  36274. };
  36275. }
  36276. /**
  36277. * Updates the stereo camera based on the given perspective camera.
  36278. *
  36279. * @param {PerspectiveCamera} camera - The perspective camera.
  36280. */
  36281. update( camera ) {
  36282. const cache = this._cache;
  36283. const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  36284. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  36285. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  36286. if ( needsUpdate ) {
  36287. cache.focus = camera.focus;
  36288. cache.fov = camera.fov;
  36289. cache.aspect = camera.aspect * this.aspect;
  36290. cache.near = camera.near;
  36291. cache.far = camera.far;
  36292. cache.zoom = camera.zoom;
  36293. cache.eyeSep = this.eyeSep;
  36294. // Off-axis stereoscopic effect based on
  36295. // http://paulbourke.net/stereographics/stereorender/
  36296. _projectionMatrix.copy( camera.projectionMatrix );
  36297. const eyeSepHalf = cache.eyeSep / 2;
  36298. const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  36299. const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  36300. let xmin, xmax;
  36301. // translate xOffset
  36302. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  36303. _eyeRight.elements[ 12 ] = eyeSepHalf;
  36304. // for left eye
  36305. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  36306. xmax = ymax * cache.aspect + eyeSepOnProjection;
  36307. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  36308. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  36309. this.cameraL.projectionMatrix.copy( _projectionMatrix );
  36310. // for right eye
  36311. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  36312. xmax = ymax * cache.aspect - eyeSepOnProjection;
  36313. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  36314. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  36315. this.cameraR.projectionMatrix.copy( _projectionMatrix );
  36316. }
  36317. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  36318. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  36319. }
  36320. }
  36321. const fov = -90; // negative fov is not an error
  36322. const aspect = 1;
  36323. /**
  36324. * A special type of camera that is positioned in 3D space to render its surroundings into a
  36325. * cube render target. The render target can then be used as an environment map for rendering
  36326. * realtime reflections in your scene.
  36327. *
  36328. * ```js
  36329. * // Create cube render target
  36330. * const cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 256, { generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );
  36331. *
  36332. * // Create cube camera
  36333. * const cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget );
  36334. * scene.add( cubeCamera );
  36335. *
  36336. * // Create car
  36337. * const chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } );
  36338. * const car = new THREE.Mesh( carGeometry, chromeMaterial );
  36339. * scene.add( car );
  36340. *
  36341. * // Update the render target cube
  36342. * car.visible = false;
  36343. * cubeCamera.position.copy( car.position );
  36344. * cubeCamera.update( renderer, scene );
  36345. *
  36346. * // Render the scene
  36347. * car.visible = true;
  36348. * renderer.render( scene, camera );
  36349. * ```
  36350. *
  36351. * @augments Object3D
  36352. */
  36353. class CubeCamera extends Object3D {
  36354. /**
  36355. * Constructs a new cube camera.
  36356. *
  36357. * @param {number} near - The camera's near plane.
  36358. * @param {number} far - The camera's far plane.
  36359. * @param {WebGLCubeRenderTarget} renderTarget - The cube render target.
  36360. */
  36361. constructor( near, far, renderTarget ) {
  36362. super();
  36363. this.type = 'CubeCamera';
  36364. /**
  36365. * A reference to the cube render target.
  36366. *
  36367. * @type {WebGLCubeRenderTarget}
  36368. */
  36369. this.renderTarget = renderTarget;
  36370. /**
  36371. * The current active coordinate system.
  36372. *
  36373. * @type {?(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  36374. * @default null
  36375. */
  36376. this.coordinateSystem = null;
  36377. /**
  36378. * The current active mipmap level
  36379. *
  36380. * @type {number}
  36381. * @default 0
  36382. */
  36383. this.activeMipmapLevel = 0;
  36384. const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  36385. cameraPX.layers = this.layers;
  36386. this.add( cameraPX );
  36387. const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  36388. cameraNX.layers = this.layers;
  36389. this.add( cameraNX );
  36390. const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  36391. cameraPY.layers = this.layers;
  36392. this.add( cameraPY );
  36393. const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  36394. cameraNY.layers = this.layers;
  36395. this.add( cameraNY );
  36396. const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  36397. cameraPZ.layers = this.layers;
  36398. this.add( cameraPZ );
  36399. const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  36400. cameraNZ.layers = this.layers;
  36401. this.add( cameraNZ );
  36402. }
  36403. /**
  36404. * Must be called when the coordinate system of the cube camera is changed.
  36405. */
  36406. updateCoordinateSystem() {
  36407. const coordinateSystem = this.coordinateSystem;
  36408. const cameras = this.children.concat();
  36409. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;
  36410. for ( const camera of cameras ) this.remove( camera );
  36411. if ( coordinateSystem === WebGLCoordinateSystem ) {
  36412. cameraPX.up.set( 0, 1, 0 );
  36413. cameraPX.lookAt( 1, 0, 0 );
  36414. cameraNX.up.set( 0, 1, 0 );
  36415. cameraNX.lookAt( -1, 0, 0 );
  36416. cameraPY.up.set( 0, 0, -1 );
  36417. cameraPY.lookAt( 0, 1, 0 );
  36418. cameraNY.up.set( 0, 0, 1 );
  36419. cameraNY.lookAt( 0, -1, 0 );
  36420. cameraPZ.up.set( 0, 1, 0 );
  36421. cameraPZ.lookAt( 0, 0, 1 );
  36422. cameraNZ.up.set( 0, 1, 0 );
  36423. cameraNZ.lookAt( 0, 0, -1 );
  36424. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  36425. cameraPX.up.set( 0, -1, 0 );
  36426. cameraPX.lookAt( -1, 0, 0 );
  36427. cameraNX.up.set( 0, -1, 0 );
  36428. cameraNX.lookAt( 1, 0, 0 );
  36429. cameraPY.up.set( 0, 0, 1 );
  36430. cameraPY.lookAt( 0, 1, 0 );
  36431. cameraNY.up.set( 0, 0, -1 );
  36432. cameraNY.lookAt( 0, -1, 0 );
  36433. cameraPZ.up.set( 0, -1, 0 );
  36434. cameraPZ.lookAt( 0, 0, 1 );
  36435. cameraNZ.up.set( 0, -1, 0 );
  36436. cameraNZ.lookAt( 0, 0, -1 );
  36437. } else {
  36438. throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );
  36439. }
  36440. for ( const camera of cameras ) {
  36441. this.add( camera );
  36442. camera.updateMatrixWorld();
  36443. }
  36444. }
  36445. /**
  36446. * Calling this method will render the given scene with the given renderer
  36447. * into the cube render target of the camera.
  36448. *
  36449. * @param {(Renderer|WebGLRenderer)} renderer - The renderer.
  36450. * @param {Scene} scene - The scene to render.
  36451. */
  36452. update( renderer, scene ) {
  36453. if ( this.parent === null ) this.updateMatrixWorld();
  36454. const { renderTarget, activeMipmapLevel } = this;
  36455. if ( this.coordinateSystem !== renderer.coordinateSystem ) {
  36456. this.coordinateSystem = renderer.coordinateSystem;
  36457. this.updateCoordinateSystem();
  36458. }
  36459. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
  36460. const currentRenderTarget = renderer.getRenderTarget();
  36461. const currentActiveCubeFace = renderer.getActiveCubeFace();
  36462. const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
  36463. const currentXrEnabled = renderer.xr.enabled;
  36464. renderer.xr.enabled = false;
  36465. const generateMipmaps = renderTarget.texture.generateMipmaps;
  36466. renderTarget.texture.generateMipmaps = false;
  36467. // https://github.com/mrdoob/three.js/issues/31413#issuecomment-3095966812
  36468. let reversedDepthBuffer = false;
  36469. if ( renderer.isWebGLRenderer === true ) {
  36470. reversedDepthBuffer = renderer.state.buffers.depth.getReversed();
  36471. } else {
  36472. reversedDepthBuffer = renderer.reversedDepthBuffer;
  36473. }
  36474. renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
  36475. if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  36476. renderer.render( scene, cameraPX );
  36477. renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
  36478. if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  36479. renderer.render( scene, cameraNX );
  36480. renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
  36481. if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  36482. renderer.render( scene, cameraPY );
  36483. renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
  36484. if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  36485. renderer.render( scene, cameraNY );
  36486. renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
  36487. if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  36488. renderer.render( scene, cameraPZ );
  36489. // mipmaps are generated during the last call of render()
  36490. // at this point, all sides of the cube render target are defined
  36491. renderTarget.texture.generateMipmaps = generateMipmaps;
  36492. renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
  36493. if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  36494. renderer.render( scene, cameraNZ );
  36495. renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
  36496. renderer.xr.enabled = currentXrEnabled;
  36497. renderTarget.texture.needsPMREMUpdate = true;
  36498. }
  36499. }
  36500. /**
  36501. * This type of camera can be used in order to efficiently render a scene with a
  36502. * predefined set of cameras. This is an important performance aspect for
  36503. * rendering VR scenes.
  36504. *
  36505. * An instance of `ArrayCamera` always has an array of sub cameras. It's mandatory
  36506. * to define for each sub camera the `viewport` property which determines the
  36507. * part of the viewport that is rendered with this camera.
  36508. *
  36509. * @augments PerspectiveCamera
  36510. */
  36511. class ArrayCamera extends PerspectiveCamera {
  36512. /**
  36513. * Constructs a new array camera.
  36514. *
  36515. * @param {Array<PerspectiveCamera>} [array=[]] - An array of perspective sub cameras.
  36516. */
  36517. constructor( array = [] ) {
  36518. super();
  36519. /**
  36520. * This flag can be used for type testing.
  36521. *
  36522. * @type {boolean}
  36523. * @readonly
  36524. * @default true
  36525. */
  36526. this.isArrayCamera = true;
  36527. /**
  36528. * Whether this camera is used with multiview rendering or not.
  36529. *
  36530. * @type {boolean}
  36531. * @readonly
  36532. * @default false
  36533. */
  36534. this.isMultiViewCamera = false;
  36535. /**
  36536. * An array of perspective sub cameras.
  36537. *
  36538. * @type {Array<PerspectiveCamera>}
  36539. */
  36540. this.cameras = array;
  36541. }
  36542. }
  36543. /**
  36544. * This class is an alternative to {@link Clock} with a different API design and behavior.
  36545. * The goal is to avoid the conceptual flaws that became apparent in `Clock` over time.
  36546. *
  36547. * - `Timer` has an `update()` method that updates its internal state. That makes it possible to
  36548. * call `getDelta()` and `getElapsed()` multiple times per simulation step without getting different values.
  36549. * - The class can make use of the Page Visibility API to avoid large time delta values when the app
  36550. * is inactive (e.g. tab switched or browser hidden).
  36551. *
  36552. * ```js
  36553. * const timer = new Timer();
  36554. * timer.connect( document ); // use Page Visibility API
  36555. * ```
  36556. */
  36557. class Timer {
  36558. /**
  36559. * Constructs a new timer.
  36560. */
  36561. constructor() {
  36562. this._previousTime = 0;
  36563. this._currentTime = 0;
  36564. this._startTime = performance.now();
  36565. this._delta = 0;
  36566. this._elapsed = 0;
  36567. this._timescale = 1;
  36568. this._document = null;
  36569. this._pageVisibilityHandler = null;
  36570. }
  36571. /**
  36572. * Connect the timer to the given document.Calling this method is not mandatory to
  36573. * use the timer but enables the usage of the Page Visibility API to avoid large time
  36574. * delta values.
  36575. *
  36576. * @param {Document} document - The document.
  36577. */
  36578. connect( document ) {
  36579. this._document = document;
  36580. // use Page Visibility API to avoid large time delta values
  36581. if ( document.hidden !== undefined ) {
  36582. this._pageVisibilityHandler = handleVisibilityChange.bind( this );
  36583. document.addEventListener( 'visibilitychange', this._pageVisibilityHandler, false );
  36584. }
  36585. }
  36586. /**
  36587. * Disconnects the timer from the DOM and also disables the usage of the Page Visibility API.
  36588. */
  36589. disconnect() {
  36590. if ( this._pageVisibilityHandler !== null ) {
  36591. this._document.removeEventListener( 'visibilitychange', this._pageVisibilityHandler );
  36592. this._pageVisibilityHandler = null;
  36593. }
  36594. this._document = null;
  36595. }
  36596. /**
  36597. * Returns the time delta in seconds.
  36598. *
  36599. * @return {number} The time delta in second.
  36600. */
  36601. getDelta() {
  36602. return this._delta / 1000;
  36603. }
  36604. /**
  36605. * Returns the elapsed time in seconds.
  36606. *
  36607. * @return {number} The elapsed time in second.
  36608. */
  36609. getElapsed() {
  36610. return this._elapsed / 1000;
  36611. }
  36612. /**
  36613. * Returns the timescale.
  36614. *
  36615. * @return {number} The timescale.
  36616. */
  36617. getTimescale() {
  36618. return this._timescale;
  36619. }
  36620. /**
  36621. * Sets the given timescale which scale the time delta computation
  36622. * in `update()`.
  36623. *
  36624. * @param {number} timescale - The timescale to set.
  36625. * @return {Timer} A reference to this timer.
  36626. */
  36627. setTimescale( timescale ) {
  36628. this._timescale = timescale;
  36629. return this;
  36630. }
  36631. /**
  36632. * Resets the time computation for the current simulation step.
  36633. *
  36634. * @return {Timer} A reference to this timer.
  36635. */
  36636. reset() {
  36637. this._currentTime = performance.now() - this._startTime;
  36638. return this;
  36639. }
  36640. /**
  36641. * Can be used to free all internal resources. Usually called when
  36642. * the timer instance isn't required anymore.
  36643. */
  36644. dispose() {
  36645. this.disconnect();
  36646. }
  36647. /**
  36648. * Updates the internal state of the timer. This method should be called
  36649. * once per simulation step and before you perform queries against the timer
  36650. * (e.g. via `getDelta()`).
  36651. *
  36652. * @param {number} timestamp - The current time in milliseconds. Can be obtained
  36653. * from the `requestAnimationFrame` callback argument. If not provided, the current
  36654. * time will be determined with `performance.now`.
  36655. * @return {Timer} A reference to this timer.
  36656. */
  36657. update( timestamp ) {
  36658. if ( this._pageVisibilityHandler !== null && this._document.hidden === true ) {
  36659. this._delta = 0;
  36660. } else {
  36661. this._previousTime = this._currentTime;
  36662. this._currentTime = ( timestamp !== undefined ? timestamp : performance.now() ) - this._startTime;
  36663. this._delta = ( this._currentTime - this._previousTime ) * this._timescale;
  36664. this._elapsed += this._delta; // _elapsed is the accumulation of all previous deltas
  36665. }
  36666. return this;
  36667. }
  36668. }
  36669. function handleVisibilityChange() {
  36670. if ( this._document.hidden === false ) this.reset();
  36671. }
  36672. const _position$1 = /*@__PURE__*/ new Vector3();
  36673. const _quaternion$1 = /*@__PURE__*/ new Quaternion();
  36674. const _scale$1 = /*@__PURE__*/ new Vector3();
  36675. const _forward = /*@__PURE__*/ new Vector3();
  36676. const _up = /*@__PURE__*/ new Vector3();
  36677. /**
  36678. * The class represents a virtual listener of the all positional and non-positional audio effects
  36679. * in the scene. A three.js application usually creates a single listener. It is a mandatory
  36680. * constructor parameter for audios entities like {@link Audio} and {@link PositionalAudio}.
  36681. *
  36682. * In most cases, the listener object is a child of the camera. So the 3D transformation of the
  36683. * camera represents the 3D transformation of the listener.
  36684. *
  36685. * @augments Object3D
  36686. */
  36687. class AudioListener extends Object3D {
  36688. /**
  36689. * Constructs a new audio listener.
  36690. */
  36691. constructor() {
  36692. super();
  36693. this.type = 'AudioListener';
  36694. /**
  36695. * The native audio context.
  36696. *
  36697. * @type {AudioContext}
  36698. * @readonly
  36699. */
  36700. this.context = AudioContext.getContext();
  36701. /**
  36702. * The gain node used for volume control.
  36703. *
  36704. * @type {GainNode}
  36705. * @readonly
  36706. */
  36707. this.gain = this.context.createGain();
  36708. this.gain.connect( this.context.destination );
  36709. /**
  36710. * An optional filter.
  36711. *
  36712. * Defined via {@link AudioListener#setFilter}.
  36713. *
  36714. * @type {?AudioNode}
  36715. * @default null
  36716. * @readonly
  36717. */
  36718. this.filter = null;
  36719. /**
  36720. * Time delta values required for `linearRampToValueAtTime()` usage.
  36721. *
  36722. * @type {number}
  36723. * @default 0
  36724. * @readonly
  36725. */
  36726. this.timeDelta = 0;
  36727. // private
  36728. this._timer = new Timer();
  36729. }
  36730. /**
  36731. * Returns the listener's input node.
  36732. *
  36733. * This method is used by other audio nodes to connect to this listener.
  36734. *
  36735. * @return {GainNode} The input node.
  36736. */
  36737. getInput() {
  36738. return this.gain;
  36739. }
  36740. /**
  36741. * Removes the current filter from this listener.
  36742. *
  36743. * @return {AudioListener} A reference to this listener.
  36744. */
  36745. removeFilter() {
  36746. if ( this.filter !== null ) {
  36747. this.gain.disconnect( this.filter );
  36748. this.filter.disconnect( this.context.destination );
  36749. this.gain.connect( this.context.destination );
  36750. this.filter = null;
  36751. }
  36752. return this;
  36753. }
  36754. /**
  36755. * Returns the current set filter.
  36756. *
  36757. * @return {?AudioNode} The filter.
  36758. */
  36759. getFilter() {
  36760. return this.filter;
  36761. }
  36762. /**
  36763. * Sets the given filter to this listener.
  36764. *
  36765. * @param {AudioNode} value - The filter to set.
  36766. * @return {AudioListener} A reference to this listener.
  36767. */
  36768. setFilter( value ) {
  36769. if ( this.filter !== null ) {
  36770. this.gain.disconnect( this.filter );
  36771. this.filter.disconnect( this.context.destination );
  36772. } else {
  36773. this.gain.disconnect( this.context.destination );
  36774. }
  36775. this.filter = value;
  36776. this.gain.connect( this.filter );
  36777. this.filter.connect( this.context.destination );
  36778. return this;
  36779. }
  36780. /**
  36781. * Returns the applications master volume.
  36782. *
  36783. * @return {number} The master volume.
  36784. */
  36785. getMasterVolume() {
  36786. return this.gain.gain.value;
  36787. }
  36788. /**
  36789. * Sets the applications master volume. This volume setting affects
  36790. * all audio nodes in the scene.
  36791. *
  36792. * @param {number} value - The master volume to set.
  36793. * @return {AudioListener} A reference to this listener.
  36794. */
  36795. setMasterVolume( value ) {
  36796. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  36797. return this;
  36798. }
  36799. updateMatrixWorld( force ) {
  36800. super.updateMatrixWorld( force );
  36801. this._timer.update();
  36802. const listener = this.context.listener;
  36803. this.timeDelta = this._timer.getDelta();
  36804. this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );
  36805. // the initial forward and up directions must be orthogonal
  36806. _forward.set( 0, 0, -1 ).applyQuaternion( _quaternion$1 );
  36807. _up.set( 0, 1, 0 ).applyQuaternion( _quaternion$1 );
  36808. if ( listener.positionX ) {
  36809. // code path for Chrome (see #14393)
  36810. const endTime = this.context.currentTime + this.timeDelta;
  36811. listener.positionX.linearRampToValueAtTime( _position$1.x, endTime );
  36812. listener.positionY.linearRampToValueAtTime( _position$1.y, endTime );
  36813. listener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );
  36814. listener.forwardX.linearRampToValueAtTime( _forward.x, endTime );
  36815. listener.forwardY.linearRampToValueAtTime( _forward.y, endTime );
  36816. listener.forwardZ.linearRampToValueAtTime( _forward.z, endTime );
  36817. listener.upX.linearRampToValueAtTime( _up.x, endTime );
  36818. listener.upY.linearRampToValueAtTime( _up.y, endTime );
  36819. listener.upZ.linearRampToValueAtTime( _up.z, endTime );
  36820. } else {
  36821. listener.setPosition( _position$1.x, _position$1.y, _position$1.z );
  36822. listener.setOrientation( _forward.x, _forward.y, _forward.z, _up.x, _up.y, _up.z );
  36823. }
  36824. }
  36825. }
  36826. /**
  36827. * Represents a non-positional ( global ) audio object.
  36828. *
  36829. * This and related audio modules make use of the [Web Audio API](https://www.w3.org/TR/webaudio-1.1/).
  36830. *
  36831. * ```js
  36832. * // create an AudioListener and add it to the camera
  36833. * const listener = new THREE.AudioListener();
  36834. * camera.add( listener );
  36835. *
  36836. * // create a global audio source
  36837. * const sound = new THREE.Audio( listener );
  36838. *
  36839. * // load a sound and set it as the Audio object's buffer
  36840. * const audioLoader = new THREE.AudioLoader();
  36841. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  36842. * sound.setBuffer( buffer );
  36843. * sound.setLoop( true );
  36844. * sound.setVolume( 0.5 );
  36845. * sound.play();
  36846. * });
  36847. * ```
  36848. *
  36849. * @augments Object3D
  36850. */
  36851. class Audio extends Object3D {
  36852. /**
  36853. * Constructs a new audio.
  36854. *
  36855. * @param {AudioListener} listener - The global audio listener.
  36856. */
  36857. constructor( listener ) {
  36858. super();
  36859. this.type = 'Audio';
  36860. /**
  36861. * The global audio listener.
  36862. *
  36863. * @type {AudioListener}
  36864. * @readonly
  36865. */
  36866. this.listener = listener;
  36867. /**
  36868. * The audio context.
  36869. *
  36870. * @type {AudioContext}
  36871. * @readonly
  36872. */
  36873. this.context = listener.context;
  36874. /**
  36875. * The gain node used for volume control.
  36876. *
  36877. * @type {GainNode}
  36878. * @readonly
  36879. */
  36880. this.gain = this.context.createGain();
  36881. this.gain.connect( listener.getInput() );
  36882. /**
  36883. * Whether to start playback automatically or not.
  36884. *
  36885. * @type {boolean}
  36886. * @default false
  36887. */
  36888. this.autoplay = false;
  36889. /**
  36890. * A reference to an audio buffer.
  36891. *
  36892. * Defined via {@link Audio#setBuffer}.
  36893. *
  36894. * @type {?AudioBuffer}
  36895. * @default null
  36896. * @readonly
  36897. */
  36898. this.buffer = null;
  36899. /**
  36900. * Modify pitch, measured in cents. +/- 100 is a semitone.
  36901. * +/- 1200 is an octave.
  36902. *
  36903. * Defined via {@link Audio#setDetune}.
  36904. *
  36905. * @type {number}
  36906. * @default 0
  36907. * @readonly
  36908. */
  36909. this.detune = 0;
  36910. /**
  36911. * Whether the audio should loop or not.
  36912. *
  36913. * Defined via {@link Audio#setLoop}.
  36914. *
  36915. * @type {boolean}
  36916. * @default false
  36917. * @readonly
  36918. */
  36919. this.loop = false;
  36920. /**
  36921. * Defines where in the audio buffer the replay should
  36922. * start, in seconds.
  36923. *
  36924. * @type {number}
  36925. * @default 0
  36926. */
  36927. this.loopStart = 0;
  36928. /**
  36929. * Defines where in the audio buffer the replay should
  36930. * stop, in seconds.
  36931. *
  36932. * @type {number}
  36933. * @default 0
  36934. */
  36935. this.loopEnd = 0;
  36936. /**
  36937. * An offset to the time within the audio buffer the playback
  36938. * should begin, in seconds.
  36939. *
  36940. * @type {number}
  36941. * @default 0
  36942. */
  36943. this.offset = 0;
  36944. /**
  36945. * Overrides the default duration of the audio.
  36946. *
  36947. * @type {undefined|number}
  36948. * @default undefined
  36949. */
  36950. this.duration = undefined;
  36951. /**
  36952. * The playback speed.
  36953. *
  36954. * Defined via {@link Audio#setPlaybackRate}.
  36955. *
  36956. * @type {number}
  36957. * @readonly
  36958. * @default 1
  36959. */
  36960. this.playbackRate = 1;
  36961. /**
  36962. * Indicates whether the audio is playing or not.
  36963. *
  36964. * This flag will be automatically set when using {@link Audio#play},
  36965. * {@link Audio#pause}, {@link Audio#stop}.
  36966. *
  36967. * @type {boolean}
  36968. * @readonly
  36969. * @default false
  36970. */
  36971. this.isPlaying = false;
  36972. /**
  36973. * Indicates whether the audio playback can be controlled
  36974. * with method like {@link Audio#play} or {@link Audio#pause}.
  36975. *
  36976. * This flag will be automatically set when audio sources are
  36977. * defined.
  36978. *
  36979. * @type {boolean}
  36980. * @readonly
  36981. * @default true
  36982. */
  36983. this.hasPlaybackControl = true;
  36984. /**
  36985. * Holds a reference to the current audio source.
  36986. *
  36987. * The property is automatically by one of the `set*()` methods.
  36988. *
  36989. * @type {?AudioNode}
  36990. * @readonly
  36991. * @default null
  36992. */
  36993. this.source = null;
  36994. /**
  36995. * Defines the source type.
  36996. *
  36997. * The property is automatically set by one of the `set*()` methods.
  36998. *
  36999. * @type {('empty'|'audioNode'|'mediaNode'|'mediaStreamNode'|'buffer')}
  37000. * @readonly
  37001. * @default 'empty'
  37002. */
  37003. this.sourceType = 'empty';
  37004. this._startedAt = 0;
  37005. this._progress = 0;
  37006. this._connected = false;
  37007. /**
  37008. * Can be used to apply a variety of low-order filters to create
  37009. * more complex sound effects e.g. via `BiquadFilterNode`.
  37010. *
  37011. * The property is automatically set by {@link Audio#setFilters}.
  37012. *
  37013. * @type {Array<AudioNode>}
  37014. * @readonly
  37015. */
  37016. this.filters = [];
  37017. }
  37018. /**
  37019. * Returns the output audio node.
  37020. *
  37021. * @return {GainNode} The output node.
  37022. */
  37023. getOutput() {
  37024. return this.gain;
  37025. }
  37026. /**
  37027. * Sets the given audio node as the source of this instance.
  37028. *
  37029. * {@link Audio#sourceType} is set to `audioNode` and {@link Audio#hasPlaybackControl} to `false`.
  37030. *
  37031. * @param {AudioNode} audioNode - The audio node like an instance of `OscillatorNode`.
  37032. * @return {Audio} A reference to this instance.
  37033. */
  37034. setNodeSource( audioNode ) {
  37035. this.hasPlaybackControl = false;
  37036. this.sourceType = 'audioNode';
  37037. this.source = audioNode;
  37038. this.connect();
  37039. return this;
  37040. }
  37041. /**
  37042. * Sets the given media element as the source of this instance.
  37043. *
  37044. * {@link Audio#sourceType} is set to `mediaNode` and {@link Audio#hasPlaybackControl} to `false`.
  37045. *
  37046. * @param {HTMLMediaElement} mediaElement - The media element.
  37047. * @return {Audio} A reference to this instance.
  37048. */
  37049. setMediaElementSource( mediaElement ) {
  37050. this.hasPlaybackControl = false;
  37051. this.sourceType = 'mediaNode';
  37052. this.source = this.context.createMediaElementSource( mediaElement );
  37053. this.connect();
  37054. return this;
  37055. }
  37056. /**
  37057. * Sets the given media stream as the source of this instance.
  37058. *
  37059. * {@link Audio#sourceType} is set to `mediaStreamNode` and {@link Audio#hasPlaybackControl} to `false`.
  37060. *
  37061. * @param {MediaStream} mediaStream - The media stream.
  37062. * @return {Audio} A reference to this instance.
  37063. */
  37064. setMediaStreamSource( mediaStream ) {
  37065. this.hasPlaybackControl = false;
  37066. this.sourceType = 'mediaStreamNode';
  37067. this.source = this.context.createMediaStreamSource( mediaStream );
  37068. this.connect();
  37069. return this;
  37070. }
  37071. /**
  37072. * Sets the given audio buffer as the source of this instance.
  37073. *
  37074. * {@link Audio#sourceType} is set to `buffer` and {@link Audio#hasPlaybackControl} to `true`.
  37075. *
  37076. * @param {AudioBuffer} audioBuffer - The audio buffer.
  37077. * @return {Audio} A reference to this instance.
  37078. */
  37079. setBuffer( audioBuffer ) {
  37080. this.buffer = audioBuffer;
  37081. this.sourceType = 'buffer';
  37082. if ( this.autoplay ) this.play();
  37083. return this;
  37084. }
  37085. /**
  37086. * Starts the playback of the audio.
  37087. *
  37088. * Can only be used with compatible audio sources that allow playback control.
  37089. *
  37090. * @param {number} [delay=0] - The delay, in seconds, at which the audio should start playing.
  37091. * @return {Audio|undefined} A reference to this instance.
  37092. */
  37093. play( delay = 0 ) {
  37094. if ( this.isPlaying === true ) {
  37095. warn( 'Audio: Audio is already playing.' );
  37096. return;
  37097. }
  37098. if ( this.hasPlaybackControl === false ) {
  37099. warn( 'Audio: this Audio has no playback control.' );
  37100. return;
  37101. }
  37102. this._startedAt = this.context.currentTime + delay;
  37103. const source = this.context.createBufferSource();
  37104. source.buffer = this.buffer;
  37105. source.loop = this.loop;
  37106. source.loopStart = this.loopStart;
  37107. source.loopEnd = this.loopEnd;
  37108. source.onended = this.onEnded.bind( this );
  37109. source.start( this._startedAt, this._progress + this.offset, this.duration );
  37110. this.isPlaying = true;
  37111. this.source = source;
  37112. this.setDetune( this.detune );
  37113. this.setPlaybackRate( this.playbackRate );
  37114. return this.connect();
  37115. }
  37116. /**
  37117. * Pauses the playback of the audio.
  37118. *
  37119. * Can only be used with compatible audio sources that allow playback control.
  37120. *
  37121. * @return {Audio|undefined} A reference to this instance.
  37122. */
  37123. pause() {
  37124. if ( this.hasPlaybackControl === false ) {
  37125. warn( 'Audio: this Audio has no playback control.' );
  37126. return;
  37127. }
  37128. if ( this.isPlaying === true ) {
  37129. // update current progress
  37130. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  37131. if ( this.loop === true ) {
  37132. // ensure _progress does not exceed duration with looped audios
  37133. this._progress = this._progress % ( this.duration || this.buffer.duration );
  37134. }
  37135. this.source.stop();
  37136. this.source.onended = null;
  37137. this.isPlaying = false;
  37138. }
  37139. return this;
  37140. }
  37141. /**
  37142. * Stops the playback of the audio.
  37143. *
  37144. * Can only be used with compatible audio sources that allow playback control.
  37145. *
  37146. * @param {number} [delay=0] - The delay, in seconds, at which the audio should stop playing.
  37147. * @return {Audio|undefined} A reference to this instance.
  37148. */
  37149. stop( delay = 0 ) {
  37150. if ( this.hasPlaybackControl === false ) {
  37151. warn( 'Audio: this Audio has no playback control.' );
  37152. return;
  37153. }
  37154. this._progress = 0;
  37155. if ( this.source !== null ) {
  37156. this.source.stop( this.context.currentTime + delay );
  37157. this.source.onended = null;
  37158. }
  37159. this.isPlaying = false;
  37160. return this;
  37161. }
  37162. /**
  37163. * Connects to the audio source. This is used internally on
  37164. * initialisation and when setting / removing filters.
  37165. *
  37166. * @return {Audio} A reference to this instance.
  37167. */
  37168. connect() {
  37169. if ( this.filters.length > 0 ) {
  37170. this.source.connect( this.filters[ 0 ] );
  37171. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  37172. this.filters[ i - 1 ].connect( this.filters[ i ] );
  37173. }
  37174. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  37175. } else {
  37176. this.source.connect( this.getOutput() );
  37177. }
  37178. this._connected = true;
  37179. return this;
  37180. }
  37181. /**
  37182. * Disconnects to the audio source. This is used internally on
  37183. * initialisation and when setting / removing filters.
  37184. *
  37185. * @return {Audio|undefined} A reference to this instance.
  37186. */
  37187. disconnect() {
  37188. if ( this._connected === false ) {
  37189. return;
  37190. }
  37191. if ( this.filters.length > 0 ) {
  37192. this.source.disconnect( this.filters[ 0 ] );
  37193. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  37194. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  37195. }
  37196. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  37197. } else {
  37198. this.source.disconnect( this.getOutput() );
  37199. }
  37200. this._connected = false;
  37201. return this;
  37202. }
  37203. /**
  37204. * Returns the current set filters.
  37205. *
  37206. * @return {Array<AudioNode>} The list of filters.
  37207. */
  37208. getFilters() {
  37209. return this.filters;
  37210. }
  37211. /**
  37212. * Sets an array of filters and connects them with the audio source.
  37213. *
  37214. * @param {Array<AudioNode>} [value] - A list of filters.
  37215. * @return {Audio} A reference to this instance.
  37216. */
  37217. setFilters( value ) {
  37218. if ( ! value ) value = [];
  37219. if ( this._connected === true ) {
  37220. this.disconnect();
  37221. this.filters = value.slice();
  37222. this.connect();
  37223. } else {
  37224. this.filters = value.slice();
  37225. }
  37226. return this;
  37227. }
  37228. /**
  37229. * Defines the detuning of oscillation in cents.
  37230. *
  37231. * @param {number} value - The detuning of oscillation in cents.
  37232. * @return {Audio} A reference to this instance.
  37233. */
  37234. setDetune( value ) {
  37235. this.detune = value;
  37236. if ( this.isPlaying === true && this.source.detune !== undefined ) {
  37237. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  37238. }
  37239. return this;
  37240. }
  37241. /**
  37242. * Returns the detuning of oscillation in cents.
  37243. *
  37244. * @return {number} The detuning of oscillation in cents.
  37245. */
  37246. getDetune() {
  37247. return this.detune;
  37248. }
  37249. /**
  37250. * Returns the first filter in the list of filters.
  37251. *
  37252. * @return {AudioNode|undefined} The first filter in the list of filters.
  37253. */
  37254. getFilter() {
  37255. return this.getFilters()[ 0 ];
  37256. }
  37257. /**
  37258. * Applies a single filter node to the audio.
  37259. *
  37260. * @param {AudioNode} [filter] - The filter to set.
  37261. * @return {Audio} A reference to this instance.
  37262. */
  37263. setFilter( filter ) {
  37264. return this.setFilters( filter ? [ filter ] : [] );
  37265. }
  37266. /**
  37267. * Sets the playback rate.
  37268. *
  37269. * Can only be used with compatible audio sources that allow playback control.
  37270. *
  37271. * @param {number} [value] - The playback rate to set.
  37272. * @return {Audio|undefined} A reference to this instance.
  37273. */
  37274. setPlaybackRate( value ) {
  37275. if ( this.hasPlaybackControl === false ) {
  37276. warn( 'Audio: this Audio has no playback control.' );
  37277. return;
  37278. }
  37279. this.playbackRate = value;
  37280. if ( this.isPlaying === true ) {
  37281. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  37282. }
  37283. return this;
  37284. }
  37285. /**
  37286. * Returns the current playback rate.
  37287. * @return {number} The playback rate.
  37288. */
  37289. getPlaybackRate() {
  37290. return this.playbackRate;
  37291. }
  37292. /**
  37293. * Automatically called when playback finished.
  37294. */
  37295. onEnded() {
  37296. this.isPlaying = false;
  37297. this._progress = 0;
  37298. }
  37299. /**
  37300. * Returns the loop flag.
  37301. *
  37302. * Can only be used with compatible audio sources that allow playback control.
  37303. *
  37304. * @return {boolean} Whether the audio should loop or not.
  37305. */
  37306. getLoop() {
  37307. if ( this.hasPlaybackControl === false ) {
  37308. warn( 'Audio: this Audio has no playback control.' );
  37309. return false;
  37310. }
  37311. return this.loop;
  37312. }
  37313. /**
  37314. * Sets the loop flag.
  37315. *
  37316. * Can only be used with compatible audio sources that allow playback control.
  37317. *
  37318. * @param {boolean} value - Whether the audio should loop or not.
  37319. * @return {Audio|undefined} A reference to this instance.
  37320. */
  37321. setLoop( value ) {
  37322. if ( this.hasPlaybackControl === false ) {
  37323. warn( 'Audio: this Audio has no playback control.' );
  37324. return;
  37325. }
  37326. this.loop = value;
  37327. if ( this.isPlaying === true ) {
  37328. this.source.loop = this.loop;
  37329. }
  37330. return this;
  37331. }
  37332. /**
  37333. * Sets the loop start value which defines where in the audio buffer the replay should
  37334. * start, in seconds.
  37335. *
  37336. * @param {number} value - The loop start value.
  37337. * @return {Audio} A reference to this instance.
  37338. */
  37339. setLoopStart( value ) {
  37340. this.loopStart = value;
  37341. return this;
  37342. }
  37343. /**
  37344. * Sets the loop end value which defines where in the audio buffer the replay should
  37345. * stop, in seconds.
  37346. *
  37347. * @param {number} value - The loop end value.
  37348. * @return {Audio} A reference to this instance.
  37349. */
  37350. setLoopEnd( value ) {
  37351. this.loopEnd = value;
  37352. return this;
  37353. }
  37354. /**
  37355. * Returns the volume.
  37356. *
  37357. * @return {number} The volume.
  37358. */
  37359. getVolume() {
  37360. return this.gain.gain.value;
  37361. }
  37362. /**
  37363. * Sets the volume.
  37364. *
  37365. * @param {number} value - The volume to set.
  37366. * @return {Audio} A reference to this instance.
  37367. */
  37368. setVolume( value ) {
  37369. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  37370. return this;
  37371. }
  37372. copy( source, recursive ) {
  37373. super.copy( source, recursive );
  37374. if ( source.sourceType !== 'buffer' ) {
  37375. warn( 'Audio: Audio source type cannot be copied.' );
  37376. return this;
  37377. }
  37378. this.autoplay = source.autoplay;
  37379. this.buffer = source.buffer;
  37380. this.detune = source.detune;
  37381. this.loop = source.loop;
  37382. this.loopStart = source.loopStart;
  37383. this.loopEnd = source.loopEnd;
  37384. this.offset = source.offset;
  37385. this.duration = source.duration;
  37386. this.playbackRate = source.playbackRate;
  37387. this.hasPlaybackControl = source.hasPlaybackControl;
  37388. this.sourceType = source.sourceType;
  37389. this.filters = source.filters.slice();
  37390. return this;
  37391. }
  37392. clone( recursive ) {
  37393. return new this.constructor( this.listener ).copy( this, recursive );
  37394. }
  37395. }
  37396. const _position = /*@__PURE__*/ new Vector3();
  37397. const _quaternion = /*@__PURE__*/ new Quaternion();
  37398. const _scale = /*@__PURE__*/ new Vector3();
  37399. const _orientation = /*@__PURE__*/ new Vector3();
  37400. /**
  37401. * Represents a positional audio object.
  37402. *
  37403. * ```js
  37404. * // create an AudioListener and add it to the camera
  37405. * const listener = new THREE.AudioListener();
  37406. * camera.add( listener );
  37407. *
  37408. * // create the PositionalAudio object (passing in the listener)
  37409. * const sound = new THREE.PositionalAudio( listener );
  37410. *
  37411. * // load a sound and set it as the PositionalAudio object's buffer
  37412. * const audioLoader = new THREE.AudioLoader();
  37413. * audioLoader.load( 'sounds/song.ogg', function( buffer ) {
  37414. * sound.setBuffer( buffer );
  37415. * sound.setRefDistance( 20 );
  37416. * sound.play();
  37417. * });
  37418. *
  37419. * // create an object for the sound to play from
  37420. * const sphere = new THREE.SphereGeometry( 20, 32, 16 );
  37421. * const material = new THREE.MeshPhongMaterial( { color: 0xff2200 } );
  37422. * const mesh = new THREE.Mesh( sphere, material );
  37423. * scene.add( mesh );
  37424. *
  37425. * // finally add the sound to the mesh
  37426. * mesh.add( sound );
  37427. *
  37428. * @augments Audio
  37429. */
  37430. class PositionalAudio extends Audio {
  37431. /**
  37432. * Constructs a positional audio.
  37433. *
  37434. * @param {AudioListener} listener - The global audio listener.
  37435. */
  37436. constructor( listener ) {
  37437. super( listener );
  37438. /**
  37439. * The panner node represents the location, direction, and behavior of an audio
  37440. * source in 3D space.
  37441. *
  37442. * @type {PannerNode}
  37443. * @readonly
  37444. */
  37445. this.panner = this.context.createPanner();
  37446. this.panner.panningModel = 'HRTF';
  37447. this.panner.connect( this.gain );
  37448. }
  37449. connect() {
  37450. super.connect();
  37451. this.panner.connect( this.gain );
  37452. return this;
  37453. }
  37454. disconnect() {
  37455. super.disconnect();
  37456. this.panner.disconnect( this.gain );
  37457. return this;
  37458. }
  37459. getOutput() {
  37460. return this.panner;
  37461. }
  37462. /**
  37463. * Returns the current reference distance.
  37464. *
  37465. * @return {number} The reference distance.
  37466. */
  37467. getRefDistance() {
  37468. return this.panner.refDistance;
  37469. }
  37470. /**
  37471. * Defines the reference distance for reducing volume as the audio source moves
  37472. * further from the listener – i.e. the distance at which the volume reduction
  37473. * starts taking effect.
  37474. *
  37475. * @param {number} value - The reference distance to set.
  37476. * @return {PositionalAudio} A reference to this instance.
  37477. */
  37478. setRefDistance( value ) {
  37479. this.panner.refDistance = value;
  37480. return this;
  37481. }
  37482. /**
  37483. * Returns the current rolloff factor.
  37484. *
  37485. * @return {number} The rolloff factor.
  37486. */
  37487. getRolloffFactor() {
  37488. return this.panner.rolloffFactor;
  37489. }
  37490. /**
  37491. * Defines how quickly the volume is reduced as the source moves away from the listener.
  37492. *
  37493. * @param {number} value - The rolloff factor.
  37494. * @return {PositionalAudio} A reference to this instance.
  37495. */
  37496. setRolloffFactor( value ) {
  37497. this.panner.rolloffFactor = value;
  37498. return this;
  37499. }
  37500. /**
  37501. * Returns the current distance model.
  37502. *
  37503. * @return {('linear'|'inverse'|'exponential')} The distance model.
  37504. */
  37505. getDistanceModel() {
  37506. return this.panner.distanceModel;
  37507. }
  37508. /**
  37509. * Defines which algorithm to use to reduce the volume of the audio source
  37510. * as it moves away from the listener.
  37511. *
  37512. * Read [the spec](https://www.w3.org/TR/webaudio-1.1/#enumdef-distancemodeltype)
  37513. * for more details.
  37514. *
  37515. * @param {('linear'|'inverse'|'exponential')} value - The distance model to set.
  37516. * @return {PositionalAudio} A reference to this instance.
  37517. */
  37518. setDistanceModel( value ) {
  37519. this.panner.distanceModel = value;
  37520. return this;
  37521. }
  37522. /**
  37523. * Returns the current max distance.
  37524. *
  37525. * @return {number} The max distance.
  37526. */
  37527. getMaxDistance() {
  37528. return this.panner.maxDistance;
  37529. }
  37530. /**
  37531. * Defines the maximum distance between the audio source and the listener,
  37532. * after which the volume is not reduced any further.
  37533. *
  37534. * This value is used only by the `linear` distance model.
  37535. *
  37536. * @param {number} value - The max distance.
  37537. * @return {PositionalAudio} A reference to this instance.
  37538. */
  37539. setMaxDistance( value ) {
  37540. this.panner.maxDistance = value;
  37541. return this;
  37542. }
  37543. /**
  37544. * Sets the directional cone in which the audio can be listened.
  37545. *
  37546. * @param {number} coneInnerAngle - An angle, in degrees, of a cone inside of which there will be no volume reduction.
  37547. * @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.
  37548. * @param {number} coneOuterGain - The amount of volume reduction outside the cone defined by the `coneOuterAngle`. When set to `0`, no sound can be heard.
  37549. * @return {PositionalAudio} A reference to this instance.
  37550. */
  37551. setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  37552. this.panner.coneInnerAngle = coneInnerAngle;
  37553. this.panner.coneOuterAngle = coneOuterAngle;
  37554. this.panner.coneOuterGain = coneOuterGain;
  37555. return this;
  37556. }
  37557. updateMatrixWorld( force ) {
  37558. super.updateMatrixWorld( force );
  37559. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  37560. this.matrixWorld.decompose( _position, _quaternion, _scale );
  37561. _orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );
  37562. const panner = this.panner;
  37563. if ( panner.positionX ) {
  37564. // code path for Chrome and Firefox (see #14393)
  37565. const endTime = this.context.currentTime + this.listener.timeDelta;
  37566. panner.positionX.linearRampToValueAtTime( _position.x, endTime );
  37567. panner.positionY.linearRampToValueAtTime( _position.y, endTime );
  37568. panner.positionZ.linearRampToValueAtTime( _position.z, endTime );
  37569. panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );
  37570. panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );
  37571. panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );
  37572. } else {
  37573. panner.setPosition( _position.x, _position.y, _position.z );
  37574. panner.setOrientation( _orientation.x, _orientation.y, _orientation.z );
  37575. }
  37576. }
  37577. }
  37578. /**
  37579. * This class can be used to analyse audio data.
  37580. *
  37581. * ```js
  37582. * // create an AudioListener and add it to the camera
  37583. * const listener = new THREE.AudioListener();
  37584. * camera.add( listener );
  37585. *
  37586. * // create an Audio source
  37587. * const sound = new THREE.Audio( listener );
  37588. *
  37589. * // load a sound and set it as the Audio object's buffer
  37590. * const audioLoader = new THREE.AudioLoader();
  37591. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  37592. * sound.setBuffer( buffer );
  37593. * sound.setLoop(true);
  37594. * sound.setVolume(0.5);
  37595. * sound.play();
  37596. * });
  37597. *
  37598. * // create an AudioAnalyser, passing in the sound and desired fftSize
  37599. * const analyser = new THREE.AudioAnalyser( sound, 32 );
  37600. *
  37601. * // get the average frequency of the sound
  37602. * const data = analyser.getAverageFrequency();
  37603. * ```
  37604. */
  37605. class AudioAnalyser {
  37606. /**
  37607. * Constructs a new audio analyzer.
  37608. *
  37609. * @param {Audio} audio - The audio to analyze.
  37610. * @param {number} [fftSize=2048] - The window size in samples that is used when performing a Fast Fourier Transform (FFT) to get frequency domain data.
  37611. */
  37612. constructor( audio, fftSize = 2048 ) {
  37613. /**
  37614. * The global audio listener.
  37615. *
  37616. * @type {AnalyserNode}
  37617. */
  37618. this.analyser = audio.context.createAnalyser();
  37619. this.analyser.fftSize = fftSize;
  37620. /**
  37621. * Holds the analyzed data.
  37622. *
  37623. * @type {Uint8Array}
  37624. */
  37625. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  37626. audio.getOutput().connect( this.analyser );
  37627. }
  37628. /**
  37629. * Returns an array with frequency data of the audio.
  37630. *
  37631. * Each item in the array represents the decibel value for a specific frequency.
  37632. * The frequencies are spread linearly from 0 to 1/2 of the sample rate.
  37633. * For example, for 48000 sample rate, the last item of the array will represent
  37634. * the decibel value for 24000 Hz.
  37635. *
  37636. * @return {Uint8Array} The frequency data.
  37637. */
  37638. getFrequencyData() {
  37639. this.analyser.getByteFrequencyData( this.data );
  37640. return this.data;
  37641. }
  37642. /**
  37643. * Returns the average of the frequencies returned by {@link AudioAnalyser#getFrequencyData}.
  37644. *
  37645. * @return {number} The average frequency.
  37646. */
  37647. getAverageFrequency() {
  37648. let value = 0;
  37649. const data = this.getFrequencyData();
  37650. for ( let i = 0; i < data.length; i ++ ) {
  37651. value += data[ i ];
  37652. }
  37653. return value / data.length;
  37654. }
  37655. }
  37656. /**
  37657. * Buffered scene graph property that allows weighted accumulation; used internally.
  37658. */
  37659. class PropertyMixer {
  37660. /**
  37661. * Constructs a new property mixer.
  37662. *
  37663. * @param {PropertyBinding} binding - The property binding.
  37664. * @param {string} typeName - The keyframe track type name.
  37665. * @param {number} valueSize - The keyframe track value size.
  37666. */
  37667. constructor( binding, typeName, valueSize ) {
  37668. /**
  37669. * The property binding.
  37670. *
  37671. * @type {PropertyBinding}
  37672. */
  37673. this.binding = binding;
  37674. /**
  37675. * The keyframe track value size.
  37676. *
  37677. * @type {number}
  37678. */
  37679. this.valueSize = valueSize;
  37680. let mixFunction,
  37681. mixFunctionAdditive,
  37682. setIdentity;
  37683. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  37684. //
  37685. // interpolators can use .buffer as their .result
  37686. // the data then goes to 'incoming'
  37687. //
  37688. // 'accu0' and 'accu1' are used frame-interleaved for
  37689. // the cumulative result and are compared to detect
  37690. // changes
  37691. //
  37692. // 'orig' stores the original state of the property
  37693. //
  37694. // 'add' is used for additive cumulative results
  37695. //
  37696. // 'work' is optional and is only present for quaternion types. It is used
  37697. // to store intermediate quaternion multiplication results
  37698. switch ( typeName ) {
  37699. case 'quaternion':
  37700. mixFunction = this._slerp;
  37701. mixFunctionAdditive = this._slerpAdditive;
  37702. setIdentity = this._setAdditiveIdentityQuaternion;
  37703. this.buffer = new Float64Array( valueSize * 6 );
  37704. this._workIndex = 5;
  37705. break;
  37706. case 'string':
  37707. case 'bool':
  37708. mixFunction = this._select;
  37709. // Use the regular mix function and for additive on these types,
  37710. // additive is not relevant for non-numeric types
  37711. mixFunctionAdditive = this._select;
  37712. setIdentity = this._setAdditiveIdentityOther;
  37713. this.buffer = new Array( valueSize * 5 );
  37714. break;
  37715. default:
  37716. mixFunction = this._lerp;
  37717. mixFunctionAdditive = this._lerpAdditive;
  37718. setIdentity = this._setAdditiveIdentityNumeric;
  37719. this.buffer = new Float64Array( valueSize * 5 );
  37720. }
  37721. this._mixBufferRegion = mixFunction;
  37722. this._mixBufferRegionAdditive = mixFunctionAdditive;
  37723. this._setIdentity = setIdentity;
  37724. this._origIndex = 3;
  37725. this._addIndex = 4;
  37726. /**
  37727. * Accumulated weight of the property binding.
  37728. *
  37729. * @type {number}
  37730. * @default 0
  37731. */
  37732. this.cumulativeWeight = 0;
  37733. /**
  37734. * Accumulated additive weight of the property binding.
  37735. *
  37736. * @type {number}
  37737. * @default 0
  37738. */
  37739. this.cumulativeWeightAdditive = 0;
  37740. /**
  37741. * Number of active keyframe tracks currently using this property binding.
  37742. *
  37743. * @type {number}
  37744. * @default 0
  37745. */
  37746. this.useCount = 0;
  37747. /**
  37748. * Number of keyframe tracks referencing this property binding.
  37749. *
  37750. * @type {number}
  37751. * @default 0
  37752. */
  37753. this.referenceCount = 0;
  37754. }
  37755. /**
  37756. * Accumulates data in the `incoming` region into `accu<i>`.
  37757. *
  37758. * @param {number} accuIndex - The accumulation index.
  37759. * @param {number} weight - The weight.
  37760. */
  37761. accumulate( accuIndex, weight ) {
  37762. // note: happily accumulating nothing when weight = 0, the caller knows
  37763. // the weight and shouldn't have made the call in the first place
  37764. const buffer = this.buffer,
  37765. stride = this.valueSize,
  37766. offset = accuIndex * stride + stride;
  37767. let currentWeight = this.cumulativeWeight;
  37768. if ( currentWeight === 0 ) {
  37769. // accuN := incoming * weight
  37770. for ( let i = 0; i !== stride; ++ i ) {
  37771. buffer[ offset + i ] = buffer[ i ];
  37772. }
  37773. currentWeight = weight;
  37774. } else {
  37775. // accuN := accuN + incoming * weight
  37776. currentWeight += weight;
  37777. const mix = weight / currentWeight;
  37778. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  37779. }
  37780. this.cumulativeWeight = currentWeight;
  37781. }
  37782. /**
  37783. * Accumulates data in the `incoming` region into `add`.
  37784. *
  37785. * @param {number} weight - The weight.
  37786. */
  37787. accumulateAdditive( weight ) {
  37788. const buffer = this.buffer,
  37789. stride = this.valueSize,
  37790. offset = stride * this._addIndex;
  37791. if ( this.cumulativeWeightAdditive === 0 ) {
  37792. // add = identity
  37793. this._setIdentity();
  37794. }
  37795. // add := add + incoming * weight
  37796. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  37797. this.cumulativeWeightAdditive += weight;
  37798. }
  37799. /**
  37800. * Applies the state of `accu<i>` to the binding when accus differ.
  37801. *
  37802. * @param {number} accuIndex - The accumulation index.
  37803. */
  37804. apply( accuIndex ) {
  37805. const stride = this.valueSize,
  37806. buffer = this.buffer,
  37807. offset = accuIndex * stride + stride,
  37808. weight = this.cumulativeWeight,
  37809. weightAdditive = this.cumulativeWeightAdditive,
  37810. binding = this.binding;
  37811. this.cumulativeWeight = 0;
  37812. this.cumulativeWeightAdditive = 0;
  37813. if ( weight < 1 ) {
  37814. // accuN := accuN + original * ( 1 - cumulativeWeight )
  37815. const originalValueOffset = stride * this._origIndex;
  37816. this._mixBufferRegion(
  37817. buffer, offset, originalValueOffset, 1 - weight, stride );
  37818. }
  37819. if ( weightAdditive > 0 ) {
  37820. // accuN := accuN + additive accuN
  37821. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  37822. }
  37823. for ( let i = stride, e = stride + stride; i !== e; ++ i ) {
  37824. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  37825. // value has changed -> update scene graph
  37826. binding.setValue( buffer, offset );
  37827. break;
  37828. }
  37829. }
  37830. }
  37831. /**
  37832. * Remembers the state of the bound property and copy it to both accus.
  37833. */
  37834. saveOriginalState() {
  37835. const binding = this.binding;
  37836. const buffer = this.buffer,
  37837. stride = this.valueSize,
  37838. originalValueOffset = stride * this._origIndex;
  37839. binding.getValue( buffer, originalValueOffset );
  37840. // accu[0..1] := orig -- initially detect changes against the original
  37841. for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {
  37842. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  37843. }
  37844. // Add to identity for additive
  37845. this._setIdentity();
  37846. this.cumulativeWeight = 0;
  37847. this.cumulativeWeightAdditive = 0;
  37848. }
  37849. /**
  37850. * Applies the state previously taken via {@link PropertyMixer#saveOriginalState} to the binding.
  37851. */
  37852. restoreOriginalState() {
  37853. const originalValueOffset = this.valueSize * 3;
  37854. this.binding.setValue( this.buffer, originalValueOffset );
  37855. }
  37856. // internals
  37857. _setAdditiveIdentityNumeric() {
  37858. const startIndex = this._addIndex * this.valueSize;
  37859. const endIndex = startIndex + this.valueSize;
  37860. for ( let i = startIndex; i < endIndex; i ++ ) {
  37861. this.buffer[ i ] = 0;
  37862. }
  37863. }
  37864. _setAdditiveIdentityQuaternion() {
  37865. this._setAdditiveIdentityNumeric();
  37866. this.buffer[ this._addIndex * this.valueSize + 3 ] = 1;
  37867. }
  37868. _setAdditiveIdentityOther() {
  37869. const startIndex = this._origIndex * this.valueSize;
  37870. const targetIndex = this._addIndex * this.valueSize;
  37871. for ( let i = 0; i < this.valueSize; i ++ ) {
  37872. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  37873. }
  37874. }
  37875. // mix functions
  37876. _select( buffer, dstOffset, srcOffset, t, stride ) {
  37877. if ( t >= 0.5 ) {
  37878. for ( let i = 0; i !== stride; ++ i ) {
  37879. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  37880. }
  37881. }
  37882. }
  37883. _slerp( buffer, dstOffset, srcOffset, t ) {
  37884. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  37885. }
  37886. _slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  37887. const workOffset = this._workIndex * stride;
  37888. // Store result in intermediate buffer offset
  37889. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  37890. // Slerp to the intermediate result
  37891. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  37892. }
  37893. _lerp( buffer, dstOffset, srcOffset, t, stride ) {
  37894. const s = 1 - t;
  37895. for ( let i = 0; i !== stride; ++ i ) {
  37896. const j = dstOffset + i;
  37897. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  37898. }
  37899. }
  37900. _lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  37901. for ( let i = 0; i !== stride; ++ i ) {
  37902. const j = dstOffset + i;
  37903. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  37904. }
  37905. }
  37906. }
  37907. // Characters [].:/ are reserved for track binding syntax.
  37908. const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  37909. const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  37910. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  37911. // only latin characters, and the unicode \p{L} is not yet supported. So
  37912. // instead, we exclude reserved characters and match everything else.
  37913. const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  37914. const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  37915. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  37916. // be matched to parse the rest of the track name.
  37917. const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  37918. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  37919. const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  37920. // Object on target node, and accessor. May not contain reserved
  37921. // characters. Accessor may contain any character except closing bracket.
  37922. const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  37923. // Property and accessor. May not contain reserved characters. Accessor may
  37924. // contain any non-bracket characters.
  37925. const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  37926. const _trackRe = new RegExp( ''
  37927. + '^'
  37928. + _directoryRe
  37929. + _nodeRe
  37930. + _objectRe
  37931. + _propertyRe
  37932. + '$'
  37933. );
  37934. const _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ];
  37935. class Composite {
  37936. constructor( targetGroup, path, optionalParsedPath ) {
  37937. const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  37938. this._targetGroup = targetGroup;
  37939. this._bindings = targetGroup.subscribe_( path, parsedPath );
  37940. }
  37941. getValue( array, offset ) {
  37942. this.bind(); // bind all binding
  37943. const firstValidIndex = this._targetGroup.nCachedObjects_,
  37944. binding = this._bindings[ firstValidIndex ];
  37945. // and only call .getValue on the first
  37946. if ( binding !== undefined ) binding.getValue( array, offset );
  37947. }
  37948. setValue( array, offset ) {
  37949. const bindings = this._bindings;
  37950. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37951. bindings[ i ].setValue( array, offset );
  37952. }
  37953. }
  37954. bind() {
  37955. const bindings = this._bindings;
  37956. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37957. bindings[ i ].bind();
  37958. }
  37959. }
  37960. unbind() {
  37961. const bindings = this._bindings;
  37962. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37963. bindings[ i ].unbind();
  37964. }
  37965. }
  37966. }
  37967. // Note: This class uses a State pattern on a per-method basis:
  37968. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  37969. // prototype version of these methods with one that represents
  37970. // the bound state. When the property is not found, the methods
  37971. // become no-ops.
  37972. /**
  37973. * This holds a reference to a real property in the scene graph; used internally.
  37974. */
  37975. class PropertyBinding {
  37976. /**
  37977. * Constructs a new property binding.
  37978. *
  37979. * @param {Object} rootNode - The root node.
  37980. * @param {string} path - The path.
  37981. * @param {?Object} [parsedPath] - The parsed path.
  37982. */
  37983. constructor( rootNode, path, parsedPath ) {
  37984. /**
  37985. * The object path to the animated property.
  37986. *
  37987. * @type {string}
  37988. */
  37989. this.path = path;
  37990. /**
  37991. * An object holding information about the path.
  37992. *
  37993. * @type {Object}
  37994. */
  37995. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  37996. /**
  37997. * The object owns the animated property.
  37998. *
  37999. * @type {?Object}
  38000. */
  38001. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName );
  38002. /**
  38003. * The root node.
  38004. *
  38005. * @type {Object3D|Skeleton}
  38006. */
  38007. this.rootNode = rootNode;
  38008. // initial state of these methods that calls 'bind'
  38009. this.getValue = this._getValue_unbound;
  38010. this.setValue = this._setValue_unbound;
  38011. }
  38012. /**
  38013. * Factory method for creating a property binding from the given parameters.
  38014. *
  38015. * @static
  38016. * @param {Object} root - The root node.
  38017. * @param {string} path - The path.
  38018. * @param {?Object} [parsedPath] - The parsed path.
  38019. * @return {PropertyBinding|Composite} The created property binding or composite.
  38020. */
  38021. static create( root, path, parsedPath ) {
  38022. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  38023. return new PropertyBinding( root, path, parsedPath );
  38024. } else {
  38025. return new PropertyBinding.Composite( root, path, parsedPath );
  38026. }
  38027. }
  38028. /**
  38029. * Replaces spaces with underscores and removes unsupported characters from
  38030. * node names, to ensure compatibility with parseTrackName().
  38031. *
  38032. * @param {string} name - Node name to be sanitized.
  38033. * @return {string} The sanitized node name.
  38034. */
  38035. static sanitizeNodeName( name ) {
  38036. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  38037. }
  38038. /**
  38039. * Parses the given track name (an object path to an animated property) and
  38040. * returns an object with information about the path. Matches strings in the following forms:
  38041. *
  38042. * - nodeName.property
  38043. * - nodeName.property[accessor]
  38044. * - nodeName.material.property[accessor]
  38045. * - uuid.property[accessor]
  38046. * - uuid.objectName[objectIndex].propertyName[propertyIndex]
  38047. * - parentName/nodeName.property
  38048. * - parentName/parentName/nodeName.property[index]
  38049. * - .bone[Armature.DEF_cog].position
  38050. * - scene:helium_balloon_model:helium_balloon_model.position
  38051. *
  38052. * @static
  38053. * @param {string} trackName - The track name to parse.
  38054. * @return {Object} The parsed track name as an object.
  38055. */
  38056. static parseTrackName( trackName ) {
  38057. const matches = _trackRe.exec( trackName );
  38058. if ( matches === null ) {
  38059. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  38060. }
  38061. const results = {
  38062. // directoryName: matches[ 1 ], // (tschw) currently unused
  38063. nodeName: matches[ 2 ],
  38064. objectName: matches[ 3 ],
  38065. objectIndex: matches[ 4 ],
  38066. propertyName: matches[ 5 ], // required
  38067. propertyIndex: matches[ 6 ]
  38068. };
  38069. const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  38070. if ( lastDot !== undefined && lastDot !== -1 ) {
  38071. const objectName = results.nodeName.substring( lastDot + 1 );
  38072. // Object names must be checked against an allowlist. Otherwise, there
  38073. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  38074. // 'bar' could be the objectName, or part of a nodeName (which can
  38075. // include '.' characters).
  38076. if ( _supportedObjectNames.indexOf( objectName ) !== -1 ) {
  38077. results.nodeName = results.nodeName.substring( 0, lastDot );
  38078. results.objectName = objectName;
  38079. }
  38080. }
  38081. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  38082. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  38083. }
  38084. return results;
  38085. }
  38086. /**
  38087. * Searches for a node in the hierarchy of the given root object by the given
  38088. * node name.
  38089. *
  38090. * @static
  38091. * @param {Object} root - The root object.
  38092. * @param {string|number} nodeName - The name of the node.
  38093. * @return {?Object} The found node. Returns `null` if no object was found.
  38094. */
  38095. static findNode( root, nodeName ) {
  38096. if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) {
  38097. return root;
  38098. }
  38099. // search into skeleton bones.
  38100. if ( root.skeleton ) {
  38101. const bone = root.skeleton.getBoneByName( nodeName );
  38102. if ( bone !== undefined ) {
  38103. return bone;
  38104. }
  38105. }
  38106. // search into node subtree.
  38107. if ( root.children ) {
  38108. const searchNodeSubtree = function ( children ) {
  38109. for ( let i = 0; i < children.length; i ++ ) {
  38110. const childNode = children[ i ];
  38111. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  38112. return childNode;
  38113. }
  38114. const result = searchNodeSubtree( childNode.children );
  38115. if ( result ) return result;
  38116. }
  38117. return null;
  38118. };
  38119. const subTreeNode = searchNodeSubtree( root.children );
  38120. if ( subTreeNode ) {
  38121. return subTreeNode;
  38122. }
  38123. }
  38124. return null;
  38125. }
  38126. // these are used to "bind" a nonexistent property
  38127. _getValue_unavailable() {}
  38128. _setValue_unavailable() {}
  38129. // Getters
  38130. _getValue_direct( buffer, offset ) {
  38131. buffer[ offset ] = this.targetObject[ this.propertyName ];
  38132. }
  38133. _getValue_array( buffer, offset ) {
  38134. const source = this.resolvedProperty;
  38135. for ( let i = 0, n = source.length; i !== n; ++ i ) {
  38136. buffer[ offset ++ ] = source[ i ];
  38137. }
  38138. }
  38139. _getValue_arrayElement( buffer, offset ) {
  38140. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  38141. }
  38142. _getValue_toArray( buffer, offset ) {
  38143. this.resolvedProperty.toArray( buffer, offset );
  38144. }
  38145. // Direct
  38146. _setValue_direct( buffer, offset ) {
  38147. this.targetObject[ this.propertyName ] = buffer[ offset ];
  38148. }
  38149. _setValue_direct_setNeedsUpdate( buffer, offset ) {
  38150. this.targetObject[ this.propertyName ] = buffer[ offset ];
  38151. this.targetObject.needsUpdate = true;
  38152. }
  38153. _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  38154. this.targetObject[ this.propertyName ] = buffer[ offset ];
  38155. this.targetObject.matrixWorldNeedsUpdate = true;
  38156. }
  38157. // EntireArray
  38158. _setValue_array( buffer, offset ) {
  38159. const dest = this.resolvedProperty;
  38160. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  38161. dest[ i ] = buffer[ offset ++ ];
  38162. }
  38163. }
  38164. _setValue_array_setNeedsUpdate( buffer, offset ) {
  38165. const dest = this.resolvedProperty;
  38166. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  38167. dest[ i ] = buffer[ offset ++ ];
  38168. }
  38169. this.targetObject.needsUpdate = true;
  38170. }
  38171. _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  38172. const dest = this.resolvedProperty;
  38173. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  38174. dest[ i ] = buffer[ offset ++ ];
  38175. }
  38176. this.targetObject.matrixWorldNeedsUpdate = true;
  38177. }
  38178. // ArrayElement
  38179. _setValue_arrayElement( buffer, offset ) {
  38180. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  38181. }
  38182. _setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  38183. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  38184. this.targetObject.needsUpdate = true;
  38185. }
  38186. _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  38187. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  38188. this.targetObject.matrixWorldNeedsUpdate = true;
  38189. }
  38190. // HasToFromArray
  38191. _setValue_fromArray( buffer, offset ) {
  38192. this.resolvedProperty.fromArray( buffer, offset );
  38193. }
  38194. _setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  38195. this.resolvedProperty.fromArray( buffer, offset );
  38196. this.targetObject.needsUpdate = true;
  38197. }
  38198. _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  38199. this.resolvedProperty.fromArray( buffer, offset );
  38200. this.targetObject.matrixWorldNeedsUpdate = true;
  38201. }
  38202. _getValue_unbound( targetArray, offset ) {
  38203. this.bind();
  38204. this.getValue( targetArray, offset );
  38205. }
  38206. _setValue_unbound( sourceArray, offset ) {
  38207. this.bind();
  38208. this.setValue( sourceArray, offset );
  38209. }
  38210. /**
  38211. * Creates a getter / setter pair for the property tracked by this binding.
  38212. */
  38213. bind() {
  38214. let targetObject = this.node;
  38215. const parsedPath = this.parsedPath;
  38216. const objectName = parsedPath.objectName;
  38217. const propertyName = parsedPath.propertyName;
  38218. let propertyIndex = parsedPath.propertyIndex;
  38219. if ( ! targetObject ) {
  38220. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName );
  38221. this.node = targetObject;
  38222. }
  38223. // set fail state so we can just 'return' on error
  38224. this.getValue = this._getValue_unavailable;
  38225. this.setValue = this._setValue_unavailable;
  38226. // ensure there is a value node
  38227. if ( ! targetObject ) {
  38228. warn( 'PropertyBinding: No target node found for track: ' + this.path + '.' );
  38229. return;
  38230. }
  38231. if ( objectName ) {
  38232. let objectIndex = parsedPath.objectIndex;
  38233. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  38234. switch ( objectName ) {
  38235. case 'materials':
  38236. if ( ! targetObject.material ) {
  38237. error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
  38238. return;
  38239. }
  38240. if ( ! targetObject.material.materials ) {
  38241. error( 'PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  38242. return;
  38243. }
  38244. targetObject = targetObject.material.materials;
  38245. break;
  38246. case 'bones':
  38247. if ( ! targetObject.skeleton ) {
  38248. error( 'PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  38249. return;
  38250. }
  38251. // potential future optimization: skip this if propertyIndex is already an integer
  38252. // and convert the integer string to a true integer.
  38253. targetObject = targetObject.skeleton.bones;
  38254. // support resolving morphTarget names into indices.
  38255. for ( let i = 0; i < targetObject.length; i ++ ) {
  38256. if ( targetObject[ i ].name === objectIndex ) {
  38257. objectIndex = i;
  38258. break;
  38259. }
  38260. }
  38261. break;
  38262. case 'map':
  38263. if ( 'map' in targetObject ) {
  38264. targetObject = targetObject.map;
  38265. break;
  38266. }
  38267. if ( ! targetObject.material ) {
  38268. error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
  38269. return;
  38270. }
  38271. if ( ! targetObject.material.map ) {
  38272. error( 'PropertyBinding: Can not bind to material.map as node.material does not have a map.', this );
  38273. return;
  38274. }
  38275. targetObject = targetObject.material.map;
  38276. break;
  38277. default:
  38278. if ( targetObject[ objectName ] === undefined ) {
  38279. error( 'PropertyBinding: Can not bind to objectName of node undefined.', this );
  38280. return;
  38281. }
  38282. targetObject = targetObject[ objectName ];
  38283. }
  38284. if ( objectIndex !== undefined ) {
  38285. if ( targetObject[ objectIndex ] === undefined ) {
  38286. error( 'PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  38287. return;
  38288. }
  38289. targetObject = targetObject[ objectIndex ];
  38290. }
  38291. }
  38292. // resolve property
  38293. const nodeProperty = targetObject[ propertyName ];
  38294. if ( nodeProperty === undefined ) {
  38295. const nodeName = parsedPath.nodeName;
  38296. error( 'PropertyBinding: Trying to update property for track: ' + nodeName +
  38297. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  38298. return;
  38299. }
  38300. // determine versioning scheme
  38301. let versioning = this.Versioning.None;
  38302. this.targetObject = targetObject;
  38303. if ( targetObject.isMaterial === true ) {
  38304. versioning = this.Versioning.NeedsUpdate;
  38305. } else if ( targetObject.isObject3D === true ) {
  38306. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  38307. }
  38308. // determine how the property gets bound
  38309. let bindingType = this.BindingType.Direct;
  38310. if ( propertyIndex !== undefined ) {
  38311. // access a sub element of the property array (only primitives are supported right now)
  38312. if ( propertyName === 'morphTargetInfluences' ) {
  38313. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  38314. // support resolving morphTarget names into indices.
  38315. if ( ! targetObject.geometry ) {
  38316. error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  38317. return;
  38318. }
  38319. if ( ! targetObject.geometry.morphAttributes ) {
  38320. error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  38321. return;
  38322. }
  38323. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  38324. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  38325. }
  38326. }
  38327. bindingType = this.BindingType.ArrayElement;
  38328. this.resolvedProperty = nodeProperty;
  38329. this.propertyIndex = propertyIndex;
  38330. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  38331. // must use copy for Object3D.Euler/Quaternion
  38332. bindingType = this.BindingType.HasFromToArray;
  38333. this.resolvedProperty = nodeProperty;
  38334. } else if ( Array.isArray( nodeProperty ) ) {
  38335. bindingType = this.BindingType.EntireArray;
  38336. this.resolvedProperty = nodeProperty;
  38337. } else {
  38338. this.propertyName = propertyName;
  38339. }
  38340. // select getter / setter
  38341. this.getValue = this.GetterByBindingType[ bindingType ];
  38342. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  38343. }
  38344. /**
  38345. * Unbinds the property.
  38346. */
  38347. unbind() {
  38348. this.node = null;
  38349. // back to the prototype version of getValue / setValue
  38350. // note: avoiding to mutate the shape of 'this' via 'delete'
  38351. this.getValue = this._getValue_unbound;
  38352. this.setValue = this._setValue_unbound;
  38353. }
  38354. }
  38355. PropertyBinding.Composite = Composite;
  38356. PropertyBinding.prototype.BindingType = {
  38357. Direct: 0,
  38358. EntireArray: 1,
  38359. ArrayElement: 2,
  38360. HasFromToArray: 3
  38361. };
  38362. PropertyBinding.prototype.Versioning = {
  38363. None: 0,
  38364. NeedsUpdate: 1,
  38365. MatrixWorldNeedsUpdate: 2
  38366. };
  38367. PropertyBinding.prototype.GetterByBindingType = [
  38368. PropertyBinding.prototype._getValue_direct,
  38369. PropertyBinding.prototype._getValue_array,
  38370. PropertyBinding.prototype._getValue_arrayElement,
  38371. PropertyBinding.prototype._getValue_toArray,
  38372. ];
  38373. PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [
  38374. [
  38375. // Direct
  38376. PropertyBinding.prototype._setValue_direct,
  38377. PropertyBinding.prototype._setValue_direct_setNeedsUpdate,
  38378. PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,
  38379. ], [
  38380. // EntireArray
  38381. PropertyBinding.prototype._setValue_array,
  38382. PropertyBinding.prototype._setValue_array_setNeedsUpdate,
  38383. PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,
  38384. ], [
  38385. // ArrayElement
  38386. PropertyBinding.prototype._setValue_arrayElement,
  38387. PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,
  38388. PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,
  38389. ], [
  38390. // HasToFromArray
  38391. PropertyBinding.prototype._setValue_fromArray,
  38392. PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,
  38393. PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,
  38394. ]
  38395. ];
  38396. /**
  38397. * A group of objects that receives a shared animation state.
  38398. *
  38399. * Usage:
  38400. *
  38401. * - Add objects you would otherwise pass as 'root' to the
  38402. * constructor or the .clipAction method of AnimationMixer.
  38403. * - Instead pass this object as 'root'.
  38404. * - You can also add and remove objects later when the mixer is running.
  38405. *
  38406. * Note:
  38407. *
  38408. * - Objects of this class appear as one object to the mixer,
  38409. * so cache control of the individual objects must be done on the group.
  38410. *
  38411. * Limitation:
  38412. *
  38413. * - The animated properties must be compatible among the all objects in the group.
  38414. * - A single property can either be controlled through a target group or directly, but not both.
  38415. */
  38416. class AnimationObjectGroup {
  38417. /**
  38418. * Constructs a new animation group.
  38419. *
  38420. * @param {...Object3D} arguments - An arbitrary number of 3D objects that share the same animation state.
  38421. */
  38422. constructor() {
  38423. /**
  38424. * This flag can be used for type testing.
  38425. *
  38426. * @type {boolean}
  38427. * @readonly
  38428. * @default true
  38429. */
  38430. this.isAnimationObjectGroup = true;
  38431. /**
  38432. * The UUID of the 3D object.
  38433. *
  38434. * @type {string}
  38435. * @readonly
  38436. */
  38437. this.uuid = generateUUID();
  38438. // cached objects followed by the active ones
  38439. this._objects = Array.prototype.slice.call( arguments );
  38440. this.nCachedObjects_ = 0; // threshold
  38441. // note: read by PropertyBinding.Composite
  38442. const indices = {};
  38443. this._indicesByUUID = indices; // for bookkeeping
  38444. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38445. indices[ arguments[ i ].uuid ] = i;
  38446. }
  38447. this._paths = []; // inside: string
  38448. this._parsedPaths = []; // inside: { we don't care, here }
  38449. this._bindings = []; // inside: Array< PropertyBinding >
  38450. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  38451. const scope = this;
  38452. this.stats = {
  38453. objects: {
  38454. get total() {
  38455. return scope._objects.length;
  38456. },
  38457. get inUse() {
  38458. return this.total - scope.nCachedObjects_;
  38459. }
  38460. },
  38461. get bindingsPerObject() {
  38462. return scope._bindings.length;
  38463. }
  38464. };
  38465. }
  38466. /**
  38467. * Adds an arbitrary number of objects to this animation group.
  38468. *
  38469. * @param {...Object3D} arguments - The 3D objects to add.
  38470. */
  38471. add() {
  38472. const objects = this._objects,
  38473. indicesByUUID = this._indicesByUUID,
  38474. paths = this._paths,
  38475. parsedPaths = this._parsedPaths,
  38476. bindings = this._bindings,
  38477. nBindings = bindings.length;
  38478. let knownObject = undefined,
  38479. nObjects = objects.length,
  38480. nCachedObjects = this.nCachedObjects_;
  38481. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38482. const object = arguments[ i ],
  38483. uuid = object.uuid;
  38484. let index = indicesByUUID[ uuid ];
  38485. if ( index === undefined ) {
  38486. // unknown object -> add it to the ACTIVE region
  38487. index = nObjects ++;
  38488. indicesByUUID[ uuid ] = index;
  38489. objects.push( object );
  38490. // accounting is done, now do the same for all bindings
  38491. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38492. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  38493. }
  38494. } else if ( index < nCachedObjects ) {
  38495. knownObject = objects[ index ];
  38496. // move existing object to the ACTIVE region
  38497. const firstActiveIndex = -- nCachedObjects,
  38498. lastCachedObject = objects[ firstActiveIndex ];
  38499. indicesByUUID[ lastCachedObject.uuid ] = index;
  38500. objects[ index ] = lastCachedObject;
  38501. indicesByUUID[ uuid ] = firstActiveIndex;
  38502. objects[ firstActiveIndex ] = object;
  38503. // accounting is done, now do the same for all bindings
  38504. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38505. const bindingsForPath = bindings[ j ],
  38506. lastCached = bindingsForPath[ firstActiveIndex ];
  38507. let binding = bindingsForPath[ index ];
  38508. bindingsForPath[ index ] = lastCached;
  38509. if ( binding === undefined ) {
  38510. // since we do not bother to create new bindings
  38511. // for objects that are cached, the binding may
  38512. // or may not exist
  38513. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  38514. }
  38515. bindingsForPath[ firstActiveIndex ] = binding;
  38516. }
  38517. } else if ( objects[ index ] !== knownObject ) {
  38518. error( 'AnimationObjectGroup: Different objects with the same UUID ' +
  38519. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  38520. } // else the object is already where we want it to be
  38521. } // for arguments
  38522. this.nCachedObjects_ = nCachedObjects;
  38523. }
  38524. /**
  38525. * Removes an arbitrary number of objects to this animation group
  38526. *
  38527. * @param {...Object3D} arguments - The 3D objects to remove.
  38528. */
  38529. remove() {
  38530. const objects = this._objects,
  38531. indicesByUUID = this._indicesByUUID,
  38532. bindings = this._bindings,
  38533. nBindings = bindings.length;
  38534. let nCachedObjects = this.nCachedObjects_;
  38535. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38536. const object = arguments[ i ],
  38537. uuid = object.uuid,
  38538. index = indicesByUUID[ uuid ];
  38539. if ( index !== undefined && index >= nCachedObjects ) {
  38540. // move existing object into the CACHED region
  38541. const lastCachedIndex = nCachedObjects ++,
  38542. firstActiveObject = objects[ lastCachedIndex ];
  38543. indicesByUUID[ firstActiveObject.uuid ] = index;
  38544. objects[ index ] = firstActiveObject;
  38545. indicesByUUID[ uuid ] = lastCachedIndex;
  38546. objects[ lastCachedIndex ] = object;
  38547. // accounting is done, now do the same for all bindings
  38548. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38549. const bindingsForPath = bindings[ j ],
  38550. firstActive = bindingsForPath[ lastCachedIndex ],
  38551. binding = bindingsForPath[ index ];
  38552. bindingsForPath[ index ] = firstActive;
  38553. bindingsForPath[ lastCachedIndex ] = binding;
  38554. }
  38555. }
  38556. } // for arguments
  38557. this.nCachedObjects_ = nCachedObjects;
  38558. }
  38559. /**
  38560. * Deallocates all memory resources for the passed 3D objects of this animation group.
  38561. *
  38562. * @param {...Object3D} arguments - The 3D objects to uncache.
  38563. */
  38564. uncache() {
  38565. const objects = this._objects,
  38566. indicesByUUID = this._indicesByUUID,
  38567. bindings = this._bindings,
  38568. nBindings = bindings.length;
  38569. let nCachedObjects = this.nCachedObjects_,
  38570. nObjects = objects.length;
  38571. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38572. const object = arguments[ i ],
  38573. uuid = object.uuid,
  38574. index = indicesByUUID[ uuid ];
  38575. if ( index !== undefined ) {
  38576. delete indicesByUUID[ uuid ];
  38577. if ( index < nCachedObjects ) {
  38578. // object is cached, shrink the CACHED region
  38579. const firstActiveIndex = -- nCachedObjects,
  38580. lastCachedObject = objects[ firstActiveIndex ],
  38581. lastIndex = -- nObjects,
  38582. lastObject = objects[ lastIndex ];
  38583. // last cached object takes this object's place
  38584. indicesByUUID[ lastCachedObject.uuid ] = index;
  38585. objects[ index ] = lastCachedObject;
  38586. // last object goes to the activated slot and pop
  38587. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  38588. objects[ firstActiveIndex ] = lastObject;
  38589. objects.pop();
  38590. // accounting is done, now do the same for all bindings
  38591. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38592. const bindingsForPath = bindings[ j ],
  38593. lastCached = bindingsForPath[ firstActiveIndex ],
  38594. last = bindingsForPath[ lastIndex ];
  38595. bindingsForPath[ index ] = lastCached;
  38596. bindingsForPath[ firstActiveIndex ] = last;
  38597. bindingsForPath.pop();
  38598. }
  38599. } else {
  38600. // object is active, just swap with the last and pop
  38601. const lastIndex = -- nObjects,
  38602. lastObject = objects[ lastIndex ];
  38603. if ( lastIndex > 0 ) {
  38604. indicesByUUID[ lastObject.uuid ] = index;
  38605. }
  38606. objects[ index ] = lastObject;
  38607. objects.pop();
  38608. // accounting is done, now do the same for all bindings
  38609. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38610. const bindingsForPath = bindings[ j ];
  38611. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  38612. bindingsForPath.pop();
  38613. }
  38614. } // cached or active
  38615. } // if object is known
  38616. } // for arguments
  38617. this.nCachedObjects_ = nCachedObjects;
  38618. }
  38619. // Internal interface used by befriended PropertyBinding.Composite:
  38620. subscribe_( path, parsedPath ) {
  38621. // returns an array of bindings for the given path that is changed
  38622. // according to the contained objects in the group
  38623. const indicesByPath = this._bindingsIndicesByPath;
  38624. let index = indicesByPath[ path ];
  38625. const bindings = this._bindings;
  38626. if ( index !== undefined ) return bindings[ index ];
  38627. const paths = this._paths,
  38628. parsedPaths = this._parsedPaths,
  38629. objects = this._objects,
  38630. nObjects = objects.length,
  38631. nCachedObjects = this.nCachedObjects_,
  38632. bindingsForPath = new Array( nObjects );
  38633. index = bindings.length;
  38634. indicesByPath[ path ] = index;
  38635. paths.push( path );
  38636. parsedPaths.push( parsedPath );
  38637. bindings.push( bindingsForPath );
  38638. for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  38639. const object = objects[ i ];
  38640. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  38641. }
  38642. return bindingsForPath;
  38643. }
  38644. unsubscribe_( path ) {
  38645. // tells the group to forget about a property path and no longer
  38646. // update the array previously obtained with 'subscribe_'
  38647. const indicesByPath = this._bindingsIndicesByPath,
  38648. index = indicesByPath[ path ];
  38649. if ( index !== undefined ) {
  38650. const paths = this._paths,
  38651. parsedPaths = this._parsedPaths,
  38652. bindings = this._bindings,
  38653. lastBindingsIndex = bindings.length - 1,
  38654. lastBindings = bindings[ lastBindingsIndex ],
  38655. lastBindingsPath = path[ lastBindingsIndex ];
  38656. indicesByPath[ lastBindingsPath ] = index;
  38657. bindings[ index ] = lastBindings;
  38658. bindings.pop();
  38659. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  38660. parsedPaths.pop();
  38661. paths[ index ] = paths[ lastBindingsIndex ];
  38662. paths.pop();
  38663. }
  38664. }
  38665. }
  38666. /**
  38667. * An instance of `AnimationAction` schedules the playback of an animation which is
  38668. * stored in {@link AnimationClip}.
  38669. */
  38670. class AnimationAction {
  38671. /**
  38672. * Constructs a new animation action.
  38673. *
  38674. * @param {AnimationMixer} mixer - The mixer that is controlled by this action.
  38675. * @param {AnimationClip} clip - The animation clip that holds the actual keyframes.
  38676. * @param {?Object3D} [localRoot=null] - The root object on which this action is performed.
  38677. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  38678. */
  38679. constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {
  38680. this._mixer = mixer;
  38681. this._clip = clip;
  38682. this._localRoot = localRoot;
  38683. /**
  38684. * Defines how the animation is blended/combined when two or more animations
  38685. * are simultaneously played.
  38686. *
  38687. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  38688. */
  38689. this.blendMode = blendMode;
  38690. const tracks = clip.tracks,
  38691. nTracks = tracks.length,
  38692. interpolants = new Array( nTracks );
  38693. const interpolantSettings = {
  38694. endingStart: ZeroCurvatureEnding,
  38695. endingEnd: ZeroCurvatureEnding
  38696. };
  38697. for ( let i = 0; i !== nTracks; ++ i ) {
  38698. const interpolant = tracks[ i ].createInterpolant( null );
  38699. interpolants[ i ] = interpolant;
  38700. // preserve interpolant settings (like tangent data from BezierInterpolant)
  38701. if ( interpolant.settings ) {
  38702. Object.assign( interpolantSettings, interpolant.settings );
  38703. }
  38704. interpolant.settings = interpolantSettings;
  38705. }
  38706. this._interpolantSettings = interpolantSettings;
  38707. this._interpolants = interpolants; // bound by the mixer
  38708. // inside: PropertyMixer (managed by the mixer)
  38709. this._propertyBindings = new Array( nTracks );
  38710. this._cacheIndex = null; // for the memory manager
  38711. this._byClipCacheIndex = null; // for the memory manager
  38712. this._timeScaleInterpolant = null;
  38713. this._weightInterpolant = null;
  38714. /**
  38715. * The loop mode, set via {@link AnimationAction#setLoop}.
  38716. *
  38717. * @type {(LoopRepeat|LoopOnce|LoopPingPong)}
  38718. * @default LoopRepeat
  38719. */
  38720. this.loop = LoopRepeat;
  38721. this._loopCount = -1;
  38722. // global mixer time when the action is to be started
  38723. // it's set back to 'null' upon start of the action
  38724. this._startTime = null;
  38725. /**
  38726. * The local time of this action (in seconds, starting with `0`).
  38727. *
  38728. * The value gets clamped or wrapped to `[0,clip.duration]` (according to the
  38729. * loop state).
  38730. *
  38731. * @type {number}
  38732. * @default Infinity
  38733. */
  38734. this.time = 0;
  38735. /**
  38736. * Scaling factor for the {@link AnimationAction#time}. A value of `0` causes the
  38737. * animation to pause. Negative values cause the animation to play backwards.
  38738. *
  38739. * @type {number}
  38740. * @default 1
  38741. */
  38742. this.timeScale = 1;
  38743. this._effectiveTimeScale = 1;
  38744. /**
  38745. * The degree of influence of this action (in the interval `[0, 1]`). Values
  38746. * between `0` (no impact) and `1` (full impact) can be used to blend between
  38747. * several actions.
  38748. *
  38749. * @type {number}
  38750. * @default 1
  38751. */
  38752. this.weight = 1;
  38753. this._effectiveWeight = 1;
  38754. /**
  38755. * The number of repetitions of the performed clip over the course of this action.
  38756. * Can be set via {@link AnimationAction#setLoop}.
  38757. *
  38758. * Setting this number has no effect if {@link AnimationAction#loop} is set to
  38759. * `THREE:LoopOnce`.
  38760. *
  38761. * @type {number}
  38762. * @default Infinity
  38763. */
  38764. this.repetitions = Infinity;
  38765. /**
  38766. * If set to `true`, the playback of the action is paused.
  38767. *
  38768. * @type {boolean}
  38769. * @default false
  38770. */
  38771. this.paused = false;
  38772. /**
  38773. * If set to `false`, the action is disabled so it has no impact.
  38774. *
  38775. * When the action is re-enabled, the animation continues from its current
  38776. * time (setting `enabled` to `false` doesn't reset the action).
  38777. *
  38778. * @type {boolean}
  38779. * @default true
  38780. */
  38781. this.enabled = true;
  38782. /**
  38783. * If set to true the animation will automatically be paused on its last frame.
  38784. *
  38785. * If set to false, {@link AnimationAction#enabled} will automatically be switched
  38786. * to `false` when the last loop of the action has finished, so that this action has
  38787. * no further impact.
  38788. *
  38789. * Note: This member has no impact if the action is interrupted (it
  38790. * has only an effect if its last loop has really finished).
  38791. *
  38792. * @type {boolean}
  38793. * @default false
  38794. */
  38795. this.clampWhenFinished = false;
  38796. /**
  38797. * Enables smooth interpolation without separate clips for start, loop and end.
  38798. *
  38799. * @type {boolean}
  38800. * @default true
  38801. */
  38802. this.zeroSlopeAtStart = true;
  38803. /**
  38804. * Enables smooth interpolation without separate clips for start, loop and end.
  38805. *
  38806. * @type {boolean}
  38807. * @default true
  38808. */
  38809. this.zeroSlopeAtEnd = true;
  38810. }
  38811. /**
  38812. * Starts the playback of the animation.
  38813. *
  38814. * @return {AnimationAction} A reference to this animation action.
  38815. */
  38816. play() {
  38817. this._mixer._activateAction( this );
  38818. return this;
  38819. }
  38820. /**
  38821. * Stops the playback of the animation.
  38822. *
  38823. * @return {AnimationAction} A reference to this animation action.
  38824. */
  38825. stop() {
  38826. this._mixer._deactivateAction( this );
  38827. return this.reset();
  38828. }
  38829. /**
  38830. * Resets the playback of the animation.
  38831. *
  38832. * @return {AnimationAction} A reference to this animation action.
  38833. */
  38834. reset() {
  38835. this.paused = false;
  38836. this.enabled = true;
  38837. this.time = 0; // restart clip
  38838. this._loopCount = -1;// forget previous loops
  38839. this._startTime = null;// forget scheduling
  38840. return this.stopFading().stopWarping();
  38841. }
  38842. /**
  38843. * Returns `true` if the animation is running.
  38844. *
  38845. * @return {boolean} Whether the animation is running or not.
  38846. */
  38847. isRunning() {
  38848. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  38849. this._startTime === null && this._mixer._isActiveAction( this );
  38850. }
  38851. /**
  38852. * Returns `true` when {@link AnimationAction#play} has been called.
  38853. *
  38854. * @return {boolean} Whether the animation is scheduled or not.
  38855. */
  38856. isScheduled() {
  38857. return this._mixer._isActiveAction( this );
  38858. }
  38859. /**
  38860. * Defines the time when the animation should start.
  38861. *
  38862. * @param {number} time - The start time in seconds.
  38863. * @return {AnimationAction} A reference to this animation action.
  38864. */
  38865. startAt( time ) {
  38866. this._startTime = time;
  38867. return this;
  38868. }
  38869. /**
  38870. * Configures the loop settings for this action.
  38871. *
  38872. * @param {(LoopRepeat|LoopOnce|LoopPingPong)} mode - The loop mode.
  38873. * @param {number} repetitions - The number of repetitions.
  38874. * @return {AnimationAction} A reference to this animation action.
  38875. */
  38876. setLoop( mode, repetitions ) {
  38877. this.loop = mode;
  38878. this.repetitions = repetitions;
  38879. return this;
  38880. }
  38881. /**
  38882. * Sets the effective weight of this action.
  38883. *
  38884. * An action has no effect and thus an effective weight of zero when the
  38885. * action is disabled.
  38886. *
  38887. * @param {number} weight - The weight to set.
  38888. * @return {AnimationAction} A reference to this animation action.
  38889. */
  38890. setEffectiveWeight( weight ) {
  38891. this.weight = weight;
  38892. // note: same logic as when updated at runtime
  38893. this._effectiveWeight = this.enabled ? weight : 0;
  38894. return this.stopFading();
  38895. }
  38896. /**
  38897. * Returns the effective weight of this action.
  38898. *
  38899. * @return {number} The effective weight.
  38900. */
  38901. getEffectiveWeight() {
  38902. return this._effectiveWeight;
  38903. }
  38904. /**
  38905. * Fades the animation in by increasing its weight gradually from `0` to `1`,
  38906. * within the passed time interval.
  38907. *
  38908. * @param {number} duration - The duration of the fade.
  38909. * @return {AnimationAction} A reference to this animation action.
  38910. */
  38911. fadeIn( duration ) {
  38912. return this._scheduleFading( duration, 0, 1 );
  38913. }
  38914. /**
  38915. * Fades the animation out by decreasing its weight gradually from `1` to `0`,
  38916. * within the passed time interval.
  38917. *
  38918. * @param {number} duration - The duration of the fade.
  38919. * @return {AnimationAction} A reference to this animation action.
  38920. */
  38921. fadeOut( duration ) {
  38922. return this._scheduleFading( duration, 1, 0 );
  38923. }
  38924. /**
  38925. * Causes this action to fade in and the given action to fade out,
  38926. * within the passed time interval.
  38927. *
  38928. * @param {AnimationAction} fadeOutAction - The animation action to fade out.
  38929. * @param {number} duration - The duration of the fade.
  38930. * @param {boolean} [warp=false] - Whether warping should be used or not.
  38931. * @return {AnimationAction} A reference to this animation action.
  38932. */
  38933. crossFadeFrom( fadeOutAction, duration, warp = false ) {
  38934. fadeOutAction.fadeOut( duration );
  38935. this.fadeIn( duration );
  38936. if ( warp === true ) {
  38937. const fadeInDuration = this._clip.duration,
  38938. fadeOutDuration = fadeOutAction._clip.duration,
  38939. startEndRatio = fadeOutDuration / fadeInDuration,
  38940. endStartRatio = fadeInDuration / fadeOutDuration;
  38941. fadeOutAction.warp( 1.0, startEndRatio, duration );
  38942. this.warp( endStartRatio, 1.0, duration );
  38943. }
  38944. return this;
  38945. }
  38946. /**
  38947. * Causes this action to fade out and the given action to fade in,
  38948. * within the passed time interval.
  38949. *
  38950. * @param {AnimationAction} fadeInAction - The animation action to fade in.
  38951. * @param {number} duration - The duration of the fade.
  38952. * @param {boolean} [warp=false] - Whether warping should be used or not.
  38953. * @return {AnimationAction} A reference to this animation action.
  38954. */
  38955. crossFadeTo( fadeInAction, duration, warp = false ) {
  38956. return fadeInAction.crossFadeFrom( this, duration, warp );
  38957. }
  38958. /**
  38959. * Stops any fading which is applied to this action.
  38960. *
  38961. * @return {AnimationAction} A reference to this animation action.
  38962. */
  38963. stopFading() {
  38964. const weightInterpolant = this._weightInterpolant;
  38965. if ( weightInterpolant !== null ) {
  38966. this._weightInterpolant = null;
  38967. this._mixer._takeBackControlInterpolant( weightInterpolant );
  38968. }
  38969. return this;
  38970. }
  38971. /**
  38972. * Sets the effective time scale of this action.
  38973. *
  38974. * An action has no effect and thus an effective time scale of zero when the
  38975. * action is paused.
  38976. *
  38977. * @param {number} timeScale - The time scale to set.
  38978. * @return {AnimationAction} A reference to this animation action.
  38979. */
  38980. setEffectiveTimeScale( timeScale ) {
  38981. this.timeScale = timeScale;
  38982. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  38983. return this.stopWarping();
  38984. }
  38985. /**
  38986. * Returns the effective time scale of this action.
  38987. *
  38988. * @return {number} The effective time scale.
  38989. */
  38990. getEffectiveTimeScale() {
  38991. return this._effectiveTimeScale;
  38992. }
  38993. /**
  38994. * Sets the duration for a single loop of this action.
  38995. *
  38996. * @param {number} duration - The duration to set.
  38997. * @return {AnimationAction} A reference to this animation action.
  38998. */
  38999. setDuration( duration ) {
  39000. this.timeScale = this._clip.duration / duration;
  39001. return this.stopWarping();
  39002. }
  39003. /**
  39004. * Synchronizes this action with the passed other action.
  39005. *
  39006. * @param {AnimationAction} action - The action to sync with.
  39007. * @return {AnimationAction} A reference to this animation action.
  39008. */
  39009. syncWith( action ) {
  39010. this.time = action.time;
  39011. this.timeScale = action.timeScale;
  39012. return this.stopWarping();
  39013. }
  39014. /**
  39015. * Decelerates this animation's speed to `0` within the passed time interval.
  39016. *
  39017. * @param {number} duration - The duration.
  39018. * @return {AnimationAction} A reference to this animation action.
  39019. */
  39020. halt( duration ) {
  39021. return this.warp( this._effectiveTimeScale, 0, duration );
  39022. }
  39023. /**
  39024. * Changes the playback speed, within the passed time interval, by modifying
  39025. * {@link AnimationAction#timeScale} gradually from `startTimeScale` to
  39026. * `endTimeScale`.
  39027. *
  39028. * @param {number} startTimeScale - The start time scale.
  39029. * @param {number} endTimeScale - The end time scale.
  39030. * @param {number} duration - The duration.
  39031. * @return {AnimationAction} A reference to this animation action.
  39032. */
  39033. warp( startTimeScale, endTimeScale, duration ) {
  39034. const mixer = this._mixer,
  39035. now = mixer.time,
  39036. timeScale = this.timeScale;
  39037. let interpolant = this._timeScaleInterpolant;
  39038. if ( interpolant === null ) {
  39039. interpolant = mixer._lendControlInterpolant();
  39040. this._timeScaleInterpolant = interpolant;
  39041. }
  39042. const times = interpolant.parameterPositions,
  39043. values = interpolant.sampleValues;
  39044. times[ 0 ] = now;
  39045. times[ 1 ] = now + duration;
  39046. values[ 0 ] = startTimeScale / timeScale;
  39047. values[ 1 ] = endTimeScale / timeScale;
  39048. return this;
  39049. }
  39050. /**
  39051. * Stops any scheduled warping which is applied to this action.
  39052. *
  39053. * @return {AnimationAction} A reference to this animation action.
  39054. */
  39055. stopWarping() {
  39056. const timeScaleInterpolant = this._timeScaleInterpolant;
  39057. if ( timeScaleInterpolant !== null ) {
  39058. this._timeScaleInterpolant = null;
  39059. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  39060. }
  39061. return this;
  39062. }
  39063. /**
  39064. * Returns the animation mixer of this animation action.
  39065. *
  39066. * @return {AnimationMixer} The animation mixer.
  39067. */
  39068. getMixer() {
  39069. return this._mixer;
  39070. }
  39071. /**
  39072. * Returns the animation clip of this animation action.
  39073. *
  39074. * @return {AnimationClip} The animation clip.
  39075. */
  39076. getClip() {
  39077. return this._clip;
  39078. }
  39079. /**
  39080. * Returns the root object of this animation action.
  39081. *
  39082. * @return {Object3D} The root object.
  39083. */
  39084. getRoot() {
  39085. return this._localRoot || this._mixer._root;
  39086. }
  39087. // Internal
  39088. _update( time, deltaTime, timeDirection, accuIndex ) {
  39089. // called by the mixer
  39090. if ( ! this.enabled ) {
  39091. // call ._updateWeight() to update ._effectiveWeight
  39092. this._updateWeight( time );
  39093. return;
  39094. }
  39095. const startTime = this._startTime;
  39096. if ( startTime !== null ) {
  39097. // check for scheduled start of action
  39098. const timeRunning = ( time - startTime ) * timeDirection;
  39099. if ( timeRunning < 0 || timeDirection === 0 ) {
  39100. deltaTime = 0;
  39101. } else {
  39102. this._startTime = null; // unschedule
  39103. deltaTime = timeDirection * timeRunning;
  39104. }
  39105. }
  39106. // apply time scale and advance time
  39107. deltaTime *= this._updateTimeScale( time );
  39108. const clipTime = this._updateTime( deltaTime );
  39109. // note: _updateTime may disable the action resulting in
  39110. // an effective weight of 0
  39111. const weight = this._updateWeight( time );
  39112. if ( weight > 0 ) {
  39113. const interpolants = this._interpolants;
  39114. const propertyMixers = this._propertyBindings;
  39115. switch ( this.blendMode ) {
  39116. case AdditiveAnimationBlendMode:
  39117. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  39118. interpolants[ j ].evaluate( clipTime );
  39119. propertyMixers[ j ].accumulateAdditive( weight );
  39120. }
  39121. break;
  39122. case NormalAnimationBlendMode:
  39123. default:
  39124. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  39125. interpolants[ j ].evaluate( clipTime );
  39126. propertyMixers[ j ].accumulate( accuIndex, weight );
  39127. }
  39128. }
  39129. }
  39130. }
  39131. _updateWeight( time ) {
  39132. let weight = 0;
  39133. if ( this.enabled ) {
  39134. weight = this.weight;
  39135. const interpolant = this._weightInterpolant;
  39136. if ( interpolant !== null ) {
  39137. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  39138. weight *= interpolantValue;
  39139. if ( time > interpolant.parameterPositions[ 1 ] ) {
  39140. this.stopFading();
  39141. if ( interpolantValue === 0 ) {
  39142. // faded out, disable
  39143. this.enabled = false;
  39144. }
  39145. }
  39146. }
  39147. }
  39148. this._effectiveWeight = weight;
  39149. return weight;
  39150. }
  39151. _updateTimeScale( time ) {
  39152. let timeScale = 0;
  39153. if ( ! this.paused ) {
  39154. timeScale = this.timeScale;
  39155. const interpolant = this._timeScaleInterpolant;
  39156. if ( interpolant !== null ) {
  39157. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  39158. timeScale *= interpolantValue;
  39159. if ( time > interpolant.parameterPositions[ 1 ] ) {
  39160. this.stopWarping();
  39161. if ( timeScale === 0 ) {
  39162. // motion has halted, pause
  39163. this.paused = true;
  39164. } else {
  39165. // warp done - apply final time scale
  39166. this.timeScale = timeScale;
  39167. }
  39168. }
  39169. }
  39170. }
  39171. this._effectiveTimeScale = timeScale;
  39172. return timeScale;
  39173. }
  39174. _updateTime( deltaTime ) {
  39175. const duration = this._clip.duration;
  39176. const loop = this.loop;
  39177. let time = this.time + deltaTime;
  39178. let loopCount = this._loopCount;
  39179. const pingPong = ( loop === LoopPingPong );
  39180. if ( deltaTime === 0 ) {
  39181. if ( loopCount === -1 ) return time;
  39182. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  39183. }
  39184. if ( loop === LoopOnce ) {
  39185. if ( loopCount === -1 ) {
  39186. // just started
  39187. this._loopCount = 0;
  39188. this._setEndings( true, true, false );
  39189. }
  39190. handle_stop: {
  39191. if ( time >= duration ) {
  39192. time = duration;
  39193. } else if ( time < 0 ) {
  39194. time = 0;
  39195. } else {
  39196. this.time = time;
  39197. break handle_stop;
  39198. }
  39199. if ( this.clampWhenFinished ) this.paused = true;
  39200. else this.enabled = false;
  39201. this.time = time;
  39202. this._mixer.dispatchEvent( {
  39203. type: 'finished', action: this,
  39204. direction: deltaTime < 0 ? -1 : 1
  39205. } );
  39206. }
  39207. } else { // repetitive Repeat or PingPong
  39208. if ( loopCount === -1 ) {
  39209. // just started
  39210. if ( deltaTime >= 0 ) {
  39211. loopCount = 0;
  39212. this._setEndings( true, this.repetitions === 0, pingPong );
  39213. } else {
  39214. // when looping in reverse direction, the initial
  39215. // transition through zero counts as a repetition,
  39216. // so leave loopCount at -1
  39217. this._setEndings( this.repetitions === 0, true, pingPong );
  39218. }
  39219. }
  39220. if ( time >= duration || time < 0 ) {
  39221. // wrap around
  39222. const loopDelta = Math.floor( time / duration ); // signed
  39223. time -= duration * loopDelta;
  39224. loopCount += Math.abs( loopDelta );
  39225. const pending = this.repetitions - loopCount;
  39226. if ( pending <= 0 ) {
  39227. // have to stop (switch state, clamp time, fire event)
  39228. if ( this.clampWhenFinished ) this.paused = true;
  39229. else this.enabled = false;
  39230. time = deltaTime > 0 ? duration : 0;
  39231. this.time = time;
  39232. this._mixer.dispatchEvent( {
  39233. type: 'finished', action: this,
  39234. direction: deltaTime > 0 ? 1 : -1
  39235. } );
  39236. } else {
  39237. // keep running
  39238. if ( pending === 1 ) {
  39239. // entering the last round
  39240. const atStart = deltaTime < 0;
  39241. this._setEndings( atStart, ! atStart, pingPong );
  39242. } else {
  39243. this._setEndings( false, false, pingPong );
  39244. }
  39245. this._loopCount = loopCount;
  39246. this.time = time;
  39247. this._mixer.dispatchEvent( {
  39248. type: 'loop', action: this, loopDelta: loopDelta
  39249. } );
  39250. }
  39251. } else {
  39252. this._loopCount = loopCount;
  39253. this.time = time;
  39254. }
  39255. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  39256. // invert time for the "pong round"
  39257. return duration - time;
  39258. }
  39259. }
  39260. return time;
  39261. }
  39262. _setEndings( atStart, atEnd, pingPong ) {
  39263. const settings = this._interpolantSettings;
  39264. if ( pingPong ) {
  39265. settings.endingStart = ZeroSlopeEnding;
  39266. settings.endingEnd = ZeroSlopeEnding;
  39267. } else {
  39268. // assuming for LoopOnce atStart == atEnd == true
  39269. if ( atStart ) {
  39270. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  39271. } else {
  39272. settings.endingStart = WrapAroundEnding;
  39273. }
  39274. if ( atEnd ) {
  39275. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  39276. } else {
  39277. settings.endingEnd = WrapAroundEnding;
  39278. }
  39279. }
  39280. }
  39281. _scheduleFading( duration, weightNow, weightThen ) {
  39282. const mixer = this._mixer, now = mixer.time;
  39283. let interpolant = this._weightInterpolant;
  39284. if ( interpolant === null ) {
  39285. interpolant = mixer._lendControlInterpolant();
  39286. this._weightInterpolant = interpolant;
  39287. }
  39288. const times = interpolant.parameterPositions,
  39289. values = interpolant.sampleValues;
  39290. times[ 0 ] = now;
  39291. values[ 0 ] = weightNow;
  39292. times[ 1 ] = now + duration;
  39293. values[ 1 ] = weightThen;
  39294. return this;
  39295. }
  39296. }
  39297. const _controlInterpolantsResultBuffer = new Float32Array( 1 );
  39298. /**
  39299. * `AnimationMixer` is a player for animations on a particular object in
  39300. * the scene. When multiple objects in the scene are animated independently,
  39301. * one `AnimationMixer` may be used for each object.
  39302. */
  39303. class AnimationMixer extends EventDispatcher {
  39304. /**
  39305. * Constructs a new animation mixer.
  39306. *
  39307. * @param {Object3D} root - The object whose animations shall be played by this mixer.
  39308. */
  39309. constructor( root ) {
  39310. super();
  39311. this._root = root;
  39312. this._initMemoryManager();
  39313. this._accuIndex = 0;
  39314. /**
  39315. * The global mixer time (in seconds; starting with `0` on the mixer's creation).
  39316. *
  39317. * @type {number}
  39318. * @default 0
  39319. */
  39320. this.time = 0;
  39321. /**
  39322. * A scaling factor for the global time.
  39323. *
  39324. * Note: Setting this member to `0` and later back to `1` is a
  39325. * possibility to pause/unpause all actions that are controlled by this
  39326. * mixer.
  39327. *
  39328. * @type {number}
  39329. * @default 1
  39330. */
  39331. this.timeScale = 1.0;
  39332. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  39333. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  39334. }
  39335. }
  39336. _bindAction( action, prototypeAction ) {
  39337. const root = action._localRoot || this._root,
  39338. tracks = action._clip.tracks,
  39339. nTracks = tracks.length,
  39340. bindings = action._propertyBindings,
  39341. interpolants = action._interpolants,
  39342. rootUuid = root.uuid,
  39343. bindingsByRoot = this._bindingsByRootAndName;
  39344. let bindingsByName = bindingsByRoot[ rootUuid ];
  39345. if ( bindingsByName === undefined ) {
  39346. bindingsByName = {};
  39347. bindingsByRoot[ rootUuid ] = bindingsByName;
  39348. }
  39349. for ( let i = 0; i !== nTracks; ++ i ) {
  39350. const track = tracks[ i ],
  39351. trackName = track.name;
  39352. let binding = bindingsByName[ trackName ];
  39353. if ( binding !== undefined ) {
  39354. ++ binding.referenceCount;
  39355. bindings[ i ] = binding;
  39356. } else {
  39357. binding = bindings[ i ];
  39358. if ( binding !== undefined ) {
  39359. // existing binding, make sure the cache knows
  39360. if ( binding._cacheIndex === null ) {
  39361. ++ binding.referenceCount;
  39362. this._addInactiveBinding( binding, rootUuid, trackName );
  39363. }
  39364. continue;
  39365. }
  39366. const path = prototypeAction && prototypeAction.
  39367. _propertyBindings[ i ].binding.parsedPath;
  39368. binding = new PropertyMixer(
  39369. PropertyBinding.create( root, trackName, path ),
  39370. track.ValueTypeName, track.getValueSize() );
  39371. ++ binding.referenceCount;
  39372. this._addInactiveBinding( binding, rootUuid, trackName );
  39373. bindings[ i ] = binding;
  39374. }
  39375. interpolants[ i ].resultBuffer = binding.buffer;
  39376. }
  39377. }
  39378. _activateAction( action ) {
  39379. if ( ! this._isActiveAction( action ) ) {
  39380. if ( action._cacheIndex === null ) {
  39381. // this action has been forgotten by the cache, but the user
  39382. // appears to be still using it -> rebind
  39383. const rootUuid = ( action._localRoot || this._root ).uuid,
  39384. clipUuid = action._clip.uuid,
  39385. actionsForClip = this._actionsByClip[ clipUuid ];
  39386. this._bindAction( action,
  39387. actionsForClip && actionsForClip.knownActions[ 0 ] );
  39388. this._addInactiveAction( action, clipUuid, rootUuid );
  39389. }
  39390. const bindings = action._propertyBindings;
  39391. // increment reference counts / sort out state
  39392. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  39393. const binding = bindings[ i ];
  39394. if ( binding.useCount ++ === 0 ) {
  39395. this._lendBinding( binding );
  39396. binding.saveOriginalState();
  39397. }
  39398. }
  39399. this._lendAction( action );
  39400. }
  39401. }
  39402. _deactivateAction( action ) {
  39403. if ( this._isActiveAction( action ) ) {
  39404. const bindings = action._propertyBindings;
  39405. // decrement reference counts / sort out state
  39406. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  39407. const binding = bindings[ i ];
  39408. if ( -- binding.useCount === 0 ) {
  39409. binding.restoreOriginalState();
  39410. this._takeBackBinding( binding );
  39411. }
  39412. }
  39413. this._takeBackAction( action );
  39414. }
  39415. }
  39416. // Memory manager
  39417. _initMemoryManager() {
  39418. this._actions = []; // 'nActiveActions' followed by inactive ones
  39419. this._nActiveActions = 0;
  39420. this._actionsByClip = {};
  39421. // inside:
  39422. // {
  39423. // knownActions: Array< AnimationAction > - used as prototypes
  39424. // actionByRoot: AnimationAction - lookup
  39425. // }
  39426. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  39427. this._nActiveBindings = 0;
  39428. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  39429. this._controlInterpolants = []; // same game as above
  39430. this._nActiveControlInterpolants = 0;
  39431. const scope = this;
  39432. this.stats = {
  39433. actions: {
  39434. get total() {
  39435. return scope._actions.length;
  39436. },
  39437. get inUse() {
  39438. return scope._nActiveActions;
  39439. }
  39440. },
  39441. bindings: {
  39442. get total() {
  39443. return scope._bindings.length;
  39444. },
  39445. get inUse() {
  39446. return scope._nActiveBindings;
  39447. }
  39448. },
  39449. controlInterpolants: {
  39450. get total() {
  39451. return scope._controlInterpolants.length;
  39452. },
  39453. get inUse() {
  39454. return scope._nActiveControlInterpolants;
  39455. }
  39456. }
  39457. };
  39458. }
  39459. // Memory management for AnimationAction objects
  39460. _isActiveAction( action ) {
  39461. const index = action._cacheIndex;
  39462. return index !== null && index < this._nActiveActions;
  39463. }
  39464. _addInactiveAction( action, clipUuid, rootUuid ) {
  39465. const actions = this._actions,
  39466. actionsByClip = this._actionsByClip;
  39467. let actionsForClip = actionsByClip[ clipUuid ];
  39468. if ( actionsForClip === undefined ) {
  39469. actionsForClip = {
  39470. knownActions: [ action ],
  39471. actionByRoot: {}
  39472. };
  39473. action._byClipCacheIndex = 0;
  39474. actionsByClip[ clipUuid ] = actionsForClip;
  39475. } else {
  39476. const knownActions = actionsForClip.knownActions;
  39477. action._byClipCacheIndex = knownActions.length;
  39478. knownActions.push( action );
  39479. }
  39480. action._cacheIndex = actions.length;
  39481. actions.push( action );
  39482. actionsForClip.actionByRoot[ rootUuid ] = action;
  39483. }
  39484. _removeInactiveAction( action ) {
  39485. const actions = this._actions,
  39486. lastInactiveAction = actions[ actions.length - 1 ],
  39487. cacheIndex = action._cacheIndex;
  39488. lastInactiveAction._cacheIndex = cacheIndex;
  39489. actions[ cacheIndex ] = lastInactiveAction;
  39490. actions.pop();
  39491. action._cacheIndex = null;
  39492. const clipUuid = action._clip.uuid,
  39493. actionsByClip = this._actionsByClip,
  39494. actionsForClip = actionsByClip[ clipUuid ],
  39495. knownActionsForClip = actionsForClip.knownActions,
  39496. lastKnownAction =
  39497. knownActionsForClip[ knownActionsForClip.length - 1 ],
  39498. byClipCacheIndex = action._byClipCacheIndex;
  39499. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  39500. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  39501. knownActionsForClip.pop();
  39502. action._byClipCacheIndex = null;
  39503. const actionByRoot = actionsForClip.actionByRoot,
  39504. rootUuid = ( action._localRoot || this._root ).uuid;
  39505. delete actionByRoot[ rootUuid ];
  39506. if ( knownActionsForClip.length === 0 ) {
  39507. delete actionsByClip[ clipUuid ];
  39508. }
  39509. this._removeInactiveBindingsForAction( action );
  39510. }
  39511. _removeInactiveBindingsForAction( action ) {
  39512. const bindings = action._propertyBindings;
  39513. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  39514. const binding = bindings[ i ];
  39515. if ( -- binding.referenceCount === 0 ) {
  39516. this._removeInactiveBinding( binding );
  39517. }
  39518. }
  39519. }
  39520. _lendAction( action ) {
  39521. // [ active actions | inactive actions ]
  39522. // [ active actions >| inactive actions ]
  39523. // s a
  39524. // <-swap->
  39525. // a s
  39526. const actions = this._actions,
  39527. prevIndex = action._cacheIndex,
  39528. lastActiveIndex = this._nActiveActions ++,
  39529. firstInactiveAction = actions[ lastActiveIndex ];
  39530. action._cacheIndex = lastActiveIndex;
  39531. actions[ lastActiveIndex ] = action;
  39532. firstInactiveAction._cacheIndex = prevIndex;
  39533. actions[ prevIndex ] = firstInactiveAction;
  39534. }
  39535. _takeBackAction( action ) {
  39536. // [ active actions | inactive actions ]
  39537. // [ active actions |< inactive actions ]
  39538. // a s
  39539. // <-swap->
  39540. // s a
  39541. const actions = this._actions,
  39542. prevIndex = action._cacheIndex,
  39543. firstInactiveIndex = -- this._nActiveActions,
  39544. lastActiveAction = actions[ firstInactiveIndex ];
  39545. action._cacheIndex = firstInactiveIndex;
  39546. actions[ firstInactiveIndex ] = action;
  39547. lastActiveAction._cacheIndex = prevIndex;
  39548. actions[ prevIndex ] = lastActiveAction;
  39549. }
  39550. // Memory management for PropertyMixer objects
  39551. _addInactiveBinding( binding, rootUuid, trackName ) {
  39552. const bindingsByRoot = this._bindingsByRootAndName,
  39553. bindings = this._bindings;
  39554. let bindingByName = bindingsByRoot[ rootUuid ];
  39555. if ( bindingByName === undefined ) {
  39556. bindingByName = {};
  39557. bindingsByRoot[ rootUuid ] = bindingByName;
  39558. }
  39559. bindingByName[ trackName ] = binding;
  39560. binding._cacheIndex = bindings.length;
  39561. bindings.push( binding );
  39562. }
  39563. _removeInactiveBinding( binding ) {
  39564. const bindings = this._bindings,
  39565. propBinding = binding.binding,
  39566. rootUuid = propBinding.rootNode.uuid,
  39567. trackName = propBinding.path,
  39568. bindingsByRoot = this._bindingsByRootAndName,
  39569. bindingByName = bindingsByRoot[ rootUuid ],
  39570. lastInactiveBinding = bindings[ bindings.length - 1 ],
  39571. cacheIndex = binding._cacheIndex;
  39572. lastInactiveBinding._cacheIndex = cacheIndex;
  39573. bindings[ cacheIndex ] = lastInactiveBinding;
  39574. bindings.pop();
  39575. delete bindingByName[ trackName ];
  39576. if ( Object.keys( bindingByName ).length === 0 ) {
  39577. delete bindingsByRoot[ rootUuid ];
  39578. }
  39579. }
  39580. _lendBinding( binding ) {
  39581. const bindings = this._bindings,
  39582. prevIndex = binding._cacheIndex,
  39583. lastActiveIndex = this._nActiveBindings ++,
  39584. firstInactiveBinding = bindings[ lastActiveIndex ];
  39585. binding._cacheIndex = lastActiveIndex;
  39586. bindings[ lastActiveIndex ] = binding;
  39587. firstInactiveBinding._cacheIndex = prevIndex;
  39588. bindings[ prevIndex ] = firstInactiveBinding;
  39589. }
  39590. _takeBackBinding( binding ) {
  39591. const bindings = this._bindings,
  39592. prevIndex = binding._cacheIndex,
  39593. firstInactiveIndex = -- this._nActiveBindings,
  39594. lastActiveBinding = bindings[ firstInactiveIndex ];
  39595. binding._cacheIndex = firstInactiveIndex;
  39596. bindings[ firstInactiveIndex ] = binding;
  39597. lastActiveBinding._cacheIndex = prevIndex;
  39598. bindings[ prevIndex ] = lastActiveBinding;
  39599. }
  39600. // Memory management of Interpolants for weight and time scale
  39601. _lendControlInterpolant() {
  39602. const interpolants = this._controlInterpolants,
  39603. lastActiveIndex = this._nActiveControlInterpolants ++;
  39604. let interpolant = interpolants[ lastActiveIndex ];
  39605. if ( interpolant === undefined ) {
  39606. interpolant = new LinearInterpolant(
  39607. new Float32Array( 2 ), new Float32Array( 2 ),
  39608. 1, _controlInterpolantsResultBuffer );
  39609. interpolant.__cacheIndex = lastActiveIndex;
  39610. interpolants[ lastActiveIndex ] = interpolant;
  39611. }
  39612. return interpolant;
  39613. }
  39614. _takeBackControlInterpolant( interpolant ) {
  39615. const interpolants = this._controlInterpolants,
  39616. prevIndex = interpolant.__cacheIndex,
  39617. firstInactiveIndex = -- this._nActiveControlInterpolants,
  39618. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  39619. interpolant.__cacheIndex = firstInactiveIndex;
  39620. interpolants[ firstInactiveIndex ] = interpolant;
  39621. lastActiveInterpolant.__cacheIndex = prevIndex;
  39622. interpolants[ prevIndex ] = lastActiveInterpolant;
  39623. }
  39624. /**
  39625. * Returns an instance of {@link AnimationAction} for the passed clip.
  39626. *
  39627. * If an action fitting the clip and root parameters doesn't yet exist, it
  39628. * will be created by this method. Calling this method several times with the
  39629. * same clip and root parameters always returns the same action.
  39630. *
  39631. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39632. * @param {Object3D} [optionalRoot] - An alternative root object.
  39633. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  39634. * @return {?AnimationAction} The animation action.
  39635. */
  39636. clipAction( clip, optionalRoot, blendMode ) {
  39637. const root = optionalRoot || this._root,
  39638. rootUuid = root.uuid;
  39639. let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  39640. const clipUuid = clipObject !== null ? clipObject.uuid : clip;
  39641. const actionsForClip = this._actionsByClip[ clipUuid ];
  39642. let prototypeAction = null;
  39643. if ( blendMode === undefined ) {
  39644. if ( clipObject !== null ) {
  39645. blendMode = clipObject.blendMode;
  39646. } else {
  39647. blendMode = NormalAnimationBlendMode;
  39648. }
  39649. }
  39650. if ( actionsForClip !== undefined ) {
  39651. const existingAction = actionsForClip.actionByRoot[ rootUuid ];
  39652. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  39653. return existingAction;
  39654. }
  39655. // we know the clip, so we don't have to parse all
  39656. // the bindings again but can just copy
  39657. prototypeAction = actionsForClip.knownActions[ 0 ];
  39658. // also, take the clip from the prototype action
  39659. if ( clipObject === null )
  39660. clipObject = prototypeAction._clip;
  39661. }
  39662. // clip must be known when specified via string
  39663. if ( clipObject === null ) return null;
  39664. // allocate all resources required to run it
  39665. const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  39666. this._bindAction( newAction, prototypeAction );
  39667. // and make the action known to the memory manager
  39668. this._addInactiveAction( newAction, clipUuid, rootUuid );
  39669. return newAction;
  39670. }
  39671. /**
  39672. * Returns an existing animation action for the passed clip.
  39673. *
  39674. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39675. * @param {Object3D} [optionalRoot] - An alternative root object.
  39676. * @return {?AnimationAction} The animation action. Returns `null` if no action was found.
  39677. */
  39678. existingAction( clip, optionalRoot ) {
  39679. const root = optionalRoot || this._root,
  39680. rootUuid = root.uuid,
  39681. clipObject = typeof clip === 'string' ?
  39682. AnimationClip.findByName( root, clip ) : clip,
  39683. clipUuid = clipObject ? clipObject.uuid : clip,
  39684. actionsForClip = this._actionsByClip[ clipUuid ];
  39685. if ( actionsForClip !== undefined ) {
  39686. return actionsForClip.actionByRoot[ rootUuid ] || null;
  39687. }
  39688. return null;
  39689. }
  39690. /**
  39691. * Deactivates all previously scheduled actions on this mixer.
  39692. *
  39693. * @return {AnimationMixer} A reference to this animation mixer.
  39694. */
  39695. stopAllAction() {
  39696. const actions = this._actions,
  39697. nActions = this._nActiveActions;
  39698. for ( let i = nActions - 1; i >= 0; -- i ) {
  39699. actions[ i ].stop();
  39700. }
  39701. return this;
  39702. }
  39703. /**
  39704. * Advances the global mixer time and updates the animation.
  39705. *
  39706. * This is usually done in the render loop by passing the delta
  39707. * time from {@link Clock} or {@link Timer}.
  39708. *
  39709. * @param {number} deltaTime - The delta time in seconds.
  39710. * @return {AnimationMixer} A reference to this animation mixer.
  39711. */
  39712. update( deltaTime ) {
  39713. deltaTime *= this.timeScale;
  39714. const actions = this._actions,
  39715. nActions = this._nActiveActions,
  39716. time = this.time += deltaTime,
  39717. timeDirection = Math.sign( deltaTime ),
  39718. accuIndex = this._accuIndex ^= 1;
  39719. // run active actions
  39720. for ( let i = 0; i !== nActions; ++ i ) {
  39721. const action = actions[ i ];
  39722. action._update( time, deltaTime, timeDirection, accuIndex );
  39723. }
  39724. // update scene graph
  39725. const bindings = this._bindings,
  39726. nBindings = this._nActiveBindings;
  39727. for ( let i = 0; i !== nBindings; ++ i ) {
  39728. bindings[ i ].apply( accuIndex );
  39729. }
  39730. return this;
  39731. }
  39732. /**
  39733. * Sets the global mixer to a specific time and updates the animation accordingly.
  39734. *
  39735. * This is useful when you need to jump to an exact time in an animation. The
  39736. * input parameter will be scaled by {@link AnimationMixer#timeScale}
  39737. *
  39738. * @param {number} time - The time to set in seconds.
  39739. * @return {AnimationMixer} A reference to this animation mixer.
  39740. */
  39741. setTime( time ) {
  39742. this.time = 0; // Zero out time attribute for AnimationMixer object;
  39743. for ( let i = 0; i < this._actions.length; i ++ ) {
  39744. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  39745. }
  39746. return this.update( time ); // Update used to set exact time. Returns "this" AnimationMixer object.
  39747. }
  39748. /**
  39749. * Returns this mixer's root object.
  39750. *
  39751. * @return {Object3D} The mixer's root object.
  39752. */
  39753. getRoot() {
  39754. return this._root;
  39755. }
  39756. /**
  39757. * Deallocates all memory resources for a clip. Before using this method make
  39758. * sure to call {@link AnimationAction#stop} for all related actions.
  39759. *
  39760. * @param {AnimationClip} clip - The clip to uncache.
  39761. */
  39762. uncacheClip( clip ) {
  39763. const actions = this._actions,
  39764. clipUuid = clip.uuid,
  39765. actionsByClip = this._actionsByClip,
  39766. actionsForClip = actionsByClip[ clipUuid ];
  39767. if ( actionsForClip !== undefined ) {
  39768. // note: just calling _removeInactiveAction would mess up the
  39769. // iteration state and also require updating the state we can
  39770. // just throw away
  39771. const actionsToRemove = actionsForClip.knownActions;
  39772. for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  39773. const action = actionsToRemove[ i ];
  39774. this._deactivateAction( action );
  39775. const cacheIndex = action._cacheIndex,
  39776. lastInactiveAction = actions[ actions.length - 1 ];
  39777. action._cacheIndex = null;
  39778. action._byClipCacheIndex = null;
  39779. lastInactiveAction._cacheIndex = cacheIndex;
  39780. actions[ cacheIndex ] = lastInactiveAction;
  39781. actions.pop();
  39782. this._removeInactiveBindingsForAction( action );
  39783. }
  39784. delete actionsByClip[ clipUuid ];
  39785. }
  39786. }
  39787. /**
  39788. * Deallocates all memory resources for a root object. Before using this
  39789. * method make sure to call {@link AnimationAction#stop} for all related
  39790. * actions or alternatively {@link AnimationMixer#stopAllAction} when the
  39791. * mixer operates on a single root.
  39792. *
  39793. * @param {Object3D} root - The root object to uncache.
  39794. */
  39795. uncacheRoot( root ) {
  39796. const rootUuid = root.uuid,
  39797. actionsByClip = this._actionsByClip;
  39798. for ( const clipUuid in actionsByClip ) {
  39799. const actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  39800. action = actionByRoot[ rootUuid ];
  39801. if ( action !== undefined ) {
  39802. this._deactivateAction( action );
  39803. this._removeInactiveAction( action );
  39804. }
  39805. }
  39806. const bindingsByRoot = this._bindingsByRootAndName,
  39807. bindingByName = bindingsByRoot[ rootUuid ];
  39808. if ( bindingByName !== undefined ) {
  39809. for ( const trackName in bindingByName ) {
  39810. const binding = bindingByName[ trackName ];
  39811. binding.restoreOriginalState();
  39812. this._removeInactiveBinding( binding );
  39813. }
  39814. }
  39815. }
  39816. /**
  39817. * Deallocates all memory resources for an action. The action is identified by the
  39818. * given clip and an optional root object. Before using this method make
  39819. * sure to call {@link AnimationAction#stop} to deactivate the action.
  39820. *
  39821. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39822. * @param {Object3D} [optionalRoot] - An alternative root object.
  39823. */
  39824. uncacheAction( clip, optionalRoot ) {
  39825. const action = this.existingAction( clip, optionalRoot );
  39826. if ( action !== null ) {
  39827. this._deactivateAction( action );
  39828. this._removeInactiveAction( action );
  39829. }
  39830. }
  39831. }
  39832. /**
  39833. * Represents a 3D render target.
  39834. *
  39835. * @augments RenderTarget
  39836. */
  39837. class RenderTarget3D extends RenderTarget {
  39838. /**
  39839. * Constructs a new 3D render target.
  39840. *
  39841. * @param {number} [width=1] - The width of the render target.
  39842. * @param {number} [height=1] - The height of the render target.
  39843. * @param {number} [depth=1] - The height of the render target.
  39844. * @param {RenderTarget~Options} [options] - The configuration object.
  39845. */
  39846. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  39847. super( width, height, options );
  39848. /**
  39849. * This flag can be used for type testing.
  39850. *
  39851. * @type {boolean}
  39852. * @readonly
  39853. * @default true
  39854. */
  39855. this.isRenderTarget3D = true;
  39856. this.depth = depth;
  39857. /**
  39858. * Overwritten with a different texture type.
  39859. *
  39860. * @type {Data3DTexture}
  39861. */
  39862. this.texture = new Data3DTexture( null, width, height, depth );
  39863. this._setTextureOptions( options );
  39864. this.texture.isRenderTargetTexture = true;
  39865. }
  39866. }
  39867. /**
  39868. * Represents a uniform which is a global shader variable. They are passed to shader programs.
  39869. *
  39870. * When declaring a uniform of a {@link ShaderMaterial}, it is declared by value or by object.
  39871. * ```js
  39872. * uniforms: {
  39873. * time: { value: 1.0 },
  39874. * resolution: new Uniform( new Vector2() )
  39875. * };
  39876. * ```
  39877. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  39878. * in {@link WebGLRenderer}.
  39879. */
  39880. class Uniform {
  39881. /**
  39882. * Constructs a new uniform.
  39883. *
  39884. * @param {any} value - The uniform value.
  39885. */
  39886. constructor( value ) {
  39887. /**
  39888. * The uniform value.
  39889. *
  39890. * @type {any}
  39891. */
  39892. this.value = value;
  39893. }
  39894. /**
  39895. * Returns a new uniform with copied values from this instance.
  39896. * If the value has a `clone()` method, the value is cloned as well.
  39897. *
  39898. * @return {Uniform} A clone of this instance.
  39899. */
  39900. clone() {
  39901. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  39902. }
  39903. }
  39904. let _id = 0;
  39905. /**
  39906. * A class for managing multiple uniforms in a single group. The renderer will process
  39907. * such a definition as a single UBO.
  39908. *
  39909. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  39910. * in {@link WebGLRenderer}.
  39911. *
  39912. * @augments EventDispatcher
  39913. */
  39914. class UniformsGroup extends EventDispatcher {
  39915. /**
  39916. * Constructs a new uniforms group.
  39917. */
  39918. constructor() {
  39919. super();
  39920. /**
  39921. * This flag can be used for type testing.
  39922. *
  39923. * @type {boolean}
  39924. * @readonly
  39925. * @default true
  39926. */
  39927. this.isUniformsGroup = true;
  39928. /**
  39929. * The ID of the 3D object.
  39930. *
  39931. * @name UniformsGroup#id
  39932. * @type {number}
  39933. * @readonly
  39934. */
  39935. Object.defineProperty( this, 'id', { value: _id ++ } );
  39936. /**
  39937. * The name of the uniforms group.
  39938. *
  39939. * @type {string}
  39940. */
  39941. this.name = '';
  39942. /**
  39943. * The buffer usage.
  39944. *
  39945. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  39946. * @default StaticDrawUsage
  39947. */
  39948. this.usage = StaticDrawUsage;
  39949. /**
  39950. * An array holding the uniforms.
  39951. *
  39952. * @type {Array<Uniform>}
  39953. */
  39954. this.uniforms = [];
  39955. }
  39956. /**
  39957. * Adds the given uniform to this uniforms group.
  39958. *
  39959. * @param {Uniform} uniform - The uniform to add.
  39960. * @return {UniformsGroup} A reference to this uniforms group.
  39961. */
  39962. add( uniform ) {
  39963. this.uniforms.push( uniform );
  39964. return this;
  39965. }
  39966. /**
  39967. * Removes the given uniform from this uniforms group.
  39968. *
  39969. * @param {Uniform} uniform - The uniform to remove.
  39970. * @return {UniformsGroup} A reference to this uniforms group.
  39971. */
  39972. remove( uniform ) {
  39973. const index = this.uniforms.indexOf( uniform );
  39974. if ( index !== -1 ) this.uniforms.splice( index, 1 );
  39975. return this;
  39976. }
  39977. /**
  39978. * Sets the name of this uniforms group.
  39979. *
  39980. * @param {string} name - The name to set.
  39981. * @return {UniformsGroup} A reference to this uniforms group.
  39982. */
  39983. setName( name ) {
  39984. this.name = name;
  39985. return this;
  39986. }
  39987. /**
  39988. * Sets the usage of this uniforms group.
  39989. *
  39990. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  39991. * @return {UniformsGroup} A reference to this uniforms group.
  39992. */
  39993. setUsage( value ) {
  39994. this.usage = value;
  39995. return this;
  39996. }
  39997. /**
  39998. * Frees the GPU-related resources allocated by this instance. Call this
  39999. * method whenever this instance is no longer used in your app.
  40000. *
  40001. * @fires Texture#dispose
  40002. */
  40003. dispose() {
  40004. this.dispatchEvent( { type: 'dispose' } );
  40005. }
  40006. /**
  40007. * Copies the values of the given uniforms group to this instance.
  40008. *
  40009. * @param {UniformsGroup} source - The uniforms group to copy.
  40010. * @return {UniformsGroup} A reference to this uniforms group.
  40011. */
  40012. copy( source ) {
  40013. this.name = source.name;
  40014. this.usage = source.usage;
  40015. const uniformsSource = source.uniforms;
  40016. this.uniforms.length = 0;
  40017. for ( let i = 0, l = uniformsSource.length; i < l; i ++ ) {
  40018. const uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ];
  40019. for ( let j = 0; j < uniforms.length; j ++ ) {
  40020. this.uniforms.push( uniforms[ j ].clone() );
  40021. }
  40022. }
  40023. return this;
  40024. }
  40025. /**
  40026. * Returns a new uniforms group with copied values from this instance.
  40027. *
  40028. * @return {UniformsGroup} A clone of this instance.
  40029. */
  40030. clone() {
  40031. return new this.constructor().copy( this );
  40032. }
  40033. }
  40034. /**
  40035. * An instanced version of an interleaved buffer.
  40036. *
  40037. * @augments InterleavedBuffer
  40038. */
  40039. class InstancedInterleavedBuffer extends InterleavedBuffer {
  40040. /**
  40041. * Constructs a new instanced interleaved buffer.
  40042. *
  40043. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  40044. * @param {number} stride - The number of typed-array elements per vertex.
  40045. * @param {number} [meshPerAttribute=1] - Defines how often a value of this interleaved buffer should be repeated.
  40046. */
  40047. constructor( array, stride, meshPerAttribute = 1 ) {
  40048. super( array, stride );
  40049. /**
  40050. * This flag can be used for type testing.
  40051. *
  40052. * @type {boolean}
  40053. * @readonly
  40054. * @default true
  40055. */
  40056. this.isInstancedInterleavedBuffer = true;
  40057. /**
  40058. * Defines how often a value of this buffer attribute should be repeated,
  40059. * see {@link InstancedBufferAttribute#meshPerAttribute}.
  40060. *
  40061. * @type {number}
  40062. * @default 1
  40063. */
  40064. this.meshPerAttribute = meshPerAttribute;
  40065. }
  40066. copy( source ) {
  40067. super.copy( source );
  40068. this.meshPerAttribute = source.meshPerAttribute;
  40069. return this;
  40070. }
  40071. clone( data ) {
  40072. const ib = super.clone( data );
  40073. ib.meshPerAttribute = this.meshPerAttribute;
  40074. return ib;
  40075. }
  40076. toJSON( data ) {
  40077. const json = super.toJSON( data );
  40078. json.isInstancedInterleavedBuffer = true;
  40079. json.meshPerAttribute = this.meshPerAttribute;
  40080. return json;
  40081. }
  40082. }
  40083. /**
  40084. * An alternative version of a buffer attribute with more control over the VBO.
  40085. *
  40086. * The renderer does not construct a VBO for this kind of attribute. Instead, it uses
  40087. * whatever VBO is passed in constructor and can later be altered via the `buffer` property.
  40088. *
  40089. * The most common use case for this class is when some kind of GPGPU calculation interferes
  40090. * or even produces the VBOs in question.
  40091. *
  40092. * Notice that this class can only be used with {@link WebGLRenderer}.
  40093. */
  40094. class GLBufferAttribute {
  40095. /**
  40096. * Constructs a new GL buffer attribute.
  40097. *
  40098. * @param {WebGLBuffer} buffer - The native WebGL buffer.
  40099. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  40100. * @param {number} itemSize - The item size.
  40101. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  40102. * @param {number} count - The expected number of vertices in VBO.
  40103. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  40104. */
  40105. constructor( buffer, type, itemSize, elementSize, count, normalized = false ) {
  40106. /**
  40107. * This flag can be used for type testing.
  40108. *
  40109. * @type {boolean}
  40110. * @readonly
  40111. * @default true
  40112. */
  40113. this.isGLBufferAttribute = true;
  40114. /**
  40115. * The name of the buffer attribute.
  40116. *
  40117. * @type {string}
  40118. */
  40119. this.name = '';
  40120. /**
  40121. * The native WebGL buffer.
  40122. *
  40123. * @type {WebGLBuffer}
  40124. */
  40125. this.buffer = buffer;
  40126. /**
  40127. * The native data type.
  40128. *
  40129. * @type {number}
  40130. */
  40131. this.type = type;
  40132. /**
  40133. * The item size, see {@link BufferAttribute#itemSize}.
  40134. *
  40135. * @type {number}
  40136. */
  40137. this.itemSize = itemSize;
  40138. /**
  40139. * The corresponding size (in bytes) for the given `type` parameter.
  40140. *
  40141. * @type {number}
  40142. */
  40143. this.elementSize = elementSize;
  40144. /**
  40145. * The expected number of vertices in VBO.
  40146. *
  40147. * @type {number}
  40148. */
  40149. this.count = count;
  40150. /**
  40151. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  40152. * the values in the GLSL code. For instance, if `buffer` contains data of `gl.UNSIGNED_SHORT`,
  40153. * and `normalized` is `true`, the values `0 - +65535` in the buffer data will be mapped to
  40154. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  40155. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  40156. *
  40157. * @type {boolean}
  40158. */
  40159. this.normalized = normalized;
  40160. /**
  40161. * A version number, incremented every time the `needsUpdate` is set to `true`.
  40162. *
  40163. * @type {number}
  40164. */
  40165. this.version = 0;
  40166. }
  40167. /**
  40168. * Flag to indicate that this attribute has changed and should be re-sent to
  40169. * the GPU. Set this to `true` when you modify the value of the array.
  40170. *
  40171. * @type {number}
  40172. * @default false
  40173. * @param {boolean} value
  40174. */
  40175. set needsUpdate( value ) {
  40176. if ( value === true ) this.version ++;
  40177. }
  40178. /**
  40179. * Sets the given native WebGL buffer.
  40180. *
  40181. * @param {WebGLBuffer} buffer - The buffer to set.
  40182. * @return {BufferAttribute} A reference to this instance.
  40183. */
  40184. setBuffer( buffer ) {
  40185. this.buffer = buffer;
  40186. return this;
  40187. }
  40188. /**
  40189. * Sets the given native data type and element size.
  40190. *
  40191. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  40192. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  40193. * @return {BufferAttribute} A reference to this instance.
  40194. */
  40195. setType( type, elementSize ) {
  40196. this.type = type;
  40197. this.elementSize = elementSize;
  40198. return this;
  40199. }
  40200. /**
  40201. * Sets the item size.
  40202. *
  40203. * @param {number} itemSize - The item size.
  40204. * @return {BufferAttribute} A reference to this instance.
  40205. */
  40206. setItemSize( itemSize ) {
  40207. this.itemSize = itemSize;
  40208. return this;
  40209. }
  40210. /**
  40211. * Sets the count (the expected number of vertices in VBO).
  40212. *
  40213. * @param {number} count - The count.
  40214. * @return {BufferAttribute} A reference to this instance.
  40215. */
  40216. setCount( count ) {
  40217. this.count = count;
  40218. return this;
  40219. }
  40220. }
  40221. const _matrix = /*@__PURE__*/ new Matrix4();
  40222. /**
  40223. * This class is designed to assist with raycasting. Raycasting is used for
  40224. * mouse picking (working out what objects in the 3d space the mouse is over)
  40225. * amongst other things.
  40226. */
  40227. class Raycaster {
  40228. /**
  40229. * Constructs a new raycaster.
  40230. *
  40231. * @param {Vector3} origin - The origin vector where the ray casts from.
  40232. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  40233. * @param {number} [near=0] - All results returned are further away than near. Near can't be negative.
  40234. * @param {number} [far=Infinity] - All results returned are closer than far. Far can't be lower than near.
  40235. */
  40236. constructor( origin, direction, near = 0, far = Infinity ) {
  40237. /**
  40238. * The ray used for raycasting.
  40239. *
  40240. * @type {Ray}
  40241. */
  40242. this.ray = new Ray( origin, direction );
  40243. /**
  40244. * All results returned are further away than near. Near can't be negative.
  40245. *
  40246. * @type {number}
  40247. * @default 0
  40248. */
  40249. this.near = near;
  40250. /**
  40251. * All results returned are closer than far. Far can't be lower than near.
  40252. *
  40253. * @type {number}
  40254. * @default Infinity
  40255. */
  40256. this.far = far;
  40257. /**
  40258. * The camera to use when raycasting against view-dependent objects such as
  40259. * billboarded objects like sprites. This field can be set manually or
  40260. * is set when calling `setFromCamera()`.
  40261. *
  40262. * @type {?Camera}
  40263. * @default null
  40264. */
  40265. this.camera = null;
  40266. /**
  40267. * Allows to selectively ignore 3D objects when performing intersection tests.
  40268. * The following code example ensures that only 3D objects on layer `1` will be
  40269. * honored by raycaster.
  40270. * ```js
  40271. * raycaster.layers.set( 1 );
  40272. * object.layers.enable( 1 );
  40273. * ```
  40274. *
  40275. * @type {Layers}
  40276. */
  40277. this.layers = new Layers();
  40278. /**
  40279. * A parameter object that configures the raycasting. It has the structure:
  40280. *
  40281. * ```
  40282. * {
  40283. * Mesh: {},
  40284. * Line: { threshold: 1 },
  40285. * LOD: {},
  40286. * Points: { threshold: 1 },
  40287. * Sprite: {}
  40288. * }
  40289. * ```
  40290. * Where `threshold` is the precision of the raycaster when intersecting objects, in world units.
  40291. *
  40292. * @type {Object}
  40293. */
  40294. this.params = {
  40295. Mesh: {},
  40296. Line: { threshold: 1 },
  40297. LOD: {},
  40298. Points: { threshold: 1 },
  40299. Sprite: {}
  40300. };
  40301. }
  40302. /**
  40303. * Updates the ray with a new origin and direction by copying the values from the arguments.
  40304. *
  40305. * @param {Vector3} origin - The origin vector where the ray casts from.
  40306. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  40307. */
  40308. set( origin, direction ) {
  40309. // direction is assumed to be normalized (for accurate distance calculations)
  40310. this.ray.set( origin, direction );
  40311. }
  40312. /**
  40313. * Uses the given coordinates and camera to compute a new origin and direction for the internal ray.
  40314. *
  40315. * @param {Vector2} coords - 2D coordinates of the mouse, in normalized device coordinates (NDC).
  40316. * X and Y components should be between `-1` and `1`.
  40317. * @param {Camera} camera - The camera from which the ray should originate.
  40318. */
  40319. setFromCamera( coords, camera ) {
  40320. if ( camera.isPerspectiveCamera ) {
  40321. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  40322. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  40323. this.camera = camera;
  40324. } else if ( camera.isOrthographicCamera ) {
  40325. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  40326. this.ray.direction.set( 0, 0, -1 ).transformDirection( camera.matrixWorld );
  40327. this.camera = camera;
  40328. } else {
  40329. error( 'Raycaster: Unsupported camera type: ' + camera.type );
  40330. }
  40331. }
  40332. /**
  40333. * Uses the given WebXR controller to compute a new origin and direction for the internal ray.
  40334. *
  40335. * @param {WebXRController} controller - The controller to copy the position and direction from.
  40336. * @return {Raycaster} A reference to this raycaster.
  40337. */
  40338. setFromXRController( controller ) {
  40339. _matrix.identity().extractRotation( controller.matrixWorld );
  40340. this.ray.origin.setFromMatrixPosition( controller.matrixWorld );
  40341. this.ray.direction.set( 0, 0, -1 ).applyMatrix4( _matrix );
  40342. return this;
  40343. }
  40344. /**
  40345. * The intersection point of a raycaster intersection test.
  40346. * @typedef {Object} Raycaster~Intersection
  40347. * @property {number} distance - The distance from the ray's origin to the intersection point.
  40348. * @property {number} distanceToRay - Some 3D objects e.g. {@link Points} provide the distance of the
  40349. * intersection to the nearest point on the ray. For other objects it will be `undefined`.
  40350. * @property {Vector3} point - The intersection point, in world coordinates.
  40351. * @property {Object} face - The face that has been intersected.
  40352. * @property {number} faceIndex - The face index.
  40353. * @property {Object3D} object - The 3D object that has been intersected.
  40354. * @property {Vector2} uv - U,V coordinates at point of intersection.
  40355. * @property {Vector2} uv1 - Second set of U,V coordinates at point of intersection.
  40356. * @property {Vector3} normal - Interpolated normal vector at point of intersection.
  40357. * @property {number} instanceId - The index number of the instance where the ray
  40358. * intersects the {@link InstancedMesh}.
  40359. */
  40360. /**
  40361. * Checks all intersection between the ray and the object with or without the
  40362. * descendants. Intersections are returned sorted by distance, closest first.
  40363. *
  40364. * `Raycaster` delegates to the `raycast()` method of the passed 3D object, when
  40365. * evaluating whether the ray intersects the object or not. This allows meshes to respond
  40366. * differently to ray casting than lines or points.
  40367. *
  40368. * Note that for meshes, faces must be pointed towards the origin of the ray in order
  40369. * to be detected; intersections of the ray passing through the back of a face will not
  40370. * be detected. To raycast against both faces of an object, you'll want to set {@link Material#side}
  40371. * to `THREE.DoubleSide`.
  40372. *
  40373. * @param {Object3D} object - The 3D object to check for intersection with the ray.
  40374. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  40375. * Otherwise it only checks intersection with the object.
  40376. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  40377. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  40378. */
  40379. intersectObject( object, recursive = true, intersects = [] ) {
  40380. intersect( object, this, intersects, recursive );
  40381. intersects.sort( ascSort );
  40382. return intersects;
  40383. }
  40384. /**
  40385. * Checks all intersection between the ray and the objects with or without
  40386. * the descendants. Intersections are returned sorted by distance, closest first.
  40387. *
  40388. * @param {Array<Object3D>} objects - The 3D objects to check for intersection with the ray.
  40389. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  40390. * Otherwise it only checks intersection with the object.
  40391. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  40392. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  40393. */
  40394. intersectObjects( objects, recursive = true, intersects = [] ) {
  40395. for ( let i = 0, l = objects.length; i < l; i ++ ) {
  40396. intersect( objects[ i ], this, intersects, recursive );
  40397. }
  40398. intersects.sort( ascSort );
  40399. return intersects;
  40400. }
  40401. }
  40402. function ascSort( a, b ) {
  40403. return a.distance - b.distance;
  40404. }
  40405. function intersect( object, raycaster, intersects, recursive ) {
  40406. let propagate = true;
  40407. if ( object.layers.test( raycaster.layers ) ) {
  40408. const result = object.raycast( raycaster, intersects );
  40409. if ( result === false ) propagate = false;
  40410. }
  40411. if ( propagate === true && recursive === true ) {
  40412. const children = object.children;
  40413. for ( let i = 0, l = children.length; i < l; i ++ ) {
  40414. intersect( children[ i ], raycaster, intersects, true );
  40415. }
  40416. }
  40417. }
  40418. /**
  40419. * Class for keeping track of time.
  40420. *
  40421. * @deprecated since r183.
  40422. */
  40423. class Clock {
  40424. /**
  40425. * Constructs a new clock.
  40426. *
  40427. * @deprecated since 183.
  40428. * @param {boolean} [autoStart=true] - Whether to automatically start the clock when
  40429. * `getDelta()` is called for the first time.
  40430. */
  40431. constructor( autoStart = true ) {
  40432. /**
  40433. * If set to `true`, the clock starts automatically when `getDelta()` is called
  40434. * for the first time.
  40435. *
  40436. * @type {boolean}
  40437. * @default true
  40438. */
  40439. this.autoStart = autoStart;
  40440. /**
  40441. * Holds the time at which the clock's `start()` method was last called.
  40442. *
  40443. * @type {number}
  40444. * @default 0
  40445. */
  40446. this.startTime = 0;
  40447. /**
  40448. * Holds the time at which the clock's `start()`, `getElapsedTime()` or
  40449. * `getDelta()` methods were last called.
  40450. *
  40451. * @type {number}
  40452. * @default 0
  40453. */
  40454. this.oldTime = 0;
  40455. /**
  40456. * Keeps track of the total time that the clock has been running.
  40457. *
  40458. * @type {number}
  40459. * @default 0
  40460. */
  40461. this.elapsedTime = 0;
  40462. /**
  40463. * Whether the clock is running or not.
  40464. *
  40465. * @type {boolean}
  40466. * @default true
  40467. */
  40468. this.running = false;
  40469. warn( 'THREE.Clock: This module has been deprecated. Please use THREE.Timer instead.' ); // @deprecated, r183
  40470. }
  40471. /**
  40472. * Starts the clock. When `autoStart` is set to `true`, the method is automatically
  40473. * called by the class.
  40474. */
  40475. start() {
  40476. this.startTime = performance.now();
  40477. this.oldTime = this.startTime;
  40478. this.elapsedTime = 0;
  40479. this.running = true;
  40480. }
  40481. /**
  40482. * Stops the clock.
  40483. */
  40484. stop() {
  40485. this.getElapsedTime();
  40486. this.running = false;
  40487. this.autoStart = false;
  40488. }
  40489. /**
  40490. * Returns the elapsed time in seconds.
  40491. *
  40492. * @return {number} The elapsed time.
  40493. */
  40494. getElapsedTime() {
  40495. this.getDelta();
  40496. return this.elapsedTime;
  40497. }
  40498. /**
  40499. * Returns the delta time in seconds.
  40500. *
  40501. * @return {number} The delta time.
  40502. */
  40503. getDelta() {
  40504. let diff = 0;
  40505. if ( this.autoStart && ! this.running ) {
  40506. this.start();
  40507. return 0;
  40508. }
  40509. if ( this.running ) {
  40510. const newTime = performance.now();
  40511. diff = ( newTime - this.oldTime ) / 1000;
  40512. this.oldTime = newTime;
  40513. this.elapsedTime += diff;
  40514. }
  40515. return diff;
  40516. }
  40517. }
  40518. /**
  40519. * This class can be used to represent points in 3D space as
  40520. * [Spherical coordinates](https://en.wikipedia.org/wiki/Spherical_coordinate_system).
  40521. */
  40522. class Spherical {
  40523. /**
  40524. * Constructs a new spherical.
  40525. *
  40526. * @param {number} [radius=1] - The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  40527. * @param {number} [phi=0] - The polar angle in radians from the y (up) axis.
  40528. * @param {number} [theta=0] - The equator/azimuthal angle in radians around the y (up) axis.
  40529. */
  40530. constructor( radius = 1, phi = 0, theta = 0 ) {
  40531. /**
  40532. * The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  40533. *
  40534. * @type {number}
  40535. * @default 1
  40536. */
  40537. this.radius = radius;
  40538. /**
  40539. * The polar angle in radians from the y (up) axis.
  40540. *
  40541. * @type {number}
  40542. * @default 0
  40543. */
  40544. this.phi = phi;
  40545. /**
  40546. * The equator/azimuthal angle in radians around the y (up) axis.
  40547. *
  40548. * @type {number}
  40549. * @default 0
  40550. */
  40551. this.theta = theta;
  40552. }
  40553. /**
  40554. * Sets the spherical components by copying the given values.
  40555. *
  40556. * @param {number} radius - The radius.
  40557. * @param {number} phi - The polar angle.
  40558. * @param {number} theta - The azimuthal angle.
  40559. * @return {Spherical} A reference to this spherical.
  40560. */
  40561. set( radius, phi, theta ) {
  40562. this.radius = radius;
  40563. this.phi = phi;
  40564. this.theta = theta;
  40565. return this;
  40566. }
  40567. /**
  40568. * Copies the values of the given spherical to this instance.
  40569. *
  40570. * @param {Spherical} other - The spherical to copy.
  40571. * @return {Spherical} A reference to this spherical.
  40572. */
  40573. copy( other ) {
  40574. this.radius = other.radius;
  40575. this.phi = other.phi;
  40576. this.theta = other.theta;
  40577. return this;
  40578. }
  40579. /**
  40580. * Restricts the polar angle [page:.phi phi] to be between `0.000001` and pi -
  40581. * `0.000001`.
  40582. *
  40583. * @return {Spherical} A reference to this spherical.
  40584. */
  40585. makeSafe() {
  40586. const EPS = 0.000001;
  40587. this.phi = clamp( this.phi, EPS, Math.PI - EPS );
  40588. return this;
  40589. }
  40590. /**
  40591. * Sets the spherical components from the given vector which is assumed to hold
  40592. * Cartesian coordinates.
  40593. *
  40594. * @param {Vector3} v - The vector to set.
  40595. * @return {Spherical} A reference to this spherical.
  40596. */
  40597. setFromVector3( v ) {
  40598. return this.setFromCartesianCoords( v.x, v.y, v.z );
  40599. }
  40600. /**
  40601. * Sets the spherical components from the given Cartesian coordinates.
  40602. *
  40603. * @param {number} x - The x value.
  40604. * @param {number} y - The y value.
  40605. * @param {number} z - The z value.
  40606. * @return {Spherical} A reference to this spherical.
  40607. */
  40608. setFromCartesianCoords( x, y, z ) {
  40609. this.radius = Math.sqrt( x * x + y * y + z * z );
  40610. if ( this.radius === 0 ) {
  40611. this.theta = 0;
  40612. this.phi = 0;
  40613. } else {
  40614. this.theta = Math.atan2( x, z );
  40615. this.phi = Math.acos( clamp( y / this.radius, -1, 1 ) );
  40616. }
  40617. return this;
  40618. }
  40619. /**
  40620. * Returns a new spherical with copied values from this instance.
  40621. *
  40622. * @return {Spherical} A clone of this instance.
  40623. */
  40624. clone() {
  40625. return new this.constructor().copy( this );
  40626. }
  40627. }
  40628. /**
  40629. * This class can be used to represent points in 3D space as
  40630. * [Cylindrical coordinates](https://en.wikipedia.org/wiki/Cylindrical_coordinate_system).
  40631. */
  40632. class Cylindrical {
  40633. /**
  40634. * Constructs a new cylindrical.
  40635. *
  40636. * @param {number} [radius=1] - The distance from the origin to a point in the x-z plane.
  40637. * @param {number} [theta=0] - A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  40638. * @param {number} [y=0] - The height above the x-z plane.
  40639. */
  40640. constructor( radius = 1, theta = 0, y = 0 ) {
  40641. /**
  40642. * The distance from the origin to a point in the x-z plane.
  40643. *
  40644. * @type {number}
  40645. * @default 1
  40646. */
  40647. this.radius = radius;
  40648. /**
  40649. * A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  40650. *
  40651. * @type {number}
  40652. * @default 0
  40653. */
  40654. this.theta = theta;
  40655. /**
  40656. * The height above the x-z plane.
  40657. *
  40658. * @type {number}
  40659. * @default 0
  40660. */
  40661. this.y = y;
  40662. }
  40663. /**
  40664. * Sets the cylindrical components by copying the given values.
  40665. *
  40666. * @param {number} radius - The radius.
  40667. * @param {number} theta - The theta angle.
  40668. * @param {number} y - The height value.
  40669. * @return {Cylindrical} A reference to this cylindrical.
  40670. */
  40671. set( radius, theta, y ) {
  40672. this.radius = radius;
  40673. this.theta = theta;
  40674. this.y = y;
  40675. return this;
  40676. }
  40677. /**
  40678. * Copies the values of the given cylindrical to this instance.
  40679. *
  40680. * @param {Cylindrical} other - The cylindrical to copy.
  40681. * @return {Cylindrical} A reference to this cylindrical.
  40682. */
  40683. copy( other ) {
  40684. this.radius = other.radius;
  40685. this.theta = other.theta;
  40686. this.y = other.y;
  40687. return this;
  40688. }
  40689. /**
  40690. * Sets the cylindrical components from the given vector which is assumed to hold
  40691. * Cartesian coordinates.
  40692. *
  40693. * @param {Vector3} v - The vector to set.
  40694. * @return {Cylindrical} A reference to this cylindrical.
  40695. */
  40696. setFromVector3( v ) {
  40697. return this.setFromCartesianCoords( v.x, v.y, v.z );
  40698. }
  40699. /**
  40700. * Sets the cylindrical components from the given Cartesian coordinates.
  40701. *
  40702. * @param {number} x - The x value.
  40703. * @param {number} y - The x value.
  40704. * @param {number} z - The x value.
  40705. * @return {Cylindrical} A reference to this cylindrical.
  40706. */
  40707. setFromCartesianCoords( x, y, z ) {
  40708. this.radius = Math.sqrt( x * x + z * z );
  40709. this.theta = Math.atan2( x, z );
  40710. this.y = y;
  40711. return this;
  40712. }
  40713. /**
  40714. * Returns a new cylindrical with copied values from this instance.
  40715. *
  40716. * @return {Cylindrical} A clone of this instance.
  40717. */
  40718. clone() {
  40719. return new this.constructor().copy( this );
  40720. }
  40721. }
  40722. /**
  40723. * Represents a 2x2 matrix.
  40724. *
  40725. * A Note on Row-Major and Column-Major Ordering:
  40726. *
  40727. * The constructor and {@link Matrix2#set} method take arguments in
  40728. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  40729. * order, while internally they are stored in the {@link Matrix2#elements} array in column-major order.
  40730. * This means that calling:
  40731. * ```js
  40732. * const m = new THREE.Matrix2();
  40733. * m.set( 11, 12,
  40734. * 21, 22 );
  40735. * ```
  40736. * will result in the elements array containing:
  40737. * ```js
  40738. * m.elements = [ 11, 21,
  40739. * 12, 22 ];
  40740. * ```
  40741. * and internally all calculations are performed using column-major ordering.
  40742. * However, as the actual ordering makes no difference mathematically and
  40743. * most people are used to thinking about matrices in row-major order, the
  40744. * three.js documentation shows matrices in row-major order. Just bear in
  40745. * mind that if you are reading the source code, you'll have to take the
  40746. * transpose of any matrices outlined here to make sense of the calculations.
  40747. */
  40748. class Matrix2 {
  40749. static {
  40750. /**
  40751. * This flag can be used for type testing.
  40752. *
  40753. * @type {boolean}
  40754. * @readonly
  40755. * @default true
  40756. */
  40757. Matrix2.prototype.isMatrix2 = true;
  40758. }
  40759. /**
  40760. * Constructs a new 2x2 matrix. The arguments are supposed to be
  40761. * in row-major order. If no arguments are provided, the constructor
  40762. * initializes the matrix as an identity matrix.
  40763. *
  40764. * @param {number} [n11] - 1-1 matrix element.
  40765. * @param {number} [n12] - 1-2 matrix element.
  40766. * @param {number} [n21] - 2-1 matrix element.
  40767. * @param {number} [n22] - 2-2 matrix element.
  40768. */
  40769. constructor( n11, n12, n21, n22 ) {
  40770. /**
  40771. * A column-major list of matrix values.
  40772. *
  40773. * @type {Array<number>}
  40774. */
  40775. this.elements = [
  40776. 1, 0,
  40777. 0, 1,
  40778. ];
  40779. if ( n11 !== undefined ) {
  40780. this.set( n11, n12, n21, n22 );
  40781. }
  40782. }
  40783. /**
  40784. * Sets this matrix to the 2x2 identity matrix.
  40785. *
  40786. * @return {Matrix2} A reference to this matrix.
  40787. */
  40788. identity() {
  40789. this.set(
  40790. 1, 0,
  40791. 0, 1,
  40792. );
  40793. return this;
  40794. }
  40795. /**
  40796. * Sets the elements of the matrix from the given array.
  40797. *
  40798. * @param {Array<number>} array - The matrix elements in column-major order.
  40799. * @param {number} [offset=0] - Index of the first element in the array.
  40800. * @return {Matrix2} A reference to this matrix.
  40801. */
  40802. fromArray( array, offset = 0 ) {
  40803. for ( let i = 0; i < 4; i ++ ) {
  40804. this.elements[ i ] = array[ i + offset ];
  40805. }
  40806. return this;
  40807. }
  40808. /**
  40809. * Sets the elements of the matrix.The arguments are supposed to be
  40810. * in row-major order.
  40811. *
  40812. * @param {number} n11 - 1-1 matrix element.
  40813. * @param {number} n12 - 1-2 matrix element.
  40814. * @param {number} n21 - 2-1 matrix element.
  40815. * @param {number} n22 - 2-2 matrix element.
  40816. * @return {Matrix2} A reference to this matrix.
  40817. */
  40818. set( n11, n12, n21, n22 ) {
  40819. const te = this.elements;
  40820. te[ 0 ] = n11; te[ 2 ] = n12;
  40821. te[ 1 ] = n21; te[ 3 ] = n22;
  40822. return this;
  40823. }
  40824. }
  40825. const _vector$4 = /*@__PURE__*/ new Vector2();
  40826. /**
  40827. * Represents an axis-aligned bounding box (AABB) in 2D space.
  40828. */
  40829. class Box2 {
  40830. /**
  40831. * Constructs a new bounding box.
  40832. *
  40833. * @param {Vector2} [min=(Infinity,Infinity)] - A vector representing the lower boundary of the box.
  40834. * @param {Vector2} [max=(-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  40835. */
  40836. constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {
  40837. /**
  40838. * This flag can be used for type testing.
  40839. *
  40840. * @type {boolean}
  40841. * @readonly
  40842. * @default true
  40843. */
  40844. this.isBox2 = true;
  40845. /**
  40846. * The lower boundary of the box.
  40847. *
  40848. * @type {Vector2}
  40849. */
  40850. this.min = min;
  40851. /**
  40852. * The upper boundary of the box.
  40853. *
  40854. * @type {Vector2}
  40855. */
  40856. this.max = max;
  40857. }
  40858. /**
  40859. * Sets the lower and upper boundaries of this box.
  40860. * Please note that this method only copies the values from the given objects.
  40861. *
  40862. * @param {Vector2} min - The lower boundary of the box.
  40863. * @param {Vector2} max - The upper boundary of the box.
  40864. * @return {Box2} A reference to this bounding box.
  40865. */
  40866. set( min, max ) {
  40867. this.min.copy( min );
  40868. this.max.copy( max );
  40869. return this;
  40870. }
  40871. /**
  40872. * Sets the upper and lower bounds of this box so it encloses the position data
  40873. * in the given array.
  40874. *
  40875. * @param {Array<Vector2>} points - An array holding 2D position data as instances of {@link Vector2}.
  40876. * @return {Box2} A reference to this bounding box.
  40877. */
  40878. setFromPoints( points ) {
  40879. this.makeEmpty();
  40880. for ( let i = 0, il = points.length; i < il; i ++ ) {
  40881. this.expandByPoint( points[ i ] );
  40882. }
  40883. return this;
  40884. }
  40885. /**
  40886. * Centers this box on the given center vector and sets this box's width, height and
  40887. * depth to the given size values.
  40888. *
  40889. * @param {Vector2} center - The center of the box.
  40890. * @param {Vector2} size - The x and y dimensions of the box.
  40891. * @return {Box2} A reference to this bounding box.
  40892. */
  40893. setFromCenterAndSize( center, size ) {
  40894. const halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );
  40895. this.min.copy( center ).sub( halfSize );
  40896. this.max.copy( center ).add( halfSize );
  40897. return this;
  40898. }
  40899. /**
  40900. * Returns a new box with copied values from this instance.
  40901. *
  40902. * @return {Box2} A clone of this instance.
  40903. */
  40904. clone() {
  40905. return new this.constructor().copy( this );
  40906. }
  40907. /**
  40908. * Copies the values of the given box to this instance.
  40909. *
  40910. * @param {Box2} box - The box to copy.
  40911. * @return {Box2} A reference to this bounding box.
  40912. */
  40913. copy( box ) {
  40914. this.min.copy( box.min );
  40915. this.max.copy( box.max );
  40916. return this;
  40917. }
  40918. /**
  40919. * Makes this box empty which means in encloses a zero space in 2D.
  40920. *
  40921. * @return {Box2} A reference to this bounding box.
  40922. */
  40923. makeEmpty() {
  40924. this.min.x = this.min.y = + Infinity;
  40925. this.max.x = this.max.y = - Infinity;
  40926. return this;
  40927. }
  40928. /**
  40929. * Returns true if this box includes zero points within its bounds.
  40930. * Note that a box with equal lower and upper bounds still includes one
  40931. * point, the one both bounds share.
  40932. *
  40933. * @return {boolean} Whether this box is empty or not.
  40934. */
  40935. isEmpty() {
  40936. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  40937. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  40938. }
  40939. /**
  40940. * Returns the center point of this box.
  40941. *
  40942. * @param {Vector2} target - The target vector that is used to store the method's result.
  40943. * @return {Vector2} The center point.
  40944. */
  40945. getCenter( target ) {
  40946. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  40947. }
  40948. /**
  40949. * Returns the dimensions of this box.
  40950. *
  40951. * @param {Vector2} target - The target vector that is used to store the method's result.
  40952. * @return {Vector2} The size.
  40953. */
  40954. getSize( target ) {
  40955. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  40956. }
  40957. /**
  40958. * Expands the boundaries of this box to include the given point.
  40959. *
  40960. * @param {Vector2} point - The point that should be included by the bounding box.
  40961. * @return {Box2} A reference to this bounding box.
  40962. */
  40963. expandByPoint( point ) {
  40964. this.min.min( point );
  40965. this.max.max( point );
  40966. return this;
  40967. }
  40968. /**
  40969. * Expands this box equilaterally by the given vector. The width of this
  40970. * box will be expanded by the x component of the vector in both
  40971. * directions. The height of this box will be expanded by the y component of
  40972. * the vector in both directions.
  40973. *
  40974. * @param {Vector2} vector - The vector that should expand the bounding box.
  40975. * @return {Box2} A reference to this bounding box.
  40976. */
  40977. expandByVector( vector ) {
  40978. this.min.sub( vector );
  40979. this.max.add( vector );
  40980. return this;
  40981. }
  40982. /**
  40983. * Expands each dimension of the box by the given scalar. If negative, the
  40984. * dimensions of the box will be contracted.
  40985. *
  40986. * @param {number} scalar - The scalar value that should expand the bounding box.
  40987. * @return {Box2} A reference to this bounding box.
  40988. */
  40989. expandByScalar( scalar ) {
  40990. this.min.addScalar( - scalar );
  40991. this.max.addScalar( scalar );
  40992. return this;
  40993. }
  40994. /**
  40995. * Returns `true` if the given point lies within or on the boundaries of this box.
  40996. *
  40997. * @param {Vector2} point - The point to test.
  40998. * @return {boolean} Whether the bounding box contains the given point or not.
  40999. */
  41000. containsPoint( point ) {
  41001. return point.x >= this.min.x && point.x <= this.max.x &&
  41002. point.y >= this.min.y && point.y <= this.max.y;
  41003. }
  41004. /**
  41005. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  41006. * If this box and the given one are identical, this function also returns `true`.
  41007. *
  41008. * @param {Box2} box - The bounding box to test.
  41009. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  41010. */
  41011. containsBox( box ) {
  41012. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  41013. this.min.y <= box.min.y && box.max.y <= this.max.y;
  41014. }
  41015. /**
  41016. * Returns a point as a proportion of this box's width and height.
  41017. *
  41018. * @param {Vector2} point - A point in 2D space.
  41019. * @param {Vector2} target - The target vector that is used to store the method's result.
  41020. * @return {Vector2} A point as a proportion of this box's width and height.
  41021. */
  41022. getParameter( point, target ) {
  41023. // This can potentially have a divide by zero if the box
  41024. // has a size dimension of 0.
  41025. return target.set(
  41026. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  41027. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  41028. );
  41029. }
  41030. /**
  41031. * Returns `true` if the given bounding box intersects with this bounding box.
  41032. *
  41033. * @param {Box2} box - The bounding box to test.
  41034. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  41035. */
  41036. intersectsBox( box ) {
  41037. // using 4 splitting planes to rule out intersections
  41038. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  41039. box.max.y >= this.min.y && box.min.y <= this.max.y;
  41040. }
  41041. /**
  41042. * Clamps the given point within the bounds of this box.
  41043. *
  41044. * @param {Vector2} point - The point to clamp.
  41045. * @param {Vector2} target - The target vector that is used to store the method's result.
  41046. * @return {Vector2} The clamped point.
  41047. */
  41048. clampPoint( point, target ) {
  41049. return target.copy( point ).clamp( this.min, this.max );
  41050. }
  41051. /**
  41052. * Returns the euclidean distance from any edge of this box to the specified point. If
  41053. * the given point lies inside of this box, the distance will be `0`.
  41054. *
  41055. * @param {Vector2} point - The point to compute the distance to.
  41056. * @return {number} The euclidean distance.
  41057. */
  41058. distanceToPoint( point ) {
  41059. return this.clampPoint( point, _vector$4 ).distanceTo( point );
  41060. }
  41061. /**
  41062. * Computes the intersection of this bounding box and the given one, setting the upper
  41063. * bound of this box to the lesser of the two boxes' upper bounds and the
  41064. * lower bound of this box to the greater of the two boxes' lower bounds. If
  41065. * there's no overlap, makes this box empty.
  41066. *
  41067. * @param {Box2} box - The bounding box to intersect with.
  41068. * @return {Box2} A reference to this bounding box.
  41069. */
  41070. intersect( box ) {
  41071. this.min.max( box.min );
  41072. this.max.min( box.max );
  41073. if ( this.isEmpty() ) this.makeEmpty();
  41074. return this;
  41075. }
  41076. /**
  41077. * Computes the union of this box and another and the given one, setting the upper
  41078. * bound of this box to the greater of the two boxes' upper bounds and the
  41079. * lower bound of this box to the lesser of the two boxes' lower bounds.
  41080. *
  41081. * @param {Box2} box - The bounding box that will be unioned with this instance.
  41082. * @return {Box2} A reference to this bounding box.
  41083. */
  41084. union( box ) {
  41085. this.min.min( box.min );
  41086. this.max.max( box.max );
  41087. return this;
  41088. }
  41089. /**
  41090. * Adds the given offset to both the upper and lower bounds of this bounding box,
  41091. * effectively moving it in 2D space.
  41092. *
  41093. * @param {Vector2} offset - The offset that should be used to translate the bounding box.
  41094. * @return {Box2} A reference to this bounding box.
  41095. */
  41096. translate( offset ) {
  41097. this.min.add( offset );
  41098. this.max.add( offset );
  41099. return this;
  41100. }
  41101. /**
  41102. * Returns `true` if this bounding box is equal with the given one.
  41103. *
  41104. * @param {Box2} box - The box to test for equality.
  41105. * @return {boolean} Whether this bounding box is equal with the given one.
  41106. */
  41107. equals( box ) {
  41108. return box.min.equals( this.min ) && box.max.equals( this.max );
  41109. }
  41110. }
  41111. const _startP = /*@__PURE__*/ new Vector3();
  41112. const _startEnd = /*@__PURE__*/ new Vector3();
  41113. const _d1 = /*@__PURE__*/ new Vector3();
  41114. const _d2 = /*@__PURE__*/ new Vector3();
  41115. const _r = /*@__PURE__*/ new Vector3();
  41116. const _c1 = /*@__PURE__*/ new Vector3();
  41117. const _c2 = /*@__PURE__*/ new Vector3();
  41118. /**
  41119. * An analytical line segment in 3D space represented by a start and end point.
  41120. */
  41121. class Line3 {
  41122. /**
  41123. * Constructs a new line segment.
  41124. *
  41125. * @param {Vector3} [start=(0,0,0)] - Start of the line segment.
  41126. * @param {Vector3} [end=(0,0,0)] - End of the line segment.
  41127. */
  41128. constructor( start = new Vector3(), end = new Vector3() ) {
  41129. /**
  41130. * Start of the line segment.
  41131. *
  41132. * @type {Vector3}
  41133. */
  41134. this.start = start;
  41135. /**
  41136. * End of the line segment.
  41137. *
  41138. * @type {Vector3}
  41139. */
  41140. this.end = end;
  41141. }
  41142. /**
  41143. * Sets the start and end values by copying the given vectors.
  41144. *
  41145. * @param {Vector3} start - The start point.
  41146. * @param {Vector3} end - The end point.
  41147. * @return {Line3} A reference to this line segment.
  41148. */
  41149. set( start, end ) {
  41150. this.start.copy( start );
  41151. this.end.copy( end );
  41152. return this;
  41153. }
  41154. /**
  41155. * Copies the values of the given line segment to this instance.
  41156. *
  41157. * @param {Line3} line - The line segment to copy.
  41158. * @return {Line3} A reference to this line segment.
  41159. */
  41160. copy( line ) {
  41161. this.start.copy( line.start );
  41162. this.end.copy( line.end );
  41163. return this;
  41164. }
  41165. /**
  41166. * Returns the center of the line segment.
  41167. *
  41168. * @param {Vector3} target - The target vector that is used to store the method's result.
  41169. * @return {Vector3} The center point.
  41170. */
  41171. getCenter( target ) {
  41172. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  41173. }
  41174. /**
  41175. * Returns the delta vector of the line segment's start and end point.
  41176. *
  41177. * @param {Vector3} target - The target vector that is used to store the method's result.
  41178. * @return {Vector3} The delta vector.
  41179. */
  41180. delta( target ) {
  41181. return target.subVectors( this.end, this.start );
  41182. }
  41183. /**
  41184. * Returns the squared Euclidean distance between the line' start and end point.
  41185. *
  41186. * @return {number} The squared Euclidean distance.
  41187. */
  41188. distanceSq() {
  41189. return this.start.distanceToSquared( this.end );
  41190. }
  41191. /**
  41192. * Returns the Euclidean distance between the line' start and end point.
  41193. *
  41194. * @return {number} The Euclidean distance.
  41195. */
  41196. distance() {
  41197. return this.start.distanceTo( this.end );
  41198. }
  41199. /**
  41200. * Returns a vector at a certain position along the line segment.
  41201. *
  41202. * @param {number} t - A value between `[0,1]` to represent a position along the line segment.
  41203. * @param {Vector3} target - The target vector that is used to store the method's result.
  41204. * @return {Vector3} The delta vector.
  41205. */
  41206. at( t, target ) {
  41207. return this.delta( target ).multiplyScalar( t ).add( this.start );
  41208. }
  41209. /**
  41210. * Returns a point parameter based on the closest point as projected on the line segment.
  41211. *
  41212. * @param {Vector3} point - The point for which to return a point parameter.
  41213. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  41214. * @return {number} The point parameter.
  41215. */
  41216. closestPointToPointParameter( point, clampToLine ) {
  41217. _startP.subVectors( point, this.start );
  41218. _startEnd.subVectors( this.end, this.start );
  41219. const startEnd2 = _startEnd.dot( _startEnd );
  41220. if ( startEnd2 === 0 ) return 0;
  41221. const startEnd_startP = _startEnd.dot( _startP );
  41222. let t = startEnd_startP / startEnd2;
  41223. if ( clampToLine ) {
  41224. t = clamp( t, 0, 1 );
  41225. }
  41226. return t;
  41227. }
  41228. /**
  41229. * Returns the closest point on the line for a given point.
  41230. *
  41231. * @param {Vector3} point - The point to compute the closest point on the line for.
  41232. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  41233. * @param {Vector3} target - The target vector that is used to store the method's result.
  41234. * @return {Vector3} The closest point on the line.
  41235. */
  41236. closestPointToPoint( point, clampToLine, target ) {
  41237. const t = this.closestPointToPointParameter( point, clampToLine );
  41238. return this.delta( target ).multiplyScalar( t ).add( this.start );
  41239. }
  41240. /**
  41241. * Returns the closest squared distance between this line segment and the given one.
  41242. *
  41243. * @param {Line3} line - The line segment to compute the closest squared distance to.
  41244. * @param {Vector3} [c1] - The closest point on this line segment.
  41245. * @param {Vector3} [c2] - The closest point on the given line segment.
  41246. * @return {number} The squared distance between this line segment and the given one.
  41247. */
  41248. distanceSqToLine3( line, c1 = _c1, c2 = _c2 ) {
  41249. // from Real-Time Collision Detection by Christer Ericson, chapter 5.1.9
  41250. // Computes closest points C1 and C2 of S1(s)=P1+s*(Q1-P1) and
  41251. // S2(t)=P2+t*(Q2-P2), returning s and t. Function result is squared
  41252. // distance between between S1(s) and S2(t)
  41253. const EPSILON = 1e-8 * 1e-8; // must be squared since we compare squared length
  41254. let s, t;
  41255. const p1 = this.start;
  41256. const p2 = line.start;
  41257. const q1 = this.end;
  41258. const q2 = line.end;
  41259. _d1.subVectors( q1, p1 ); // Direction vector of segment S1
  41260. _d2.subVectors( q2, p2 ); // Direction vector of segment S2
  41261. _r.subVectors( p1, p2 );
  41262. const a = _d1.dot( _d1 ); // Squared length of segment S1, always nonnegative
  41263. const e = _d2.dot( _d2 ); // Squared length of segment S2, always nonnegative
  41264. const f = _d2.dot( _r );
  41265. // Check if either or both segments degenerate into points
  41266. if ( a <= EPSILON && e <= EPSILON ) {
  41267. // Both segments degenerate into points
  41268. c1.copy( p1 );
  41269. c2.copy( p2 );
  41270. c1.sub( c2 );
  41271. return c1.dot( c1 );
  41272. }
  41273. if ( a <= EPSILON ) {
  41274. // First segment degenerates into a point
  41275. s = 0;
  41276. t = f / e; // s = 0 => t = (b*s + f) / e = f / e
  41277. t = clamp( t, 0, 1 );
  41278. } else {
  41279. const c = _d1.dot( _r );
  41280. if ( e <= EPSILON ) {
  41281. // Second segment degenerates into a point
  41282. t = 0;
  41283. s = clamp( - c / a, 0, 1 ); // t = 0 => s = (b*t - c) / a = -c / a
  41284. } else {
  41285. // The general nondegenerate case starts here
  41286. const b = _d1.dot( _d2 );
  41287. const denom = a * e - b * b; // Always nonnegative
  41288. // If segments not parallel, compute closest point on L1 to L2 and
  41289. // clamp to segment S1. Else pick arbitrary s (here 0)
  41290. if ( denom !== 0 ) {
  41291. s = clamp( ( b * f - c * e ) / denom, 0, 1 );
  41292. } else {
  41293. s = 0;
  41294. }
  41295. // Compute point on L2 closest to S1(s) using
  41296. // t = Dot((P1 + D1*s) - P2,D2) / Dot(D2,D2) = (b*s + f) / e
  41297. t = ( b * s + f ) / e;
  41298. // If t in [0,1] done. Else clamp t, recompute s for the new value
  41299. // of t using s = Dot((P2 + D2*t) - P1,D1) / Dot(D1,D1)= (t*b - c) / a
  41300. // and clamp s to [0, 1]
  41301. if ( t < 0 ) {
  41302. t = 0.;
  41303. s = clamp( - c / a, 0, 1 );
  41304. } else if ( t > 1 ) {
  41305. t = 1;
  41306. s = clamp( ( b - c ) / a, 0, 1 );
  41307. }
  41308. }
  41309. }
  41310. c1.copy( p1 ).addScaledVector( _d1, s );
  41311. c2.copy( p2 ).addScaledVector( _d2, t );
  41312. return c1.distanceToSquared( c2 );
  41313. }
  41314. /**
  41315. * Applies a 4x4 transformation matrix to this line segment.
  41316. *
  41317. * @param {Matrix4} matrix - The transformation matrix.
  41318. * @return {Line3} A reference to this line segment.
  41319. */
  41320. applyMatrix4( matrix ) {
  41321. this.start.applyMatrix4( matrix );
  41322. this.end.applyMatrix4( matrix );
  41323. return this;
  41324. }
  41325. /**
  41326. * Returns `true` if this line segment is equal with the given one.
  41327. *
  41328. * @param {Line3} line - The line segment to test for equality.
  41329. * @return {boolean} Whether this line segment is equal with the given one.
  41330. */
  41331. equals( line ) {
  41332. return line.start.equals( this.start ) && line.end.equals( this.end );
  41333. }
  41334. /**
  41335. * Returns a new line segment with copied values from this instance.
  41336. *
  41337. * @return {Line3} A clone of this instance.
  41338. */
  41339. clone() {
  41340. return new this.constructor().copy( this );
  41341. }
  41342. }
  41343. const _vector$3 = /*@__PURE__*/ new Vector3();
  41344. /**
  41345. * This displays a cone shaped helper object for a {@link SpotLight}.
  41346. *
  41347. * When the spot light or its target are transformed or light properties are
  41348. * changed, it's necessary to call the `update()` method of the respective helper.
  41349. *
  41350. * ```js
  41351. * const spotLight = new THREE.SpotLight( 0xffffff );
  41352. * spotLight.position.set( 10, 10, 10 );
  41353. * scene.add( spotLight );
  41354. *
  41355. * const spotLightHelper = new THREE.SpotLightHelper( spotLight );
  41356. * scene.add( spotLightHelper );
  41357. * ```
  41358. *
  41359. * @augments Object3D
  41360. */
  41361. class SpotLightHelper extends Object3D {
  41362. /**
  41363. * Constructs a new spot light helper.
  41364. *
  41365. * @param {HemisphereLight} light - The light to be visualized.
  41366. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41367. * the color of the light.
  41368. */
  41369. constructor( light, color ) {
  41370. super();
  41371. /**
  41372. * The light being visualized.
  41373. *
  41374. * @type {SpotLight}
  41375. */
  41376. this.light = light;
  41377. this.matrixAutoUpdate = false;
  41378. /**
  41379. * The color parameter passed in the constructor.
  41380. * If not set, the helper will take the color of the light.
  41381. *
  41382. * @type {number|Color|string}
  41383. */
  41384. this.color = color;
  41385. this.type = 'SpotLightHelper';
  41386. const geometry = new BufferGeometry();
  41387. const positions = [
  41388. 0, 0, 0, 0, 0, 1,
  41389. 0, 0, 0, 1, 0, 1,
  41390. 0, 0, 0, -1, 0, 1,
  41391. 0, 0, 0, 0, 1, 1,
  41392. 0, 0, 0, 0, -1, 1
  41393. ];
  41394. for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  41395. const p1 = ( i / l ) * Math.PI * 2;
  41396. const p2 = ( j / l ) * Math.PI * 2;
  41397. positions.push(
  41398. Math.cos( p1 ), Math.sin( p1 ), 1,
  41399. Math.cos( p2 ), Math.sin( p2 ), 1
  41400. );
  41401. }
  41402. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41403. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  41404. this.cone = new LineSegments( geometry, material );
  41405. this.add( this.cone );
  41406. this.update();
  41407. }
  41408. /**
  41409. * Frees the GPU-related resources allocated by this instance. Call this
  41410. * method whenever this instance is no longer used in your app.
  41411. */
  41412. dispose() {
  41413. this.cone.geometry.dispose();
  41414. this.cone.material.dispose();
  41415. }
  41416. /**
  41417. * Updates the helper to match the position and direction of the
  41418. * light being visualized.
  41419. */
  41420. update() {
  41421. this.light.updateWorldMatrix( true, false );
  41422. this.light.target.updateWorldMatrix( true, false );
  41423. // update the local matrix based on the parent and light target transforms
  41424. if ( this.parent ) {
  41425. this.parent.updateWorldMatrix( true );
  41426. this.matrix
  41427. .copy( this.parent.matrixWorld )
  41428. .invert()
  41429. .multiply( this.light.matrixWorld );
  41430. } else {
  41431. this.matrix.copy( this.light.matrixWorld );
  41432. }
  41433. this.matrixWorld.copy( this.light.matrixWorld );
  41434. const coneLength = this.light.distance ? this.light.distance : 1000;
  41435. const coneWidth = coneLength * Math.tan( this.light.angle );
  41436. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  41437. _vector$3.setFromMatrixPosition( this.light.target.matrixWorld );
  41438. this.cone.lookAt( _vector$3 );
  41439. if ( this.color !== undefined ) {
  41440. this.cone.material.color.set( this.color );
  41441. } else {
  41442. this.cone.material.color.copy( this.light.color );
  41443. }
  41444. }
  41445. }
  41446. const _vector$2 = /*@__PURE__*/ new Vector3();
  41447. const _boneMatrix = /*@__PURE__*/ new Matrix4();
  41448. const _matrixWorldInv = /*@__PURE__*/ new Matrix4();
  41449. /**
  41450. * A helper object to assist with visualizing a {@link Skeleton}.
  41451. *
  41452. * ```js
  41453. * const helper = new THREE.SkeletonHelper( skinnedMesh );
  41454. * scene.add( helper );
  41455. * ```
  41456. *
  41457. * @augments LineSegments
  41458. */
  41459. class SkeletonHelper extends LineSegments {
  41460. /**
  41461. * Constructs a new skeleton helper.
  41462. *
  41463. * @param {Object3D} object - Usually an instance of {@link SkinnedMesh}. However, any 3D object
  41464. * can be used if it represents a hierarchy of bones (see {@link Bone}).
  41465. */
  41466. constructor( object ) {
  41467. const bones = getBoneList( object );
  41468. const geometry = new BufferGeometry();
  41469. const vertices = [];
  41470. const colors = [];
  41471. for ( let i = 0; i < bones.length; i ++ ) {
  41472. const bone = bones[ i ];
  41473. if ( bone.parent && bone.parent.isBone ) {
  41474. vertices.push( 0, 0, 0 );
  41475. vertices.push( 0, 0, 0 );
  41476. colors.push( 0, 0, 0 );
  41477. colors.push( 0, 0, 0 );
  41478. }
  41479. }
  41480. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41481. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41482. const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  41483. super( geometry, material );
  41484. /**
  41485. * This flag can be used for type testing.
  41486. *
  41487. * @type {boolean}
  41488. * @readonly
  41489. * @default true
  41490. */
  41491. this.isSkeletonHelper = true;
  41492. this.type = 'SkeletonHelper';
  41493. /**
  41494. * The object being visualized.
  41495. *
  41496. * @type {Object3D}
  41497. */
  41498. this.root = object;
  41499. /**
  41500. * The list of bones that the helper visualizes.
  41501. *
  41502. * @type {Array<Bone>}
  41503. */
  41504. this.bones = bones;
  41505. this.matrix = object.matrixWorld;
  41506. this.matrixAutoUpdate = false;
  41507. // colors
  41508. const color1 = new Color( 0x0000ff );
  41509. const color2 = new Color( 0x00ff00 );
  41510. this.setColors( color1, color2 );
  41511. }
  41512. updateMatrixWorld( force ) {
  41513. const bones = this.bones;
  41514. const geometry = this.geometry;
  41515. const position = geometry.getAttribute( 'position' );
  41516. _matrixWorldInv.copy( this.root.matrixWorld ).invert();
  41517. for ( let i = 0, j = 0; i < bones.length; i ++ ) {
  41518. const bone = bones[ i ];
  41519. if ( bone.parent && bone.parent.isBone ) {
  41520. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  41521. _vector$2.setFromMatrixPosition( _boneMatrix );
  41522. position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );
  41523. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  41524. _vector$2.setFromMatrixPosition( _boneMatrix );
  41525. position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );
  41526. j += 2;
  41527. }
  41528. }
  41529. geometry.getAttribute( 'position' ).needsUpdate = true;
  41530. super.updateMatrixWorld( force );
  41531. }
  41532. /**
  41533. * Defines the colors of the helper.
  41534. *
  41535. * @param {Color} color1 - The first line color for each bone.
  41536. * @param {Color} color2 - The second line color for each bone.
  41537. * @return {SkeletonHelper} A reference to this helper.
  41538. */
  41539. setColors( color1, color2 ) {
  41540. const geometry = this.geometry;
  41541. const colorAttribute = geometry.getAttribute( 'color' );
  41542. for ( let i = 0; i < colorAttribute.count; i += 2 ) {
  41543. colorAttribute.setXYZ( i, color1.r, color1.g, color1.b );
  41544. colorAttribute.setXYZ( i + 1, color2.r, color2.g, color2.b );
  41545. }
  41546. colorAttribute.needsUpdate = true;
  41547. return this;
  41548. }
  41549. /**
  41550. * Frees the GPU-related resources allocated by this instance. Call this
  41551. * method whenever this instance is no longer used in your app.
  41552. */
  41553. dispose() {
  41554. this.geometry.dispose();
  41555. this.material.dispose();
  41556. }
  41557. }
  41558. function getBoneList( object ) {
  41559. const boneList = [];
  41560. if ( object.isBone === true ) {
  41561. boneList.push( object );
  41562. }
  41563. for ( let i = 0; i < object.children.length; i ++ ) {
  41564. boneList.push( ...getBoneList( object.children[ i ] ) );
  41565. }
  41566. return boneList;
  41567. }
  41568. /**
  41569. * This displays a helper object consisting of a spherical mesh for
  41570. * visualizing an instance of {@link PointLight}.
  41571. *
  41572. * ```js
  41573. * const pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
  41574. * pointLight.position.set( 10, 10, 10 );
  41575. * scene.add( pointLight );
  41576. *
  41577. * const sphereSize = 1;
  41578. * const pointLightHelper = new THREE.PointLightHelper( pointLight, sphereSize );
  41579. * scene.add( pointLightHelper );
  41580. * ```
  41581. *
  41582. * @augments Mesh
  41583. */
  41584. class PointLightHelper extends Mesh {
  41585. /**
  41586. * Constructs a new point light helper.
  41587. *
  41588. * @param {PointLight} light - The light to be visualized.
  41589. * @param {number} [sphereSize=1] - The size of the sphere helper.
  41590. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41591. * the color of the light.
  41592. */
  41593. constructor( light, sphereSize, color ) {
  41594. const geometry = new SphereGeometry( sphereSize, 4, 2 );
  41595. const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  41596. super( geometry, material );
  41597. /**
  41598. * The light being visualized.
  41599. *
  41600. * @type {PointLight}
  41601. */
  41602. this.light = light;
  41603. /**
  41604. * The color parameter passed in the constructor.
  41605. * If not set, the helper will take the color of the light.
  41606. *
  41607. * @type {number|Color|string}
  41608. */
  41609. this.color = color;
  41610. this.type = 'PointLightHelper';
  41611. this.matrix = this.light.matrixWorld;
  41612. this.matrixAutoUpdate = false;
  41613. this.update();
  41614. }
  41615. /**
  41616. * Frees the GPU-related resources allocated by this instance. Call this
  41617. * method whenever this instance is no longer used in your app.
  41618. */
  41619. dispose() {
  41620. this.geometry.dispose();
  41621. this.material.dispose();
  41622. }
  41623. /**
  41624. * Updates the helper to match the position of the
  41625. * light being visualized.
  41626. */
  41627. update() {
  41628. this.light.updateWorldMatrix( true, false );
  41629. if ( this.color !== undefined ) {
  41630. this.material.color.set( this.color );
  41631. } else {
  41632. this.material.color.copy( this.light.color );
  41633. }
  41634. /*
  41635. const d = this.light.distance;
  41636. if ( d === 0.0 ) {
  41637. this.lightDistance.visible = false;
  41638. } else {
  41639. this.lightDistance.visible = true;
  41640. this.lightDistance.scale.set( d, d, d );
  41641. }
  41642. */
  41643. }
  41644. }
  41645. const _vector$1 = /*@__PURE__*/ new Vector3();
  41646. const _color1 = /*@__PURE__*/ new Color();
  41647. const _color2 = /*@__PURE__*/ new Color();
  41648. /**
  41649. * Creates a visual aid consisting of a spherical mesh for a
  41650. * given {@link HemisphereLight}.
  41651. *
  41652. * When the hemisphere light is transformed or its light properties are changed,
  41653. * it's necessary to call the `update()` method of the respective helper.
  41654. *
  41655. * ```js
  41656. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  41657. * const helper = new THREE.HemisphereLightHelper( light, 5 );
  41658. * scene.add( helper );
  41659. * ```
  41660. *
  41661. * @augments Object3D
  41662. */
  41663. class HemisphereLightHelper extends Object3D {
  41664. /**
  41665. * Constructs a new hemisphere light helper.
  41666. *
  41667. * @param {HemisphereLight} light - The light to be visualized.
  41668. * @param {number} [size=1] - The size of the mesh used to visualize the light.
  41669. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41670. * the color of the light.
  41671. */
  41672. constructor( light, size, color ) {
  41673. super();
  41674. /**
  41675. * The light being visualized.
  41676. *
  41677. * @type {HemisphereLight}
  41678. */
  41679. this.light = light;
  41680. this.matrix = light.matrixWorld;
  41681. this.matrixAutoUpdate = false;
  41682. /**
  41683. * The color parameter passed in the constructor.
  41684. * If not set, the helper will take the color of the light.
  41685. *
  41686. * @type {number|Color|string}
  41687. */
  41688. this.color = color;
  41689. this.type = 'HemisphereLightHelper';
  41690. const geometry = new OctahedronGeometry( size );
  41691. geometry.rotateY( Math.PI * 0.5 );
  41692. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  41693. if ( this.color === undefined ) this.material.vertexColors = true;
  41694. const position = geometry.getAttribute( 'position' );
  41695. const colors = new Float32Array( position.count * 3 );
  41696. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  41697. this.add( new Mesh( geometry, this.material ) );
  41698. this.update();
  41699. }
  41700. /**
  41701. * Frees the GPU-related resources allocated by this instance. Call this
  41702. * method whenever this instance is no longer used in your app.
  41703. */
  41704. dispose() {
  41705. this.children[ 0 ].geometry.dispose();
  41706. this.children[ 0 ].material.dispose();
  41707. }
  41708. /**
  41709. * Updates the helper to match the position and direction of the
  41710. * light being visualized.
  41711. */
  41712. update() {
  41713. const mesh = this.children[ 0 ];
  41714. if ( this.color !== undefined ) {
  41715. this.material.color.set( this.color );
  41716. } else {
  41717. const colors = mesh.geometry.getAttribute( 'color' );
  41718. _color1.copy( this.light.color );
  41719. _color2.copy( this.light.groundColor );
  41720. for ( let i = 0, l = colors.count; i < l; i ++ ) {
  41721. const color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  41722. colors.setXYZ( i, color.r, color.g, color.b );
  41723. }
  41724. colors.needsUpdate = true;
  41725. }
  41726. this.light.updateWorldMatrix( true, false );
  41727. mesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  41728. }
  41729. }
  41730. /**
  41731. * The helper is an object to define grids. Grids are two-dimensional
  41732. * arrays of lines.
  41733. *
  41734. * ```js
  41735. * const size = 10;
  41736. * const divisions = 10;
  41737. *
  41738. * const gridHelper = new THREE.GridHelper( size, divisions );
  41739. * scene.add( gridHelper );
  41740. * ```
  41741. *
  41742. * @augments LineSegments
  41743. */
  41744. class GridHelper extends LineSegments {
  41745. /**
  41746. * Constructs a new grid helper.
  41747. *
  41748. * @param {number} [size=10] - The size of the grid.
  41749. * @param {number} [divisions=10] - The number of divisions across the grid.
  41750. * @param {number|Color|string} [color1=0x444444] - The color of the center line.
  41751. * @param {number|Color|string} [color2=0x888888] - The color of the lines of the grid.
  41752. */
  41753. constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {
  41754. color1 = new Color( color1 );
  41755. color2 = new Color( color2 );
  41756. const center = divisions / 2;
  41757. const step = size / divisions;
  41758. const halfSize = size / 2;
  41759. const vertices = [], colors = [];
  41760. for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  41761. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  41762. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  41763. const color = i === center ? color1 : color2;
  41764. color.toArray( colors, j ); j += 3;
  41765. color.toArray( colors, j ); j += 3;
  41766. color.toArray( colors, j ); j += 3;
  41767. color.toArray( colors, j ); j += 3;
  41768. }
  41769. const geometry = new BufferGeometry();
  41770. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41771. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41772. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41773. super( geometry, material );
  41774. this.type = 'GridHelper';
  41775. }
  41776. /**
  41777. * Frees the GPU-related resources allocated by this instance. Call this
  41778. * method whenever this instance is no longer used in your app.
  41779. */
  41780. dispose() {
  41781. this.geometry.dispose();
  41782. this.material.dispose();
  41783. }
  41784. }
  41785. /**
  41786. * This helper is an object to define polar grids. Grids are
  41787. * two-dimensional arrays of lines.
  41788. *
  41789. * ```js
  41790. * const radius = 10;
  41791. * const sectors = 16;
  41792. * const rings = 8;
  41793. * const divisions = 64;
  41794. *
  41795. * const helper = new THREE.PolarGridHelper( radius, sectors, rings, divisions );
  41796. * scene.add( helper );
  41797. * ```
  41798. *
  41799. * @augments LineSegments
  41800. */
  41801. class PolarGridHelper extends LineSegments {
  41802. /**
  41803. * Constructs a new polar grid helper.
  41804. *
  41805. * @param {number} [radius=10] - The radius of the polar grid. This can be any positive number.
  41806. * @param {number} [sectors=16] - The number of sectors the grid will be divided into. This can be any positive integer.
  41807. * @param {number} [rings=16] - The number of rings. This can be any positive integer.
  41808. * @param {number} [divisions=64] - The number of line segments used for each circle. This can be any positive integer.
  41809. * @param {number|Color|string} [color1=0x444444] - The first color used for grid elements.
  41810. * @param {number|Color|string} [color2=0x888888] - The second color used for grid elements.
  41811. */
  41812. constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {
  41813. color1 = new Color( color1 );
  41814. color2 = new Color( color2 );
  41815. const vertices = [];
  41816. const colors = [];
  41817. // create the sectors
  41818. if ( sectors > 1 ) {
  41819. for ( let i = 0; i < sectors; i ++ ) {
  41820. const v = ( i / sectors ) * ( Math.PI * 2 );
  41821. const x = Math.sin( v ) * radius;
  41822. const z = Math.cos( v ) * radius;
  41823. vertices.push( 0, 0, 0 );
  41824. vertices.push( x, 0, z );
  41825. const color = ( i & 1 ) ? color1 : color2;
  41826. colors.push( color.r, color.g, color.b );
  41827. colors.push( color.r, color.g, color.b );
  41828. }
  41829. }
  41830. // create the rings
  41831. for ( let i = 0; i < rings; i ++ ) {
  41832. const color = ( i & 1 ) ? color1 : color2;
  41833. const r = radius - ( radius / rings * i );
  41834. for ( let j = 0; j < divisions; j ++ ) {
  41835. // first vertex
  41836. let v = ( j / divisions ) * ( Math.PI * 2 );
  41837. let x = Math.sin( v ) * r;
  41838. let z = Math.cos( v ) * r;
  41839. vertices.push( x, 0, z );
  41840. colors.push( color.r, color.g, color.b );
  41841. // second vertex
  41842. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  41843. x = Math.sin( v ) * r;
  41844. z = Math.cos( v ) * r;
  41845. vertices.push( x, 0, z );
  41846. colors.push( color.r, color.g, color.b );
  41847. }
  41848. }
  41849. const geometry = new BufferGeometry();
  41850. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41851. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41852. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41853. super( geometry, material );
  41854. this.type = 'PolarGridHelper';
  41855. }
  41856. /**
  41857. * Frees the GPU-related resources allocated by this instance. Call this
  41858. * method whenever this instance is no longer used in your app.
  41859. */
  41860. dispose() {
  41861. this.geometry.dispose();
  41862. this.material.dispose();
  41863. }
  41864. }
  41865. const _v1 = /*@__PURE__*/ new Vector3();
  41866. const _v2 = /*@__PURE__*/ new Vector3();
  41867. const _v3 = /*@__PURE__*/ new Vector3();
  41868. /**
  41869. * Helper object to assist with visualizing a {@link DirectionalLight}'s
  41870. * effect on the scene. This consists of a plane and a line representing the
  41871. * light's position and direction.
  41872. *
  41873. * When the directional light or its target are transformed or light properties
  41874. * are changed, it's necessary to call the `update()` method of the respective helper.
  41875. *
  41876. * ```js
  41877. * const light = new THREE.DirectionalLight( 0xFFFFFF );
  41878. * scene.add( light );
  41879. *
  41880. * const helper = new THREE.DirectionalLightHelper( light, 5 );
  41881. * scene.add( helper );
  41882. * ```
  41883. *
  41884. * @augments Object3D
  41885. */
  41886. class DirectionalLightHelper extends Object3D {
  41887. /**
  41888. * Constructs a new directional light helper.
  41889. *
  41890. * @param {DirectionalLight} light - The light to be visualized.
  41891. * @param {number} [size=1] - The dimensions of the plane.
  41892. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41893. * the color of the light.
  41894. */
  41895. constructor( light, size, color ) {
  41896. super();
  41897. /**
  41898. * The light being visualized.
  41899. *
  41900. * @type {DirectionalLight}
  41901. */
  41902. this.light = light;
  41903. this.matrix = light.matrixWorld;
  41904. this.matrixAutoUpdate = false;
  41905. /**
  41906. * The color parameter passed in the constructor.
  41907. * If not set, the helper will take the color of the light.
  41908. *
  41909. * @type {number|Color|string}
  41910. */
  41911. this.color = color;
  41912. this.type = 'DirectionalLightHelper';
  41913. if ( size === undefined ) size = 1;
  41914. let geometry = new BufferGeometry();
  41915. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  41916. - size, size, 0,
  41917. size, size, 0,
  41918. size, - size, 0,
  41919. - size, - size, 0,
  41920. - size, size, 0
  41921. ], 3 ) );
  41922. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  41923. /**
  41924. * Contains the line showing the location of the directional light.
  41925. *
  41926. * @type {Line}
  41927. */
  41928. this.lightPlane = new Line( geometry, material );
  41929. this.add( this.lightPlane );
  41930. geometry = new BufferGeometry();
  41931. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  41932. /**
  41933. * Represents the target line of the directional light.
  41934. *
  41935. * @type {Line}
  41936. */
  41937. this.targetLine = new Line( geometry, material );
  41938. this.add( this.targetLine );
  41939. this.update();
  41940. }
  41941. /**
  41942. * Frees the GPU-related resources allocated by this instance. Call this
  41943. * method whenever this instance is no longer used in your app.
  41944. */
  41945. dispose() {
  41946. this.lightPlane.geometry.dispose();
  41947. this.lightPlane.material.dispose();
  41948. this.targetLine.geometry.dispose();
  41949. this.targetLine.material.dispose();
  41950. }
  41951. /**
  41952. * Updates the helper to match the position and direction of the
  41953. * light being visualized.
  41954. */
  41955. update() {
  41956. this.light.updateWorldMatrix( true, false );
  41957. this.light.target.updateWorldMatrix( true, false );
  41958. _v1.setFromMatrixPosition( this.light.matrixWorld );
  41959. _v2.setFromMatrixPosition( this.light.target.matrixWorld );
  41960. _v3.subVectors( _v2, _v1 );
  41961. this.lightPlane.lookAt( _v2 );
  41962. if ( this.color !== undefined ) {
  41963. this.lightPlane.material.color.set( this.color );
  41964. this.targetLine.material.color.set( this.color );
  41965. } else {
  41966. this.lightPlane.material.color.copy( this.light.color );
  41967. this.targetLine.material.color.copy( this.light.color );
  41968. }
  41969. this.targetLine.lookAt( _v2 );
  41970. this.targetLine.scale.z = _v3.length();
  41971. }
  41972. }
  41973. const _vector = /*@__PURE__*/ new Vector3();
  41974. const _camera = /*@__PURE__*/ new Camera();
  41975. /**
  41976. * This helps with visualizing what a camera contains in its frustum. It
  41977. * visualizes the frustum of a camera using a line segments.
  41978. *
  41979. * Based on frustum visualization in [lightgl.js shadowmap example](https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html).
  41980. *
  41981. * `CameraHelper` must be a child of the scene.
  41982. *
  41983. * When the camera is transformed or its projection matrix is changed, it's necessary
  41984. * to call the `update()` method of the respective helper.
  41985. *
  41986. * ```js
  41987. * const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
  41988. * const helper = new THREE.CameraHelper( camera );
  41989. * scene.add( helper );
  41990. * ```
  41991. *
  41992. * @augments LineSegments
  41993. */
  41994. class CameraHelper extends LineSegments {
  41995. /**
  41996. * Constructs a new arrow helper.
  41997. *
  41998. * @param {Camera} camera - The camera to visualize.
  41999. */
  42000. constructor( camera ) {
  42001. const geometry = new BufferGeometry();
  42002. const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  42003. const vertices = [];
  42004. const colors = [];
  42005. const pointMap = {};
  42006. // near
  42007. addLine( 'n1', 'n2' );
  42008. addLine( 'n2', 'n4' );
  42009. addLine( 'n4', 'n3' );
  42010. addLine( 'n3', 'n1' );
  42011. // far
  42012. addLine( 'f1', 'f2' );
  42013. addLine( 'f2', 'f4' );
  42014. addLine( 'f4', 'f3' );
  42015. addLine( 'f3', 'f1' );
  42016. // sides
  42017. addLine( 'n1', 'f1' );
  42018. addLine( 'n2', 'f2' );
  42019. addLine( 'n3', 'f3' );
  42020. addLine( 'n4', 'f4' );
  42021. // cone
  42022. addLine( 'p', 'n1' );
  42023. addLine( 'p', 'n2' );
  42024. addLine( 'p', 'n3' );
  42025. addLine( 'p', 'n4' );
  42026. // up
  42027. addLine( 'u1', 'u2' );
  42028. addLine( 'u2', 'u3' );
  42029. addLine( 'u3', 'u1' );
  42030. // target
  42031. addLine( 'c', 't' );
  42032. addLine( 'p', 'c' );
  42033. // cross
  42034. addLine( 'cn1', 'cn2' );
  42035. addLine( 'cn3', 'cn4' );
  42036. addLine( 'cf1', 'cf2' );
  42037. addLine( 'cf3', 'cf4' );
  42038. function addLine( a, b ) {
  42039. addPoint( a );
  42040. addPoint( b );
  42041. }
  42042. function addPoint( id ) {
  42043. vertices.push( 0, 0, 0 );
  42044. colors.push( 0, 0, 0 );
  42045. if ( pointMap[ id ] === undefined ) {
  42046. pointMap[ id ] = [];
  42047. }
  42048. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  42049. }
  42050. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  42051. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  42052. super( geometry, material );
  42053. this.type = 'CameraHelper';
  42054. /**
  42055. * The camera being visualized.
  42056. *
  42057. * @type {Camera}
  42058. */
  42059. this.camera = camera;
  42060. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  42061. this.matrix = camera.matrixWorld;
  42062. this.matrixAutoUpdate = false;
  42063. /**
  42064. * This contains the points used to visualize the camera.
  42065. *
  42066. * @type {Object<string,Array<number>>}
  42067. */
  42068. this.pointMap = pointMap;
  42069. this.update();
  42070. // colors
  42071. const colorFrustum = new Color( 0xffaa00 );
  42072. const colorCone = new Color( 0xff0000 );
  42073. const colorUp = new Color( 0x00aaff );
  42074. const colorTarget = new Color( 0xffffff );
  42075. const colorCross = new Color( 0x333333 );
  42076. this.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross );
  42077. }
  42078. /**
  42079. * Defines the colors of the helper.
  42080. *
  42081. * @param {Color} frustum - The frustum line color.
  42082. * @param {Color} cone - The cone line color.
  42083. * @param {Color} up - The up line color.
  42084. * @param {Color} target - The target line color.
  42085. * @param {Color} cross - The cross line color.
  42086. * @return {CameraHelper} A reference to this helper.
  42087. */
  42088. setColors( frustum, cone, up, target, cross ) {
  42089. const geometry = this.geometry;
  42090. const colorAttribute = geometry.getAttribute( 'color' );
  42091. // near
  42092. colorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2
  42093. colorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4
  42094. colorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3
  42095. colorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1
  42096. // far
  42097. colorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2
  42098. colorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4
  42099. colorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3
  42100. colorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1
  42101. // sides
  42102. colorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1
  42103. colorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2
  42104. colorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3
  42105. colorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4
  42106. // cone
  42107. colorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1
  42108. colorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2
  42109. colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3
  42110. colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4
  42111. // up
  42112. colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2
  42113. colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3
  42114. colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1
  42115. // target
  42116. colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t
  42117. colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c
  42118. // cross
  42119. colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2
  42120. colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4
  42121. colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2
  42122. colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4
  42123. colorAttribute.needsUpdate = true;
  42124. return this;
  42125. }
  42126. /**
  42127. * Updates the helper based on the projection matrix of the camera.
  42128. */
  42129. update() {
  42130. const geometry = this.geometry;
  42131. const pointMap = this.pointMap;
  42132. const w = 1, h = 1;
  42133. let nearZ, farZ;
  42134. // we need just camera projection matrix inverse
  42135. // world matrix must be identity
  42136. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  42137. // Adjust z values based on coordinate system
  42138. if ( this.camera.reversedDepth === true ) {
  42139. nearZ = 1;
  42140. farZ = 0;
  42141. } else {
  42142. if ( this.camera.coordinateSystem === WebGLCoordinateSystem ) {
  42143. nearZ = -1;
  42144. farZ = 1;
  42145. } else if ( this.camera.coordinateSystem === WebGPUCoordinateSystem ) {
  42146. nearZ = 0;
  42147. farZ = 1;
  42148. } else {
  42149. throw new Error( 'THREE.CameraHelper.update(): Invalid coordinate system: ' + this.camera.coordinateSystem );
  42150. }
  42151. }
  42152. // center / target
  42153. setPoint( 'c', pointMap, geometry, _camera, 0, 0, nearZ );
  42154. setPoint( 't', pointMap, geometry, _camera, 0, 0, farZ );
  42155. // near
  42156. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, nearZ );
  42157. setPoint( 'n2', pointMap, geometry, _camera, w, - h, nearZ );
  42158. setPoint( 'n3', pointMap, geometry, _camera, - w, h, nearZ );
  42159. setPoint( 'n4', pointMap, geometry, _camera, w, h, nearZ );
  42160. // far
  42161. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, farZ );
  42162. setPoint( 'f2', pointMap, geometry, _camera, w, - h, farZ );
  42163. setPoint( 'f3', pointMap, geometry, _camera, - w, h, farZ );
  42164. setPoint( 'f4', pointMap, geometry, _camera, w, h, farZ );
  42165. // up
  42166. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, nearZ );
  42167. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, nearZ );
  42168. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, nearZ );
  42169. // cross
  42170. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, farZ );
  42171. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, farZ );
  42172. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, farZ );
  42173. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, farZ );
  42174. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, nearZ );
  42175. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, nearZ );
  42176. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, nearZ );
  42177. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, nearZ );
  42178. geometry.getAttribute( 'position' ).needsUpdate = true;
  42179. }
  42180. /**
  42181. * Frees the GPU-related resources allocated by this instance. Call this
  42182. * method whenever this instance is no longer used in your app.
  42183. */
  42184. dispose() {
  42185. this.geometry.dispose();
  42186. this.material.dispose();
  42187. }
  42188. }
  42189. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  42190. _vector.set( x, y, z ).unproject( camera );
  42191. const points = pointMap[ point ];
  42192. if ( points !== undefined ) {
  42193. const position = geometry.getAttribute( 'position' );
  42194. for ( let i = 0, l = points.length; i < l; i ++ ) {
  42195. position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );
  42196. }
  42197. }
  42198. }
  42199. const _box = /*@__PURE__*/ new Box3();
  42200. /**
  42201. * Helper object to graphically show the world-axis-aligned bounding box
  42202. * around an object. The actual bounding box is handled with {@link Box3},
  42203. * this is just a visual helper for debugging. It can be automatically
  42204. * resized with {@link BoxHelper#update} when the object it's created from
  42205. * is transformed. Note that the object must have a geometry for this to work,
  42206. * so it won't work with sprites.
  42207. *
  42208. * ```js
  42209. * const sphere = new THREE.SphereGeometry();
  42210. * const object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
  42211. * const box = new THREE.BoxHelper( object, 0xffff00 );
  42212. * scene.add( box );
  42213. * ```
  42214. *
  42215. * @augments LineSegments
  42216. */
  42217. class BoxHelper extends LineSegments {
  42218. /**
  42219. * Constructs a new box helper.
  42220. *
  42221. * @param {Object3D} [object] - The 3D object to show the world-axis-aligned bounding box.
  42222. * @param {number|Color|string} [color=0xffff00] - The box's color.
  42223. */
  42224. constructor( object, color = 0xffff00 ) {
  42225. 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 ] );
  42226. const positions = new Float32Array( 8 * 3 );
  42227. const geometry = new BufferGeometry();
  42228. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  42229. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  42230. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  42231. /**
  42232. * The 3D object being visualized.
  42233. *
  42234. * @type {Object3D}
  42235. */
  42236. this.object = object;
  42237. this.type = 'BoxHelper';
  42238. this.matrixAutoUpdate = false;
  42239. this.update();
  42240. }
  42241. /**
  42242. * Updates the helper's geometry to match the dimensions of the object,
  42243. * including any children.
  42244. */
  42245. update() {
  42246. if ( this.object !== undefined ) {
  42247. _box.setFromObject( this.object );
  42248. }
  42249. if ( _box.isEmpty() ) return;
  42250. const min = _box.min;
  42251. const max = _box.max;
  42252. /*
  42253. 5____4
  42254. 1/___0/|
  42255. | 6__|_7
  42256. 2/___3/
  42257. 0: max.x, max.y, max.z
  42258. 1: min.x, max.y, max.z
  42259. 2: min.x, min.y, max.z
  42260. 3: max.x, min.y, max.z
  42261. 4: max.x, max.y, min.z
  42262. 5: min.x, max.y, min.z
  42263. 6: min.x, min.y, min.z
  42264. 7: max.x, min.y, min.z
  42265. */
  42266. const position = this.geometry.attributes.position;
  42267. const array = position.array;
  42268. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  42269. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  42270. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  42271. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  42272. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  42273. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  42274. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  42275. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  42276. position.needsUpdate = true;
  42277. this.geometry.computeBoundingSphere();
  42278. }
  42279. /**
  42280. * Updates the wireframe box for the passed object.
  42281. *
  42282. * @param {Object3D} object - The 3D object to create the helper for.
  42283. * @return {BoxHelper} A reference to this instance.
  42284. */
  42285. setFromObject( object ) {
  42286. this.object = object;
  42287. this.update();
  42288. return this;
  42289. }
  42290. copy( source, recursive ) {
  42291. super.copy( source, recursive );
  42292. this.object = source.object;
  42293. return this;
  42294. }
  42295. /**
  42296. * Frees the GPU-related resources allocated by this instance. Call this
  42297. * method whenever this instance is no longer used in your app.
  42298. */
  42299. dispose() {
  42300. this.geometry.dispose();
  42301. this.material.dispose();
  42302. }
  42303. }
  42304. /**
  42305. * A helper object to visualize an instance of {@link Box3}.
  42306. *
  42307. * ```js
  42308. * const box = new THREE.Box3();
  42309. * box.setFromCenterAndSize( new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 2, 1, 3 ) );
  42310. *
  42311. * const helper = new THREE.Box3Helper( box, 0xffff00 );
  42312. * scene.add( helper )
  42313. * ```
  42314. *
  42315. * @augments LineSegments
  42316. */
  42317. class Box3Helper extends LineSegments {
  42318. /**
  42319. * Constructs a new box3 helper.
  42320. *
  42321. * @param {Box3} box - The box to visualize.
  42322. * @param {number|Color|string} [color=0xffff00] - The box's color.
  42323. */
  42324. constructor( box, color = 0xffff00 ) {
  42325. 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 ] );
  42326. 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 ];
  42327. const geometry = new BufferGeometry();
  42328. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  42329. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  42330. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  42331. /**
  42332. * The box being visualized.
  42333. *
  42334. * @type {Box3}
  42335. */
  42336. this.box = box;
  42337. this.type = 'Box3Helper';
  42338. this.geometry.computeBoundingSphere();
  42339. }
  42340. updateMatrixWorld( force ) {
  42341. const box = this.box;
  42342. if ( box.isEmpty() ) return;
  42343. box.getCenter( this.position );
  42344. box.getSize( this.scale );
  42345. this.scale.multiplyScalar( 0.5 );
  42346. super.updateMatrixWorld( force );
  42347. }
  42348. /**
  42349. * Frees the GPU-related resources allocated by this instance. Call this
  42350. * method whenever this instance is no longer used in your app.
  42351. */
  42352. dispose() {
  42353. this.geometry.dispose();
  42354. this.material.dispose();
  42355. }
  42356. }
  42357. /**
  42358. * A helper object to visualize an instance of {@link Plane}.
  42359. *
  42360. * ```js
  42361. * const plane = new THREE.Plane( new THREE.Vector3( 1, 1, 0.2 ), 3 );
  42362. * const helper = new THREE.PlaneHelper( plane, 1, 0xffff00 );
  42363. * scene.add( helper );
  42364. * ```
  42365. *
  42366. * @augments Line
  42367. */
  42368. class PlaneHelper extends Line {
  42369. /**
  42370. * Constructs a new plane helper.
  42371. *
  42372. * @param {Plane} plane - The plane to be visualized.
  42373. * @param {number} [size=1] - The side length of plane helper.
  42374. * @param {number|Color|string} [hex=0xffff00] - The helper's color.
  42375. */
  42376. constructor( plane, size = 1, hex = 0xffff00 ) {
  42377. const color = hex;
  42378. 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 ];
  42379. const geometry = new BufferGeometry();
  42380. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  42381. geometry.computeBoundingSphere();
  42382. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  42383. this.type = 'PlaneHelper';
  42384. /**
  42385. * The plane being visualized.
  42386. *
  42387. * @type {Plane}
  42388. */
  42389. this.plane = plane;
  42390. /**
  42391. * The side length of plane helper.
  42392. *
  42393. * @type {number}
  42394. * @default 1
  42395. */
  42396. this.size = size;
  42397. const positions2 = [ 1, 1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0 ];
  42398. const geometry2 = new BufferGeometry();
  42399. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  42400. geometry2.computeBoundingSphere();
  42401. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  42402. }
  42403. updateMatrixWorld( force ) {
  42404. this.position.set( 0, 0, 0 );
  42405. this.scale.set( 0.5 * this.size, 0.5 * this.size, 1 );
  42406. this.lookAt( this.plane.normal );
  42407. this.translateZ( - this.plane.constant );
  42408. super.updateMatrixWorld( force );
  42409. }
  42410. /**
  42411. * Updates the helper to match the position and direction of the
  42412. * light being visualized.
  42413. */
  42414. dispose() {
  42415. this.geometry.dispose();
  42416. this.material.dispose();
  42417. this.children[ 0 ].geometry.dispose();
  42418. this.children[ 0 ].material.dispose();
  42419. }
  42420. }
  42421. const _axis = /*@__PURE__*/ new Vector3();
  42422. let _lineGeometry, _coneGeometry;
  42423. /**
  42424. * An 3D arrow object for visualizing directions.
  42425. *
  42426. * ```js
  42427. * const dir = new THREE.Vector3( 1, 2, 0 );
  42428. *
  42429. * //normalize the direction vector (convert to vector of length 1)
  42430. * dir.normalize();
  42431. *
  42432. * const origin = new THREE.Vector3( 0, 0, 0 );
  42433. * const length = 1;
  42434. * const hex = 0xffff00;
  42435. *
  42436. * const arrowHelper = new THREE.ArrowHelper( dir, origin, length, hex );
  42437. * scene.add( arrowHelper );
  42438. * ```
  42439. *
  42440. * @augments Object3D
  42441. */
  42442. class ArrowHelper extends Object3D {
  42443. /**
  42444. * Constructs a new arrow helper.
  42445. *
  42446. * @param {Vector3} [dir=(0, 0, 1)] - The (normalized) direction vector.
  42447. * @param {Vector3} [origin=(0, 0, 0)] - Point at which the arrow starts.
  42448. * @param {number} [length=1] - Length of the arrow in world units.
  42449. * @param {(number|Color|string)} [color=0xffff00] - Color of the arrow.
  42450. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  42451. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  42452. */
  42453. 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 ) {
  42454. super();
  42455. this.type = 'ArrowHelper';
  42456. if ( _lineGeometry === undefined ) {
  42457. _lineGeometry = new BufferGeometry();
  42458. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  42459. _coneGeometry = new ConeGeometry( 0.5, 1, 5, 1 );
  42460. _coneGeometry.translate( 0, -0.5, 0 );
  42461. }
  42462. this.position.copy( origin );
  42463. /**
  42464. * The line part of the arrow helper.
  42465. *
  42466. * @type {Line}
  42467. */
  42468. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  42469. this.line.matrixAutoUpdate = false;
  42470. this.add( this.line );
  42471. /**
  42472. * The cone part of the arrow helper.
  42473. *
  42474. * @type {Mesh}
  42475. */
  42476. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  42477. this.cone.matrixAutoUpdate = false;
  42478. this.add( this.cone );
  42479. this.setDirection( dir );
  42480. this.setLength( length, headLength, headWidth );
  42481. }
  42482. /**
  42483. * Sets the direction of the helper.
  42484. *
  42485. * @param {Vector3} dir - The normalized direction vector.
  42486. */
  42487. setDirection( dir ) {
  42488. // dir is assumed to be normalized
  42489. if ( dir.y > 0.99999 ) {
  42490. this.quaternion.set( 0, 0, 0, 1 );
  42491. } else if ( dir.y < -0.99999 ) {
  42492. this.quaternion.set( 1, 0, 0, 0 );
  42493. } else {
  42494. _axis.set( dir.z, 0, - dir.x ).normalize();
  42495. const radians = Math.acos( dir.y );
  42496. this.quaternion.setFromAxisAngle( _axis, radians );
  42497. }
  42498. }
  42499. /**
  42500. * Sets the length of the helper.
  42501. *
  42502. * @param {number} length - Length of the arrow in world units.
  42503. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  42504. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  42505. */
  42506. setLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {
  42507. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  42508. this.line.updateMatrix();
  42509. this.cone.scale.set( headWidth, headLength, headWidth );
  42510. this.cone.position.y = length;
  42511. this.cone.updateMatrix();
  42512. }
  42513. /**
  42514. * Sets the color of the helper.
  42515. *
  42516. * @param {number|Color|string} color - The color to set.
  42517. */
  42518. setColor( color ) {
  42519. this.line.material.color.set( color );
  42520. this.cone.material.color.set( color );
  42521. }
  42522. copy( source ) {
  42523. super.copy( source, false );
  42524. this.line.copy( source.line );
  42525. this.cone.copy( source.cone );
  42526. return this;
  42527. }
  42528. /**
  42529. * Frees the GPU-related resources allocated by this instance. Call this
  42530. * method whenever this instance is no longer used in your app.
  42531. */
  42532. dispose() {
  42533. this.line.geometry.dispose();
  42534. this.line.material.dispose();
  42535. this.cone.geometry.dispose();
  42536. this.cone.material.dispose();
  42537. }
  42538. }
  42539. /**
  42540. * An axis object to visualize the 3 axes in a simple way.
  42541. * The X axis is red. The Y axis is green. The Z axis is blue.
  42542. *
  42543. * ```js
  42544. * const axesHelper = new THREE.AxesHelper( 5 );
  42545. * scene.add( axesHelper );
  42546. * ```
  42547. *
  42548. * @augments LineSegments
  42549. */
  42550. class AxesHelper extends LineSegments {
  42551. /**
  42552. * Constructs a new axes helper.
  42553. *
  42554. * @param {number} [size=1] - Size of the lines representing the axes.
  42555. */
  42556. constructor( size = 1 ) {
  42557. const vertices = [
  42558. 0, 0, 0, size, 0, 0,
  42559. 0, 0, 0, 0, size, 0,
  42560. 0, 0, 0, 0, 0, size
  42561. ];
  42562. const colors = [
  42563. 1, 0, 0, 1, 0.6, 0,
  42564. 0, 1, 0, 0.6, 1, 0,
  42565. 0, 0, 1, 0, 0.6, 1
  42566. ];
  42567. const geometry = new BufferGeometry();
  42568. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  42569. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  42570. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  42571. super( geometry, material );
  42572. this.type = 'AxesHelper';
  42573. }
  42574. /**
  42575. * Defines the colors of the axes helper.
  42576. *
  42577. * @param {number|Color|string} xAxisColor - The color for the x axis.
  42578. * @param {number|Color|string} yAxisColor - The color for the y axis.
  42579. * @param {number|Color|string} zAxisColor - The color for the z axis.
  42580. * @return {AxesHelper} A reference to this axes helper.
  42581. */
  42582. setColors( xAxisColor, yAxisColor, zAxisColor ) {
  42583. const color = new Color();
  42584. const array = this.geometry.attributes.color.array;
  42585. color.set( xAxisColor );
  42586. color.toArray( array, 0 );
  42587. color.toArray( array, 3 );
  42588. color.set( yAxisColor );
  42589. color.toArray( array, 6 );
  42590. color.toArray( array, 9 );
  42591. color.set( zAxisColor );
  42592. color.toArray( array, 12 );
  42593. color.toArray( array, 15 );
  42594. this.geometry.attributes.color.needsUpdate = true;
  42595. return this;
  42596. }
  42597. /**
  42598. * Frees the GPU-related resources allocated by this instance. Call this
  42599. * method whenever this instance is no longer used in your app.
  42600. */
  42601. dispose() {
  42602. this.geometry.dispose();
  42603. this.material.dispose();
  42604. }
  42605. }
  42606. /**
  42607. * This class is used to convert a series of paths to an array of
  42608. * shapes. It is specifically used in context of fonts and SVG.
  42609. */
  42610. class ShapePath {
  42611. /**
  42612. * Constructs a new shape path.
  42613. */
  42614. constructor() {
  42615. this.type = 'ShapePath';
  42616. /**
  42617. * The color of the shape.
  42618. *
  42619. * @type {Color}
  42620. */
  42621. this.color = new Color();
  42622. /**
  42623. * The paths that have been generated for this shape.
  42624. *
  42625. * @type {Array<Path>}
  42626. * @default null
  42627. */
  42628. this.subPaths = [];
  42629. /**
  42630. * The current path that is being generated.
  42631. *
  42632. * @type {?Path}
  42633. * @default null
  42634. */
  42635. this.currentPath = null;
  42636. }
  42637. /**
  42638. * Creates a new path and moves it current point to the given one.
  42639. *
  42640. * @param {number} x - The x coordinate.
  42641. * @param {number} y - The y coordinate.
  42642. * @return {ShapePath} A reference to this shape path.
  42643. */
  42644. moveTo( x, y ) {
  42645. this.currentPath = new Path();
  42646. this.subPaths.push( this.currentPath );
  42647. this.currentPath.moveTo( x, y );
  42648. return this;
  42649. }
  42650. /**
  42651. * Adds an instance of {@link LineCurve} to the path by connecting
  42652. * the current point with the given one.
  42653. *
  42654. * @param {number} x - The x coordinate of the end point.
  42655. * @param {number} y - The y coordinate of the end point.
  42656. * @return {ShapePath} A reference to this shape path.
  42657. */
  42658. lineTo( x, y ) {
  42659. this.currentPath.lineTo( x, y );
  42660. return this;
  42661. }
  42662. /**
  42663. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  42664. * the current point with the given one.
  42665. *
  42666. * @param {number} aCPx - The x coordinate of the control point.
  42667. * @param {number} aCPy - The y coordinate of the control point.
  42668. * @param {number} aX - The x coordinate of the end point.
  42669. * @param {number} aY - The y coordinate of the end point.
  42670. * @return {ShapePath} A reference to this shape path.
  42671. */
  42672. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  42673. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  42674. return this;
  42675. }
  42676. /**
  42677. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  42678. * the current point with the given one.
  42679. *
  42680. * @param {number} aCP1x - The x coordinate of the first control point.
  42681. * @param {number} aCP1y - The y coordinate of the first control point.
  42682. * @param {number} aCP2x - The x coordinate of the second control point.
  42683. * @param {number} aCP2y - The y coordinate of the second control point.
  42684. * @param {number} aX - The x coordinate of the end point.
  42685. * @param {number} aY - The y coordinate of the end point.
  42686. * @return {ShapePath} A reference to this shape path.
  42687. */
  42688. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  42689. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  42690. return this;
  42691. }
  42692. /**
  42693. * Adds an instance of {@link SplineCurve} to the path by connecting
  42694. * the current point with the given list of points.
  42695. *
  42696. * @param {Array<Vector2>} pts - An array of points in 2D space.
  42697. * @return {ShapePath} A reference to this shape path.
  42698. */
  42699. splineThru( pts ) {
  42700. this.currentPath.splineThru( pts );
  42701. return this;
  42702. }
  42703. /**
  42704. * Converts the paths into an array of shapes.
  42705. *
  42706. * @param {boolean} isCCW - By default solid shapes are defined clockwise (CW) and holes are defined counterclockwise (CCW).
  42707. * If this flag is set to `true`, then those are flipped.
  42708. * @return {Array<Shape>} An array of shapes.
  42709. */
  42710. toShapes( isCCW ) {
  42711. function toShapesNoHoles( inSubpaths ) {
  42712. const shapes = [];
  42713. for ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {
  42714. const tmpPath = inSubpaths[ i ];
  42715. const tmpShape = new Shape();
  42716. tmpShape.curves = tmpPath.curves;
  42717. shapes.push( tmpShape );
  42718. }
  42719. return shapes;
  42720. }
  42721. function isPointInsidePolygon( inPt, inPolygon ) {
  42722. const polyLen = inPolygon.length;
  42723. // inPt on polygon contour => immediate success or
  42724. // toggling of inside/outside at every single! intersection point of an edge
  42725. // with the horizontal line through inPt, left of inPt
  42726. // not counting lowerY endpoints of edges and whole edges on that line
  42727. let inside = false;
  42728. for ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  42729. let edgeLowPt = inPolygon[ p ];
  42730. let edgeHighPt = inPolygon[ q ];
  42731. let edgeDx = edgeHighPt.x - edgeLowPt.x;
  42732. let edgeDy = edgeHighPt.y - edgeLowPt.y;
  42733. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  42734. // not parallel
  42735. if ( edgeDy < 0 ) {
  42736. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  42737. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  42738. }
  42739. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  42740. if ( inPt.y === edgeLowPt.y ) {
  42741. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  42742. // continue; // no intersection or edgeLowPt => doesn't count !!!
  42743. } else {
  42744. const perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  42745. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  42746. if ( perpEdge < 0 ) continue;
  42747. inside = ! inside; // true intersection left of inPt
  42748. }
  42749. } else {
  42750. // parallel or collinear
  42751. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  42752. // edge lies on the same horizontal line as inPt
  42753. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  42754. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  42755. // continue;
  42756. }
  42757. }
  42758. return inside;
  42759. }
  42760. const isClockWise = ShapeUtils.isClockWise;
  42761. const subPaths = this.subPaths;
  42762. if ( subPaths.length === 0 ) return [];
  42763. let solid, tmpPath, tmpShape;
  42764. const shapes = [];
  42765. if ( subPaths.length === 1 ) {
  42766. tmpPath = subPaths[ 0 ];
  42767. tmpShape = new Shape();
  42768. tmpShape.curves = tmpPath.curves;
  42769. shapes.push( tmpShape );
  42770. return shapes;
  42771. }
  42772. let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  42773. holesFirst = isCCW ? ! holesFirst : holesFirst;
  42774. // log("Holes first", holesFirst);
  42775. const betterShapeHoles = [];
  42776. const newShapes = [];
  42777. let newShapeHoles = [];
  42778. let mainIdx = 0;
  42779. let tmpPoints;
  42780. newShapes[ mainIdx ] = undefined;
  42781. newShapeHoles[ mainIdx ] = [];
  42782. for ( let i = 0, l = subPaths.length; i < l; i ++ ) {
  42783. tmpPath = subPaths[ i ];
  42784. tmpPoints = tmpPath.getPoints();
  42785. solid = isClockWise( tmpPoints );
  42786. solid = isCCW ? ! solid : solid;
  42787. if ( solid ) {
  42788. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  42789. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  42790. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  42791. if ( holesFirst ) mainIdx ++;
  42792. newShapeHoles[ mainIdx ] = [];
  42793. //log('cw', i);
  42794. } else {
  42795. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  42796. //log('ccw', i);
  42797. }
  42798. }
  42799. // only Holes? -> probably all Shapes with wrong orientation
  42800. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  42801. if ( newShapes.length > 1 ) {
  42802. let ambiguous = false;
  42803. let toChange = 0;
  42804. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  42805. betterShapeHoles[ sIdx ] = [];
  42806. }
  42807. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  42808. const sho = newShapeHoles[ sIdx ];
  42809. for ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  42810. const ho = sho[ hIdx ];
  42811. let hole_unassigned = true;
  42812. for ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  42813. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  42814. if ( sIdx !== s2Idx ) toChange ++;
  42815. if ( hole_unassigned ) {
  42816. hole_unassigned = false;
  42817. betterShapeHoles[ s2Idx ].push( ho );
  42818. } else {
  42819. ambiguous = true;
  42820. }
  42821. }
  42822. }
  42823. if ( hole_unassigned ) {
  42824. betterShapeHoles[ sIdx ].push( ho );
  42825. }
  42826. }
  42827. }
  42828. if ( toChange > 0 && ambiguous === false ) {
  42829. newShapeHoles = betterShapeHoles;
  42830. }
  42831. }
  42832. let tmpHoles;
  42833. for ( let i = 0, il = newShapes.length; i < il; i ++ ) {
  42834. tmpShape = newShapes[ i ].s;
  42835. shapes.push( tmpShape );
  42836. tmpHoles = newShapeHoles[ i ];
  42837. for ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  42838. tmpShape.holes.push( tmpHoles[ j ].h );
  42839. }
  42840. }
  42841. //log("shape", shapes);
  42842. return shapes;
  42843. }
  42844. }
  42845. /**
  42846. * Abstract base class for controls.
  42847. *
  42848. * @abstract
  42849. * @augments EventDispatcher
  42850. */
  42851. class Controls extends EventDispatcher {
  42852. /**
  42853. * Constructs a new controls instance.
  42854. *
  42855. * @param {Object3D} object - The object that is managed by the controls.
  42856. * @param {?HTMLElement} domElement - The HTML element used for event listeners.
  42857. */
  42858. constructor( object, domElement = null ) {
  42859. super();
  42860. /**
  42861. * The object that is managed by the controls.
  42862. *
  42863. * @type {Object3D}
  42864. */
  42865. this.object = object;
  42866. /**
  42867. * The HTML element used for event listeners.
  42868. *
  42869. * @type {?HTMLElement}
  42870. * @default null
  42871. */
  42872. this.domElement = domElement;
  42873. /**
  42874. * Whether the controls responds to user input or not.
  42875. *
  42876. * @type {boolean}
  42877. * @default true
  42878. */
  42879. this.enabled = true;
  42880. /**
  42881. * The internal state of the controls.
  42882. *
  42883. * @type {number}
  42884. * @default -1
  42885. */
  42886. this.state = -1;
  42887. /**
  42888. * This object defines the keyboard input of the controls.
  42889. *
  42890. * @type {Object}
  42891. */
  42892. this.keys = {};
  42893. /**
  42894. * This object defines what type of actions are assigned to the available mouse buttons.
  42895. * It depends on the control implementation what kind of mouse buttons and actions are supported.
  42896. *
  42897. * @type {{LEFT: ?number, MIDDLE: ?number, RIGHT: ?number}}
  42898. */
  42899. this.mouseButtons = { LEFT: null, MIDDLE: null, RIGHT: null };
  42900. /**
  42901. * This object defines what type of actions are assigned to what kind of touch interaction.
  42902. * It depends on the control implementation what kind of touch interaction and actions are supported.
  42903. *
  42904. * @type {{ONE: ?number, TWO: ?number}}
  42905. */
  42906. this.touches = { ONE: null, TWO: null };
  42907. }
  42908. /**
  42909. * Connects the controls to the DOM. This method has so called "side effects" since
  42910. * it adds the module's event listeners to the DOM.
  42911. *
  42912. * @param {HTMLElement} element - The DOM element to connect to.
  42913. */
  42914. connect( element ) {
  42915. if ( element === undefined ) {
  42916. warn( 'Controls: connect() now requires an element.' ); // @deprecated, the warning can be removed with r185
  42917. return;
  42918. }
  42919. if ( this.domElement !== null ) this.disconnect();
  42920. this.domElement = element;
  42921. }
  42922. /**
  42923. * Disconnects the controls from the DOM.
  42924. */
  42925. disconnect() {}
  42926. /**
  42927. * Call this method if you no longer want use to the controls. It frees all internal
  42928. * resources and removes all event listeners.
  42929. */
  42930. dispose() {}
  42931. /**
  42932. * Controls should implement this method if they have to update their internal state
  42933. * per simulation step.
  42934. *
  42935. * @param {number} [delta] - The time delta in seconds.
  42936. */
  42937. update( /* delta */ ) {}
  42938. }
  42939. /**
  42940. * Scales the texture as large as possible within its surface without cropping
  42941. * or stretching the texture. The method preserves the original aspect ratio of
  42942. * the texture. Akin to CSS `object-fit: contain`
  42943. *
  42944. * @param {Texture} texture - The texture.
  42945. * @param {number} aspect - The texture's aspect ratio.
  42946. * @return {Texture} The updated texture.
  42947. */
  42948. function contain( texture, aspect ) {
  42949. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  42950. if ( imageAspect > aspect ) {
  42951. texture.repeat.x = 1;
  42952. texture.repeat.y = imageAspect / aspect;
  42953. texture.offset.x = 0;
  42954. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  42955. } else {
  42956. texture.repeat.x = aspect / imageAspect;
  42957. texture.repeat.y = 1;
  42958. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  42959. texture.offset.y = 0;
  42960. }
  42961. return texture;
  42962. }
  42963. /**
  42964. * Scales the texture to the smallest possible size to fill the surface, leaving
  42965. * no empty space. The method preserves the original aspect ratio of the texture.
  42966. * Akin to CSS `object-fit: cover`.
  42967. *
  42968. * @param {Texture} texture - The texture.
  42969. * @param {number} aspect - The texture's aspect ratio.
  42970. * @return {Texture} The updated texture.
  42971. */
  42972. function cover( texture, aspect ) {
  42973. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  42974. if ( imageAspect > aspect ) {
  42975. texture.repeat.x = aspect / imageAspect;
  42976. texture.repeat.y = 1;
  42977. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  42978. texture.offset.y = 0;
  42979. } else {
  42980. texture.repeat.x = 1;
  42981. texture.repeat.y = imageAspect / aspect;
  42982. texture.offset.x = 0;
  42983. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  42984. }
  42985. return texture;
  42986. }
  42987. /**
  42988. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  42989. *
  42990. * @param {Texture} texture - The texture.
  42991. * @return {Texture} The updated texture.
  42992. */
  42993. function fill( texture ) {
  42994. texture.repeat.x = 1;
  42995. texture.repeat.y = 1;
  42996. texture.offset.x = 0;
  42997. texture.offset.y = 0;
  42998. return texture;
  42999. }
  43000. /**
  43001. * Determines how many bytes must be used to represent the texture.
  43002. *
  43003. * @param {number} width - The width of the texture.
  43004. * @param {number} height - The height of the texture.
  43005. * @param {number} format - The texture's format.
  43006. * @param {number} type - The texture's type.
  43007. * @return {number} The byte length.
  43008. */
  43009. function getByteLength( width, height, format, type ) {
  43010. const typeByteLength = getTextureTypeByteLength( type );
  43011. switch ( format ) {
  43012. // https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
  43013. case AlphaFormat:
  43014. return width * height;
  43015. case RedFormat:
  43016. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  43017. case RedIntegerFormat:
  43018. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  43019. case RGFormat:
  43020. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  43021. case RGIntegerFormat:
  43022. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  43023. case RGBFormat:
  43024. return ( ( width * height * 3 ) / typeByteLength.components ) * typeByteLength.byteLength;
  43025. case RGBAFormat:
  43026. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  43027. case RGBAIntegerFormat:
  43028. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  43029. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_s3tc_srgb/
  43030. case RGB_S3TC_DXT1_Format:
  43031. case RGBA_S3TC_DXT1_Format:
  43032. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  43033. case RGBA_S3TC_DXT3_Format:
  43034. case RGBA_S3TC_DXT5_Format:
  43035. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  43036. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_pvrtc/
  43037. case RGB_PVRTC_2BPPV1_Format:
  43038. case RGBA_PVRTC_2BPPV1_Format:
  43039. return ( Math.max( width, 16 ) * Math.max( height, 8 ) ) / 4;
  43040. case RGB_PVRTC_4BPPV1_Format:
  43041. case RGBA_PVRTC_4BPPV1_Format:
  43042. return ( Math.max( width, 8 ) * Math.max( height, 8 ) ) / 2;
  43043. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_etc/
  43044. case RGB_ETC1_Format:
  43045. case RGB_ETC2_Format:
  43046. case R11_EAC_Format:
  43047. case SIGNED_R11_EAC_Format:
  43048. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  43049. case RGBA_ETC2_EAC_Format:
  43050. case RG11_EAC_Format:
  43051. case SIGNED_RG11_EAC_Format:
  43052. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  43053. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/
  43054. case RGBA_ASTC_4x4_Format:
  43055. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  43056. case RGBA_ASTC_5x4_Format:
  43057. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  43058. case RGBA_ASTC_5x5_Format:
  43059. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  43060. case RGBA_ASTC_6x5_Format:
  43061. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  43062. case RGBA_ASTC_6x6_Format:
  43063. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  43064. case RGBA_ASTC_8x5_Format:
  43065. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  43066. case RGBA_ASTC_8x6_Format:
  43067. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  43068. case RGBA_ASTC_8x8_Format:
  43069. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  43070. case RGBA_ASTC_10x5_Format:
  43071. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  43072. case RGBA_ASTC_10x6_Format:
  43073. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  43074. case RGBA_ASTC_10x8_Format:
  43075. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  43076. case RGBA_ASTC_10x10_Format:
  43077. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  43078. case RGBA_ASTC_12x10_Format:
  43079. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  43080. case RGBA_ASTC_12x12_Format:
  43081. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 11 ) / 12 ) * 16;
  43082. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/
  43083. case RGBA_BPTC_Format:
  43084. case RGB_BPTC_SIGNED_Format:
  43085. case RGB_BPTC_UNSIGNED_Format:
  43086. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  43087. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/
  43088. case RED_RGTC1_Format:
  43089. case SIGNED_RED_RGTC1_Format:
  43090. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 8;
  43091. case RED_GREEN_RGTC2_Format:
  43092. case SIGNED_RED_GREEN_RGTC2_Format:
  43093. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  43094. }
  43095. throw new Error(
  43096. `Unable to determine texture byte length for ${format} format.`,
  43097. );
  43098. }
  43099. function getTextureTypeByteLength( type ) {
  43100. switch ( type ) {
  43101. case UnsignedByteType:
  43102. case ByteType:
  43103. return { byteLength: 1, components: 1 };
  43104. case UnsignedShortType:
  43105. case ShortType:
  43106. case HalfFloatType:
  43107. return { byteLength: 2, components: 1 };
  43108. case UnsignedShort4444Type:
  43109. case UnsignedShort5551Type:
  43110. return { byteLength: 2, components: 4 };
  43111. case UnsignedIntType:
  43112. case IntType:
  43113. case FloatType:
  43114. return { byteLength: 4, components: 1 };
  43115. case UnsignedInt5999Type:
  43116. case UnsignedInt101111Type:
  43117. return { byteLength: 4, components: 3 };
  43118. }
  43119. throw new Error( `Unknown texture type ${type}.` );
  43120. }
  43121. /**
  43122. * A class containing utility functions for textures.
  43123. *
  43124. * @hideconstructor
  43125. */
  43126. class TextureUtils {
  43127. /**
  43128. * Scales the texture as large as possible within its surface without cropping
  43129. * or stretching the texture. The method preserves the original aspect ratio of
  43130. * the texture. Akin to CSS `object-fit: contain`
  43131. *
  43132. * @param {Texture} texture - The texture.
  43133. * @param {number} aspect - The texture's aspect ratio.
  43134. * @return {Texture} The updated texture.
  43135. */
  43136. static contain( texture, aspect ) {
  43137. return contain( texture, aspect );
  43138. }
  43139. /**
  43140. * Scales the texture to the smallest possible size to fill the surface, leaving
  43141. * no empty space. The method preserves the original aspect ratio of the texture.
  43142. * Akin to CSS `object-fit: cover`.
  43143. *
  43144. * @param {Texture} texture - The texture.
  43145. * @param {number} aspect - The texture's aspect ratio.
  43146. * @return {Texture} The updated texture.
  43147. */
  43148. static cover( texture, aspect ) {
  43149. return cover( texture, aspect );
  43150. }
  43151. /**
  43152. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  43153. *
  43154. * @param {Texture} texture - The texture.
  43155. * @return {Texture} The updated texture.
  43156. */
  43157. static fill( texture ) {
  43158. return fill( texture );
  43159. }
  43160. /**
  43161. * Determines how many bytes must be used to represent the texture.
  43162. *
  43163. * @param {number} width - The width of the texture.
  43164. * @param {number} height - The height of the texture.
  43165. * @param {number} format - The texture's format.
  43166. * @param {number} type - The texture's type.
  43167. * @return {number} The byte length.
  43168. */
  43169. static getByteLength( width, height, format, type ) {
  43170. return getByteLength( width, height, format, type );
  43171. }
  43172. }
  43173. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  43174. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  43175. revision: REVISION,
  43176. } } ) );
  43177. }
  43178. if ( typeof window !== 'undefined' ) {
  43179. if ( window.__THREE__ ) {
  43180. warn( 'WARNING: Multiple instances of Three.js being imported.' );
  43181. } else {
  43182. window.__THREE__ = REVISION;
  43183. }
  43184. }
  43185. 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, BezierInterpolant, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CineonToneMapping, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, ColorManagement, Compatibility, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, ConstantAlphaFactor, ConstantColorFactor, Controls, CubeCamera, CubeDepthTexture, 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, ExternalTexture, 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, InterpolateBezier, 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, MaterialBlending, 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, NoNormalPacking, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NormalGAPacking, NormalRGPacking, 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, R11_EAC_Format, RAD2DEG, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RG11_EAC_Format, 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, ReversedDepthFuncs, RingGeometry, SIGNED_R11_EAC_Format, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SIGNED_RG11_EAC_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, Timer, TimestampQuery, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, UniformsUtils, UnsignedByteType, UnsignedInt101111Type, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, VideoFrameTexture, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLCoordinateSystem, WebGLRenderTarget, WebGPUCoordinateSystem, WebXRController, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, cloneUniforms, createCanvasElement, createElementNS, error, getByteLength, getConsoleFunction, getUnlitUniformColorSpace, isTypedArray, log, mergeUniforms, probeAsync, setConsoleFunction, warn, warnOnce, yieldToMain };
粤ICP备19079148号